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HULLO Edition
Previous thread: >>574199379

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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I take it back. Aquilo has shown me how fucked my whole "design" philosophy is. Its like the developers designed each planet with a specific design philosophy to challange the idiots?
>>
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>>574834396
The frozen buildings all look so great, it's such a shame that you only ever see them when something is broken
>>
>>574834396
I wouldn't think about it that hard. every planet has a gimmick.
>>
>>574835860
I wish Aquilo had more because I love me some forzen hellscape
>>
>>574835860
imagine aquilo but you get periodical storms so you plan for redundancies to autorestart your heat grid and are forced to buffer your production
>>
"how to void things in SE"
a recycler
>>
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what's the point of this research? by the time you launch the last follower robot, the first one and onwards expires, unless you use a macro that sends clicks every 10ms to deploy up to the limit under 5 seconds
>>
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>>574841960
Obligatory:
https://www.youtube.com/watch?v=EfqTeUvTVSk
https://www.youtube.com/watch?v=oVZ9nRAFR8s
"Brave New World" and "The Still, Cold World" hit hard too.
https://www.youtube.com/watch?v=hUdXfkg09-Q
https://www.youtube.com/watch?v=ukKZr56rCw8
>>
>>574843943
I was thinking more slow moving, localized, chunk sized storms forcefreezing everything under them than planetwide temperature suddenly dropping but stormpunk is fine too
>>
>>574844502
>stormpunk
frostpunk
>>
>>574844607
*chink coalburning fantasy
>>
>>574844849
surely the right nation to mock for coal burning is Germany, you even get a free double entendre
>>
>>574848553
hur hur
they're doing it because they're retarded though, the chings glorify it and see it as righteous because they have infinite coal
the entire point of frostpunk is "fuck your globabl warming you know what? it's an ice age so we're gonna burn even more coal, china numbah 1"
>>
>>574848673
burning tons of coal fits the setting of a mock industrial era London, I think you're reaching and even a little schizo
>>
>>574848924
>I think you're reaching and even a little schizo
The concept of frostpunk was literally invented and is spread mainly in china. I don't know what to tell you.
>>
>>574848993
idk man what's the other option in a frozen post apocalypse? Wood isn't a thing when the forests are dead, an RTG isn't as evocative as fueling an open flame, you want them to pump oil and burn a constant stream of crude?
>>
>>574848993
bro as much as I like to harp on the chinx frostpunk is a polish game inspired by a polish novelist, specifically this book https://en.wikipedia.org/wiki/Ice_(Dukaj_novel)

i know that a ton of imagery I see is in chinese tho for some reason
>>
>>574849382
The story of the book takes place in an alternate universe where the First World War never occurred and Poland is still under Russian rule.[11] Following the Tunguska event, the Ice, a mysterious form of matter, has covered parts of Siberia in the Russian Empire and started expanding outwards, reaching Warsaw. The appearance of Ice results in extreme decrease of temperature, putting the whole continent under constant winter, and is accompanied by Lute, angels of Frost, a strange form of being which seems to be a native inhabitant of Ice. Under the influence of the Ice, iron turns into zimnazo (cold iron), a material with extraordinary physical properties, which results in the creation of a new branch of industry, zimnazo mining and processing, giving birth to large fortunes and new industrial empires. Moreover, the Ice freezes history and philosophy, preserving the old political regime, affecting human psychology and changing the laws of logic from many-valued logic of "Summer" to two-valued logic of "Winter" with no intermediate steps between true and false.

>reality bending snow aliens
>>
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Realize my mental math abilities has become so damn bad after starting to play factorio, fractions are hard man. Is this the effect of years of accumulated drug abuse and alcohol consumption? There's like heavy brain fog here.
>>
>>574849479
And the protagonist meets nikola tesla, yeah
it sounds like shitty booktok slop
>>
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>>574849617
>fractions are hard man. Is this the effect of years of accumulated drug abuse and alcohol consumption
It's pawsible.
>>
>>574849753
got me looking up shit like this
>>
>>574849617
its caused by bad schooling as a child.
instead of learning how to use maths, you were taught how to memorize and apply shortcuts.
i got put in the "clever kids" class for maths since i had algebra figured out in year 3 (placeholders for unknown values just made sense to me) and the teacher for the smart kids had no clue, they kept trying to get us to rely on writing a question down instead of just thinking it over, turning simple math into a visual process, so while i could figure out complex math on paper, i could no longer do multiplications in my head.

took quite a bit of learning in uni to break the conditioning so i could work out code processes without breaking out a notepad.
>>
>load my py save
>no idea what the fuck is going on but science is somehow working fine
>until a chest becomes empty, or a belt backs up, then everything breaks down
I remember now... This is just the starter base, and I was going to build a fully automated magnificent Real Base
>>
>>574850623
>its caused by bad schooling as a child.
it might be the hard drugs man
>>
>>574835860
just plop some unheated buildings down in empty spaces as decoration
>>
can't stop thinking about a factorio z levels mod and digging trenches. with big crane arms and loaders.
send help.
>>
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>>574850891
that doesn't help but unless you were retarded to begin with you can probably get used to doing basic math pretty quickly. The average person is terrible at performing even simple calculations in their heads like 37*3 not because they don't have the capabilities for it, but because they never exercise that skill.
For fractions use pen and paper rather than writing them down on a computer, you'll learn faster.
BTW is it me or is common core fucking weird? Is this how they teach math to children nowadays?
>>
>>574852328
i honestly don't remember how i was taught to do subtraction by hand
but it definitely wasn't that
>>
>>574852328
>common core
Is that the shit where say, you subtract 18 from 32, so you make the question a more simpler 8-12=4 , then 10(+10 carry over)-30=10, therefore 14?
If it is, that's the most confusing way I've seen yet.
If it isn't it still confusing just for looking like that method.
>>
>>574852328
any maths that requires you to take note of a pattern over multiple steps is bad maths because it puts it out of your brain and onto paper.

yes you have a higher ceilings, but its making the floor into a pit, because you literally cannot do it in your head.
>>
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S N U G
>>
>>574852328
Thats atrocious, are the kids really learning this?
I assume its like this for most right?
38 = 25 + 13
325-25
300-13=287
>>
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>>574858162
>working from 38
>simplyfy it to 13
>>
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>>574852328
What a fucking waste of time
God has given you base 10, use it as intended
>>
>>574858510
The point isn't simplifying 38 to 13, it's simplifying 325 to 300, then it essentially is just figuring out 100-13 which is trivial even in your head.
t. shit at mental math.
>>
>>574858830
yeah this is how i was taught to do it, now i remember
>>
>>574858830
Basically >>574853101 but in a less retarded explanation
>>
>>574858162
>>574858510
325-38
300+25-38
300-(38-25)
>>
>>574858830
We should be using base 12.
>>
>>574859461
>t. 6 fingered reptile
>>
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>>574859514
learn you a book
>>
>>574858830
Not enough brainspace memory to do chalkboard drawing and not lose information.
>>
>>574859950
Get your apple rotation reps in, brainlet
>>
>>574860060
graphics too low
>>
>>574859582
>he's not making use of his thumb
when will you leave the cave?
>>
>>574860972
The thumb is the pointer, genius.
>>
>>574860972
The thumb is used to point at a segment and keep count.
>>574859582
Upgrade to binary
>>
>>574861535
Why does he have one tiny hand and one normal sized hand?
>>
>>574861535
Why not base3? There's enough resolution in up/down/midway.
>>
>>574861727
adapted for smaller numbers
>>
ksp forums down again :(
i fear they are not long for this world
>>
I'm thinking about getting Satisfactory because Endfield got me into factory building.
Can you build vertical or are the 50.000 square mile factories I see on steam the only way to do it?
>>
>>574862717
you can build vertically, yes, there's no limit afaik, or if there is you'll never reach it unless your goal is to reach it
>>
>>574862717
Building vertical is a main point of going 3d. The vast majority of people are just retarded philistines. Build against cliff faces and you can even get some good aesthetic verticality.
>>
>>574862717
>I'm thinking about getting Satisfactory because Endfield got me into factory building.
What a horrible fucking phrase to read
>>
>>574863135
>>574863171
thanks
>>
>>574861876
Trinary is harder to work with, simple as.
Plus, it gives you a good visualization of bitwise operations.
Also, if you add finger-curling, you get two more states to work with.
>>
>>574863712
Factorio lost. Get over it.
>>
>>574863863
The way the knuckles go doesn't give the resolution to use those states.
>>
>>574832796
whats his deal
>>
>>574862717
an example last thread
>>574291401
>>
>>574843286
There's a cooldown so a macro won't help. Probably not that useful for Defenders, but Destroyer capsules make 5 bots at a time and last 120s instead of 45s.
>>
>>574864018
I'm calling you retarded.
>>
>>574858162
I do
325 - 30 = 295
295 - 8 = 287
>>
>>574865084
I'm nta factorio fag.
You can keep playing your bigot made game, but it still lost.
>>
>>574858830
i normally just remove the 100, then the 10, then the 1s
easy to do in my head, and if its anything more complex than removing from a hundred then usually im going for an estimate, so i just do the first 3 digits, and MAYBE the 4th for an "and a half"

if its important, i'll write it down since i probably need that number later anyway.
>>
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I feel like im over complicating things. Is this readable to you guys?
>>
>>574868371
broski is rotating rate calculator in his mind
>>
>>574832796
God I miss when ksp was cool
>>
I'm doing my first x10 science run and man does blue science need a lot. How do people manage anything bigger like x100 science?
>>
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>>574868371
I can understand it fine, but the formatting is a bit annoying, like how sometimes it's 1/5s and other times 1/3/s, and how it's 25/6a and not 25a/6
Anyway isn't it easier to make a spreadheet? Unless you really want to calculate the ratios by hand
>>
>>574871849
their mind is likely unburdened by real life's endless bullshit
>>
>>574872147
Do I have to learn VBA
>>
>>574873250
no in this case it's just ROUNDUP(A/B), but even if you were to make a more complex template that takes into account assembler speed, modules etc. you could still do everything with basic formulas
>>
>>574858830
for 325 and 38 I would in my head eliminate 25 from both numbers first leaving 300 and 13. then the answer is obviously 287. i learned how to do math exactly like you wrote it out just now but my brain ends up doing it the "common core" way even though i never was instructed that way. i'm just glad i'm an adult and i can do math however i want instead of being yelled at by some foid for doing it my way and still getting the right answer.
>>
/egg/ - basic arithmetic
>>
>>574859950
this, in my head i just subtract the bigger values first and leave the smaller ones for last, so basically going from left to right rather than right to left
>>
>>574876691
thankfully it's all the math that's ever needed for engineering games
>>
>>574876691
I'm 32, I basically can't do arithmetic in my head anymore. Now I know why parents feel frustrated teaching their child math.
>>
>>574877996
>I'm 32, I basically can't do arithmetic in my head anymore.
because you don't have to, anymore.
>>
>>574877996
>I'm 32, I basically can't do arithmetic in my head anymore
"use it or lose it"
the brain is a muscle
>>
>>574878157
pointless exercise for an amazon warehouse forklift driver
>>
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>>574878272
>warehouse forklift driver
Hello Klaus, please don't forget your safety training.
>>
>>574878145
>>574878272
being able to add/subtract two numbers and do some basic multiplication/division in your head more quickly than you can pull out your phone and open the calculator app and type in the numbers is still useful
>>
>>574878570
>>574878272
I wonder how many us in /egg/ are forklift certified
This post makes it at least 2
>>
>>574878605
Why would you have to do any calculation?
You are a drone. You follow orders.
>>
>>574878724
my orders can be broader and less specific if i'm capable of elementary school math
micromanaging is an inefficient use of resources when every employee has a moderately functioning brain of their own
>>
>>574879573
Could be, but are not.
Any task that requires frequent calculations have tools that do it for you. It is simply more efficient and less error-prone. Tasks that do not, have your attention elsewhere are best shunted to a separate worker or time to avoid costly mistakes.
You are an unreliable, replaceable part that requires both proper rest and sick leave to function correctly.
>>
Irreplaceable parts are inefficient and dangerous.
That is why we automate. Why we engineer systems.

To make a flawless machine.
>>
>>574880328
>requires both proper rest and sick leave to function correctly
Careful with those socialist remarks there buddy.
>>
>>574880773
If the need for you to do math can be eliminated, your minimum workable condition can be made less costly.
>>
>>574880328
>>574880739
>From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the blessed machine.
>>
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>>574864018
Factorio is already a normie game how do people continue to find ways to be even more grossly normie by playing sandbox or story-focused games instead

but, whatever, the eggmen used to laugh at our games too but now they're all dead
>>
>reading WoD general on /tg/
>see this workplace discussion
I can't decide whether /egg/ is Wyld-touched, or Weaver-coded. There's definitely a hint of Pentex-tier Wyrm taint too, but it's relatively minor.
I pray for the haphazard Wyld-touched engineers among us, who ignore all the rules and build marvels that bend physics over a table and have their way with it.

God damn would I love a magic /egg/ where you can do more than just write progr- I mean write spells, but redefine the very rules of magic, at least locally.
Sometimes I think the only way we can get to such an ideal is through tabletops, because there are far fewer limits there than in any vidiya, even the ones with ASCII characters for graphics.
>>
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>>574881836
>>
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Is Factorio 2.1's beta stable or should I just wait for the full patch release?
>>
>>574852328
Common core is about teaching kids how to make calculations as people good in math do (ie manipulating numbers in a flexible way) rather than trying to be a human calculator. It's weird because it tries to teach something that you would learn by itself. It's like trying to teach what 'speech' is by telling you how to make the mouth movements rather than teaching you words. Problem is it just comes across as being obtuse. I would say that it would be better to just give kids a lot of simple math exercises and let them figure it out.
>>
>>574880328
When you are on the floor or driving around you are not supposed to be using for phone or calculators. Not all warehouse management systems have your function built in, and most still require a little bit of input. The drivers at the place i worked at could have saved hours a week(collectively) if they did that. Heck, they spent a good chunk of money trying to implement it.
>>
>>574882108
I really need an outlet for my creativity, but /egg/ games make it hard by being too limited in what sort of shit I can realistically do there without my CPU melting.
>>
>>574882467
You aren't less distracted for not using your phone. You should not be doing anything but driving while in motion.
>>
>>574882478
You don't need a really powerful computer to be creative, as long as you're not playing AAA shit.
I make games on a mediocre-at-best laptop. I usually don't play /egg/ games on it because I don't play as many games while I'm out on my laptop anyway but I know some aren't that intensive.
>>
>>574881836
I have no idea what anything in your first paragraph means but that's a cool pic
>>574882478
download Midinous and something to feed its output to
>>
>>574882478
You need to learn actual tools for creativity.
>>
>>574882478
I think I recognize that thing. Is it one of these?
https://www.youtube.com/watch?v=t_AqXCw1SYs&
>>
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>>574881836
>I can't decide whether /egg/ is Wyld-touched, or Weaver-coded
>>
>>574849617
>fractions are hard man
you dont need math in factorio:
if you dont have enough inputs, make more inputs. that's the whole game.
>>
>>574887804
"It has to be perfect!" cries the unproductive autist
>>
>>574884135
The chinks stole his design. He lives on an island in Panama amongst the mangroves now.
>>
>>574841960
>periodical storms so you plan for redundancies to autorestart your heat grid
That would be a nice feature
Maybe it could be a slow wave over your base, meaning you would need redundant heat sources so that while one is in the storm, the rest keeps at least part of the base operating
>>
>>574841960
Weird we never got any shitty weather on any of the planets
I don't know if I count Fugg's night time lightning as weather since it happens regularly when the sun goes down. I would prefer something like Space Exploration's meteors or CMEs where you get a notification something is happening

And people should have learned to build robustly after Gleba
>>
>>574881836
I'm going to go with "touched" because I yearn for the touch of another living being
ffffffuck coders
>>
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Holy shit the new COI ramps are fucking awful.
Being modular is cool but it comes at the cost of being a much larger footprint. Also the new ones have far less slots if you try to keep them the same size. They won't fit in any previous ramp spots either and can't be placed down unless there's a mega trucks worth of clearance on each side.
>>
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>what the hell we just had a post why are we at page 10 in 1 hour already
>3 /agdg/ threads (all empty)
>duplicate fortnite, visual novel, neverness, arknights and more threads
engineered for failure
>>
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>>574913634
/agdg/ in particular is really fucked up at the moment
They've been suffering from a schizo who's obsessed with AI, who posts at a beyond unemployed rate trying to demotivate anyone not using AI. It's bad enough that they've moved to /bant/ so they can see his ID and filter him.
>>
>>574916678
/adgd/ has been completely unusable for like 8 years
>>
>Spend hours designing a modular city block blueprint
>Want to use it ingame
>Realize the massive resources just one block takes, and it's gonna need 50+ of them
>Realize I need to spend literal hours just clearing the map of biters
>Realize how massive this task is
Do people who build big bases just use editor mode?
This is overwhelming
>>
>>574918141
>need a lot of resources
>expand my production
wow so hard
>>
>>574918141
doesn't sound very modular
>>
Why is Space Age endgame so boring?
Is there a mod that makes it better?
>>
>>574852328
>BTW is it me or is common core fucking weird?
It absolutely is. Between that and "whole word learning" (basically the method for learning Mandarin applied to a language with more efficient methods), they managed to turn a distracted generation into a completely uneducated one.
>>
>>574918141
I intentionally build compact units to avoid this problem.
>>
>>574918364
So I need to build a whole new base... just to supply my bigger base?
>>
>>574919616
Depends. What does your bigger base do? If it can't supply itself, why is it so big?
>>
>>574919782
I want to make a modular train system, with railway blocks that connect the entire base
>>
>>574919896
And the trains are moving which things?
>>
>>574920261
Everything
The entire base will be based around trains
Each mass-produced item and intermediate gets its own block, then trains zip everything around
>>
>>574920452
Around to other parts of the base that...do what?
If they were things like bullets or rockets, I could easily understand, but what are you moving intermediates out for?
I'm assuming this big block thing is because you don't want to hook the machines up with combinators, so now it just sounds like your "modular" base is just your base and trains happen to be attached.
>>
>>574920746
I want to make something like this
This isn't my base, but the general idea
Each item has its own block, and trains transport everything around
>>
>>574921135
I'll be direct: Are you doing this purely for the sake of form, or is there some function you're trying to achieve at scale using this?
If it's the former, you're going to have to make some actual compromises in execution or engineer a way to make your pretty base actually work. Here, that's going to mean supplying a ton of resources and micromanaging your buffers.
>>
>>574921434
I don't really care about optimal play
I just want to make a cool base that works, with tons of trains zipping around
>>
>>574921434
middle of the bell curve
>>574921582
bottom or top of the bell curve
>>
>>574921582
That's what I was getting at. You can have that without changing anything. It's just not going to enjoy perfect throughput since it's designed primarily to service an aesthetic.
>>574921682
Acknowledging the limitations of a form-oriented design doesn't make you a midwit. Constraining everything purely to function does. You can absolutely compromise for the sake of aesthetics or even thrive by rooting your sense of aesthetics in a functional set of patterns, but making it work is going to require more than just insistence on a visual outcome.
>>
>>574920746
If I'm understanding you right,
you built entire chunks dedicated to producing a single product and you are now surprised it needs huge amounts of raw resources
>>
belting wires but worse and at 100x scale
>>
>>574922958
Wrong anon, but that seems to be the issue, yeah.
>>
>>574919616
yeah, that's actually pretty typical in Factorio
>>
Clearly, the solution is bootstrapping city block to produce miners, smelters, power and rail.
>>
>>574924987
This might be it
>>
how long does nullius take to beat? i have 1.5k hours in factorio
>>
>>574918141
I made a megabase in almost-vanilla 2.0 to say that I did it - it was kind of fun, but you definitely need a functional base before starting it.
fwiw I had biters off though, and the starter base unlocked all of the non-infinite techs. Then I set up a bunch of mines, mass produced chips, started mass module crafting, and then actually started on science proper.
I don't think you should do stuff like city blocks until you're comfortable - just use rails to bring ore back to your base, and use that to feed your patches that are running out.
>>
>>574928758
150h if you're fast, 300h if you aren't
>>
>>574931491
thanks
>>
>>574931389
>that much cement
Show me the pollution cloud.
>>
>>574931945
I turned biters off and turned off pollution spread once I launched a rocket, since I was paranoid about UPS.
I didn't need to be - I think this base could be like 5x larger before I hit sub-60, and that's including my many sub-optimal practices.
>>
Any point to using fusion reactors on Nauvis?
>>
>>574932792
simplify power if you don't want infinite solar
>>
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After way too much time being frustrated by the extreme analysis paralysis which comes from having to fill up 500 inventory slots on an ExTrEmely expensive modded rocket " personal inventory, I have come to this conclusion.

technically, I'm pretty sure it's better to bring the ingredients for some science packs, and all the equipment to set up a base on a vulcanite and cryonite world so that I never have to go back there again, but there's enough space science to do that I can get value out of most of this rocket and that's good enough for me.
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>>574933162
Brought enough stuff to use a personal capsule to navigate to the outer reaches and get the free beacon and ship, and also to craft tier 3 modules as soon as they unlocked.
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>>574932456
>I turned biters off
Turn them back on.
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>>574864061
Austronaut
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>>574916678
AIggers really are a blight
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>>574916678
>It's bad enough that they've moved to /bant/ so they can see his ID and filter him.
sounds like a reasonable solution for 99% of the issues on 4chan
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>>574952356
I mean it does until you realize that sage also gives you a "heaven" ID last I checked, I haven't been on an ID-heavy board in forever
>>
that and the really mentally ill people actually rely on third party tools to bypass that, vpns being the least esoteric but there's shit made exactly to spam a thread out there
everyone knows 4chan's code is a fucking joke since last time
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>>574916678
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>>574954143
>rapeape
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>>574916974
It's a big shame, I first found /agdg/ when looking for /egg/ or one of our past threads like /svgg/. Didn't think much of it, and only when I wanted to get into gamedev later went to it again. I built a career there from nothing and now I finally have purpose and success. I can't say for sure, but perhaps /agdg/ saved me.

We're really lucky /egg/ doesn't have such absurd, years-long, cross-board multi-thread full-time schizos. The guy spams AI but doesn't even know how to automate spam, I believe he doesn't care and just determined it's the thing that annoys people the most (he used to try spamming gore but got barely any reactions)
"Inoperable brain tumor" is the best possible explanation I've heard. >>574953783 We need to go back to the times when VPN spam tools were only in the hands of obnoxious bronies on containment boards.

shoutouts to roodydev
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>>574931389
>build rail network for "organization"
> >50% of land unused
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>>574956407
>We're really lucky /egg/ doesn't have such absurd, years-long, cross-board multi-thread full-time schizos.
*cracks knuckles*
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>>574919445
>whole word learning
just looked it up, it seems similar to common core in that both try to skip to directly teaching the more "advanced" methods that one naturally and intuitively starts implementing with practice and experience. What a retarded approach, if everyone has always managed to come up with those methods on their own why even teach them, especially if you need to skip the fundamental basics to do so? Imagine learning chemistry and having to memorize a bunch of molecules without knowing what atoms and the elements are
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>>574956407
Didn't the KSP general get killed because of a schizo spammer? It's lucky that they apparently moved on before KSP discussion found a new home here.
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>>574957582
Yeah, KSP threads were, for a time, completely banned because of it.
The schizos will inevitably find a new home you just have to hope they camp on someone else's doorstep.
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>>574956407
>Roody 2D
I had never heard of it, is it fun?
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>>574958108
It's kinda small, early access and presumably abandoned because it never took off, but I ended up spending a lot of time on it anyway since it was kinda fun automating things.

Because it's limited to 2D and many things can't clip through each other, it creates design challenges you don't really get in games like Factorio or 3D games because like you could see in that .webm there has to be free space for blocks to move into (and the exception is living creatures can move through the grey mesh blocks) that factory kinda sucks because once it can no longer deposit the peltmellow it'll just jam and it needs an outlet somewhere
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>>574957415
They're doing it to destroy us, not because they're stupid.
It's working, too.
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>>574958553
thanks, sounds good I will give it a spin this weekend, it has an old school vibe and it vaguely reminds me of Phun
>>574958713
>It's working, too.
yeah it's pretty scary
>>
Stormworks, Factorio, Space Engineers or Space Engineers 2?
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>>574961581
Factorio. Get to blue science and actually make sure you figure out combinators.
>>
I started a satisfactory run thinking I was going to attend portable miners, handfeed machines and get to coal having used minimal biofuel. That was kinda sucking shit and then I did the math and realized I need over 4000 iron and half as much copper and with single constructors (wanted low power draw and not to juggle a bunch of burners) it was gonna take a couple hours. So I am instead setting miner and smelter as automation and handcrafting everything except the smart plating. I at least have a mod that makes the handcrafting accelerate to a higher speed in big batches.
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>>574964643
The path of a true Engineer who values his handmade crafts.
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>>574961581
Space engineers with a trillion mods
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>>574951796
Been following some new vr game and the moment they started getting traction their discord was flooded with what I could only assume were chat bots proselytising AI coding. They could have been non-english speakers using an AI to translate their posts into english though. Every one of them got shat on and banned only to be replaced with a bunch more. I dunno man. As soon as I get the feeling someone is trying to sell me something I instantly hate it.
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>>574966547
The missing link is paid shilling.

Paid shill will always flock to places where VR headsets can be astroturfed. (just look at /g/, they are advertised there at least once per day)
And once they are done advertising their shitty headset, for 1 yuan per 100 messages; They'll switch back to advertising AI, for 1 yuan per 99 messages. Because why not.
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>>574913634
I love Yuno
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>>574966547
>As soon as I get the feeling someone is trying to sell me something I instantly hate it.
Survival instinct
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Instead of expanding my base, I'm trying to make it as compact as possible and scale vertically. I'm at 52 hours and only just got done with purple science, what quality should I start with first? (first time SA)
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>>574974743
I also got elevated rails, what are some fun shenanigans to get up to? RollerCoaster Tycoon style
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>>574919616
Yes. Expanding and streamlining that process is part of a megabase challenge. I had a train depo and a squadron of spider bots that could clear out and set up a mining outpostin minutes the last time I did it.
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I need soooo much iron for this x10 science run. My ass has GOT to get to Vulcanus asap.
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>>574979027
>x10 science
you meant 10k, right?
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>>574980425
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Incredible.
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Oh boy a new COI update, I guess it's time to start a new save now.
I'm still mad at how they butchered my beloved Curland map.
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>>574983439
??? What the fuck is that for
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>>574984019
for the ultra competitive factorio pvp
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is "upload labs" egg?
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>>574983439
I am vonmit.
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Is "Mars First Logistics" any good?
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>>574985772
Maybe. I've been enjoying it on my phone.
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>>574983439
>buy game (or risk getting mr. beast virus by pirating it)
>get filtered
>instead of lowering difficulty, cheat
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>>574983439
>buy game (or risk getting mr. beast virus by pirating it)
>get filtered
>instead of lowering difficulty, build a space casino
so glad they patched it out
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can I get a tl;dr on this Space casino thing?
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>>574990276
put quality in asteroid crushers, because I guess mining ore is too difficult?
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how do you guys megabase in dyson sphere?
im at 2500spm at the moment and i want to get to 25k spm
how do you guys modularize? from what ive seen people go from raw to science on one planet
also at my current vein utilization, my possible unipolar magnet production can only sustain 10k spm which is pretty sad, so ill have to use the basic recipe for anything past that
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>>574990276
crushers have productivity research, and had quality slots, so you could crush rocks and get as many out as you put in but higher quality
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there's too many things to do in factorio im going insane
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>>574983743
Now it curls more
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>>574991520
You can farm the dark fog for special resources if needed. Yeah, you need a bazillion vein utilization if you actually try to build with rare resources. I accidentally used all the spinform crystals on my vanilla save before I learned that lesson.

Personally I liked making smelting planets separated from the assembler planets but as long as you have enough throughput on deliveries you should be able to do whatever you want. I never liked one product per planet setups.
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>>574994513
this but real life
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>>574994513
There aren't, really
it's an extremely straightforward game

py however
oh boy
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>>574964643
Sorta did the same. Wanted a run where zero plants are harmed.
You can turn animal protein into biofuel till you reach coal.

Mycelia research is impossible without harvesting something tho, and it's needed for radiation protection once you star working with uranium.
You can turn oil into fabrics, but you can't research this without harvesting something first.
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>>574957582
>>574957008
>>574956407
Healthy young general thread goes to /vg/, gets pumped with massive shot of many shizo posts, doesn't feel good and changes - 99% SHITPOSTING AND ANIME AVATARFAGS. Many such cases!
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>come back to vanilla after a year long hiatus because py
>try 2.1, vulcanus start because I'm an impatient little baby
I'll be honest here I'm not even half-assing this base I'm full assing
ass to ass
I am ashamed of how horrifying it turned out but it sorta kinda works and I didn't feel like bothering doing anything better before coal liquefaction
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>>575012971
wtf you can start on other planets? I thought I had to start on Nauvis.
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>>575013108
Mods, me boy
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>>575013108
You could almost say you can start on... any planet
hyuck
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>>575009080
You do not strictly need radiation protection to use nukes, it's just a pain. And you miss out on a few harddrives.
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>>574876176
SHOW YOUR WORK OR DIE
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>>575013108
It's a mod
You can 100% bootstrap yourself on any of the planets except Aquilo
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>>575019650
How the fuck can you get started on Gleba? Even a basic stomper would be very hard to fight off with just red ammo let alone only yellow
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>>575020015
>How the fuck can you get started on Gleba?
Very carefully.
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>>575020015
I think for the most part, stompers are way outside the starting area - you just have small rafts that pop into small pentapods
Not sure though
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>>575013378
>>575019650
Neat. A Gleba start might be fun.
>>575021517
Looks fun.
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>>575022674
It's neat, but be aware you're going to need to grab a lot of ore by hand before you start automating it. It does make finally getting fully automated metals more satisfying though
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>>575020015
Gleba has a much larger starting area than Nauvis, spores got nerfed heavily so they barely spread now. Evolution is slower too.

In a regular SA game you can do Gleba first and beat the game without having to fight off one attack
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>>575025730
Good news for Gleba start, but kinda shitty in a normal run.
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>>575025730
My next run I'm going to overbuild farms and use Gleba for fucking everything just to have a big fat Gleba base. I'll make all my damn science on Gleba too. I'll SHIP STONE FROM VULCANUS IF I HAVE TO (or just install that mod that lets you grow stone in aquatic farms)

I'M GOING TO MAKE THE BIGGEST FART CLOUD ON GLEBA POSSIBLE
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>>575009080
Even if you don't care about ecology, mycelia is annoying to harvest. Game really needs a better indicator of what's a valid source because a lot of it requires chainsawing shit and most things that look like valid targets give you nothing. Practically you have to just find a cave with small shrooms in it and not bother with any other source.
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>>575009080
Uranium is purely optional. It may require alot of space but rocket fuel will give you obscene amount of energy, with minimal investment into logistics, without headache of waste you can't do anything about until you are one step away from completing the game.

>>575015494
Nah, you can get harddrives without protection. Clear the area of mobs if there are any, then find a good place to rush to landing site and haul ass. From max health you have enough time to make it and grab disc and escape.
In fact, it's possible to get all harddrives without doing any production, as long as you have a stick, shock rebars and some regular ones for nuke pigs.
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>>575033872
>without headache of waste you can't do anything about until you are one step away from completing the game.
You can fully utilize both normal uranium nodes at the center of the map with maxed miners and it will take over 13 hours to fill a storage container with plutonium waste. Maybe if you crank up the space elevator requirements it becomes a problem but normally you can just drop 10-20 containers and have plenty of time to deal with it.
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How do you git gud at designing intersections?
Intersections and lane balancers are like black magic to me
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god I love loading items into warehouses and unloading them from warehouses GOD
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Here's my latest stall-preventing train dispatch circuit.

When supply > 0 and demand > 0 for some resource, it dispatches one waiting train.
It uses counters and knowledge of the total number of relevant trains to cycle through trains fairly so that greedy trains do not hog all the resources.

I did something like this before in 2.0 but it was a bit more complicated and used both red and green channels and required more work when adding new resource types to the train network. This version handles all resource types with the Each / Everything placeholders.

Can't really tell from the screenshot but the whole train network is coordinated over just the red wire using time-division multiplexing which is simpler than it sounds.

Maybe I will try to figure out how to use the green wire to automate train serial number assignment.

Anyone else do overly complicated stuff like this with your trains instead of simply building more supply so that nothing ever stalls?
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>>575036805
I unlocked elevated rails early in this run so I could do stuff like that but quickly gave up. Looks neat though.
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>>575036805
>no chain signals
>not enough space for even a 1-3 train between rail signals
Wouldn't this deadlock at some point?
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Do poles block guns?
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>>575039369
I don't think anything blocks guns.
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>>575039083
I don't think it would, unless your trains are moving at different speeds
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>>575036805
>How do you git gud at designing intersections?
practice, obviously. start with the general layout you want then try to signal it properly and compress it into a small footprint
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de-bussin'....
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>>575040549
>Blue belts
Are you doing Gleba before Vulcanus?
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>>575035957
Yes, I know that, but I still hate playing with time bomb ticking away somewhere. I did this on my first run and it was not fun at all, I was constantly worrying about my storage overfilling if I distract myself for too long instead of concentrating on advancing and getting new tech and so on.
So personally I decided to never use nuclear until I can deal with waste somehow, either by going all the way to fixonium or whatever it's called, or just sinking plutonium rods.
That said, building power plant was fun (as fun things can be in satis-whoops you have too little space here, tooo bad, build in air next time-factory).
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>>575041591
I am being a hipster.
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Parametric blueprints are a nice feature. It would be a pain to set up every station manually.

This station actively sets the train limit based on chest fill levels compared to a standard train cargo car, and also responds to circuit network supply queries.
It also sets filters on all the inserters to reduce contamination from accidents.
When placing the blueprint, all I have to do is select the resource type and connect one red wire and that's it.
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>>575045234
uh-huh
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Building a spaghetti base with no wasted space is proving to be harder than expected. Having to snake base material around the base is giving me a masssive headache so much so that I dont even wanna continue anymore.
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>>575052193
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>>575041713
What if your storage containers just had a long output line that you pre-filled with non-radioactivge garbage. Then when your power goes out, you built an identical storage facility and once complete chain them. You would never have to step into radiation, though I guess the radioactive death zone is kind of big.
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>>575045234
They are nice. I have mine so they work off generic trains so I never, ever have to set up trains since they're blueprinted to be on the generic network and if I have bots, they'll bring the fuel and set themselves to automatic once they're fueled

Also colored light levels so I can see at a glance which stations are full

Also an alarm so it fires off a global signal telling me some stop is out of shit.

Also a secondary set of alarms and light colors so if a station needs to remain empty (which happens in overhauls) I can do that too.
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>>575052380
Personally I'm not a fan of that much enforced spaghetti
I'd rather think "I need some green circuits", find a patch of iron and copper near each other, make it on site, and then send it back into the base from wherever
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>every time I play this I always pick the hardest start
>decide for the most recent update I'll pick an easy start
here we go again
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>>575052823
The goal was to squeeze as much stuff as I can figure out onto the screen and curve around the terrain, but as try to automate stuff like elevated rails, ramps, suqeezing in a sulfur train near my oil plant for uranium.... just thinking about it is giving me pain. This is only my 2nd playthrough (1st spaceage) I want to get to space soon, when is a good time to do it and which planet first? It does get overwhelming especially for a first play through
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>>575039369
no, and they make for great targets
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>>575053810
>when is a good time to do it and which planet first
You should get off Nauvis as soon as you have a solid base that can survive on its own
Space Age reduces the amount of stuff you need to launch a rocket by a factor of 10, so it's much easier to launch them

I always go to Vulcanus first
Make sure that when technology triggers happen, that you go in and read all the new recipes it unlocks - some of them really make life easier

Also, when you go, know that your ship can carry items to drop to the planet, so you don't have to bootstrap entirely from raw materials
I made that mistake my first time and it was hell
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>>575053810
>when is a good time to do it and which planet first?
when you can work on your base remotely and wont have to fly back to restart shit
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>>575052612
Nice. I did a run with 2-way trains before, it's fun to set up. I remember setting it up so that each drop off had two stations side by side with one train each, and a circuit that controlled unloading so that instead of unloading into chests, it just unloaded one train at a time directly onto belts while the other train could go fill up.

I have no idea how generic trains work.
I always seem to set up my train systems like this:

N supply stations, they don't have any dedicated trains, but all stations for a particular resource have the same name (like [Iron Ore] Get)
M demand stations, each has a unique name (like [Iron Ore] Put 13) and has a fixed number of trains (for buffering), and all the trains are hard-coded for their demand station but will go to whichever supply station has what they need.

I've gone as far as triple buffering trains, where each demand station has three dedicated trains and two stations: an unload station, an empty wait station (also unique for that unload station), and enough space behind the unload station for one more full train.

>Also a secondary set of alarms and light colors so if a station needs to remain empty (which happens in overhauls) I can do that too.
The game really needs some buttons and switches that can be pressed and toggled just by clicking on them with the cursor.

>>575052380
I like it.

>>575053810
>and which planet first?
Gleba if you like a challenge else Vulcanus.
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>>575056307
>I have no idea how generic trains work.
Here's how I do it

Set trains to go to "Item/Fluid Pickup" depending on the wagon type needed and to stay there until they're full

Set up an interrupt that has it so a train that has the [Item] wildcard will go to an [Item] Dropoff. Those dropoff stations should have the actual item in the train station name so it can be dynamically filled in by whatever the train is actually carrying and set the train to sit there until they're empty.

Set up another interrupt that has it so when there are no valid pickup stations the train goes to a separate depot area so the train doesn't just sit at the dropoff station completely empty.

Now this only works if you control the amount of trains sent to the stops, otherwise the trains will just bunch up at the closest stations. My train system has every station set to 1 train by default but you can manually increase the limit, but that's only the hard limit of how many trains can be there. The actual train limit is based on whether there is either X amount of trainloads of items at the pickup station or X amount of trainloads of empty space at the dropoff locations.

This setup makes it so that multiple trains will only visit stations they can actually do stuff at and won't just sit there doing nothing and also means that trains will just wait at pickup stations completely full until there's a dropoff that needs them.
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>>575057429
Thanks for explaining it. That's pretty neat, never thought of doing that.

Right now my biggest autistic fixation is preventing parts of my factory from stalling from starvation, which is why I'm doing all the circuitry for demand-side turn-taking.

How you prevent starvation in your generic train setup? Like suppose you were down to 1 iron ore patch but you have 10 iron ore dropoffs and they all want iron ore all the time but one of them always gets every load because it's closer.
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Need some advice.
>want automated slaughter
>see complicated drowning chambers
>there's got to be an easier way
>notice most critters have a tolerance of -40°C
>notice ice fossil is still ungodly cold for some reason, not sure why
>put drecko next to it
>dies before I can tell a dupe to rescue it
>new killing method found
>set up loop
>"I just need to wait for it to cool down"
>get it to -10°
>look away
>look back
>20+°C
I'm not sure if it's the frequent trips inside (testing only made one tile jump ~15°C difference). My sleet farm is supplemented by a cool slush geyser.
Is hydrogen simply incapable of doing much at all? I'm technically at the stage of rocketry but I'm too scared of meteors to try and I don't know how far in you get whatever it is to make super coolant. Tickrate seems to be going down sadly. I thought digging out the map would help with that but maybe I have too many pipes and processes going on to support a colony.

Anyway, is there a "better" way? Just starving them and not farming the ones who'll eat the corpses?
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>>575057852
In a situation where you have too much demand and not enough supply, you should probably just bump up the priority of the really important stops and just focus on adding more supply rather than trying to slap something together that keeps all the stations filled partially some of the time

That's just my opinion, though.
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>>575057852
NTA, but I would say that if you have only 1 iron patch and 10 dropoffs, and one dropoff is consuming fast enough that it's always requesting more ore, then you just need to scale up the ore patches
It's a valid concern, but I think the solution is not to try and distribute your small supply evenly, but to increase supply so that even distribution is no longer a concern
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>>575058540
>>575058778
That seems to be what everyone else does sooner or later. I guess I'm a contrarian because I'd rather my factory continue to make steady progress even if it slows down. I can't always be on planet to add more supply which can entail going on a biter-clearing expedition every time a production line stalls.

Anyway it's interesting seeing what other solutions people have come up with. I like that the game gives us so many different ways to do trains.

Right now I'm frustrated that there's no way to parameterize a numeric value into a train station blueprint so I have to use multiple digit symbols and parameterize those separately in addition to the value.
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>>575058778
the modern economy works on the first principle there
lmao
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>>575059237
I fully understand your position of "I'd rather have 100% of machines working at 20% uptime, than 20% of machines working at 100% uptime." That's especially valid for science, since if you're lacking one pack the whole thing stalls out.

I'm far from an expert, but I think that design philosophy can't easily be applied to the kind of train logistics we're talking about. You could have unique trains for each dropoff point, each collecting the ore from the same stop, but that loses some modularity. It also moves the potential starvation up the chain to "I've got all 10 trains waiting to pickup ore because my ore patch can't keep up."
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>>574832796
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>>575060365
Well I've "solved" it but it requires a central train scheduler / sequencer circuit >>575037769 and yes I have to uniquely name all my dropoff stations. Blueprint parameterization helps a lot but there's still some manual accounting. I have to keep track of how many of each type of station I have so I know what ID to assign to the next new station I build.
I've already done all that in a previous run of the game so I know it works, it's just more manual to set up than I'd like.
I think the reason I started doing it is I was doing the Space Exploration mod and was deep enough into it that certain resources were frequently stalling because there were many sub-factories demanding the same limited resource which I hadn't yet scaled up because in that mod there are a great many resources to deal with.

I've been trying to think up a way to auto-count and auto-configure all my dropoff stations and it might be possible with a memory cell (combinator with feedback) and some circuit to check each serial number one at a time and auto-assign one if no other station uses it.
Something like: place a new dropoff station from a blueprint then wait for a light to turn green before placing another one.
I think it could work, but if anything went wrong it could be a problem.
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>Extremely Busy
>>
I'm designing my first single direction train network for stone and uranium. How did I do? Am I retarded?
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>>575067060
Should be fine so long as you put appropriate rail signals / chain signals in the right places.
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>>575058213
I think I'll quit again for another year.
There's just too much to tinker with and I'm not really achieving anything.
I'm even printing more dupes to have an easier time managing the colony and all it's doing is making me need to juggle more resources and provide space for them.

I set up a cuddle pit "ranch" outside the bedrooms of my cooks and I was thinking "Wow this'll be adorable!" except the pet cat can't eat from a bowl, he has to eat directly from the vine, which needs to be 22°C minimum to grow, which ironically is hard to achieve given where I situated my kitchen.

I had planned on launching a rocket earlier this week, leaving my colony on idle to bulk out the steel but for some reason the job wasn't being done. Maybe from an irony of refining petrol to run the base leaving no time to run the base.

It's probably a good thing I never tried ranching pufts for slime and bleachstone. The game tempts you with spinning plates but they don't seem to amount to much. It's not like dwarf fortress where work orders are completed quickly.
>>
>>575068658
Fuck I was writing a response to your previous post, but never mind I guess. Space isn't that bad, and I don't see why you'd need to AFK steel to deal with it. Fun fact: back in the day meteors used to break the through the surface and completely ruin the upper biomes if you didn't block them off fast enough. Not intentional I assume.
>>
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>>575067060
Seems good. Single direction networks are hard to screw up with just merges and splits.
>>
>>575058213
The gas cooler is like 4 times less efficient than an aquatuner. Could be more, it's been a while. Probably just heating off of the incoming water for crops.

>not farming the ones who'll eat the corpses
Full coverage of grabbers, so they take the meat before an animal does. Those drowning chambers you didn't like. Killing animals manually. Eating the eggs instead. etc.
>>
>>575070924
Wow you really have an eye for art.
>>
>>575070924
why does he have uranium and sulfur up his ass?
>>
>>575074027
he's craving the sulfury spicy mcnuggets
>>
Anyone here played Krastorio 2 (normal version, non-spage)?
What did you put on your main bus? You need to many resources
>>
>>575077074
Ages ago. I kept the vanilla bus, iirc, and just added rare metals to it. Coke dead-ends in steel production and military science, so just put them together. Lithium and all the new products are only used in the two new science packs, so just put them at the end.

You can also cheat with matter conversion and produce whatever you need right there, reducing the whole bus to a single pipe.
>>
>>574832796
Hullo
>>
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am I crazy or could you rotate these at 90 degree angles instead of 180
>>
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>>575079718
wait, unless I'm brain damaged apparently once placed you can only R for 180, but on construction you can do it normally?
>>
>>575079843
you are brain damaged
>>
>>575079843
make sure the button you're pressing is r and not h or v
>>
reminder that Dosh failed the spaghetti challenge and made everyone believe he won.
>>
>>575082115
I'm getting the same result honestly, I'm not sure
I'll test it later
>>
>>575067060
>>575070924
Should I convert these into single directional?
>>
>>575085113
Do what makes you happy
>>
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>>575085208
I have to respect the council's decision, but if you insist
>>
Always remember to practice safe vulcanus and a condom on your worm.
>>
>>575086139
I've seen setups like these several times before. How do you make it aggro the one turret in the back? It seems to respond at quite a short range, there's barely enough time to deploy this with Even Distribution mod let alone personal bots.
>>
>>575086392
Oh, I just go and shoot it, then run.
>>
>>575086392
You set up the turrets to not shoot via circuit conditions and whatever deactivates the condition is done by something standing in the middle space that you run over so that the demolisher breaks it and gets gunned down
>>
>>575086756
Oh, that. yeah, the middle turrets are sacrificial and are set to read ammo, all the other turrets only start shooting when they detect 0 ammo in the red chain (last turret was destroyed)
>>
>>575086756
Yeah I got that part from the red wires, but not how you make the worm go straight in-between the turrets instead of a corner one.

>>575086642
This would make it do aoe earthquake attacks and destroy your turrets before it's fully in range.
>>
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loaded a backup and went in editor mode Tested and with blue science tech it theoretically 150 turrets can destroy even medium demolishers, at a price. I've got behemoth demolishers enabled on this run, so the medium ones spawn closer, so this will be useful. There's probably even chonkier setups that could work out honestly
>>
why not just shoot at them with a tank + standard uranium cannon shells, the small ones take like 3 shots at most iirc
a stack of uranium shells will clear more area than you'd ever need
>>
>>575087265
Not sure what the tech limitations are when starting on Vulcanus, but you should at the very least have poison capsule. And once you start running out of space for turrets you can add defender bots.
>>
>>575088150
poison capsule is annoying to deploy and uses my precious coal
turrets are set and forget and they use infinite resources that I make by the truckload in the background
>>
>>575088128
oh he started on Vulcanus, nvm then
>>
>>575088128
I assume it's this guy >>575012971 which means no uranium
>>
>>575088226
>uses my precious coal
It's like 50 coal per worm.
>>
>>575088478
Small worms?
Not gonna, it's still annoying and gimmicky to do. I use a paltry amount of ammo per worm and they don't even explode unless it's mediums.
>>
>>575065317
Are they not?
>>
Quality confuses me
>>
Quantity baffles me
>>
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I saw that.
>>
Deleted posts shit me.
>>
i see plenty of youtubers doing py playthroughs, why doesn't dosh do it?
>>
>>575093097
because he's a fraud that dubs over someone else’s playthrough
>>
>>575093147
why doesn't he dub over someone else's playthrough of Py then
>>
>>575093251
the person he pays for those runs refuses to play it
>>
>>575093097
Because the people doing it average about 100 views per video
>>
Almost done making the platforms for the solar/laser finish, then comes launching the 70k accumulators, 30k panels, 6k lasers...
>>
After completely underestimating how long the initial stockpile of concrete would last and surviving on costly imports for a while, I think I'm finally out of the initial struggle and ready to properly automate most basic resources.

Also I don't know if they changed things with the last update but I don't remember the starter oil patch being so large.
>>
So i have to automate every single item on nauvius before I can go off world? I haven't even started on my space platform yet :/ having to launch supply 1 ton at a time hurts :(
>>
>>575101380
No you do not, you only need to automate enough to setup automation remotely.
Inserters, Logistic chests, belts, assemblers, roboports and I guess smelting. You can even not have some of these setup and get something passable enough to get you to having those things.
>I haven't even started on my space platform yet :/ having to launch supply 1 ton at a time hurts :(
After doing >>575100194 I think that for all future runs I will be having ships build themselves like what I've been doing, especially with 2.1 letting me send platforms to other ships just having one ship that produces like 500 platforms a minute is so much more appealing than ever sending platforms up in a rocket again after that initial setup
>>
>>575101380
as long as you have a tank you can use it as a cheat logistic network and remote control it to do just about anything
>>
>>575077074
don't put gaps between belts in your bus and you can make things pretty compact even if you're gonna put all the new resources there
>>
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>>574832796
I'm pretty smooth brain so when I came up with this I was genuinely feeling good

I thought about using circuits to determine the belt contents if the wood lane was empty, so I could stop sending wood out to the main bus, but then just put a buffer chest in there
>>
its so cute :3
>>575102721
I have been putting those off esp blue belts/inserters
70k accumulators is nuts
>>575104634
oh wow I didn't think of that, I didn't know u can request stuff from the tank?
>>
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>lithium is finite
Nyoooo I won't use quality!!!
>>
>>575108782
YOU VIL USE ZE QUALITY AND YOU VIL BE PRODUCTIVE!
>>
>If you die with quality modules in your inventory your player rolls for quality.
>>
>>575109092
Forgot the link

https://lua-api.factorio.com/latest/classes/LuaPlayer.html#respawn_quality
>>
>>575105657
>blue belts
I don't even really bother, and I think a lot of people don't either.
>inserters
anon you already have if you're making science, you can just stick some in a box (but I do recommend making some dedicated for you/ the base).
>>
When's the real 2.1 out? I want to start another Spage run but I'm forcing myself to continue this overhaul until it launches for real
>>
>>575110043
I think the only target they gave is
>we plan to keep 2.1 as experimental over the whole summer (I.E, not mark it stable), so that mod authors will have plenty of time to update.
So I would say late September at the earliest for 2.1 as a stable release
>>
>>575110937
what a scam, since when is September summer?
>>
>>575111661
September is mostly summer and has been considered mostly summer for a long time
>>
>>575111661
In the astronomical definition for the seasons, Summer is between the July solstice and the September equinox (for the Northern Hemisphere at least)
>>
>>575110043
2.1 experimental already works fine and most mods are updated by now
>>
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>>575109237
>The quality used when this player respawns.
what does this mean?
>>
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>>575112275
EVEN SEABLOCK?
>>
>>575112639
>common quality anon
>>
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>>575112639
You can upcycle the Engineer if you die with quality modules in your inventory
>>
>>575069365
>>575072340
Either I have a logistics issue or something else.
My dupes are incredibly busy and spend most of their time moving between places. So refining oil and making power chips instead of refining metal.
I'll spend a cycle watching my delivery dupes.

>aquatuner
I know, I just thought I could just share it between them. "Oh the door will be closed a lot so it'll catch up", haha, nope, klei made air conditioning worth shit.
>grabbers
Whilst power hungry I think I see the point. I've now spend 1/3rd of a cycle following a dedicated hauler and fuck me he's just grabbing micro amounts of materials left on the ground from farms and ranches to deliver to other ones. What a waste.
>>
>>575058213
>>575068658
Is this Spaced Out or basegame?
>>
>>575116589
Basegame.
>>
>>575109092
is this like
a bug
or a feature
>>
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Modular hydroponics! Doubt I'll ever need more than one ring, as each feeds 21 kerbals, but there's always the option, I guess.
>>
>>575115408
Do you get better stats or something???
>>
>>575117659
i wish ksp2 wasn't an absolute trainwreck of a flaming hot dumpster fire bros...
>>
>>575116987
I can't help with the rockets then, a friend gifted me Spaced Out because they were enjoying watching the ONI streams and so my first 1.0 colony never actually went to space in basegame. Meteors scared the shit out of me too though
>>
>>575117857
Technically you get more HP.
>>
>>575117857
Just more HP, yeah
And there's a hidden achievement for it, we're not sure whether or not it will remain as hidden or if it will eventually become an official achievement
>>
>>575115792
Did you enable the proximity override in the task priority tab?
>>
I debugged a thousand legendary tier 3 modules and died 5 times and I got jacksquat, is that a 2.12 thing
>>
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>>575118251
Yes, I believe it's just that I've set several tasks to 6 and because there's nothing collecting farm produce, like dirt, locally, they pick possibly the closest debris pile which is small and... well I assume that's what it is. My farms are littered.
I'm trying to relocate them all together to see if that helps a little.
>>
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ONI would likely have way more hours from me if I didn't find it's artstyle abhorrent. Wild it's made by the same people who designed Don't Starve's aesthetic
>>
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>>575117659
how glitchy is it, and how many FPS does it cost to have it on screen? can you dock with it somehow, without catapulting everything towards the sol?
>>
>>575105058
you can fit twice as many .. uhm .. wood labs? .. in that space
>>
>>575120187
Don't starve has the same wobbly style. What are you *still* going on about
>>
>>575119019
It definitely seems like you need more storage logisitics going on, manual(labor) or automated.
How many dupes are you running? I think you said that you have multiple chefs and I think you'd be surprised how much just a, I have forgotten the name of the thing, but the thing that picks shit up will increase that chefs speed just because it can fill their station with the raw food so he is just contantly cooking during work hours.
>>
>>575120187
I was a bit disappointed to find out that algae apparently sublimates under light when in water.
Not only is that autistic to program, it's the worst possible oxygen creation in the game. Why even do that.
>>
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>>575121230
15. Dupes are running to/from farms with the small amounts of food to deliver.
It's actually just above the small farm of the last image, partly because my one chef is my only dedicated rancher. I obviously need another if I want to keep morale up with egg based quiches and meat based burgers.
It is really disappointed how dupes just leave things on the floor.
>>
>>575121230
I do not know why I thought I was done typing, but once I set mine up, my chef was cooking for I think 15~ dupes alone?
>>575120187
For me, it's just some systems falling a LITTLE short.
Temperature will forever be this thing that pisses me off about the game where the only real long term solutions feel so.. cheaty. Geysers were okay as a stopgap but I really wish that space had been more what they leaned on for some longer-term resource acquisition
I've always hated the entropy machine or whatever it was called.
I didn't like the heat deletion (from way back when) but when they removed it, it didn't feel like they gave a ton of options for dealing with it other than "roll your map and hope you got a geyser that solves this". I think those are guaranteed now but that doesn't really solve the problem.
>>
>>575120235
No idea, haven't launched it yet. I don't expect it to be that bad though, as my PC is kind of nutty, and I have some anti-kraken mods.
>>
>>575120235
Though I did just try opening opening crew view with the x7 version, and that seems to have frozen the game. Understandable, as every greenhouse and most of the connectors have seats, so it has almost 400 parts with crew capacity.
I don't actually intend to make a station with 7 rings though. The modularity is just a happy coincidence of making it hexagonal.
>>
>>575122056
>disappointed
disappointing*
I hope I sleep more tonight.
>>
Why does scrap mechanic have 35k players
>>
When I was a teenager, I was terrified of moving on my own. My parents struggled all of their life with money issues despite my father working overtime every day.
Reading my mother's bank statement today cured me of my fear. She spent in a month, what I spent on myself for the past 6 years. Just on her own personal leisure. Her overdraft fees alone cost us more than what I spent to cook for the whole family for 2 months.
>>
>>575122485
>the only real long term solutions feel so.. cheaty.
I really dislike that for doing anything with heat you need to set up a steam turbine, you need to create a vacuum chamber for the steam which is a multi-step process, you need to then use an aquatuner, and then you need to deal with pipework spaghetti, because everything else needs fluids... I've put far too many on my map.
>>
>>575127113
Yeah I should have also mentioned that "we removed heat deletion" "well except this one... :p"
>>
>>575122485
I dunno man. I played on oasis and even then heat wasn't that big of an issue once I had an aquatuner going. By the time you get Steel you can easily encase your base in insulated tiles and cool the entire thing with one or two going in a big loop. I didn't even need to cool my industrial area until like 800 cycles in because steel is so powerful. The only thing that needs heat duty cooling are metal refineries.
>>
>Playing Krastorio 2
>Get genuinely mindbroken by the interconnected recipe chains
>You need full Oil processing set up to wash basic ores, can't build linearly anymore
And this is the EASIEST overhaul mod?
How insane is Py / Nullius?
>>
I've made energy, astro, and material science all up to level 3. I've unlocked basically all of the niceties I can before getting to bio, so it's time to bite the bullet and take on vita.
It's going to be annoying - I need an obscene amount if I need to keep up 300SPM, and unlike other materials, nothing in vita compresses as you go down the chain. In fact, vita "ore" is the densest part of the processing chain until I get to a usable material, and I need ~50 belts of ore for the ideal SPM (not to mention that vita is the main thing you need for prod mods).
Thankfully, I have huge amounts of stone on the planet - that makes the first step of the post-initial processing much easier.
Pardon my use of city "blocks" - I needed a fixed size build to work with, and it makes certain things (like getting thermofluid everywhere) much simpler
>>
>>575129284
>And this is the EASIEST overhaul mod?
Wouldn't bobangels be the easiest one?
>>
>>575115792
They only take power for those two seconds while grabbing an item.
>>
>>575129617
No way lol, Angel's ore processing on its own has more stuff than all the K2 additions combined.
>>
>>575129284
>>575129617
K2 is still probably the easiest (aside from SA, which is easier than the base game aside from gleba and the final ship).
Bobs/angels has a lot of byproduct management as well, I think much more than K2.
>>
>>575129920
>>575129914
Fair enough, thought the one that basically was the grandpa of them all would be the least complex
>>
>>575130136
Nullius has you dealing with making byproducts. Starting with venting nitrogen and eventually using acid to dissolve various slag byproducts from ore processing. Eventually even the byproducts are useful and the recipe chains are extremely interconnected

A couple hundred hours in and you're making life which flips a lot of your recipe chains upsidedown like how you used to need to make carbon monoxide to make graphite but now you're burning wood to make graphite to get carbon monoxide
>>
What's the meta train length these days?
>>
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>>575120301
it ain't needed atm that's why I left it open like that
the space is a factory building, mod is named factorissimo. Going for a tiny base so I have a bunch of little factories within my factory :D

I plan on cleaning it up once I make a big fuck you wall because I have rampant on and add a bunch of concrete floors
>>
>>575128713
What does oasis start entail? As far as I know, heat is the first real "killer" in that it starts being the blocker for your plants to grow, killing your food. Usually basically as soon as I solve temperature to fix that food supply, I'm stable. I can go basically infinite cycles? Maybe I'm misremembering but also I don't like just how good insulated tiles are but I get that they probably had to simplify it down for most people.
I do kinda want to play the game again, but it just didn't really feel like there was much left for me to do in the game. I ended up cheating a bit to get to beat spaced out but, I think the ending to it was very poorly thought out. Still love the game though overall.
>>
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I just started Satisfactory again and my toaster does not like DX11 or 12 so I put it on Vulkan. It runs really well but the water reflection is wonky as fuck. Anyone with a recent AMD GPU (RX 6000 forward) got this problem too? I guess it wouldn't matter if yours is an NVIDIA GPU but I have an old AMD one.
Another thing, was this game always this ugly? The LOD is really low and pop-ins like crazy on low or ultra preset. My game doesn't have rain either but the ground and buildings get wet and I can hear the drops hit the metal.
>>
>>575131719
is this factoriautismo?
>>
>>575132072
For me the first almost-killer is CO2 accumulation, then it's algae running out. After that it's heat, as you start to electrolyze and the output oxygen comes out at 75C. Until then all it takes is keeping industry away from farmland and not using hot water for the plants.
>>
>>575131719
I wonder if it works with py...
>>
>>575134704
it works with everything, in theory
they're just like small "planets" with an interface to transfer items and fluids, what those items or fluids are doesn't matter
>>
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Man I forgot how much early game construction part consumption twists my balls
I know what things I need but my production capacity flat out cannot keep up with my planning speed.
My autism prevents me from using anything other than x1 game speed.
>>
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How do you hat everything in Aquilo?
Do you spread out heating tower and feed them with requester chests and rocket fuel?
Or do you put a bunch of towers in the same place and let it heat the whole base
>>
>>575140671
and by "hat" I mean "heat"
>>
>>575140671
the latter
long as you don't put heat exchangers too far downstream,the heat demand is very low and so the pipes have a very long reach, even to other islands with fluorine
>>
>>575126814
Thunderations! Haven't ya heard? The Scrap Mechanic 1.0 release, Drilling Thunder, has released today!
>is it less grindy
....Y-yyyes. I am answering your question with a pretty definite Pretty Sure.
Haybot spines seem to refine faster, which was honestly the worst thing to deal with.
Chests have more useful things and less useless things.
Craftbots now craft each item in the queue in parallel, making upgrading them actually beneficial.
>>
>>575140671
I used nuclear reactors, aside from fluid pumping outposts powered by trains.
>>
>>575140410
I am in the same boat brother, I'm actually just now starting to connect mines and basic producers with belts so I don't have to rely on trucks as much, but man it's a pain to plan everything out only on one assembler worth of construction materials.

Also why wouldn't you set the game faster you absolute lunatic? Nothing is going to change if the only thing you need to do is waiting around.
>>
>>575142653
not him but I would plan something out
mod the game for 10x speed or higher
see what fucks up
revert save and do better
playing at 1x speed would be simplier but it fucking takes forever for anything to happen
>>
>>575143430
another approach would be to build more than one fucking assembler
>>
>>575143659
And pay the maintenance costs? Fuck that
>>
>>575143430
Didn't they add sandbox mode to fuck around before building shit for real?
>>
Holy shit the modular new ramps are so ass.
Not only they are like twice as wide as they were before, but they force you to have five tiles of free space on either side AND it forces trucks to slow down and then speed up all before even crossing the damn thing.
>>
>>575129745
And the belt loaders?
>>
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I love payload tetris.
Too bad I can't actually afford to launch it.
>>
What do you think of eggs getting low level? Lower even than stringing together a process to make shapes. I'm thinking stuff like an abstraction of the iron-carbon phase diagram and tempering as part of the smelting process so you adjust the parameters of the smelter and can make metals with different qualities. Have a tradeoff in the cost and time of smelting for a manufactured product optimized how you want. Or maybe model tool wear and feed rate for a cost vs time tradeoff. Risk a crash if you try to set it too aggressively and then have to spend materials to repair the machine.
>>
I haven't slept a full night for two weeks
This game is ruining my life
>>
>>575121052
the dupes are vile and ruin the game, disgusting agender californications they are. none of them have the sovl of wilson, wolfgang or wendy.
>>
>>575122485
yeah I never make it to the "meat" of the game I just got bored and go back to factorio run #15351915
>>
>>575150203
I never realized before /egg/. The gender stuff wasn't really a topic yet when the game came out originally.
>>
>>575150493
The meat is actually the first 50-100 cycles. After that you've stabilized and it turns into a sandbox, where you build weird contraptiont to work around dumb game design decisions and joke physics.
>>
>>575150548
well because it doesn't really matter for an engineering game, it just bothers me while playing it and I might like the game more if it was just ascii art because than I could imagine what everything looks like. I'm prob the minority though since I don't think the average egger cares about aesthetic design like I do and just want inputs into outputs into big number.
>>
>>575150783
Sounds about right, I usually shot myself in the foot by trying to play it like a colony sim. Isn't the ideal like 3-4 dupes?
>>
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>>575150890
I strongly dislike ONI specifically because of the art and sound style. I can't stand it, it's so bad.
>>
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>>575152232
Your fault for not buying it when it was 20 bucks, Abdul.
>>
>>575150203
don't know if you are aware or if you're just bitching, but there are ways to turn all duplicates into hwite aryans if you want that
>>
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>>575153070
you were robbed mate.
even WITH the conversion to Aud at the time it was sub $15
>>
>>575153891
NTA, is there a mod for that which lets me draw better faces onto them? It can't be more frames than DST's animation sheet.
>>
>>575150548
>The gender stuff wasn't really a topic yet when the game came out originally.

>announced 2016
>early access 2017
>release 2019
It was worked on during the prime years of it, which is why it has side shaved dyke hair, all three genders (nonbinary is represented by an X) and the usual stuff that goes along with it. Just no flags, maybe because of the chinese market. Unless giving your email and usage to Klei lets you unlock skins for that.
>>
>>575150548
Semi related, I've never seen anyone complain about the non-binary character in Exapunks (this one is rather subtle). There's also a latina neighbor. Black hacker dude is cool though in an 80's style, so I can see why no one complained.
>>
>>575131104
The meta is 8 but the average is 5.5.
>>
>>575161013
i only use 4, am i fucked
>>
>>575161683
>below average
She won't feel it when you ride into her station.
>>
>Aquilo is now powered fully by fusion
>nuclear reactors are dismantled
>heat exchangers are now fueled by infinite jet fuel
So now what?
>>
>>575155509
>Tomáš Kozelek
>slpwnd
>Co-Founder
>From the beginning he did many things from programming to managing the company. Nowadays active much less, only in bigger decisions and occasional consulting.
His description has an accent lol
>>
>>575166276
*Heating towers
>>
Main bus haters simply can't justify their hatred for order and efficiency, because it's irrational.
>noooo you have to build random shit everywhere because it's le epic reddit spaghetti
>>
i kept my nuclear laying aorundbecause i am dumb adn need redundant backups foreverything
>>
>>575057429
I used a system like this in my first SA playthrough as well and discovered it has a kind of nasty flaw, namely that if you very ample supply of something it's very likely that trains will end up overcommiting to that resource, which then means they'll be sitting around full of some resource that was available for pickup but the base may not need in large quantities at the moment.

As an example, let's say you have 20 trains and enough iron to fill 15 of them. 15 of the 20 universal trains look to pick something up and they all get filled with iron. Now you've got 15 iron trains sitting idle because the base didn't need 15 loads of iron and the remaining 5 universal trains have to handle everything else.

What's even worse, there's no guarantee that the other 5 trains won't overcommit to iron as well, or to another resource, which can eventually lead to a deadlock. I didn't fully figure out a good solution last time I played, at most I implemented some system that IIRC kept track of how many trains were "overcommitted" for each resource and if any such trains were available it would not permit loading more of the same resource. Certainly not a flawless solution either, whenever I start a 2.1 run I'll try to figure out a better / bug-free universal train solution.

The problem is kind of nasty because it doesn't seem like Factorio really has any tools to let you control how many trains get scheduled at once, yet at the same time if you want to scale up to greater throughput and physically larger bases with longer distances between stations you can't just rely on having a train limit of max 1 for each station or something like that.
>>
>>575166558
>spaghetti, soul, organic, cute, loopy belts
>main bus, souless, corpo, heckin effiency
>>
>>575166558
Personally I've started disliking main bus designs because the bus itself is so bulky that it ends up taking as much or more space than the builds themselves. I also think it's much less useful when you're not a complete beginner and have an idea how much of everything each build needs. The main advantage of the bus is that it provides a centralized pool of resources to take from or add to, you don't need to think about the build requiring X iron/s, you just hook it up to the iron bus and then visually determine if you need to add more iron or not.

It's very nice when you're a beginner but if you're familiar with the game already you can just make properly sized builds which feed into one another directly and as such get rid of the massive bulk of the bus itself.
>>
>>575166558
main busses are literally not efficient.
Every use of a belt is minimum 2 moving inserters where 1 might be good enough. Every space on a belt is 4-8 products which will, at all times, not be in use. Every space on a belt is 1 more tile your build takes up, and so 1 more tile every other build must path around.

Every stop on a main bus is a potential amount of material which might be used off of that bus, or might not, meaning that you either have upstream production which is not running at the designed speed, or you have machines in your factory which are underfed, likely in a way which causes other bottlenecks in other materials. In reality, for many things, adjustable throughput is pointless because you really just want a specific amount of material for a certain constant output, probably a science or ammo.

It's a pretty tool which lets a player have a reasonable answer to the game for long enough to actually play around and, eventually, notice that they can do better.
>>
lost my trash slots?
>>
>>575166558
Main buses are bad when you meet someone who decides everything must be bussin.
>>
>>575166308
i mean, yeah, that receipt was from 2014 when i bought the game pre-steam
pretty sure it went through his personal paypal and then they manually sent out the code.

pic related is a semi-recent return to an older version, which was one of my saves from 2016ish
>>
>>575167132
I like having a huge amount of trains present even if they weren't doing anything. Seems to me the only issue is just not having enough trains to service things. The biggest issue I'd see is just having the closest mines prioritized rather than the richest ones so mines run out faster than they should just because the closest are more likely to be serviced and the further ones much more likely to be ignored
>>
>>575167241
>>main bus, souless, corpo, heckin effiency
The vast majority of modern industry relies on "just in time" manufacting and logistics, bro.
>>
>>575169447
>Seems to me the only issue is just not having enough trains to service things
Well the number of trains required to service things - as in satisfy the throughput requirements of your base - is almost certainly going to be much, much lower than the number of trains which would bypass the problem. To bypass the problem you'd basically have to make enough trains that you'd still have empty trains available even if they uselessly clog into pickup stations that have no actual demand.

The number of trains you need in throughput terms depends on just that, the throughput, but the number of trains required to bypass the problem depends on things like the number of open pickup station slots in the worst-case scenario. This would work fine I think with small number of trains and what I built in SA so far was small enough for this to keep working, but in 1.1 I've built megabases with close to 1k trains and thousands of stations (and potentially multiple open slots per station), I don't think just adding more trains would be practical if you're building big. At the very least I think the universal train solution would end up requiring way more trains than the 1.1-style solution of making dedicated trains per item type.
>>
>>575058213
That seems like a huge waste of power when a tiny square of water will drown every critter that hatches out of an egg.
>>
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>>575166558
Old save. Main buses are obsolete.
>>
>>575168583
They're time and planning efficient which is the only efficiency that matters.
Build it once and forget about it while you prototype your train network.
>>
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>playing an archipelago with friends
>used a hint, didn't realize I wouldn't have enough research to get a second one
>have been hard stuck waiting for someone to find either military science, or (sulfur + plastics + chemical science) so I can continue researching
>have assembler 1s still
>have a spidertron but can't make ammo
>>
>>575172134
That wiring makes me feel physically ill
>>
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Is this the equivalent of chinese or korean cuisine?
>>
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Yes the children watch.
>>
>>575177003
A common response.
>>
captain of industry question
before I start dumping depleted uranium into the sea, it occurred to me that I should maybe ask if that will cause any problems. radiation issues? pollution issues? actually im gonna fuck around and find out I'll report back
>>
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>>575179520
there doesnt seem to be any penalty for this at all.
no land pollution or radiation sickness. neat.
>>
>>575179520
A true captain of industry would let the future generations answer this question
>>
>>575036805
iterate until you want to kys
and then iterate more
>>
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>default dupe has a pink turd on his head
I'm going to guess this is the way they recolor with shaders or whatever as pink is one of those "Something fucked up" programmer colors
>>
>>575037769
Not really circuit related but I love generic trains and I hate how complicated they still are.
- fuel wildcard doesn't work like it should
- item wildcard requires station naming shittery and guardrail conditions to work properly
- you still need separate cargo and fluid train conditions
>>
>>575151223
Maybe 5, it makes things very easy but they also take forever. You can pretty much live off foraging wild plants with such a low food demand.
>>
>>575179520
it's depleted after all
only thing to consider is you might want to dig it up later, to be used in high-tech fuel
>>
>>575155509
>you were robbed mate.
I wish to give wube money. They made an amazingly good game that's given me thousands of hours of entertainment. I gladly bought both the dlc and main game at full price through their website, so they get all the money without going through gaben, too.
I don't know what to tell you.
>>
>>575166558
Main bus is the OOP of Factorio. It promises simplicity when in practice it's inherently more complicated while also being much less flexible.

The main advantage is that it's retard proof.
>>
>>575148119
cool mod idea
quality that's not just magic or luck
>>
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more factorio autism box
here is red circuits :D
I'm really enjoying the 'constraints' of the factories, it leads to unique designs
>>
>>575176610
>archipelago
is this some trend right now? my darksouls streamer also does it pretty regularly
don't even understand what it is
>>
>>575129601
what mod
>>
>>575186762
It's been out for a while, but basically a multi-game randomizer that splits unlocks between games
For example, you getting gun turrets might be locked behind someone else playing stardew valley and reaching floor 40 in the mines, while you researching kovarex processing might give someone else playing openrct the ability to build their rollercoasters above a certain height limit instead of giving you the ability to print enriched uranium at will
>>
>>575187267
so it's a multiplayer? the one i've seen was a guy cycling through 4 games constantly
>>
>>575187390
You can do it solo, from what I saw of it you have separate login details for every game within a given archipelago, so you just can swap between games yourself rather than doing it with others
Just, most often I see people doing it in groups
>>
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are we excited about the new CoI performance improvements?
>>
>>575176610
hey I didnt know about that archipelago mod, sounds interesting, kinda like what multiverse should be
which games have you linked?
>>
I'm playing nullius and I absolutely hate the pipe spaghetti
Please tell me the biology stuff isn't anything like py gacha bs
>>
>>575179520
It was in the ground to begin with
>>
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Probably should have been a little less lazy and impatient with my return.
>>
>>575193574
It's always either this or 200 laps barely skimming the surface of the atmosphere.
>>
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>>575193916
All's well that ends well, even though it definitely shouldn't have.
>>
>>575193574
Ironically using the parachutes later would finish the landing sooner. Or would have, if they had actually opened. I set my parachutes to unfurl at 700m so I won't have to wait as long.
>>
>>575195106
The parachute didn't open; the part broke off when the craft tumbled. I always set my parachutes to open just above the ground, unless I'm early in the game and want "flying low above Kerbin" science.
>>
>>575195520
Oh, you paused it. It was so jarring I thought the webm froze and didn't watch the other half.
>>
i am tired of building space travel worthy platforms, chief
i am going to commit a cardinal sin and just use someone else's bluprint
>>
>>575197987
Anon no that causes homosexuality
>>
>>575197987
>i am tired of building space travel worthy platforms
...Why? You need an inner hauler and a speedy gleba ship. If you need to go back and forth from aquilo, just copy the inner hauler and add cannon turrets.
>>
>>575198058
>>575198138
i'm just tired of setting up the ammo+fuel loop over and over and over again, it's not fun anymore, been doing it since 2.0, and like an idiot i deleted my BPs of them
but fine, i'll design one last more
>>
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Having access to groundwater this easily feels like an insane luxury compared to what I'm used to.
>>
>>575101218
All four basic resources are finally being mined and sorted, iron and concrete are no longer relying on trucks to be delivered, coal is next while copper will have to wait a lot longer.
I'm still surviving on shitty improvised farms connected directly to food markets for now and I'm pretty sure I can keep doing this for quite a few more years if I use food saving edicts to compensate for the pop increase.

Next step is to set up a T1 lab and stop relying on shitty diesel power.
I hate the new ramps btw.

>>575203448
I have the same feeling with crude oil on Curland. It used to be way more difficult to reach and a lot less rich and required a significant investment followed by a rush to get the first oil rig before the deposit ran out. Now it's just right there by your starting area with barely any effort and it's abundant as fuck.
>>
Fucking goonerspam drowning the few good threads on this board.
>>
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Time to jack it.
>>
>>575197987
Muluna has a recipe to turn rocket fuel into thruster fuel. Importing that plus iron ore, water barrels and bullets (calcite?), you don't have to interact with space asteroids at all. Or you can use the platform-to-platform transfer in 2.1 and make fuel stations in orbit.
>>
>>575198815
>i'm just tired of playing [videogame] man
>>
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>didn't notice there were no dumping zones left so my iron production stopped due to being full of slag
>can't expand because the construction part productions suffered as a result
ahh, the consequences of my actions
>>
trying from the depths;

it's okay,
but it has the problem of being super-deathcube focused.

the decoration system is "interesting" but seems to preclude any deeper gameplay;

at the very least it's got the decency to have a weapons system more interesting than space engineers can manage.
>>
>>575187175
Space Exploration
>>
I was going to install palworld but I saw scrap mechanic got updated. Is the update worth reinstalling it? Every screenshot and video I see (including most of the trailer) shows exactly the same content I got tired of grinding years ago. Paid/dev posts abstain from replying.
>>
>>575223415
are you asking whether it's good
or whether it's better than palworld
>>
>>575223551
Whether it's good.
>>
>>575223682
OK, nevermind. I don't think I'll be reinstalling it after reading some of the steam reviews.
>>
>>575133128
I have an Nvidia (that's probably getting "old" by this point simply because devs are bad), so I'm just replying for your visibility.
Isn't Vulkan what AMD cards are supposed to use or is that a Linux thing and the game isn't for AMD?
>>
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Oh no I've been jacking it too much...
>>
>>575231845
What a jackass
>>
>>575193574
How many mods do I need to download to make my game look like this
>>
>>575234019
You see that list of boxes on the right side of the screen?
>>
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>>575234019
A lot. I basically just went through CKAN and installed every mod that seemed interesting. The primary visual mods are Parallax, Environmental Visual Enhancements and Astronomer's Visual Pack, but there's also Scatterer, Distant Objects Enhancer, and probably more that I'm forgetting.
>>
>>575236043
Engineer me a perfect woman
Penis optional
>>
If you didn't watch it, Starship did a pretty kino splashdown

>>574835860
They remind me Warcraft II buildings on snow maps. No idea why they bothered making different sprites for different maps, but it was pretty cool.
>>
>>575235963
>just went through CKAN and installed every mod that seemed interesting
Last time I did this, Kerbin stopped orbiting the sun and just hung suspended in place
>>
Any good /egg/ stuff on game pass?
>>
Guys, I need my factory fix.
Can't decide if I want to play Factorio for the 2nd time this year or if I should get around to beating Satisfactory for the first time? I usually have ended up quitting because other games came out.
>>
>>575249254
Finish Satisfactory then go to Captain of Industry
>>
biters are kiki, spitters are bouba
>got a kiki captcha
>>
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>set asteroid multiplier to 4 because more resources = more good
>mfw traveling to vulcanus without controlled thrusters
bros, what am i in for when it's time for the shattered planet
>>
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What do you guys like putting the sliders on for Nauvis resources? Tempted to be a trainmaxxer.
>>
Been toying with vita processing - trying to direct insert as much as I can since nothing compresses well. This is the best I've come up with, but it's abusing loaders (they overfill, so they can be used for byproduct management) and I'm hitting a belt limit if I just do the priority splitter.
I might toy with it a bit more, but man this is a hassle. I really want to get it right though, since I'm going to need a huge amount of vita (I need to process like >50 belts of ore, and this is meant to take in one).
>>575250725
I always just do rail world. I increase richness slightly if I'm playing with a modifier, but I leave everything else pretty default (except maybe lowering water generation).
>>
>>575250725
Default settings, always. I just add a lot of water.
>>
>>575250725
>Tempted to be a trainmaxxer.
Just railworld it then, maybe make the nodes even more sparse
>>
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>don't have enough construction parts to upgrade my construction parts production
BUILD FASTER
>>
God damn it, the buggy mess that is KSPIE lied to me about how much power the tweakscaled ion engines could draw. Trying to intercept a comet with a craft capable of accelerating at a glacial 0.04 m/s^2 is NOT FUN.
>>
stupid post warning
what is it about satisfactory that makes me feel like i remember my singular playthrough much more vividly than all of my dozen or so vanilla and modded factorio playthroughs combined?
i finished it a year or two ago and i still remember all my train paths, exactly where i produced what, where i placed water pumps on the map and where i was dumping my uranium waste because i couldn't be arsed processing it.
compared to factorio, in which i sort of remember some of my bases but nowhere to the level of detail of my single satisfactory base.
i don't know whether it's the fact that it's first person 3d, or that there is a lot of downtime just walking around places (in factorio there is barely any of that once you have bots), or the fact that the world is not randomly generated so whenever i look at a screenshot of the game i immediately compare it with my playthrough and what i did in that particular area, but still i remember everything i did so well.
it's very puzzling to me considering that satisfactory is not a very good factory game. also i don't have this with other games i only also played once or twice like factory town, dyson sphere or autonauts. just satisfactory.
anybody else has this?
>>
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Trucks are now EXTREMELY BUSY with demolishing the old construction parts setup and moving the inputs over to this new system.
Once steel is happening I'll let them add the tier 3 productions and alter this to operate on steel only.
>>
>>575255808
You had to build everything so manually that it stands out more.
>>
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If I attract bugs, do they go for infrastructure outside my defenses?
>>
>>575256684
Expansion groups ignore anything that doesn't shoot them or spew pollution. But I'm not sure about attack groups triggered by pollution.
>>
Is there a mod for Factorio that simplifies science labs?
I want to be able to liquefy science packs and pipe them directly into a lab that has nothing but pipe connections outside.
The lab should have basically infinite speed and spend the research liquid as fast as you can input it.

So make science packs, liquefy them, put into fluid wagons and at the destination pump directly into the lab.

Call is something stupid like the reverse singularity science lab where the liquid is pumped into the reverse singularity and the actual lab is inside it where the flow of time is vastly accelerated.
>>
>>575257442
no
>>
>>575257558
Can you make it for me?
Pretty please.
>>
>>575257628
Why not try to sloppa the mod up? There's a real possibility you'll be able to.
>>
>>575257628
sure just type it into https://claude.ai/login?selectAccount=true&returnTo=%2Foauth%2Fauthorize%3Fcode%3Dtrue%26client_id%3D9d1c250a-e61b-44d9-88ed-5944d1962f5e%26response_type%3Dcode%26redirect_u%3D
>>
>>575255808
First person 3d is more aligned to natural spatial memory formation and you have to visualize your build in the space much moreso than a 2d plane. I'm sure they also did a good amount of deliberate map design to make most spots uniquely identifiable, and with relation to each other, which again is aligned with remembering real world landscapes and spaces that we are designed to do.
>>
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Steel is steeling.
Half of the iron production has been cut off to allow for phasing out. It will be demolished when it exhausts its ore supply.
>>
>>575250725
low size, low frequency, high richness
you really should just ramp all frequency sliders to 17% desu the map looks ugly if there's random ore everywhere. I'd play on 1% if it was an option.
>>
>>575262709
sounds awful
putting down tracks, stations and miners is just boring chore busy work
>>
>>575262932
your bots?
>>
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>>575187857
Sorry I'm an ausfag so times are fucky
We have 5 ocarina of time players, a hollow knight player, (Had a minecraft player but they beat it), and me on Factorio

I woke up to military science this morning (I still only have assembler 1s ), so I'm researching what i can for people from that

I also got logistics science and chemical science, but still don't have plastics, sulfur, or advanced processing 2 (for electric furnaces), so I can only research the military tier slowly

I don't have bots so I've been hesitant to tear down and rebuild anything, and have instead decided to branch out to a new mine and set up something better there while I wait and train the iron into the main base

Power continues to be an issue, but if somebody finds my accumulators, it'll give me a bunch of them to place down even if I can't make them because I don't have sulfur
>>
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>update to the item models brands stuff like iron, steel, and copper with their chemical element(s)
How cool and nerdy.
>>
>>575256956
I think they focus on attacking military structures (radars included?) and polluting machines, will ignore anything else until they reach their target area (then they will attack anything) but if something prevents their pathing (walls, power poles, rocks), they may attack it.
So in >>575256684 case, they will attack it if they path directly over it and are not triggered by defenses already (in which case they attack anything). So they may attack it, but will not target it specifically.
>>
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ran out of seeds???
>>
>>575269369
1.) Only process fruits in biochambers
2.) Make sure you process all fruits before they spoil - it's fine if the resulting products spoil.
>>
>>575176610
getting blue science up in archi sucks ass because of the sheer number of separate checks you need to get oil processing running
i started turning bugs off entirely for them because sometimes i'd just have zero ammo options at all but then i also stopped doing factorio archis
>>
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>>575269098
>they will attack it if they path directly over it and are not triggered by defenses already (in which case they attack anything). So they may attack it, but will not target it specifically.
That makes no sense to me.
>>
>>575271135
I just got given everything i need for blue, I got military, and now also prod and utility
I also just got assemblers 2
I am falling WAY behind in ratios because suddenly I have EVERYTHING
>>
>>575271892
First they take a point, and find a path towards it, if they come across something that they can't go around, they will attack it.
If they are attacking something already, they will attack anything nearby with priority to turrets, bots and players.

They may attack the pole if they come across it while going somewhere else, but they will not go out of their way to destroy it.
>>
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They're coming.
>>
>>575272735
Alright, so they bee-line towards the pollution target and roll over anything inbetween.
And when engaged, they go ham and shred everything else.

So the belts in the middle of nowhere are fine then.
>>
>>575272190
one trick is setting up prod lines for stuff before you actually have the tech for them
then you get plastic or whatever and can just spin everything up instantly instead of waiting until then to start
>>
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New concrete plant. This is quite a bit bigger than what I usually do at this stage in the game since this is my first one after transitioning from kilns. Kinda want to go a little crazy with scaling up with all this extra space.
Unfortunately it's having a bit of trouble getting up to full speed due to the slag based concrete though it is slowly filling up.
The pickups are also at their breaking point. It's time for tier 2 vehicles.
>>
>>575275217
Yeah I started to do that and then started to lose the evolutionary arms race
>>
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I found out what is shutting off my gleba plant!!!
My power usage is spiking to 2.2GW from my max of 320MW
>>
>>575284745
>My power usage is spiking to 2.2GW from my max of 320MW
>rocket silo surrounded by speed beacons
I have a hunch.
>>
>>575249254
Skip satisfactory, it is not what you desire.
>>
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>>
Sometimes I sleep to Dosh's video. Sometimes I masturbate to them. Dosh is basically my substitute wife at this point.
>>
>>575255808
i can recreate a near 1:1 copy of my first factorio base from almost 10 years ago, though
>>
>>575255808
i barely remember last week!!!
KEK
>>
>>575271135
>>575272190
>>575265664
Okay I ended up being one of the last 2 players, and after the other using their hint and having literally 5 checks left, I decided to have the person running it release my stuff
Almost all the items the other player needed were behind 6 science researches, and that was going to be at least another 12 hours of un-fucking everything then remaking it all

I'm gonna change some settings for next time I think, including upping the craft speed/research speed, practice getting things set up, figure out how people actually use logistic bots and malls etc

I didn't get construction bots until like 2 hours before I called it off because the Hollow Knight player beat their game
>>
Whatever happened to the auto-trash slots?
>>
>>575187607
This is very impressive, makes me want to try the game
>>
>>575289112
1167 solar panels...
>>
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>>575294979
ez
>>
>>575288878
He has played it before and is thinking of playing it again. At least try to make your spam make sense.
>>
what level of complex is captains of industry?
I've played about half of factorio space age
>>
>>575302950
Very little, in terms of recipes. And you have trucks that can ship material anywhere, so belt automation is only needed for high-volume stuff.

The main difficulty comes from having constant resource drains that you have to keep feeding or risk a collapse. Fuel, maintenance, food, water, etc.
>>
>>575275856
I used to scale up like that at the start too, but you will unlock better concrete plants, kilns and crushers pretty soon so you won't really ever need that many buildings unless you are already prepping to go mega.
>>
In as few words as possible, how does Captain of Industry compare to...
Factorio:
Workers and Resources:
Transport Tycoon:
>>
Nevermind, ChatGPT already answered. /egg/ is so fucking slow.
>>
>>575305340
I'm curious to see the answer now.
>>
>>575256684
>two belts
they will demolish this every now and then when they go out in waves and one of them gets moved too much by it (they trigger the anti-cheese of having belt "pushers" on the edges of your turrets)
>>
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Thank god for the Mun.
>>
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>>575305119
The
>>
>>575265664
what an off fucking way to se up milsci
>>
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>one click to issue upgrades to 48 trucks
Man I remember what a nightmare this used to be
>>
>>575292859
yeah there's a reason i swapped to ending at blue instead of all six
>>
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>>
>prepare first crude import setup.
>disable all import/export by truck on all crude buffer tanks
>disable all import/export by truck on the loading bays at the port
>force all crude to go through a single balancer set to strictly force inputs
>set everything up so that the two columns of crude don't drain at different rates
>check first couple of deliveries, all goes according to plan, crude is draining evenly
>come back in a few months
>modules are draining unevenly

What the fuck am I supposed to do for fucks sake
>>
>>575311294
The headwear and camera dates it but damn does this look like a retrofuturist image. Black and white really emphasizes it where it may have gone unnoticed.
>>
>>575311942
Why is this a problem
>>
>>574928758
230h for me, 2~4k SPM base

>>575187964
I'd recommend the underground pipe mod (in the optional mod list for Nullius)
>>
>>575312962
Because if the two columns drain unevenly, eventually the cargo ship will wait docked with half of its cargo hold empty, meaning once the other half drains and the ship leaves on its journey to pick up more crude, there will only be half of the buffer left.

There are other ways to arrange things to avoid the problem, but at this point I just want to understand why the two columns drain unevenly even when they shouldn't. There is literally nothing that can drain the buffer besides the only consumer which is sitting behind a balancer set to force drain inputs evenly..so I'm really confused at where the fuck the crude is going.
>>
>robocraft dead
>crossout dead
>procelio ???
if it dies whats left?
>>
>>575313774
Just put the balancer before the buffers instead of after, so they're both filling the same one
but yeah, it is weird
>>
>>575314020
Shouldn't really make a difference but I'll try. It's not possible to merge everything in the column because at the end of the day the cargo modules will remain separate and so will the cargo holds in the ship, those can only be balanced after the fact.
>>
>>575313565
did you rike
>>
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>>575313774
>Because if the two columns drain unevenly, eventually the cargo ship will wait docked with half of its cargo hold empty, meaning once the other half drains and the ship leaves on its journey to pick up more crude, there will only be half of the buffer left.
Why does any of this matter if there's still a supply in the buffer when the ship gets back?
I fear for your sanity when you get into building a true pipemare when the oil cracking options get more fleshed out as you progress if this is bothering you this much.
Trying to negotiate with the game's weird pipe mechanics is some of the most hairpulling shit, behind track laying and bridge building. Sometimes it's best to live with a bit of imperfection. If the system works I could not give less of a shit.
>>
>>575315427
I have played the game extensively already, I'm familiar with what's to come and I've used this single balancer with forced inputs all the time with no problem. That's why I'm mad that it isn't working now because it's supposed to be such a simple solution and I don't understand what I'm missing.

>Why does any of this matter if there's still a supply in the buffer when the ship gets back?
It doesn't now because consumption is low enough, but it will eventually matter once I scale consumption up and the buffer won't last anymore. I want to keep the ships running slow to save on fuel so I need the buffer to last.
I could just build more buffer and upgrade the oil rig earlier, sure, but that isn't solving the problem of a balancer not draining evenly even when set to do so.
>>
>>575315093
Yeah, it was pretty great. I genuinely think that hypothetically if the Factorio devs ever redid the whole game but without caring about players complaining about difficulty, then it'd look something like Nullius.

Geology and chemistry are very detailed and follow real life processes. Power management and utilizing excess energy is really cool, especially at the start, large tanks of hydrogen are basically giant batteries.
>>
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Never set one of these up like this before. The iron mine's ore sorter has direct lines to the steel mill.
In the past I would have trucks transport from the mine to the mill usually due to space constraints but that's just a non issue in this area.
This is at capacity now though. The mills each take 120/60s which equals the max output of the sorter. It is nice watching it run continuously though.
>>
Thinking of playing Satisfactory for the first time while waiting for Factorio 2.1 and mods to update for it. Is it even worth touching? Every time I think about playing it, I always just feel like I’d be better off playing Factorio for the hundredth time instead.
>>
>>575321571
It's a different game that does a bunch things Factorio doesn't.
>>
>>575320560
I'd put an iron ore buffer on the belt that goes from the sorter to the mills. Gives you a bit of breathing room if your miners have to dig through some rock or dirt to reach the ore.
>>
>>575321571
Apples to oranges, very different games and experience.
The two hour refund window is enough to see if you like the FPV and how things work. Keep in mind that just like Factorio, things are supposed to scale up and become easier or more efficient as you progress so don't be put off by things like having to collect fuel manually to get power, because you'll transition to fully automated solutions later on.

I personally love the game, but if you are expecting a 1:1 replica of Factorio in 3D then you will be incredibly disappointed.
>>
>>575321571
Satisfactory is more like a survival game where the payoff is walking through your gigantic concrete megastructure, assuming you bother to build one and don't just win the game with everything on floating stock foundation.
There's also way more shitty bootstrap makework to do before you're allowed to automate things effectively.

The coal snake rock worship phase of factorio lasts like 10 minutes but you don't have automated power in satisfactory for actual hours.
>>
>>575321571
Not really, no. It's like normies made another unreal engine sloppa but they saw someone streaming factorio and thought factories are kinda cool, lets add that to our game.
>>
>>575321817
>>575323357
>>575323963
Okay I’ll give it a go. I’m interested in the First person nature of it. But was turned off by the limited blueprint scale. But thought maybe it’ll be fun to make some organic factories within be confines of the environment rather than massive mega grids.

And I heard screws are a nightmare.
>>
>>575324448
The environment sticks out like a sore thumb whenever you try to build anything.
>>
>>575313565
>230h for me, 2~4k SPM base
thanks, cool base
>>
>>575324448
The scale in general isn't as big as in Factorio, you don't really need to build massive fuckoff factories so the blueprint limitation isn't that big of a deal, also I haven't touched the game in a while but I think now blueprints can auto-connect between each other and you don't have to run around connecting everything manually if you need to build something out of modules.

There is certainly a lot more friction involved in building stuff, mainly because of the FPV which doesn't allow for easy spamming of buildings, but later in the tech tree you unlock gear that lets you hover above ground and have a longer reach and make your life a whole lot easier.

Screws are indeed pure cancer, but the good thing is that there is a whole system of alternate recipes (which you unlock by exploring the map) that lets you eliminate screws completely from your production lines, as well as unlocking far more efficient ways to produce other things.
>>
>>575216129
Find a creative outlet and don't forget to take time to socialize too. You're feeling off and unbalanced because you are off and unbalanced. Don't ignore your psychological needs.
>>
>>575324448
Screws are a volume expansion that you logistic away by making them on demand. Blueprints are limited because they weren't even in the game because you aren't meant to make megafactories. You're meant to explore while waiting for production thresholds and the amount of resource nodes on the map is just to provide variety of build sites. Neglecting build time, the game can be beaten with like 50 hours of production time with only one end-product machine at each phase.
>>
>>575325507
>replying to a strawman like it was a sincere message from the poster
silence, chatbot
>>
>>575325756
>replying to a chatbot as if it were a sincere idiot
>>
File: wow-kek.webm (3.89 MB, 1280x720)
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>>575239337
Blizzard were unbeatable back in the day
It's a shame how far they've fallen
>>
>>575321571
It's fun but it's a little more like a "survival" type game than a just a pure factory builder. For it to be really fun you have to also enjoy designing factories that look aestheticly pleasing, just building for productivity is a lot more fun in factorio.
>>
Just unlocked, how can I make the most use of this? I guess I don't have to weave belts around anymore?
>>
>>575337369
Best for low volume items, at least until you build up infrastructure.
>>
>>575337369
The picture shows exactly how it works btw.
>>
>>575250725
minimum size, 2-300% size and 100% richness
if you play spage you get so much mining productivity you won't deplete more than a single resource patch besides your starter ones before beating the game
>>
>>575338739
minimum frequency* fuck me
>>
>>575302213
my post still makes sense?
>should I beat it for the first time?
>skip it it is a waste of your time
Are you okay anon? Also it's like, maybe my 10th post in egg total across 4-5 threads? so I don't think that can really be considered spam, schizo.
>>
>>575313565
really nice for the game to generate perfectly circular coal patches and lakes that aligned to your grid
>>
>>575339139
nullius doesn't have coal, iirc the goal is terraform Nauvis and get it into the state where Vanilla game starts
so you probably make coal and then dump it for the engineer to dig back up
>>
>>575337369
Might have digged myself into a hole building like this. Maybe I should start vertical scaling with quality?
>>
>>575340905
just leave it as-is and build a new one
>>
>>575339062
Wait I said desire, I still stand by it making sense though
>>
>>575341396
B-bbut senpai, its my baby...
>>
>>575275856
>Slag based
Slag is fine but you might want to also stick down a bucket of rock and run a priority input for the slag just in case you ever run out or your smelters stop running as fast. You can enable both recipes on the crushers and they'll happily output without changing your current design.
>>
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i think i need to 10x my science if not more
>>
https://mods.factorio.com/mod/pink-character-replacer?from=updated

guys are the chinese okay
>>
>>575349410
Honestly that seems pretty tame among all the other rubbish anime coomer characters out there
>>
>>575349410
>>
>>575349846
that's the problem
it's literally just a woman in a nightgown
that's the thing that gets boomers going
>>
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>>575349410
>https://mods.factorio.com/mod/pink-character-replacer?from=updated
>8 head
Why so tall?
>are the chinese okay
I can't tell because everyone's pumping out propaganda about how great/shit they are I have no idea what's going on
>>
>>575338117
never noticed that that's kinda crazy
>>
>>575349410
I want an Eggman skin.
>>
>>575349410
>18-direction
Is that not a typo? Why 18 and not 16?
>>
solid-fuel looks delicious and sounds even tastier i want to eat it.
>>
>>575349410
erm that's a korean u bigot
>>
decided that for this satisfactorian foray I will disregard structure until I'm resource rich enough to develop a small town
>>
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I like to imagine these new ramps are the first step towards real roads, especially now that train tracks exist. I can easily see a real road system being built off the rail tech.
>>
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i made these huge fucking intersections and I hate it
i want to redo my entire rail network
rhd, t-junctions, left hand turns banned
>>
>>575362667
could you post a screenshot that's not in map view, it looks pretty interesting
>>
>>575362667
That looks like it was hell to design
>>
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>>575364282
>>
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How do I fix that? Not sure if I hit a cursed keybind or maybe it's because of the blueprint sandbox mod
>>
>>575364972
my nigga in christ what the fuck was the objective here?
there's not even a single train in this image
what level of rail traffic justifies building like this?
>>
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>>575364282
>could you post a screenshot that's not in map view
Here it is.
And it's the best way to play
>>
>>575364972
thanks
>>
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>>575365530
What in the fugg did you do?
>>
>>575365530
>or maybe it's because of the blueprint sandbox mod
You fucked around with editor extensions or bp sandbox and placed an item as the "enemy" faction.
>>
>>575366114
Apparently I did that somehow. Any idea how to remove it?
>>
why isn't there a way to command bots to clear a belt without picking up the belt and then replacing it
>>
can't wait in 50 years when we get the Factorio + KSP + Spengies supergame
>>
>>575369918
set yourself as enemy and mine it.
>>
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The water reserve is slowly not reserving...
Perhaps desalination is needed. Or adding another groundwater source to the mainline which would require cutting through a mountain.
>>
>>575372329
Embrace rainwater, anon.
It's literally free water,
>>
>>575370497
How the fuck is that gonna work
>>
>>575370497
Be the change you want to see.
>>
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When I press H the input side that the inserter changes. Instead of putting the item on the right it drops it on the left. When I try to do the same thing while the belt is in a horizontal position the whole arm gets rotated 180 degrees. Instead of changing the output to the upper lane in the belt the dumbass arms sttarts taking fromt he left belt, and dumping it on the right side!!
>>
Bad inserter! bad!!
>>
>>575313565
looking at this really does make me think I oversized my base, although it feels like trains got really chunky in 2.0
>>
>>575374537
https://factorio.com/blog/post/fff-442
>>
is there ever a real reason to not use the biggest possible cargo ship in captain of industry? I know it uses some more manpower but it's more fuel efficient right
>>
>>575365560
Planning for the future
Can't wait to reach chemical science
>>
>>575376034
There are some unreal reasons. Craw usage like you said, maintenance use, space constraints.
>>
>>575376034
The additional port modules use power, people and maintenance; the ship itself more crew and more fuel per trip. If you can afford the cost and don't mind it sitting forever in a port eating crew and maintenance even when a smaller ship would have done just fine, then yes no reason not to go big.
>>
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Making stuff like this really feels like some kind of perverse luxury.
Nah don't worry about that copper. I've got fake roads to build.
>>
>Spend hours trying to make cool city block designs
>None of them turn out good
>Give up and grab Nilaus blueprints again
>>
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>>575378956
>>
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Which design is better for modularity and scale?
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>>575380384
>modularity
They're both top tier
>scale
I'd say first because simpler pattern.
>aesthetics
Second one >>>

Second wins unless the power poles look like shit
>>
Hmm ... I don't want my chemical factories to constantly turn on and off again, because the ratios aren't perfect. Even if I use a tank to buffer their output, the same fundamental problem of them turning on and off in rapid succession still applies. How do I solve this?

Hmm ... I could buffer the tank. Only activate the machines, if the tank has reached less than 50% capacity and then turn off at 100%. Hmm, how do I make this happen? When a certain signal is activated, I will make the machines work, until capacity is full. But that signal needs to activated only, when the machine starts working. So it should have 2 different requirements to start working! Either at 50% capacity or my own custom signal, which is the output of the 50% capacity signal. But I need to remember to turn my custom signal off at 100% capacity, so the cycle can start again. That's easy.

Nice! I just figured out how to make my factories operate more aesthetically pleasing! I can also use this to charge accumulators!
>>
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>>575381479
If you're insane like me you will compute the perfect ratio and build the plant in an aesthetically pleasing way that fit all your unhinged design preferences
>>
>>575381479
Hard to believe someone would be autistic enough to care about factories turning off and simultaneously not know about S/R Latch
>>
>>575382075
She just described coming up with the S/R Latch on her own though
>>
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Guys. I'm unemployed. What factorio mod do I waste 200 hours in?
>>
is that you in the picture do you want to maybe play a duo 1000x science save haha jk unless
>>
>>575382624
Py, make it 1000 hours
>>
>>575382624
Get a job you bum
>>
>>575382624
nullius is 200h
>>
What is the ideal science cost multiplier?
Was thinking x1000 but hard to say. I want to stay a reasonable time within a science so i can expand and build and optimise wothout it feeling like a massive slog
>>
>>575384846
1.
>>
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>>575381959
I am insane like that but fitting so many competing metrics together creates a maddening exercise of iterating on possibilities until all are satisfied.
>>
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euuuuuuuuuugh
No thank you.
Diving into A* and Snake algorithms and academic optimization was enough of a burnout.
>>
>>575385827
sure and what, make a 1spm base?
>>
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Finally forced myself to upgrade the copper production. New system uses the acid recipe and is twice the size.
I have really underestimated how important having a large stockpile of construction parts is in the past. The trucks threw this together in a couple minutes.
>>
>>575388046
I played Farmer up to pumpkins and, after stockpiling 6x6 pumpkins to upgrade past 6x6 and get sunflowers, started rewriting my code to be adaptable with processes bounded by defined regions. Took a break on that, so I'm not that deep in it yet. But I thought the game didn't give you any way to read the full board state other than crawling it, so how would you end up using pathfinding algorithms? I know it has mazes for another currency but, again, no reading board state so you have to just turn right and brute force it unless you want to go apeshit and map the maze to exclude branches.
>>
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Any engineers touched on ABI-DOS?
>>575389308
>so how would you end up using pathfinding algorithms?
You crawl the maze and log failed moves it in arrays. Last I played, in one variant of the maze it remains the same except for opening up shortcuts if you choose to use them.
>>
>>575389308
>so how would you end up using pathfinding algorithms?
nta, to increase the amount of reward of a maze you can get late game you can run the same maze multiple times, and being able to compute an efficient path to the goal then becomes useful.
it's also made to prevent the "hug right wall" algorithm as some of the walls end up disappearing on further iterations of the same maze.
>>
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>immediately unlock advanced smelting after finishing this
>hastily tweak new copper smelter to use tier 2 blast furnaces
Surprised this was possible with minimal changes.
>>
>>575389978
I played some of it, but never got too deep. Closest thing would be manufactoria but focused on the flow of data rather than turing machines. The control blocks are pretty powerful.
>>
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Large storage boxes got alot more UPS-friendly in 2.0, right?
Wondering if making all the stops like this is gonna kill my base
>>
>>575364972
It's really difficult for me to imagine what sort of traffic you'll have to warrant 4-line rail networks. Huge megabase? I had to use 4-line networks in 1.1 megabases but those had flat junctions, frankly with elevated rail I think 2-line networks may have sufficed since the bottlenecking is in the junctions anyway. Now what kind of base warrants 4-line networks WITH elevated rails too?
>>
>>575369918
shoot it
>>
>>575374537
R H R R R
>>
>>575395739
ah
>>
>>575395739
>he doesn't know about Shift+R for counterclockwise rotation
>>
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>>575395739
>R H R R R
guess we're doing cubes now
>>
>>575401006
I thought about learning those algorithms briefly but never bothered. I think it'd be more interesting to learn how to derive them so I can apply it to games with sliding block puzzles or those shitass puzzles that are disguised linear algebra problems and you need a sequence of transformation matrices to change something while maintaining everything else.
>>
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Crews finally cut their way to the promise land. A new groundwater source has been accessed and added to the mainline. Also the mainline now stretches the whole area and has been upgraded with T3 pipes.
The concrete plant, for example, furthest in the background can now access water from way in the foreground.
I suppose the main issue now would be local consumption around the grid.
>>
>>575308576
It worked for what I had available

>>575310801
Yeah honestly that's not a bad idea
>>
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>>575377843
based road enjoyer
I've been using empty lvl 1 pipes as my road barriers, they kind of look like highway guard rails and they're way easier to place than the concrete barriers are, and they work to corral cars even as un-built blueprints. I will force the AI to give me that -20% vehicle maintenance for driving on pavement everywhere possible.
and btw the game has a screenshot mode, f11
>>
>>575383330
Is a job as satisfying?
>>
>>575388046
>Filtered by python
>>
>>575375847
Nah I just never get it in to my head to space things out. A lot of my base was saved by scaling up with beacons.

>>575339139
As the other guy said, there are terraforming drones, you can pick spots to drop resources, including giant blobs of landfill, concrete and water. It's really neat.
>>
>>575374537
>>575374896
Did you figure out yet that the key to flip horizontally is different than the key to flip vertically?
>>575407109
Are you implying that the game doesn't have roads as a built in feature? That you have to sort of make your own roads but then vehicles don't automatically follow them so you have to fence them in? That's really stupid of the devs, if true.
>>
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>>575415661
>Are you implying that the game doesn't have roads as a built in feature?
Not currently. Ground vehicles have been finding their own paths ever since this game came out. They even leave desire paths along their routes.
That said there is a maintenance bonus associated with driving on paved surfaces, and as you build out your stuff, it gets easier to control where your vehicles want to go. Making these surfaces look like a road is just autism at the moment.
The last major update added bridges to the game, and the most recent minor update altered the size, shape, and scale of ramps which to me suggests they are shaping up to add roadbuilding to the game in the near future. The devs almost certainly prioritized trains to get into the game and now the same tech used to build rail networks can be used to build road networks hopefully.
Notably the bridges and ramps use an asphalt texture on them that is absent from the surface tool options.
This is all just my speculation though.
>>
>>575422995
Easiest way to get that maintenance bonus is to pave areas where they sit around idle. Like around mining towers, or the endpoint of a high-frequency route.
>>
https://forums.factorio.com/viewtopic.php?t=133835
This is funi
>>
>>575374227
voxel game with production chains and moving planets
>>
the definition
>>
>>575384846
10
>>
>>575370497
add Stationeers
>>
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https://forums.factorio.com/viewtopic.php?t=133105
https://naice.github.io/FactorioPixelArt/
Seems to work nicely
>>
>>575372329
can you enable shadows on crops in this game?
>>
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>built a new dock to prepare to upgrade my oil refinery
>random ass tanker ship pulls up
>think it's my existing ship changing docks for some reason
>no way to tell
>trying to work out how to get it to move when the real ship appears
I guess I got a second cargo ship at some point and didn't notice.
>>
>>575365530
bp sandbox uses a separate force on it's surface iirc
You somehow confused it into using that force outside the surface
>>
>>575431840
and helldivers
>>
>>575435024
I remembered I tried switching the nullius pumps setting in the sandbox and they vanished, now I know where they went
I guess the script for pumps isn't compatible one way or the other
>>
>balancing oil
Fuck me do I have to just have a loop of inefficiency converting oil down to petroleum so it actually gets used? Even if I do the whole thing gets rate limited by the amount of chem plants I am using to convert heavy oil into light oil. Maybe I should be making blue belts just to get rid of the fucking lubricant.
>>
>>575440658
Just convert all excess to petroleum and then increase your consumption of it
>>
>>575440658
Are you retarded? It's not a loop, it's converting heavy -> light -> petroleum and there's nothing inefficient about it because you mostly want petroleum and it just gives you more than if you wouldn't crack it.
>>
>>575440658
recycle your blue belts to make quality blue belts
>>
well thanks
>>
>>575440658
Can you be more specific - what exactly is your problem here?
Yesterday, I build this oil -> sulfur line. Just convert one fraction to another, to another to petroleum.
>>
Is it better to circuit the oil cracking by measuring the end product or the input? As in, measure <50% pet gas in the tank or >50% light oil in the other tank?
>>
>>575452556
only stop if your gas is full.
>>
>>575452619
>constantly flickering switch without timer
>>
>>575452556
I tend to just read both output tanks and set the condition on the chemical plants to when a>b and so on.
I am too lazy and stupid to make a 1 recombinator sr latch so it doesn't flicker.
>>
>>575452619
Sounds like a good way to get blocked on gas. I do the opposite, only run if the oil is almost full.
>>
>>575453230
But how does this affect you, personally?
>>
>>575452556
I use > conditions on the inputs. The idea is I don't want the refinery to stop working when an oil tank fills up, so when they're getting close to full the cracking is enabled. If they're not close to full, cracking doesn't run since there's no danger of clogging up either.
>>
>>575311942
I am happy to report that after having done absolutely nothing besides monitoring the situation every once in a while, the problem has been solved.
>>
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>>575466685
>>
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If only rovers weren't absolute ass. Its kinda comfy trekking across planets.
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>>575434451
yeah it's weird, but if you have an undocked ship, it will show up as soon as you build a dock for it. I see you have 4-bay docks so you may already know this, but once you upgrade a dock, the ship sails away and comes back in whatever size the dock is
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any updates on substructure?
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>>575473939
Modded planet or a Duna dust storm?
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>>575475652
Not much
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Is placing several depot stops in the same line like this going to cause problems?
I'm using interrupts, so trains leave the depot when there's something to pick up
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>>575479404
Traffic snarl if it's used often by other trains and the depots are disgorging a bunch of trains at once, I guess?
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I want to play MEngies but the spherical ground pisses me off as no large structure can be built flush with the ground.
Do you think KEEN or the community taking care of the game could be convinced to make the map a fuckhuge torus instead?
Why does the planet need to be a sphere if you can't leave it anyway?
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>>575479404
the last train will wait a lot for the trains ahead to leave
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>>575477648
sounds like they probably have updates on their discord
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>>575479404
that's a pussy
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>>575458024
>Sounds like a good way to get blocked on gas
impossible to get blocked on gas if you turn the excess gas into solid fuel though.
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>>575480151
>>575483257
Thanks, I realized the weakness
Probably going for this design instead
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>>575485372
You can stack additional trains per stop if you add rail signals wide enough. Just limit the train stops so trains don't extend out into the shared rail area and clog everything up
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>>575477648
Does hooded horse just publish everything now? I just read beyond all reason signed up with them too.
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>>575488421
Checking their published games, I would say they got some type of niche going on. Can't really put my finger on it, but a lot of them are games on my list. Weird.
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>>575485372
Found out recently that you can have stops named the same thing and if one is occupied the next train will just go to the next stop. In either case you should have an entrance, as many stops as trains you expect to use the station at once, and a bypass that avoids the rail signal block for the entire offramp/onramp. Pic related is where the problems will be caused.
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>>575441675
>>575451040
The problem is I'm using a shitload of petroleum, a fair amount of light oil, and basically zero heavy oil. The refineries clog up with excess heavy oil and stop producing anything else which stalls my rocket fuel production and plastic/sulfur production which stalls my entire factory. I've put in a couple of heavy to light oil cracking plants but unless I put in so many it consumes all of the heavy oil I am producing at the same or higher rate it's being produced it will still cause a bottleneck. But then I still need some heavy oil or might need some in the future so I don't want to retool my entire oil spaghetti for this problem only to undo it later.
I think I'm just going to set up a circuit on my lubricant tanks that activates the massive heavy oil to light to petroleum array when they're full and also expand the lubricant production to match heavy oil input. Most of my lubricant is stored in trains waiting at stations anyway.
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>>575491457
There's a very simple circuit which is widely known. Essentially you get enough chemical plants to convert your entire supply of heavy and/or light oil, and then you hook up pumps to your buffer tank of each. Then you set up the pump to read it's supply tank: If the tank is over X (24k for example, almost full) then the pump activates and you crack your entire supply.

That way if you're using your heavy/light oil, the tank dips below the activation amount and you stop cracking.
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>>575489517
I think I found a better solution, with elevated rails
It does go into the blocks below and above it, which is a downside, but it also allows for mostly free traffic in the rail below
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>>575492709
lmao
just do what this guy said >>575485902
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>>575492709
SOVL
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>>575489517
Isn't 18 stations way overkill for a small block like this?
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>>575494718
It probably is
I'm experimenting with abominations like this, tho
This is my first time trying a modular base, it's going to go wrong some places
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>>575498183
I like it, it has an almost biological feeling
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I just started captain of industry but im getting legit 15-20fps on lowest settings with a starting factory
have an rx 580 and ryzen 5 2600 and 16gb memory
im also on a pirated version (0.8.6a)
is my hardware really that shit or what
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>>575481703
oh come on, you're not building at that scale. If you make you foundation more that 25cm thick this isn't a problem.
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>>575505576
Wait I'm blind dumb and deaf, I thought you were talking about spengies for some reason
in my defense I haven't thought about mengies in forevere
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>>575415661
>Did you figure out yet that the key to flip horizontally is different than the key to flip vertically?
yes
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>>575481703
>I want to play MEngies
there's your first mistake
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I didn't even know they added this
It's unbound by default
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Vita planet is online. I only have like three patches tapped, so not too bad.
It's a bit more annoying for me to set up since I'm doing a full chain direct insertion build, so I have to build near the patch and also ideally build near water. It's worth it for ease of scaling.
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I feel like I might sound like a cheap cunt, but Factorio is far beyond the reasonable price range for a single game in my shitty currency, and the space age DLC which literally doubles the cost. Is there a way to get mods for free?
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>>575513289
>Is there a way to get mods for free?
yes
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>>575503557
>im also on a pirated version (0.8.6a)
enjoy your North Korean crypto miner
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>>575513289
In what country do you live? Factorio is very reasonably priced.
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>>575514385
I think Factorio is worth it, but $70 is very much not "very reasonably priced"
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>>575515156
You don't need the DLC at all though, I'm trying to think of a major mod that uses it as a hard dependency.
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>>575515616
>major mod that uses it as a hard dependency
elevated rails
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>>575515772
It's hard to imagine something more optional than elevated rails for everything except space age.
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>>575514020
got it off cs rin ru and from a reputable poster
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>>575514385
One with a shitty currency. Listen anon, if I bought every game I wanted to play, I'd run out of money pretty quickly. I'm not a richfag.
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>>575503557
The game is a gpu hog despite looking kinda shit.
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?????????
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>>575517481
If you're pirating, you can just play without mods. When you've gotten to the point that you want another playthrough with mods, it's worth money.
At some point, they've earned your money and not paying for it is just because you don't value the time they spent making it.
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>>575518014
Yeah, well I'm not gonna pay 200 bucks for this game. It's not THAT good.
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>>575508118
doesn't it auto activate when you hold a pipe on your cursor
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>>575514385
France. It's €32 for the base game and another 32 for the dlc.
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>>575518436
You're not paying 200 bucks. We can see the price in every currency you know? Even in a shithole like Jakarta, it's only a 12th of the average salary in the 18-25 range.
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>>575520131
I'm confused - I know salaries in france are like half of that in US, but it's still pretty fair.
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>>575515156
You get like 5 cent/h worth of entertainment out of it which is a lot, not 1 cent/h like sts but still way better than 1 euro/h from most games.
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>>575520131
Just out of curiosity, how much are you willing to pay for one hour of playtime?
And I mean that independent of the quality of the game.
So, how much are you willing to pay to spend one hour without boredom?

Factorio is the kind of game where you can get the cost down easily to about 10 cents per hour.
With european energy prices (especially in fucking Germany; you Frenchfags are doing things right with your nuclear power plants) by now with my 400 hours in Factorio playing the game is more expensive that buying the game.
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>>575522452
absolute degen post
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>>575520775
Base game is 100, DLC is another 100. My salary is zero.
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>>575522942
>My salary is zero.
Here lies the problem! Your salary is 0. Maybe you should try getting a job.
>Base game is 100, DLC is another 100.
Again, there is no country where that's true. Relative or otherwise.
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>>575513289
>>575517481
>>575518436
>>575522942
You must be over 18 years old to post on this site.
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>>575523604
Yeah, well, while I look for one, I want to play Factorio with mods.

Now do you have anything of actual value to say or are you just going to keep shitting your pants and cry like the devs aren't rich already?
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>>575523850
So far the only one shitting your pants is you. The price won't change. Either accept being a pirate without mods or pay for it.
No one is interested in the third world
>woe is me
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>>575523850
you can play with mods with a pirated version it just takes a little tinkering
just ask chatgpt or something
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Wube is a billionaire at this point. He won't lose sleep over me playing with content he didn't even make for free.
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>>575524156
Do you think that saying something like that would actually make me pay for it? Or are you just trying to get the final word because if you don't, you'll cry?
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>>575524486
I'm not the one crying in a Mongolian basket weaving forum.
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>>575523850
It's the combination of being willfully broke and also demanding to be spoonfed. You can't even do the work of pirating yourself - even that must be done for you.
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>>575523850
You're the one throwing a tantrum and begging because you can't access the one part of the game the devs don't let you access with a pirated copy. What's next? You're gonna complain that you can't use the steam api to join your friends in multiplayer using your cracked version?
Go play literally anything else if the game is too expensive for you. If you truly want to play modded Factorio that much, it's not too expensive.
It's not even like there is no solution to playing with mods without relying on Wube's infrastructure but you're too lazy to even search.
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>>575498183
Isn't there some way you can have your trains rest end to end to make better use of your track space?
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>>575524582
>>575524942
>>575525125
>N-no, YOU'RE The one crying!!!!
Why even reply if you're just going to piss and moan?
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>>575525880
In awe with the self awareness of this one.
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>>575525880
>Third wolder complains that he's not allowed to use a company's servers after stealing their program
>Admit to being unemployed and not wanting to do anything to fix his situation
>"You're all jealous and crying!!"
Now I understand why you're unemployed.
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>>575513289
The neets shall inherit the earth. There seem to be a few third party downloaders. No clue if they're any good. A lot of mods are open source as well.
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>>575525125
nta but you can use mods with a pirated copy and you can use the steam api to join your friends in multiplayer with a pirated copy, ive done both
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>>575517840
You're out of cum
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>>575517840
oil is infinite, other liquids are not.
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>>575529538
You can't rely on Wube's servers tho. Which is what OP is complaining about.
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is there a mod that allows you to use quality modules again for asteroid reprocessing in 2.1? if not, how do I do it myself? that's the only thing keeping me from playing the update.
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>>575532893
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>>575533254
You're not answering the question...
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>>575305119
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>>575523850
Wanna play, have to pay. Either with money, either eith your time. It's not hard to install mods to pirated, but since you have lot of free time, try to figure it out yourself. Have fun!
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>>575524486
Also, you need brains to enjoy this game. If you are to dumb to figure out mod issue, this game is not for you, you won't like it.



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