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Previous thread: >>575542640

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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>>576314614
>>576316509
>>576317770
In the end I tried using surplus power but either it doesn't do the thing I want it to do or I don't understand how it works.
I've set up the diesel gens as surplus providers and the boilers as surplus-only consumers, but the generators are still used to power everything else and take priority over every other power plant.
What ends up happening is that once the refinery stops, the generators keep running to power the rest of the base, slowly depleting their diesel reserves. If the reserve runs dry before the refinery turns back on, then the generators can't spin up anymore, so when the refinery wants to turn on it will have no steam because the boilers are set to only accept power from the generators that can't turn on.
I went back to just setting the diesel gens a high priority and the boilers to accept any power.

I'm sure there is some fuckery I could do with fluid balancers but I'll leave that for future me to figure out.
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OK but what do I do with all that legendary concrete now? Just grind it down?
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>>576326384
legendary nuclear reactors?
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>>576326552
The fugg're those belts?
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i tried factorio for the first time around the space age dlc but alas life got in the way and i didn't get passed blue science and now i finnaly got around playing it again oh boy i sure love spaggheti
>>
>>576326384
pave your base with it

I actually wonder if you place quality concrete and then dig it up, does it stay quality? I've never thought about it before. It's funny to think the game tracks that for every single tile despite the fact that it doesn't do anything.
>>
>>576330006
black-rubber-belts-remastered
I like how they look
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>>576330582
I always wonder how people don't go insane waiting for research with these small setups
>>
I STILL NEED MORE COPPER FUUUUUCK MY BOTS ARE TOO STUPID AND KEEP FLYING OVER BITER NESTS SO I HAVE TO MAKE MY ENTIRE BASE A SQUARE AAAHHHHH
>>
With these unlocked, is it a good idea to tear down my mall and use requester chests? Also I have no idea whats the difference between that and buffer chests
>>
>>576294949
who up here edging they labs
>>
>>576310170
it does look nice but unfortunately it made me get really bad lag spikes when I built anything
will be really cool if the author works out the kinks though
>>
Can't decide which planet I should go to >.< I want to play with quality, maybe fulgora first?
>>
>>576346630
don't tear down anything you already have, logi bots are expensive and energy-hungry make a real factory out of. You can do it eventually but not right after unlocking them.

>requester chests vs buffer chests
logi bots will put things in both but, but bots'll never take things out of requester chests. Construction bots can take things out of buffer chests to build, and logi bots will take things out of them to bring to the player or to requester chests with the buffer checkbox ticked
>>
>>576347617
Its an abomination :(
>>
>>576347976
but it works!
>>
>>576347976
Why? It works.
>>
>>576347976
absolutely kino
a bot mall will be cleaner sure, but it'll also be soulless. keep yours
>>
>>576347976
if you have to break something that works to make it "cleaner" then you don't understand the game's purpose.
>>
>>576347976
this is how you're _supposed_ to make a mall
first time I've seen someone do it right in a long time
>>
>>576348986
optimizers gotta optimize
>>
>>576350808
You're taking a perfectly working machine and taking the time to rebuild it because of aesthetics.
That's not optimal. That's suboptimal by default, misguided at best and vanity at its worst.
>>
>>576348986
>>576352086
Reaching a goal by "just werks" is worth limited gameplay time and designing an optimal solution is a valid challenge. You are narrow-mindedly defining the game's purpose narrowly. Yes, the original post was implicitly about whether it's worth doing for his run but you went and generalized it.
>>
>>576352405
>designing an optimal solution is a valid challenge
Again

not optimal
aesthetic
>>
>>576352862
There are many metrics for which one can optimize. That is a core concept of an entire subgenre of this thread (the histograms), you dense motherfucker. And the metrics I speak of are not just aesthetics. Just admit that you made a stupid overgeneralized post and move on.
>>
>>576353116
nta but it's a mall, for what metrics are you optimizing?
>>
>>576353116
>There are many metrics for which one can optimize
And he's a guy who just unlocked requester chests saying "I should rebuild my perfectly working mall because other people's look better"
>>
Has anyone tried an egg-based archipelago? I've had some friends talk about it, and I noticed there's multiple /egg/s in there (as well as some puzzle games I like, like the Witness).
https://archipelago.gg/
>>
>>576353116
>gotta get that 1.5 big power poles per second
>>
>>576339542
If you fuck around experimenting with circuits or planning builds or go kill biter nests you're still gonna end up researching everything in the early game even with a trickle of science packs
>>
It worked great
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>built a nice new vehicle factory
>can't remember if the tier 3 vehicles get a bigger depot, and how much bigger it is
>only thought this after the factory was finished
We'll see how fucked this gets later I guess. Mega vehicles soon.
>>
>>576347617
>bots'll never take things out of requester chests.
unless you tick "trash unrequested", useful for spoilage
>>
>>576347318
always fulgora first
mech armor is great for flying over vulcanus cliffs and lava
EM plants are great for chips on every planet
Recyclers
No enemies
>>
>>576346630
They're incredible, take the time to understand them.
>>
>>576330582
Anon you should keep those screenshots around, they're really cute.
>>
>>576353116
He was either trolling or a retard that can't understand why other people play a different way. Best ignore their kind.
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>>576337574
>f you place quality concrete and then dig it up, does it stay quality
No it becomes common.
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Love building in FTD but I wish the payoff was worth the effort of designing.
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i forgot the landing legs...
year and a half until the next transfer window so i hope they brought snacks
>>
Dead thread
>>
>>576374739
this thread is a g-g-g-g-ghost!?
>>
>>576375137
Worse, it's a skeleton.
>>
https://youtu.be/1dYyD1BsDgQ
This looks really fun
>>
It's really weird that Clean Floors isn't the basic behavior and putting down concrete doesn't actually cover decorations
>>
>>576379859
I agree
>>
>>576377956
bro sounds like a south park character
>>
>>576381418
fuck, i cant watch it anymore.
>>
There has to be a way to copy the raw materials and request from the logistic network right?
>>
>>576379859
true, and according to a post in the previous thread Satisfactory has a similar problem, also solved by a mod. You'd think that devs making games for people with autism and OCD would take this kind of stuff into consideration
>>
>>576379859
>>576381667
Just keep reporting it as a bug on the forums until they do something about it.
>>
>>576320357
Should I start another run of factorio or should I work on my mod project for it?

how's claude for developing mods?
>>
>>576382169
considering that we're about to get the last big update I've accepted that I'm in the manly, loving hands of modders from now on
>>
>>576381585
You can do it with a requester chest and an assembler. Set the recipe in the assembler, shift rmb on the assembler, shift lmb on the chest.
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Is there any overhaul mods for factorio that are actully peak comfy and not just more bloat, padding and overcomplication?

In vanilla, wube actually understood the value of keeping things simple and proritizing a smooth and fun progress curve over autism.
>>
>>576385154
there are 16 lurkers itt ideasguying the platonic ideal overhaul mod but are too lazy to ever make it and too arrogant to vibecode it
>>
>>576385154
>not just more bloat, padding and overcomplication?
What do you think a mod is allowed to add then?
>>
>>576385490
Its not that they are not allowed. Its just that is not what I want to play.

I suppose any could make the game different, without necessarily making it overcomplicated.

>>576385384
Good, I will add my ideas there if they want, so that we can be 17 now. I don't have the skills to make an overhaul mod
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>>576385154
nothing beats nullius in terms of polish
>>
>>576385154
k2 is pretty straightforward and mostly a tech-heavy extension of vanilla.
The SA integration is not great though, I would just play normal k2.
>>
>>576339542
early research is fast
>>
>>576385852
>Its not that they are not allowed. Its just that is not what I want to play.
I'm asking what exactly you want out of a mod, because apparently it's not allowed to add anything lest it be bloating and overcomplicating the game.
>>
>>576385986
except it has the fugliest custom buildings colors and they even managed to fuck up simple pipes looks with a shitty recolor
>>
>>576385852
anon, at the end of the day, its a puzzle game. the only thing to do really, is make the puzzle more tricky/complex.
what kind of tweaks would make it... comfy?
>>
>>576339542
I still have less than 10 assemblers making red or green bottles
and I landed on Aquilo...
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>>576389492
>legally distinct anglebob buildings
kek
>>
>>576385154
the problem is most mods are done by one guy
so there is no one to push back on the shit that is retarded
and they think all of their ideas are great
so they self yes-man and convince themselves their farts don't smell and start huffing them
>>
>>576389492
author put all his autism points on mechanical polish and zero thought into visual design
thankfully the latter can be fixed
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>>576389232
not him but a mod could technically remove/limit as much as it adds and change a lot of how the game works while still maintaining a similar level of complexity to vanilla.
Unrelated but what the fuck is pic related?
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>>576385986
even nullius has retarded parts
like he had different tiers of pipes and then 2.0 fluids
instead of just getting rid of the work he did making them instead made it so pipes only go 4 feet without a pump
no one enjoys this gameplay but he'll never change it
>>
>>576389232
>>576389494
You can just make different puzzles that are not necessarily much harder. Like how we got molten metal in Vulcanus, instead of having to mine for ore, or how we got recyclers, or spaceships (altough I find dlc mechanics and the space plataforms tiresome at the times, due to how wube made certain things).

I played, for example, bobs mods ages ago, I remember it added tons of byproducts and steps to the game, but they ended up being just more lines of assemblers with inserters, with nothing really new. I didn't make far on it.

On vanilla, you start with belts, then the game introduces oil and liquids that is essentially a new way to handle materials (with pipes). Then it adds trains and robots. Those are fun things that change your logistics, without necessarily making the game super complicated, or padding without anything new.
>>
>>576370416
With how easy it is to fall anyways, even if you flare the legs outwards more than default, these days I just bring a piston that can raise the ship to a 20deg angle and launch from there.
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>>576391546
>Unrelated but what the fuck is pic related?
vibe coded garbage by a moron?
>>
>>576391546
Sounds like CDDA
I'm in!
>>
Has anyone played this mod? Is it any good or does it need more time in the oven?
https://mods.factorio.com/mod/SolarSystemScience
>>
>>576396573
don't touch down tall landers on slopes ya dingus
>>
>>576400626
his other mods seem well tought out
>>
>>576398108
shit taste all the way through I see.
>>
>>576408989
Yeah but there's slopes everywhere, and you can't see them until you get pretty close. What then, abort the landing 200m above ground and fly off somewhere else?
>>
>>576400626
>All those harder spage mods
I know what I'm doing with 2.1
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>>576400626
looks like you're adding a hell of a lot of steps and complexity for basically nothing. You could argue that the point is the journey, but I still prefer something like challenging pack logistics
https://mods.factorio.com/mod/harder-pack?from=search
Doesn't need to reinvent the wheel
>>
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hehe tiny drive gear
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>>576413231
why is the smoke coming out from between the chimneys
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>>576412825
You can see slopes early enough to hover for some translation, exactly like passing over the boulder field in the first real landing. And that post was pretty clearly deliberate in specifying "tall landers" to imply that you should make them broader so you can land on a steeper slope without tipping.
>>
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>>576413390
cause that's the way it looks in a still image
the real question is why does this thing sit here and chug chug chug while idle at a station
that's not how steam engines work
>>
>>576377956
nigga handcrafting literally everything from plates from his inventory sintead of just making a few dedicated green chip and gear assemblers pre-mall
beyond fucking embarrassing
>>
I added quality modules to scrap mining and scrap recycling on Fulgora
What a fucking mess
>>
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im a fucking genius
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Well this didn't go as badly as I expected
By some miracle the tier 3 depot fit exactly between the road barrier and the tier 3 assembler on the other side. The only major alteration is the size of the lot this factory is situated on, and minor changes to where belts connect in the back.
Happy ending.
>>
>>576393894
>You can just make different puzzles that are not necessarily much harder
>I find dlc mechanics and the space plataforms tiresome
>I played, for example, bobs mods, [which] ended up being just more lines of assemblers with inserters
Propose a mechanic that fits your vision that isn't already in the base game then? Vulcanus as an example is also funny because it's straight up not a puzzle, it was designed around 1.1 fluid flow limitations which later got completely removed
>>
>>576421270
That mod that restricts lava to just offshore pumps, meaning every single foundry that needs lava has to be built next to lava sounds interesting
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>>576422746
Don't you want to do this anyway? Since pipe logistics are easier than belts, and it lets you dump stone easier.
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>>576423381
Changes how you need to build. I would just build lines of ore generators on empty ground and then just belt the stone away
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BIG scoop
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I'm glad I tried, it's a funny mod.
I got lucky with the cliffs but unlucky with the oil.
I wanted to see how far I could go with only a few assemblers without belts and the answer is pretty far, I'm surprised.
The last time I played a deathworld so I was very careful with pollution but the biters are complete pushovers now. For once I think I'm going to pollutionmaxx and bully them.
Now I'm slowly researching green science, I can't wait to use trains.
>>
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They really hate the cliffs
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The vehicle factory.
God the effort it took to get the excavators lined up. Parking spots never.
>>
I'm cheesing things by reloading a save trying to get a higher quality rocket silo. Will it truly be random each time I attempt to craft the silo in an assembler? Or do I need to "influence" rng by doing something else first differently in order to not get stuck with the same outcome upon reload?
>>
>>576430701
you can check the quality roll with a different item I think?? you have to save every time you reroll then load back on the winning toss and do the item you want. But I have no idea what the conditions are for the rng to transfer over.
>>
>>576432147
So leave the assembler down with all its quality modules inside and test the roll by constantly crafting with a different recipe?
>>
>>576430701
>>576432147
the rng seed is preserved between saves (this is part of factorio's fastidious devotion to determinacy they use to make the netcode work) so to savescum you do need to do something that involves the RNG to update it. But as other anon said you can predict the quality roll in advance. So:

save, make an iron gear
if it's low-quality, save and repeat
if it's high quality, load, and craft the rocket silo instead

(this only really works if there's nothing else in the save doing quality rolls, otherwise you need to get the timing exact which isn't reasonable )
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>>576432794
>(this only really works if there's nothing else in the save doing quality rolls, otherwise you need to get the timing exact which isn't reasonable )
oh well I got a bunch of other machines crafting with quality modules so it's just going to be pure rng by reloading for me then if I want to try for anything better
>>
protip:
just press ~ and type /editor
>>
>>576435874
anon? your cheevos?
>>
>>576436824
that doesn't disable them
and >why would i care
just pretend i posted xboxkid.jpg because i'm not going to bother looking for it
>>
does ostranauts count as egg
I'm still under the 2h refund window and it seems extremely basic under all the fluff
>>
>>576432974
this is what the power switch is for
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>>576437472
I think it's close enough that you could discuss it here, but I don't really think it's an /egg/
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>>576432794
you could automate this by lowering autosave to one minute or whatever the lowest value is, sync a bunch of assemblers underclocked to craft once per that interval and wire them up to alert you when they get a high roll.
>>
>>576440258
it has some ship systems and basic space ship stuff, bit at least from the tutorial it seems like the most basic stuff. maybe there will be orbital mechanics and more involved ship systems further into the game, but idk if I want to stick with it which is why I wanted to see if anyone here had played it and found out whether it was good or not
>>
>>576440409
true actually
>>
>>576437472
Are you going to gush about relationships or engineering
>>
>>576437472
Despite simulating atmospherics, the solutions aren't terribly /egg/y. Just monolithic devices that >just work. No pipes either. I can't comment on orbital mechanics or modular reactors.
>>
>I know you're a professional and formally studied this specific field for years but the AI LLM I asked said you're wrong
I'm so tired of arguing with idiots. I see this at work, I see this around family, I see this around my fucking friends of all peoples, I see this on forums when talking about translation, modding, programming or even how a game works internally, I see this absolutely everywhere. Massive data leak because some moron asked gemini if a piece of code was a virus after IT told him not to download a program he found on github because it was obviously a virus and just hasn't been taken down yet. Happens constantly. It drives me nuts. Vibecoded aislop garbage mods, LLM replies that comically misunderstand the original post, etc.
>>
I got to my first planet (Fulgora) and lost motivation to continue, should I take a break or restart, or try another planet
>>
>>576449749
grok is this true?
>>
https://www.youtube.com/watch?v=FTlTEfIbBxw&list=PLUr0oVkBNPOY
do you guys reckon satisfaggotry could be playable with this?
>>
>>576451469
Smart! Has been one of the most popular mods for years at this point. Pretty sure the devs put in zooping because it had a million of downloads even back then.
>>
>>576449749
The only use of AI are "20 words or less, you're a depressed clown, write it as a bad poem, replace the word 'blood' with 'seamen'!". It's systematically wrong in some ways, it's not that good at giving sources contrary to the very popular belief and the anti-gaslight protection most companies put cause their model to gaslight you even if you quote primary sources. I had an AI argue that the holocaust didn't happen because I kept repeating a famous myth and trying to trick it into agreeing with me, that tipped off the protection and it just started denying everything I was saying to the point where it just went full on denying the gas chambers.
>>
>>576451469
I would never go against the developer's vision like that
>>
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>playing k2 spaced out + several new planet and biter mods
>decide to go to Vulcanus after Muluna for the foundries and drills
>explosive biters mod adds its biters to Vulcanus
>set up some basic production
>nests are already encroaching on my starting area and I can't easily clear them due to the demolishers
I can already tell this is gonna be FUN real soon
>>
>>576449960
try vulcanus
fulgora is my fav first planet but the scrap recycling and going backward through the tree is disconcerting at first, along with the curious power generation
vulcanus is more straightforward, free resources with lava and free power with sulfur
bring some solar panels and furnaces to start
>>
>>576451469
Foundations have never been the time bottleneck and only affects autists who somehow want to build faster but are also distracted by perfect placement of floating anti-gravity foundations. The modern blueprint system solves the majority of the problem which is placing down machines and the only thing that can't auto connect still are power lines (and for understandable reasons). The rest is entirely on you in whether you want to make a nice looking factory or just a functional one.
>>
gleba first gang
>>
>>576416894
Just throw it into space to aggravate the Kessler syndrome
>>
>>576465185
>The modern blueprint system solves the majority of the problem which is placing down machines
even the largest blueprint box is tiny, you can fit at most 2 manufacturers in it (or 3, i can't remember, but it's still too few). also tweaking blueprints is cancer because you have to run to your blueprint box, load the bp in, change it a bit, then run back to your build site and see how it fits. repeat if you made a mistake inside the blueprint box
i played this retarded game all the way through, you can't gaslight me into thinking that ackshually building in vanilla satisfactory is le fine. it's not.
>>
Is Space Exploration worth installing with Space Age? I remember it had cool stuff but also was kind of a drag at times. Did they remade how space works by any chance? The whole surface switch and star map thing was kinda shitty tbqh
>>
>>576466836
SE and SA are not compatible at all, and likely never will be (although DLC features may be used in SE in the future).
I do think SE's worth playing though - it isn't like SA where you visit one planet and have infinite everything for free forever, but it's still fun. Some of the clunkiness is gone in 2.0 since some stuff got added to the engine too.
>>
>>576465813
>you can fit at most 2 manufacturers in it
Which is not a problem precisely because those are manufacturers. You don't need a whole lot of those. Constructors and assemblers stacked vertically, even with a fully-legit non-clipping design in the mk1 designer, will save the most amount of time.

And if you're tweaking blueprints then you're doing it wrong. Use the grid on the designer and follow some arbitrary rules so that things always line up. And um... just dismantle the blueprint designer and carry the materials with you. What are you doing running back to a statically placed one? You only do that as an aesthetic decoration for your base. This isn't gaslighting you you're just doing a tarded thing and not realizing it.
>>
>>576467043
oh, so Space Age is optional then? thought it was built into 2.0
well i better try what the devs cooked up first, then thanks anon
>>
>>576467378
nigga you dumb as hell
>>
>>576467447
I do recommend playing through space age without any other major mods (only stuff like rate calculator if anything), it's not my favorite overhaul but it's still quite fun.
It is worth noting that space age is basically another overhaul mod though - it's not as replayable as the base game, and it doesn't really mesh with other overhauls (although that hasn't stopped people from trying).
>>
>>576461045
>>576465287
I thought going to fulgora might be fun, but the recycling mechanic is definitely disconcerting and it felt like a needless grind that I need to sort through, maybe if I figure out a better way to sort through the trash to get things like iron plates it would be a better experience but I got tired after building my rocket and dealing with debris
>>
>>576457459
gets crazy since there are no trees
iirc explosive biters are very vulnerable to laser and tesla, but you'll have to automate walls and construction bots cause they destroy them even just by dying nearby
>several new planet
Rubia walls can help a bit
>>
>>576467378
You are defending a bad system because it's not as bad as anon claims. It's still worthless compared to Factorio, DSP and now even COI.
>>
>>576467848
It's worth is that it is what works in a 3D game that is not grid based. You work with what you can get. Any other 3D game permitting freeform construction that does it better than Satisfactory? Engineering a functional, repeatable, non-clipping 3D solution inside the cube of the designer is also its own form of entertainment, no such thing in the 2D games.
>>
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BIG dig has begun.
The goal is to allow rail access to the oil refinery which will allow fuel transport by rail.
The custom crew will be here for a long while.
>>
>>576451469
That anti-music is a fucking crime.
>>
>>576468014
DSP and COI are 3D, even though they only allows elevation for belts and pipes
>>
>>576451469
It's "playable" as is, I beat it. But it was kind of a pain near the end. You know your automation game has problems when in the last stage people afk for 4+ hours rather than add another copper mine.
>>
>have 100% legal no cheats game
>save as another savefile
>open editor
>make/test builds
>save blueprint
>load no cheats save
>profit
all legit btw
>>
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oil get!
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>>576474494
it just sounds like a contrived way to do what you could more easily accomplish with mods except that it preserves "muh cheevos", I don't see the issue
>>
>>575594469
The saga continues.
Food production and city blocks have been moved away from the starting area, feeing up some space to start consolidating smelting of base materials.
All vehicles have been converted to hydrogen but I'm still paying a high price for all the pollution that is being generated by various buildings. Next step is going to be exhaust scrubbing, then fertilizers and then probably the switch to T3 science
>>
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>>576457459
>playing k2 spaced out
stopped reading right there
>>
KSA runs better than expected on my aging rig for how nice it looks. I just dont want to get my hopes up since its barely a tech demo at this point and they have a lot of time to ruin it.
>>
any fix to keep inventory from recentering on screen every time you close it? man i remember looking to solve it like 5 years ago, how is this still a thing
>>
>>576477203
Posts like these make me want to start another run. The early game is always more fun, before shit gets too complex and interconnected to tear down safely.

Aide note, COI Extended still didn't update for the new version. Tough decision between bridges and floating trucks vs more lategame content.
>>
>>576479519
Inventory is not meant to be open 95% of the time, learn to use the hotbar.
>>
>>576482132
the hotbar is for granades and for emptying your hand
>>
>>576482132
not even the hotbar, I pick up like 95% of things I place with q
The hotbar is for blueprint books you make during your playthrough.
>>
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I want to create a steam battery, is this a/the solution?

>boilers pumping into tanks
>pump after the tank
>pump circuit condition set to enable if steam is > x
>>
>>576483047
chests full of fuel are more energy efficient
>>
>>576483047
why? just stockpile coal instead.
>>
>>576483047
Explain what makes this a battery? You're just artificially limiting the amount of steam that gets fed to your power generation, with extra steps.
A real steam battery would rely on an accumulator to read the grid charge level
>>
>>576483047
Can you explain what is the purpose of the pump and the surrounding automation? Seems unnecessarily complex.

Normally how this works is you just let the boilers run and fill steam storage, and let steam engines take from it. As long as you have more than 2:1 ratio of engine to boiler, then the storage will work as a battery with nothing else needed.

A much better solution imo is to overbuild both boilers and engines in the correct ratio, and buffer the coal coming into the boilers. Storage compression is much better here, and water is free.
>>
>>576479890
Do it fagit
>>
>>576483331
fair point. My thinking was something like I only want the boilers to kick on when steam gets below a certain point to save on fuel/pollution? This is only my third proper go around.
>>
>>576483706
Solar already takes priority over steam for power generation if that is your worry
>>
>>576483706
It doesnt work like that you are fine to keep them running as 24/7 baseline power.
>>
>>576483706
>>576483801
And boilers only run when power is needed, they don't generate pollution when their steam buffers are full
>>
>>576483921
alright thanks. back to my factory i'm sure I'll come up with another silly idea in future.
>>
>>576474512
what mod
>>
>>576484090
Maze 2.0
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>>576484338
>new late game technologies let you terraform the maze
that's lame, I was imagining a cool rail world
I know I can just not use it but still
>>
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>>576483047
>>
>>576484708
Yeah I don't plan to use it. I also enabled elevated rails for weird production setups.
>>
>>576484770
This is the naive approach, it leads to the switch flipping on and off repeatedly. S-R latch solves it.
>>
>>576485841
Explain why the switch flipping on and off is an issue for someone who does not have crippling autism
>>
>>576486041
Looks bad in the power graph.
>>
>>576485841
>>576486371
This was my "fuck off to vulcanus" setup.
Posted it as a base idea, not as a be all end all solution.
>>
Why did they remove hovering over a pipe to visualise a pipeline in 2.1. Why did they move it to a keybind?
>>
>>576486041
You get brownouts
>>
>>576491759
Switchflip happens at 20% not 0.
>>
>>576482132
i did until they removed quick shift click to hotbar for some damn reason
>>
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>>576483675
Alright, I'm doing it. Might actually manage to overbuild and die this time, instead of playing too safe and then taking forever to progress.
>>
What kills worms faster, Rockets or HE rockets?
>>
>>576494048
the regular rockets and cannon rounds are for single target damage
explosive versions do less damage but have an AoE
>>
>>576493269
Damn dumping a mountain of trash right next to homes is certainly a way to do it
>>
>>576494896
I imagine that's what India looks like
anyway burner is researched now so I've started digging it up
>>
Features

Added interface setting for zooming towards the cursor in contexts that support it.
Added an alert when an expansion base is built in a chunk with active radar coverage.
[space-age] Added support for platform transfers at non-planet space locations (e.g solar system edge). (134216)

Changes

[space-age] Adjusted space parallax such that stars move less than planet.
[space-age] Fulfilled platform construction requests will no longer block platform to platform transfers. (135042)
[space-age] Asteroids will do significantly less damage when platforms are stationary or moving at very low speeds.
[space-age] Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster).
[space-age] Fulgoran ruins will be selectable by deconstruction planners with 'Trees/rocks only' enabled.
Increased expansion group build base cooldown from 5 seconds to 30 seconds.
Reduced early game max enemy expansion group size from 20 to 10.
>>
>>576495101
I usually just use the trash as an early way of reclaiming some land and then cover it up with some dirt/rock to hide the evidence forever
>>
>>576495165
>Added an alert when an expansion base is built in a chunk with active radar coverage.
That's useful.
>Increased expansion group build base cooldown from 5 seconds to 30 seconds.
>Reduced early game max enemy expansion group size from 20 to 10.
These would have definitely been useful a bit earlier. But that's what I get for playing the beta version.
>>
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also apparently we had this since 2.1
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>>576495280
are there any downsides to dumping trash in the oceans aside from aesthetics?
>>
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how does /egg/ feel about no hand crafting playthroughs?
i thought it was kinda fun
>>
>>576486371
that the crippling autism you tard.
>>
>>576495963
It gives you a pollution penalty that goes away over time, but I don't think it matters where you dump the trash as long as it's being dumped somewhere.
Like creating a mountain with a stacker or spreading the trash out in the ocean to make more land should have the same effect.

What I do usually is I set the dumping area 1 level below the natural ground level so that I can easily cover the missing bit with some dirt when I want to actually use that land.
>>
>>576495512
wtf how do I get to that screen?
also do you know if there's a way to get certain alerts to stay on screen until I acknowledge them? I'll get attacked while I'm busy with something else, and when I get around to checking where I was attacked the alert is gone
>>
>>576465813
>you have to run to your blueprint box, load the bp in, change it a bit, then run back to your build site
You know you can just place another blueprint planner thing right next to you and it's not some sort of unique building that can only be placed once, right?
>>
>>576498147
probably this command
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>>576498339
retard
>>
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>>576465813
>>
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>>576499914
>>
>>576499814
sounds like I hit a nerve lmao
Don't worry, you're anonymous here so we won't be able to tell you're 'tarded next time you post, unless you type something stupid to reveal yourself again
>>
>>576499914
>>576500083
Goddamn that's neat. Is it a mod? Does it have the same spacial limitations as the regular blueprint?
>>
>>576499062
Nice! Thanks.

Just got the 2.1.13 patch. Looks like good stuff.
>Added an alert when an expansion base is built in a chunk with active radar coverage.
They nerfed biter expansion a lot it looks like too.
>>
>>576499914
>>576500083
I think that's how everyone wanted blueprints to work from the beginning.
>>
>>576500193
no i'm just tired of seeing i got a (You) in the thread watcher and then all i get is some obtuse smug cunt replying to me like you are doing now
>>576499914
>>576500083
this is a mod but it seems useful
>>
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>>576500083
>>
>>576500526
Sorry friendo, if you don't want to get called out for being a fucking retard then don't type retarded shit into the thread. I wasn't even impolite with my initial comment, I just pointed something out that you could've missed because the game does actually have unique buildings that you can't make multiple of, a beginner might think the BP designer is unique for whatever reason, but I see you're just an idiotic cunt in the end anyway.
>>
>>576500976
another great (You), thank you for your input your brain is a galaxy and you won this debate
>>
>>576501240
The truth always wins ;)
>>
>>576500976
like what, the hub is the only one I can remember right now
why the fuck would you think the bp thing is limit 1
>>
>>576496903
I liked it, useful for breaking bad habits
>>
>>576324546

I'm officially abandoning the idea of sustaining this whole refinery using its own dedicated power plant.
There is no real way to isolate the generators from the rest of the grid and it's just a pain in the ass to manage, it will never work the way I'd like it to work so fuck that, we are going all-in on hydrogen.
At least this gave me an excuse to design an attachment to the current refinery that fits in the same footprint.

So now instead of using electric boilers to make steam and using diesel to power them, I'm converting every single thing to hydrogen and diverting some of it to make steam, no more electric bullshit. Maybe one day if I ever need the full hydrogen throughput I might set up some boilers powered by wood or something like that, but for now I'm happy to accept the minor loss of hydrogen if it means not having to fuck around with electric boilers anymore.
>>
>>576503794
how is hand crafting a bad habit?
its a free assembler that costs 0 energy and 0 pollution
if you aren't using it constantly you are misplaying up until the point where you putting prod modules in everything
>>
>>576504676
hand crafting per se isn't a bad habit, but relying on it too much wastes time running around gathering materials or waiting for the queue to finish
>>
>>576503748
The space elevator is unique as well AFAIK
>why the fuck would you think the bp thing is limit 1
I mean, I don't know, I'm not the one running back and forth to the designer to edit a BP. Maybe because it's not a production machine?
>>
How do factorio oil field yields work again? The closest patch is 976 and I don't know how that translates to the amount of refineries I need.
>>
>>576508448
10 per second, modified by the percent yield and other bonuses. That field will start off giving 97.6 crude/second + whatever your mining prod is
>>
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>>576385384
Hey I'm working on it.
making a mod based on obsolete/forgotten technologies.

For example this is an mercurial arc rectifier. Main concept is something akin to everything is a burner mods but based on this idea:
>what if transistors did not exist?
So instead of circuits all machinery will use vacuum tube computers, which need to have the tubes replaced constantly since those shits broke all the time from high temps.

And instead of burning fuel the machines 'burns' tubes, better tubes have better durability or more 'fuel' value. Lots of electricity themed buildings too, with ample use of my beloved ceramic insulators. I have 20 machine concepts ready and I'm now making them in blender.

Not that deep mechanically yet, I mostly want to make a bunch of cool machines and get a feel on making factorio sprites for another more ambitious mod.
>>
>>576503849
And here's the monstrosity up and running.
256 workers and 5.1MW to make about 270 hydrogen a minute, 96-ish of which are reserved for steam production, so the net gain is really only about 170 hydrogen.
I've had to set up a mini refinery next to it to keep a tiny bit of diesel running because the main ship can only run on diesel apparently, so I need a reserve.
>>
>>576510160
There's no way this is worth it over diesel vehicles, even if you ignore the fuel capacity downside.
>>
>>576511036
I'm doing it mainly to remove pollution than any other real benefit, and to just see if I could figure out the spaghetti.
H2 vehicles use about 10% less maintenance, but at the scale I'm at I'm sure any maintenance saved on vehicles is being more than offset by the maintenance on all the buildings I've just dropped, although one could argue that all those buildings stay off most of the time, therefore consuming hardly any maintenance so who knows if this is actually a net positive or not, probably not but I'm not going to do the math.
I should have taken a screenshot of the maintenance overview before and after the hydrogen conversion but I forgot.
Also there are several intermediate steps that you could do to get some hydrogen along with a bunch of other shit instead of converting absolutely everything to hydrogen like I did, I just felt like going all in because I don't want to rebuild things over and over to stay on top of fuel consumption.
The only adjustment this will need for a very long time will be to swap fuels in the steam boilers to get an instant +100/min on hydrogen.
>>
>>576513656
>those buildings stay off most of the time, therefore consuming hardly any maintenance
iirc they consume half, when enabled and not working
you have to manually pause the building in order for it to stop needing maintenance altogether
>>
>>576510141
I would play your mod.
>>
>>576514270
It's a third, but yeah they still consume unless paused.
Again, I'm doing it mainly because I can and because it removes a ton of pollution from vehicles, not because it's saving me any resource besides crude oil, which isn't exactly scarce to begin with.
The initial goal was to see if I could make it at least power-neutral by using its own products as fuel for power (in my case it was diesel) but that didn't work so I had no reason to keep 76 diesel per minute laying around when the only thing still using it is the main ship and a single rubber maker. The downside is that now those 5.1MW are not neutral anymore and need to be provided by the main power plant.

The factory seems to be ok so far, at least I don't have to worry about fuel for a very long time and I can focus on other things.
>>
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>Wanna boot up Py again
>Was about to start making trains
>Want to restart
Why am I like this. I'll never get to Logistic science at this rate
>>
>>576515293
Wouldn't it be better to burn one of the oils for steam in a gas boiler? Rather than crack down to diesel, burn that for power and then use the power in a steam boiler.

This way you can math out the exact ratio per unit of crude and just crack or flare the excess. And you also get that clean separation you wanted to get with the generator priorities.
>>
>>576515542
At what point do you start making trains in Py? Ores are effectively infinite and only needed in small amounts, since everything is bottlenecked hard by the animal stuff. And if you do find something needed in large volumes, they're still competing with caravans (and losing hard)
>>
>>576503849
Electric boilers are pretty much never worth it unless you have insane amounts of solar or you're super lazy and don't want a real boiler to make paper. Slapping down rain collectors and grinding wood chips would be so much more efficient it's insane to compare. The only advantage they have is space saved which is still arguable because oh how much power they consume and the footprint that takes too.
>>
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>>576516842
Soon as you can make fish, I guess?
>And if you do find something needed in large volumes, they're still competing with caravans (and losing hard)
But I don't want caravans. I want my digital trainset
>>
>>576515542
Multiplayer solves this via your fellow engineer(s) making you feel bad if you ever bring up dropping the save
>>
>>576503794
it certainly makes you think and plan a bit more if even stuff like electric poles requires a dedicated line and it's kind of a pain in the ass at first
but on the other hand once you've done it having everything in abundance is a very liberating feeling
also i had to build an actual command center with a spare assembler and chests, so that was nice
>>
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>Decided to rip up my iron mine and reseat it so it uses the whole thing
Thanks, Space Exploration. Maybe I do need a few localized asteroid defenses
>>
>>576510141
If transistors didn't exist magnetic amplifiers and magnetic logic would probably be used instead. Magnetic amplifiers were often used in place of vacuum tubes because they were more robust. For a time, industrial automation was controlled with fluidics, that used fluids to carry out analogous operations to electronics. https://miriam-english.org/files/fluidics/FluidControlDevices.html
But honestly, a better mod for no transistors would be to completely rework inserters, belts, and assemblers. We are nowhere close to robots that can pick stuff up off of moving belts or factories that can be configured to make anything. But doing so probably requires advanced control. At the very least get rid of pulling stuff off the side of belts.
>>
>>576519021
Does 2.0 at least tell you shit got hit by a meteor? Because in 1.1 it only told you for the current active surface meaning your base would suddenly grind to a halt because a single rail somewhere in the galaxy got hit by some fuckass meteor 7 hours ago.
>>
>>576516437
There wasn't any real logic to it, but I noticed that in a double refining column like mine, if you isolate diesel and convert everything else, you get exactly the amount of fuel to spin 4 big generators, and those 4 generators make almost exactly the power needed to spin two electric boilers, which in turn make almost exactly as much steam as needed to keep the whole thing running. Seemed pretty convenient at the time and it would have worked perfectly fine if only there was a way to truly isolate power grids, but alas there wasn't and the result is (depending on how you play with priorities and surplus flags) that either the generators don't turn on and you back up on diesel and the whole thing stops, or they run constantly to supply the rest of the base and then they run out of fuel by the time the boilers need to activate...and the whole thing stops. I upgraded to full H2 out of desperation, I absolutely don't need this much H2 right now.
Also if you want to extract all the hydrogen possible from crude oil, there is no point in stopping at the first stage of distillation just to avoid getting diesel, the yield would be terrible.
I'm sure there are like a dozen different ratios of byproducts that could have been useful, but that "convert everything except diesel" approach seemed the one requiring the least effort and, as far as I could understand, this is the only way to get a near 100% conversion of crude to hydrogen with no other byproduct besides sour water and a vanishingly small fraction of fuel gas.

>>576517191
Yeah they are absolutely not worth the power cost at this stage of the game, but as I said they could have been completely power-neutral if only I could tell the generators to only power the boilers.
Now the electric boilers are gone and so are the generators, everything goes to hydrogen and that's what's making steam at the moment. I don't expect to touch this refinery again for a few hundred years.
>>
>>576519414
I think so? I dunno it's been a while since I played an SE run with multiple surfaces. Also whenever I leave a planet I make sure I have 6-8 global defense platforms with an alarm that yells if they're out of ammo so once I'm established in SE I sort of stop paying attention to the notifications
>>
>>576517220
you could use trains for fluids instead of cheatpipes
>>
>>576520009
No, those I'm going to use barrels and caravans for
>>
>>576519274
so like connect belts directly to machines input and outputs
>>
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>>576519274
Yes! I do have concepts based on those too, specially fluidics, it's one of the main concepts too, but I'm still on the fence on how to make it into a playable concept.

My original idea for the full overhaul (which I wont do just yet) was to have the core theme of different computation methods.

- Thermionic (the tubes)
- Fluidic (main concept here was having cool engravings on machines)
- Wetware (brain tissue machines)

I also thought of using magnetic core memory looms as a main theme/concept for some machines but ended up with the tubes for visuals/easier concept to mod.
>>
>>576510141
Neat. What about air power and air logic? You'd have to pipe the compressed air to every machine and each machine would vent some of it. Since it would use air for logic also, a machine with less air pressure would run slower because the pneumatic logic wouldn't be able to switch as fast.
>>
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Hotfix when
I had to put in a barrier at this mine to stop the haul trucks from getting stuck on the corners.
>>
>>576522442
I thought about it, but I think it's not possible to do anything of much nuance with the current fluid system. As soon as 'air' would enter the pipe, it would be teleported onto all machines, no 'pressure' filling up the pipe.
>>
>>576522675
Try using a retaining wall at the side of the ramp and dig all the way against it instead of letting dirt being the wall.
>>
>>576522925
But if machines consume air as fuel then a low fluid level will inherently feed each machine less air, making them run slower below a certain threshold
>>
>>576522675
trucks doing stupid shit and getting themselves stuck is honestly the worst thing in this game
>>
>>576524535
The worst shit is that you're actively punished for expanding, but yeah trucks are a close second
>>
>>576525319
that does suck but it is like a baseline level of suck whereas the truck fuckery just causes random deathspirals unless you constantly watch your entire base
it has less area under the curve but is very acutely felt
>>
>>576522925
The Industrial Revolution 3 had some air pipes etc.
Been a couple of years since I played it so I can't remember it clearly.

I loved the steam part of IR3 and wished for a mod that makes all of Factorio into steampunk, where you in the end send the rocket away with pressurized steam.
>>
Is there a mod that strips out Space Age music so I can play it in overhauls? I can't enable spage on overhauls but without spage those music files don't exist and music mods can't play them
>>
>>576526979
https://mods.factorio.com/mod/space-age-music-without-space-age
>>
>>576527243
How the fuck did I miss that. Something must be wrong with the search like how I couldn't search for Fire Lights last night it would just error out
>>
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>>576500526
>>
>>576500372
>Added an alert when an expansion base is built in a chunk with active radar coverage.
Here it is.
>>
>>576532950
Oh my gooooooooooood
>>
>>576536530
I had to mute it because it goes off for every single nest and every single worm and that means it's going off almost constantly.
>>
>>576536971
Yeah. Honestly it would be kind of useful in the beginning but once you get past a certain point it'll need to get muted.
>>
In Factorio when I place an assembler and choose its recipe, after clicking the green check box to confirm the recipe, the game then opens the inventory panel.
Is there a way to prevent the inventory panel from opening? I just want to set the assembler recipe and then go back to placing more assemblers.
>>
>>576537252
Learn to press E.
>>
>>576537729
Non-answer.
>>
Hmm, it feels like there is no point to creating a line of items on this planet when everything can be crafted on the spot with just 2 items and 2 fluids. I like it
>>
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>>576538481
my image wasnt posted for some reason
>>
>>576522442
I was dissapointed when timberborn added logic circuits but they were just the usual electronics and weren't even aesthetically themed around fluidics.
>>
>>576538723
I see some turbines not connected to steam
>>
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>>576541254
Same. Should have been water or wood based. Feels like cheating when all the electronics are magically connected with no wires or power or anything.
>>
>>576537252
Here you go:
0eNrVk91ugzAMhd/F12Hit115lWlCgVqdNeKwEKqhinefA+rYJNSb9qY3UXLic2w+kQvU7YCdI/ZVbe0nlJdV6aF8+3MMd9RYXuSeTqzboLE2CCXovkdTt8SnyOjmgxijBCYFxEf8hjKZ3hUge/KES8J8GCseTI1OCtTNJAWd7cVsOfSUwGi/eykUjLIrXmUrrRw21IWETjuJ8uiiGK5y9TXoVhrKNVtnZPYw0W/lMpMfZz8dxSbL/6RQTx6NyCsUBWcxz2MVu/RQ5Gl+iPPssE/Wb48ndRfH9GEc0y2O2bNwTO7kmD2MY7bFMX4WjumWM5rfvwLdeDpjdf11b+RNP7JJZZA=
>>
>>576548654
Thanks for the effort but that doesn't work when picking.
>>
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>>
Is steam power lower than nuclear in the priority stack? Or more specifically, will engines will stop consuming steam as long as turbines, solar panels AND accumulators are currently sufficient to meet demand? Otherwise have to think of setting up a circuit to control them after nuclear is set up.
>>
It's over
They made Factorio easy again
Too bad, playing on 2.1 was actually fun while it lasted
>>
>>576556874
Pretty sure steam engines will continue running if accumulators are less than 100%. I think you have to make a circuit if you want to stop wasting coal.
>>
>>576558075
Ah right, tying the steam engines to an accumulator in a non-isolated network would accomplish that exact goal already. Living forever with SR latches with no end in sight it seems.
>>
>>576557040
Damn, now I'll never truly beat the experimental build of the 2.1 update
>>
>>576560523
2.1 makes S-R latches possible in just 1 decider combinator now because of the Else output
>>
>>576561282
I think they were already made possible in one combinator in 2.0
>>
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Finally
>>
>>576563841
Looks neat whatever it is. Some kind of hub?

I'm racing to get uranium bullets before the biters overwhelm my too spread out defences. Keep getting distracted with building factories but now I have sulfuric acid.
>>
>>576564308
bro your flamethrower turrets?
>>
>>576564471
my what turrets? oil is precious, I can't use it to cook biters
>>
>>576564547
NGMI
>>
>>576565072
The plan is to go on the offense and kill all the biters.
>>
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>>576564308
It's my mall. This is Space Age meaning that I won't have requestor chests until much later, but I'm sick to death of making belt based malls. This took a long time to set up but now I'm free and since my entire base is train-based I'm not going to run into the pain of disentangling my spaghetti later. All I'll need to do is make a new production center for stuff I'm missing and if I'm feeling spicy, bother to tear down the old one

I tried a lot of new things with this save and while it frontloaded a lot of work I like how it ended up turning out. Now I need to set up my bot network and then go on a killing spree
>>
>>576564547
You playing rampant or something?
>>
>>576565590
No idea what that is. I just remember oil shortages being a problem but I've never had a uranium shortage, in prior games. I'm on Marathon research (4x) though which means everything takes longer to get going.
>>
>>576565694
I'm with the other poster then. If you cant see the power of the flamethrower turrets its a hard NGMI for you.
>>
>>576564547
>>576565694
flamethrower turrets are absurdly ammo efficient, it's basically free. you're probably spending more oil on sulfuric acid to mine uranium than you would with flamers.
>>
>>576565465
Looks clean and tidy. I have a very different approach: I scout early and far and put defenses on distant choke points, clearing out everything inside. There is no wall around my base, just turrets in the right places with redundancy so I can ignore them getting blown up until I'm ready for another expedition.

Then I spread my base way out with trains. At least until I get cliff explosives.

I have a crappy jank mall sort of in my base but for later I've been building this train depot to supply a bot mall and probably an automated space launcher or two.
>>
>>576566119
I chokepoint later, when I threw most of this wall up I was still using yeller ammo. Normally I just throw up node defenses in response to attacks but I was in a desert and had so many attacks from so many areas I just decided to throw up a huge wall
>>
>>576565812
>>576565993
There are no biters within my pollution cloud. I'm only interested in the bare minimum defenses until I can genocide all biters with prejudice.
Anyway my stuff is too spread out for flamethrowers to be practical to even set up let alone keep fed with fuel. Currently I can go around with a tank full of bullets, walls and quickly plop down turrets with little walls around them and preload them with 50 ammo then forget about them. Most of them never need attention.
>>
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Mining trouble has resulted in one half of the power plant being converted to woodchips.
Good thing this is a split system.
>>
>>576519274
>fluidics
I came across this cool channel a while ago of a guy fucking around with that stuff
https://www.youtube.com/watch?v=E1BLGpE5zH0
>>
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The age of steam has ended.
>>
>>576571946
the age of steam never ends. we are forever trapped in the cycle.
>>
I just realized a lot of the most important technological advancement humans made were done primarily for entertainment and were then used in different fields later on.
Humans are fucking monkey and we invented the banana peeler because it was funny.
>>
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Did some observing. The fuel gas train's top speed loaded is 80 km/h on its route, and 113 km/h empty. Its theoretical top speed is some 140 km/h. It's certainly no slouch.
Six tier 2 wagons and the locomotive + tender(s) seems to be the sweet spot. The stations aren't too huge and the full train fits in my rail roundabouts.
>>
>>576468014
Modded minecraft has unironically become the better 3D factory base building game
>>
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I have severe factoriobrain but I'm having fun. Any advice for phase 2?
>>
>>576578648
If you haven't already: build a MAM, look for crash sites and collect hard drives, and check out the Sink and Awesome Shop. Those are all ways to unlock more stuff to build.
>>
>>576578648
put everything on foundations asap
>>576575904
everything there is based around applied energistics or its clones, it gets kinda boring because all logistics are abstracted away into computer magics, but if there are any modpacks who still have some logistical puzzles i would like be proven wrong
>>
>>576578772
>>576578960
Okay, will do. Is there a way to easily align buildings according to a grid? Placing belts is really slow and finicky in this game.
>>
>>576579350
foundations have a grid but it's very tiny, that's the best you're gonna get unfortunately
>>
>>576578648
Make all of the unlockable equipment.
>>576579350
>Is there a way to easily align buildings according to a grid?
Foundations align to a global grid if you hold down one of the modifier keys.
>>
>>576579350
Foundations help placement a LOT. As the other person said, you can hold down a key (I think Ctrl) to align foundation to the global grid. There's also the Hologram mode where you can nudge something before placing it, that's great for fine-tuning something while still having it on a grid.
>>
>>576578648
every once in a while go do some exploring, more specifically look for crash sites and extract the hard drive inside to unlock new alternate recipes. Some are garbage, but some are total game changers that will massively simplify your logistics or will greatly increase the yield of certain items. While you are there don't forget to collect somersloops and slugs, it's always good to have them available.
Also build the Awesome Sink and dump in it anything you have an excess of, even if it's just ingots or wires for now, and keep dumping stuff as you expand.
Finally, try to speed through the quartz MAM research tree until you unlock Blade Runners for an enormous mobility upgrade.
>>
>>576581924
>unlock Blade Runner
Great point. Also the parachute is pretty good, I think that's under the mushroom research in the MAM.
>>
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>>576566456
similar but wih lasers
>>
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If I leave it as it is when it clogs it will only use one lane and drain the chests unevenly? The ghost I've built on the left should be used instead?
>>
Why do people overdesign train unloaders?
Have enough trains to feed the chests and then it doesn't matter how evenly they drain.
>>
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>>576583609
Or i could switch the lane instead and then balance
>>
>>576583609
A simpler solution than unloading to chests and then unloading chests onto belts, is to simply unload from the train directly onto a belt, and then use 2+ trains to feed that station, so that as one is being emptied, there's another full one waiting right behind it. I've done this on medium to large size bases with 1-2 trains where each drop-off station had 3 dedicated trains feeding it.
>>
LIVE
>>
>Programmer
>Notabug
>Artist
>Shamefurdispray
>>
>>576594604
Made by autists for autists
>>
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>>576594604
oh my god...
>>
>>576532950
Feels like cheating.
>>
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>>576510141
>mercurial arc rectifier
>1902
too hi-tech, just plug an AC motor to a DC generator, 1888-style
really though, sounds like a cool concept, godspeed anon
>>
>>576596046
literally unplayable
>>
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>>576583609
No need to use three splitters. Feed both single-sided inputs to one splitter for balancing, and use the splitter output for lane balancing.
>>
>>576598274
oh, nice. thanks. I can do lane balancing too this way on turns to save space on spaceships
>>
with 2.1 letting us decide which lane the inserters can drop items on shouldn't all of this get significantly simpler?
>>
>>576599364
Purists will tell you its not factorio spirit
>>
>>576599364
It was simple from the start. Only autists worry about their belt being unbalanced.
>>
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>>576599926
not having 6 inserters on my train loaders/unloaders upsets me
>>
>>576600393
real men use 5
>>
>>576599364
idk what's the point of adding it to the base game, i think Krastorio or SE already does this, also there are standalone mods, i know i use one
pretty sure it could upset belt autists
>>
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I do this and it just works
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>>576605745
mods aren't an excuse not to add QoL features if they feel that the game will benefit from them, although it's odd that they decided to add something like this so late. Judging by FFF442 workign on flipping buildings triggered a dev's autism and they decided that they might as well go all the way
>>
>>576605745
K2 lets you drop on the near side of belts, which is not what the main game is doing.
>>
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So I want to build a robot network to automatically feed chests that give my trains fuel, but I don't like them constantly flying to me trying to give me items (that are on the yellow chests) or take out the trash items, sometimes I get out of coverage area, sometimes I get in and out, what's the best way to deal with this? Should I ignore this? Also there's my mall and I think it should not be connected with everything else so they won't try to give me items whenever I am far away from the mall area
>>
>>576583609
Why aren't you using both lanes? This is triggering me, aren't your inserters idle half the time?
>>
>>576608813
if you are requesting in your inventory the same type of item that the logistics bots are moving around I don't think that you can do anything to avoid them giving it to you beyond turning off the personal roboport or removing said items from your requests
>>
>>576608813
Just build more ports to cover the entire base and stop moving your character
>>
>>576609836
but I need to go places to build stuff :/
>>
>>576578648
I'd suggest using foundations first of all

Also do some exploring. All the stuff you can find can be quite useful.

And a general tip for the game, when you scan any HDD for alternate recipes, if you do not pick a recipe immediately then whatever remains displayed and available for you to pick will be removed from the RNG pool on the next drive you scan. This means that if you keep scanning without selecting and let the list build up, you make efficient use of your HDDs since you will not get any repeat recipes (when you pick 1 recipe, the one you didn't pick goes back into the pool and can drop again). So the way you should use HDDs is to scan them but not pick anything until you need it, don't just pick recipes if you're not going to actually use them right away, you can always open the MAM and pick something from your list when you need it. This of course also makes fishing for recipes much easier, if you're looking for something in particular (I'm guessing you're not if this is your first run though).
>>
>>576600393
>>576601536
Anything less than 12 is inefficient.
>>
>>576609796
No like I'm gonna request solid fuel to chests, but sometimes the bots fly to me to give me my personal requests, like belts and stuff. Maybe the best way is to get used to turn on and off the personal logistics whenever I'm in my mall area
>>
>>576611260
Well you wont need to go at all if you build roboports first
>>
>>576599528
Unbalanced belts on train stations are pretty ass if you're actually building something that requires the station to run at full throughput all the time. The problem with unbalanced stations is that draining chests unevenly will end up with the station's throughput going down as the inserters on the empty chests can no longer work and the rest may not be able to keep up. This is why train stations are pretty much the only place where I think balancing actually serves a practical purpose, in most other places it's just aesthetics with no real gameplay impact.
>>
>>576608813
just research robot speed 50x
>>
>>576611898
I can't do that just yet :/ xD
>>
>>576605745
the point is to have blueprint-flipping be a fully supported feature; without lane selection some assembly lines would break if you flip them
>>
>>576612670
>blueprint-flipping
this upsets my autism, thoughbeit it's inevitable
>>
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I have never used a blueprint
>>
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>>576611873
build a circuit to balance the chests you tremendous faggot.
>add total items
>divide by # of chests
>if any one chest is lower than average inserter no workey
>else inserter workey.
>>
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>nerfed biter expansion
>>
>>576614706
That's a shit method with more UPS cost and potentially worse performance. I've used it before and sometimes multiple inserters get disabled at the same time and throughput dips. Disabling inserters is not the way to go if you want reliability.
>>
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>>576613309
You're missing out
>>
>>576613309
But you must have ctrl+c'd before.
>>
>>576617501
>potentially worse performance
multiple inserters get disabled
>potentially
>sometimes
skill issue.
>>
>>576616884
when I was playing the beta before the recent update I'd find brand new full size bases popping up in areas I just cleared within seconds
although now I do think they nerfed it a bit too much for the default settings, just needs more finer adjustment
>>
Are foundries better than furnaces on space platforms? I'm afraid of running out of calcite
>>
>>576620894
>I'm afraid of running out of calcite
Why is this an issue for you?
>>
>>576495165
>Asteroids will do significantly less damage when platforms are stationary or moving at very low speeds.
interesting change
>[space-age] Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster).
oooh neat
>>
>>576515542
>I'll never get to Logistic science at this rate
You should rush logistics and then start playing py
>>
>>576516842
>At what point do you start making trains in Py?
Py2, with t2 trains
waste of time otherwise, just use caravans
>>
>>576621234
I meant Py's logistic science.
>>
>>576621487
I literally said that, yes.
You should rush a cobbled logi setup in sub100 hours and *then* slow down. The perks that logistic science brings to everything are beyond invaluable when actually building a base.
>>
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>biter expansion fetish
>>
>>576620450
>suggest malfunctioning design
>blame others because your own malfunctioning design doesn't work correctly
Legendary grade 'tardation, forged over many loops
>>
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>>576622147
>>
>>576566456
holy fucking kino turret trenches
>>
>>576624029
Madzuri circuit has always been kind of ass. I used to sperg out about wagon balancing, but after years of meditation, I would rather build another unloading stop than some overengineered atrocidad with logic circuits and splitters.
>>
Show me your food making area.
Mine's a bit of an ongoing experiment. I'm trying to make it so that any excess coming out of the town reserves gets recycled into animal feed first and then goes to disposal, with the exception of wheat which goes directly into bread production, but any excess still goes to feed and then to garbage.
Unfortunately I had barely any excess until very recently when I finally brought fertilizers to the farms so basically I'm waiting for stuff to back up to see if I get anywhere near enough animal feed to run the chicken farm.
I'm feeding 1100 people with 4 farms right now, I'll introduce fruits to the mix soon so that should reduce consumption of everything else and allow for town expansion.
>>
>>576621065
Don't know if it would be. Demand for calcite would skyrocket, and I'd probably have to waste a lot of ice grinding for calcite. But I guess space isn't going to run out of asteroids
>>
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>>576625762
Overabundance is supplied here.
It is in no way balanced and is becoming more and more out of date as trains become part of the equation for future projects.
These farms provide all options for food except for Tofu, Snacks, and Cake.
Tofu has been planned for ages but keeps getting pushed back by bigger problems.
>>
>waste
I can't believe this pervasive mindset is still a thing
>>
>>576625323
>Madzuri circuit has always been kind of ass.
Yeah, it's kinda alright for stations which don't have huge demand but then again for those stations you can go without it too. For stations where you want a lot of throughput and reliability it's flaky. And it eats UPS, I used it in my first train megabase in 1.1 and the circuit network update ended up being a big contributor to update time, totally not worth it.
>>
>>576620894
They absolutely are and calcite demand is tiny. Why would you worry about running out of calcite while not worrying about running out of anything else that's in way more demand? You won't run out of asteroids in any case, it's fine.
>>
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Two of them.
>>
busy today
>>
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>massive new projects need to come online
>demand for tier 3 construction parts through the roof
>steel mill is stalled with little iron ore coming in from the struggling iron mine
Suffering.
>>
Once again I've burnt myself out on Factorio, just 4k hours in.
I pray that my weak human flesh will be spared in the eyes of the Omnissiah.
>>
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>>576638280
Post AdMech reactions
>>
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>>576638663
>>
>>576638663
>>576639084
I am now waiting for Dawn of War 4, so I can play as the Adeptus Mechanicus to redeem myself.
>>
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The steamer has come back out due to strained resources. It is hauling fuel products out of the refinery to the other side of the island.
>>
https://blog.janestreet.com/can-you-reverse-engineer-an-asic/
new egg just dropped
>>
>>576646078
>do a bunch of research for us for free and maybe we'll consider giving you an entry level job working for a company which gambles with other people's money
>>
>>576632491
I seriously doubt your line is long enough for that tiny train to need that much extra fuel.
>>
>>576625767
If you're running out of a certain asteroid type it's because you're not capturing enough of them. Go faster and slap on more arms.
>>
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I just finished this piece of shit and wanted to ask more experienced people in this genre a few things. The main thing is: Is it just me being a troglodyte (120hrs to finish it) or is this game not a mediocre factory building game?
It was really fun until like Tier 7, after that it felt like the scale asked for factories jumped quite bit while my ability to make them stayed around the same because of first person perspective. Like the hoverpack was great, but why was it wifi only and not fuel too? Seems like a thing the devs did just to spite the players for no reason. The new pathing system for vehicles is fucking awful, after trying it out for the first time when I unlocked the tractor and just thought it was too much work for a small pay off. Then I tried it again, completely gave up on it and went full belt roads because it is essentially the same as paths but they are much more reliable.
What's up with the limit for foundations when zooping? Why the fuck do I have to do only 10? And why is it only in 1 axis? It's a bit cancerous to build without foundations but making those has this annoying limitation that piles up quite a bit in the endgame. Ended up never making trains because of trauma from pathing and this.
There were moments I felt like little things were missing that made me go "man I wish I could do X", ideas often coming from Factorio (because the first game I played from this genre was Factorio up until oil in pre-Space Age, also played Satisfactory 1.0 and stopped at oil too). First it was for vehicles to filter items, then it was simple copy pasting of buildings, then connecting power cables by just holding M1 and dragging along machines you want to connect, and probably a few more but I can't remember anymore.
Lastly, is the end of the game a slog or was it me being an absolute baboon? I think I finished Phase 4 with 80hrs and then after that it felt like just a lot of waiting.
>>
I'm dumb, how do I set it up so that asteroid collectors turn on/off filters for specific chunks based on how many are in storage so that they only collect chunks that the platform's low on?
>>
QoL is the death of soul!
>>
>>576653081
My guess after following the game for many years is that the developers were more ambitious than their capabilities so they did their best and that's what we got.
There are many obvious shortcomings in the game, maybe because they reached the limits of their programming abilities or ran out of time or who knows?
Anyway it's still a great game and I enjoy it. I have a 100x elevator parts run that I started in spring and will resume when the weather cools. It's good fun trying to puzzle out how to build things big enough without spending too much time building one little thing at a time. Blueprints, limited as they are, are a key to building big in Satisfactory.

>>576653525
I just got my first space platform going (in this run, I've done it before) and had to set that up.
I used a sushi belt but the principle is the same:

I use an arithmetic combinator to subtract the amount I have from the amount I want, and feed that result directly to all of my asteroid collectors.

A constant combinator outputs the maximum amount I want (say: 20 each for each asteroid type).
A wire to my storage (sushi belt in my case) outputs the current amount that I have.

The collector filters are only enabled for asteroid values greater than 0.
>>
>>576653525
>>576654189
>use an arithmetic combinator to subtract the amount I have from the amount I want, and feed that result directly to all of my asteroid collectors.

Here's a picture.
The collectors are configured like this:

Enable if: unchecked
Set filters: checked
>>
>>576654189
>>576654641
thanks a bunch, I knew I had to subtract the values but I wasn't using it the correct way
>>
>>576655587
You're welcome. I'm sure I got the idea from someone else at some point.

Also you can eject things directly into space with an inserter to get rid of them, and in that case you can similarly set the filter on an inserter to choose what to discard.
>>
>>576654189
Yeah like I said it was really fun up until Tier 7. I was absolutely addicted until I reached that part, then it all came crashing down. Ironically I kinda got another boost of desire to play after finishing it.
I said mediocre factory building game because sometimes it just feels like the game is fighting you when trying to build instead of letting you fight yourself.
>>
>>576656179
>sometimes it just feels like the game is fighting you when trying to build instead of letting you fight yourself.
Yeah. Blueprints are that way, and pipes and fluids. But with patience those become more puzzles to solve, since there are solutions even though I don't think those systems were made bad intentionally.
It's really satisfying to build a big factory that works despite the limitations of the game.
>>
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It's starting to set in that the Czechs will never replace the awful kludge that is 2.0 pipe extents. Quality is the root of all evil. Prague must burn.
>>
>>576653081
its not an automation game about making a factory
it is a creative building game wearing the skin of a factory game
>>
>>576660321
Factorio is a third person alien shoot-em-up tank driving simulator wearing the skin of a factory logistics game.
>>
and this isn't a svg it is a friendslop game
>>
good morning /egg/, what are you playing today?i have an itch to play oxygen not included
>>
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>>576661470
This image could use a recoloring
>>
>>576662881
I have things I'm supposed to do, so somehow I found myself playing "playing" a Lambda calc Zachlike. (Functionλl)
>>576658130
What the hell is that
>>
>>576661470
I wish you gained some sort of EXP or had a system that interacted with the biters instead of just expand/kill loop
>>
>>576663421
It's me, the disgraced plumber, punishing Kovarex for his sins. Yes he looks like that, and yes I am brown.
>>576663086
Kino. I'm too old and retarded for this kind of stuff nowadays.
>>
>>576664214
A long time ago you had to destroy biter nests to get science. It sucked, I'm glad they removed that.

But yeah biters are definitely not the main focus of the game. In my opinion there should be far more kinds of critters in the world, hostile and passive, and more than just biters, spitters, and worms.

There could be a system where you can get biters to stop being so aggressive if you feed them something from your factory.
>make Biter Treats artillery that scatters biter snacks around which pacify those biters for a while.

Still it's somewhat fun to drive the tank around and blast biter nests. And I'm not even using the flamethrower yet.
>>
>>576665610
>A long time ago you had to destroy biter nests to get science. It sucked, I'm glad they removed that.
Thankfully someone realized that making this shit a requirement when it couldn't be automated was extremely stupid
>>
>Playing Satisfactory
>Unlock diluted packaging fuel alternate recipe
>Don't really care because it's not pure iron/copper ingot recipe
>Time to start making fuel generators
>Fuel can be made from heavy oil (An oil derivative) at a 3:2 ratio of heavy oil to fuel
>...Or using the diluted packaged fuel recipe I can package heavy oil + water which somehow turns it into fuel for a 2:1 ratio of heavy oil to fuel
>The most efficient way to create fuel is to package heavy oil, unpackage it and then use it for fuel
This shit has got to be an oversight, right? Am I missing something?
>>
>>576653081
>Is it just me being a troglodyte (120hrs to finish it) or is this game not a mediocre factory building game
i finished it in 80h having played a lot of other factory games and yes, it is pretty mediocre unfortunately
>It was really fun until like Tier 7, after that it felt like the scale asked for factories jumped quite bit while my ability to make them stayed around the same
yep, that's the problem with the game, being required to build at scale but building anything is painful. normies seem to love it though, makes them feel more accomplished looking at their big factory they so painstakingly built up, even if in the grand scheme of things they haven't actually done that much and what looks like a massive build in satisfactory could have been built in just 10 minutes in factorio
>the hoverpack was great, but why was it wifi only and not fuel too
balancing i assume, they don't want to have people hovering around all parts of the map
>is the end of the game a slog or was it me being an absolute baboon
it is, the end to me felt like i could either spend some time (a lot of time) getting new ore patches, building new train lines, and expanding my production and eliminating all bottlenecks, or just afk for 6 hours for the game to just beat itself anyway. a requirement for items/s produced would be better, but it would be difficult to deal with cheesing it with buffers so idk.
it's the same problem with all automation games really but in this one it's particularly bad because the building aspect is not so great, in factorio 2x'ing your production is often just a couple of copy/pastes away, in satisfactory it's like a whole day long project because you literally can't copy anything so you have to build from scratch (or use the poor bp system) over and over again
>>
>>576666947
also this

>>576660321
>>>576653081
>its not an automation game about making a factory
>it is a creative building game wearing the skin of a factory game

most enjoyment you're gonna get out of satisfactory is when you drop the efficiency, production chain logician autist part of your brain. most /egg/heads can't do that (incl. me) so the game has a poor reputation here despite having a 97% rating on steam
>>
>>576666549
There's an alternate recipe to make diluted fuel in a Blender with the same ratio but you have to find the recipe and have access to a Blender.

https://satisfactory.wiki.gg/wiki/Fuel
>>
>>576667132
There are still ways you can apply that kind of thinking to Satisfactory. The problem is moreso having played a more hardcore automation and logistics game first and trying to apply what you learned from it.
>>
>>576667368
politely i disagree, sure i might be poisoned by factorio but you can't do things like move or duplicate entire buildings in satisfactory, while you easily can in factorio. even in 3d they should give you at least some facilities to copy/paste things, but they don't want to do that because satisfactory is all about roleplaying as this factory builder guy, rather than a puzzle solver solving genuine puzzles.
there is a reason why all buildings in that game are so massive, the devs just want you to feel in awe at your own creations instead of using your brain to solve actual puzzles. i remember building my first coal power plant, it took an hour or two and i only ended up with like 6 generators but it felt so grand i felt oddly satisfied (heh) anyway. this same job is just a few clicks in factorio and while accomplishing the same goal (using coal to make energy) frankly it doesn't give you that same feeling at all
>>
>>576665610
I would have expected the fruit from Gleba to be usable for Biter Treats™. Sure they are not from the same planet but the engineer can eat both fruits and also fish from Nauvis so I guess they should be biologically compatible.
>>
>>576666549
The base version of the alt recipe is there because refineries only have a single liquid input. It's not as efficient but only barely. Also if you are redirecting some of the fuel for vehicles, your own jetpack, and/or want to move the fuel very high vertically in the immediate area then the packaged alt recipe is better. A self-contained diluted fuel system can fit inside a mk1 blueprint, whether its spitting out packages or liquid fuel, try making one.
>>
>>576666947
>balancing i assume, they don't want to have people hovering around all parts of the map
I thought about that too but it doesn't really make sense because when building you can just make some floating foundations. When exploring you can bunnyhop+jetpack through the map like a maniac (which is what I did and it was very fun) or just make ramps to reach higher places if you don't know about movement tech.
This game has a nice amount of fun movement exploits. I loved hopping on a drone and waiting for it to slingshot me so I could cross the entire map in like 40s.
>in satisfactory it's like a whole day long project because you literally can't copy anything so you have to build from scratch (or use the poor bp system) over and over again
Oh yeah man. I remember closing the game and then planning what to do next time I was going to play, only to open the game and remember it's a pain make stuff.
>>576667132
That's basically what I realized at the end. I was about to drop the game, but it was so close to the end that I decided to just let it go and power through to the end. This was the first game of the genre that I played to completion so I can't say I'm an automation veteran, but the experience still soured at the end which is interesting to me at least.
I'm probably going to try play Factorio to completion next. Not right now but in the future because I need a break.
>>
>>576669475
Actually on rereading what I just wrote, it's not possible to create a closed system if its outputting packaged fuel obviously. There will always need to be a separate packager to recycle the cans. This means you have to manually add a stack or two of liquid cans to the system to start it. If you need packaged fuel output then it will be a separate thing.
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>Play Satisfactory
>Unsatistfied
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>>576669915
>Play Oxygen Not Included
>Can still breathe
>>
>>576670387
They got complains from the Floyd estate.
>>
https://store.steampowered.com/app/3904850/Approximately_Up/
new egg, anyone tried it yet?
>>
>>576677392
Never heard of it. Looks like fun for people who have friends.
Me, I'll stick to games for people who don't have friends, like Factorio.
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>>576677392
I hate this trend. Anyway it looks interesting and the reviews are very positive so far, I just don't know if I have the right type of friends to play it (could still play it alone I guess)
>>
>>576680248
>>576681307
the multiplayer part is entirely optional, they're just overly marketing it for the friendslop demographic it seems
>>
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WHY
WHAT'S THE POINT OF THIS CHANGE
>>
>>576684743
I still got the impression that it would feel pretty lonely if played solo :'(
>>
>>576668280
Lack of QoL forcing you to slow down is not a counterargument to an assertion that "there are still ways you can apply [efficiency, production chain logician] thinking to Satisfactory" and that you don't need to drop it to enjoy. Think through the argument you're responding to instead of just repeating yourself over it.
>>
>>576687201
contrarian retard lol
>>
>>576686385
Because fuck modders lmao
>>
>>576686385
just change 'planet = "something"' to 'planets = {"something"}'. it's the same thing they did in 2.1 with category / additional_categories
>>
>>576653081
>but they are much more reliable
I've used the paths too and once set up they've been fully reliable to me, like never once have I had a truck get stuck or fuck up in any way.
>>576653081
>Why the fuck do I have to do only 10? And why is it only in 1 axis? It's a bit cancerous to build without foundations but making those has this annoying limitation that piles up quite a bit in the endgame
Yeah this sucks. It should've been 2-axis at least. You can make foundation BPs, obviously within the limits of the BP designer's size, but it can make it a little better since you can place 16 or 25 at once (before the very late game 6x6 designer I mean).
>>
>>576686385
>>576688530
Consistency changes. They're always annoying to do but they're important for onboarding.
>>
>>576666549
When you unlock the diluted packaged fuel recipe you do not have access to the machine which can take 2 fluid inputs directly. You only have the refinery, which can take 1 fluid and 1 item, so you have to package the water in order to be able to get it into the refinery along with the heavy oil. Later on you will get a machine which does take 2 fluids and there's a regular diluted fuel recipe which does not require packaging & unpackaging.
>for a 2:1 ratio of heavy oil to fuel
No, it's the other way around, it's 1:2 heavy oil to fuel, 1 oil turns into 2 fuel which makes this recipe extremely strong. If you combined it with the crude oil processing recipe which takes extra heavy oil then you can get a huge quantity of fuel out of a little oil and some freely-available water, it's very very good for power generation or for making rubber & plastic with the recycled recipes that basically scale off of fuel input.

Also I actually enjoyed setting this up the first time, it was neat to make a build which cycles its empty canisters in a closed loop since it was the first time I ever had to do anything like that.
>>
Holy shit T1 arc furnaces are such a downgrade. half the output per building compared to blast furnaces and a ridiculous power consumption.
Is this a noob trap? Am I supposed to be so excited for the 60ish% reduction in coal consumption that I should ignore all other downsides? Should I just wait for the T2 arc furnaces to at least get a reasonable footprint?
The blueprint on the left makes half the steel of the thing on the right but it still needs 4 furnaces and a whopping 16 mega fucking watts of power. I have just expanded to my second power plant and this build alone would take up all of its power and then some.
>>
Playing SE. Is there any reason for not going utility science first? I really want my requester chests.
>>
>>576691272
*attrites ur robutts*
>>
>>576687623
But did you try thinking?
>>
>>576691191
does this game have metal recycling?
>>
>>576594604
>>576596046
kek
I love this community
>>
>>576691989
It does, in fact if you use recycled metals instead of ore, the furnace would use 40% less power, the problem is I have nowhere near the amount of recycled metals needed to sustain this many furnaces full time.
>>
>>576691552
you should try acting like someone older than 12y/o, i'm not gonna continue this pointless conversation and ruin a good thread because some random schizoid lacks common sense and is unable to interpret language in the way 99.9% of people do, only to stir up retarded arguments about literally nothing.
>>
>>576692509
cool! Can't you have both blast furnaces and arc furnaces at the same time? I'd use the latter only for recycling if possible, that's their irl use after all
>>
>>576692596
wut
>>
>>576692596
You should try understanding what someone is saying instead of just calling them contrarian and then vomiting nonsense like this.
>>
>>576692718
I could, but every building needs workers (who need housing and food and various amenities) and costs maintenance (one of the main resource sinks of the game) and while the maintenance cost is reduced if the building is idle, the workforce requirement is not, and I'd rather use the few dozen workers elsewhere rather than in a building that would sit idle most of the time.
Btw I'm already recycling metal using blast furnaces and in this case it gives me a 40% reduction in coal consumption rather than power, of which the furnace uses none.

That's why I'm kinda puzzled at what the use case for T1 arc furnaces is. They cost so much power to run and have such a limited throughput that I can't see why someone would want to use them rather than waiting for the T2 version which at least has the same throughput and footprint as the blast furnaces they are supposed to replace.
I guess if someone is really struggling with coal extraction that might be a good enough reason, but I'm not so I don't know.
>>
>>576693371
this game sounds really interesting, I'll have to try it out one of this days. And yeah the way you put it really makes it sounds like those T1 furnaces aren't worth it unless you are poor in carbon
>>
Why doesn't roboport range increase with quality?
>>
>>576694954
it could break blueprints and existing builds where you want separate networks
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>>576694382
Oh yeah you should definitely try it man, it's great.

Btw here are the two iron recipes for each building: top one is from recycled metal, bottom one is from iron ore.
Right off the bat you see the arc furnace handles half the throughput as the blast furnace, so you need two just to keep up.
The three rods in the right recipes represent graphite, and to make them you need one unit of coal (among other ingredients), so to run two furnaces you need two units of coal vs 15 in the blast furnace, this is indeed a huge improvement. You also get a decent reduction in exhaust gases, which is not necessarily a good thing as it can be processed into useful resources.
But then you go from using zero power to using 4MW per furnace, so 8MW total. For context a single mid-game steam power plant makes about 12MW and it can easily power your entire base up to this point where buildings start to get very electric, and if you are still relying on coal to make steam (i'm not), then your savings get even smaller because suddenly you are using 20 units of coal just to power the furnaces, on top of the two units you need for the graphite.
In my case I'd need 4 furnaces to keep up with my current steel production.

Maybe I'm missing something obvious here but again I don't see why I would ever want to use this furnace unless I'm critically low on coal.
>>
>>576691320
I don't care if the throughput is low
>>
If bit flips are so insanely common, how comes programs don't randomly crash or behave inconsistently all the time?
>>
>>576697943
Error correction by way of parity bits. Need multiple bits to flip to actually change data.
>>
>>576694954
I'm guessing they didn't want to make an already broken mechanic even more broken. It can also be that they didn't have the time to implement it, like with trains and a lot of other items.
>>576695310
I don't think that's it because they broke 2.0 builds with no survivors already.
>>
>>576653081
they cant give you the same tools as factorio because you would break the engine (Unreal object limit) if you could copy/paste 100+ buildings at a time
it sucks but there's no real solution with this current tech
there is a copy/paste mod though that works fine if you dont abuse it
>>576499914
>>576500083
>>576500761
>>
>>576694954
more quality scaling mod has this
>>
https://www.factorio.com/blog/post/fff-445
>>
>>576702246
traingods we have been robbed of another FFF
>>
>>576669915
That is such a cute dog. I hope it's not AI generated.
>>
>>576702246
combatgods, we are eating good tonight
>>
>>576705412
Sadly I don't understand how this relates to the player at all. What changed, gameplay-wise?
>>
>>576702246
Even more reason to turn off biters. That shit is unfun.
>>
>>576705898
Git gud
>>
so when is 2.1 releasing as stable?
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>>576705682
Instead of being harassed every hour or so, you get harassed every 20 minutes or so. Basically every biter expansion is near your territory in 2.1.
>>
>>576696210
as soon as I'm done with spage I'm gonna get CoI, it's the only other automation game that really grabbed my attention, and even though it's still in early access it seems to me like it has a ton of content by now.
What about pollution? IRL blast furnaces are pretty dirty from what I recall
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>>576706145
"end of summer", not a specific date yet afaik
>>
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it keeps getting more spagghetified will get into military science and oil when i get red splitters and underground belt online gotta start upgrading all my spagghety unfotunatly my steel is on the other side of my factorie so i have to drag it to where my asembler is being made so i can make the blue asembler
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>>576702246
>only to be met with an unexpected collection of pals frolicking on your doorstep.
If... If only...
>>
>>576705898
literal retard
>>
>>576661837
Stormworks now has hollow blocks?
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>>576706462
yeah it has a fuckload of content for sure, it will keep you busy for dozens if not hundreds of hours easily.
As for pollution blast furnaces are between 3x and 4.5x more polluting than arc furnaces, depending on if you are processing iron ore or recycling scrap metal.
However, pollution can be collected into specialised facilities to extract valuable resources out of it, such as sulfur, water, CO2 and ammonia, all of which are useful for other processes such as copper refinement, graphite or fertilizer production, among others. Although you'll never be short of exhaust gases to refine in this game, you might end up in dangerous situations if you rely on them too much for certain resources and you suddenly do mass upgrades to less polluting facilities.
That said, pollution has a direct negative effect on your population, so refining exhaust gases is encouraged even if it's just to vent or burn derivates that are all together less polluting than their original form, just to get the health bonus.
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>>576708645
if it still fits on the screen then it's ok, sometimes you gotta drag things around from far far away, I used to not like that but you gotta get used to it. If something far needs to get somewhere just make it get there, the factory will work and grow.
Also when you get more experience you'll learn to make things a little tighter so there won't me much dragging things around and spaghetti (but there will probably always be spaghett)
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>>576708645
dont fall for the bus meme, its better to drag whatever you need exactly where you need it even if its far away whether by trains or belts and if theres too little of it you make more
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>>576709363
I remember reading about enemies and naval battles but I don't remember anons talking about any of this in these threads, are they still a thing? Did I dream this?
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>>576711645
Naval battles are a complete joke, purely a stat check and I could probably code it in a day without AI.
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>>576711967
do you play with enemies on or is it just not interesting in general? The steam page doesn't even mention them
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>>576711645
Basically there are things that are locked behind exploration. The way you do exploration is by sending your ship through nodes on a procgen map, sometimes nodes are occupied by enemies and when your ship visits an enemy it engages in an autobattle on which you have zero control over. If your strength score is higher then you win all the time, otherwise you withdraw and come back once you upgrade the ship. If you defeat an enemy it will be gone from that node forever and no enemy will ever attack you first or move between nodes.
Everything that has to do with exploration is purely abstract, you never see ships battle, you don't visit other settlements, you don't go to resource deposits to extract stuff yourself and there are no enemies in the live 3D map where your factory lives.

That's why nobody mentions enemies, because they are essentially inconsequential and there is no industry revolving around warfare besides very simple upgrades to your ship. They might as well not be there at all.
>>
>>576712492
It's a mechanic taken from gacha games, you send excess characters on an expedition and they bring back some resources after a while. There is no active threat from enemies, your ship can encounter them on expedition and then either win or lose depending on whether your weapon+armor research was high enough.
>>
>>576708645
You sure you're going to have enough inserters?
>>
>>576712618
>>576713314
I see, when I first read about enemies a few years back I imagined a race against another faction, something like in Anno. to be honest I think I prefer it the way it is, I like playing slow without too much pressure. Thanks for the answers!
>>
>>576714072
Yeah no, enemies in this game are just a way to gatekeep part of the map behind certain technologies, they could have said "there are debris on this node and you need to pay this specific resource to clear them" or "this node has a storm and you need a stronger ship" or something like that and it would have played exactly the same.
The only pressure you have during your normal factory life is against your resource sinks which will slowly but inevitably drain your finite natural resources.
>>
>>576713449
well everything right now is more of a proof of concept before i go all out im still learning the ropes of the game i'm assuming everything will need to be expanded soon
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>>576661470
this game truly has the most disgusting enemies, i can't take on a nest without getting itchy
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>>576723092
Yeah they needed you to not feel bad about turning the planet into a parking lot and they succeeded
>>
>>576661470
Bro playing on a square monitor
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>>576705898
just play shapez instead dude
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>>576725175
A squanitor, if you will.
>>
>>576716764
I'm just messing with you. One thing I'd definitely advice is to start putting stuff in chests. You can have an inserter place things into chests and have an inserter take them out into a belt, that way you'll start accumulating things you might need later and have them ready to go immediately.
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>>576727814
He does it for squee?
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>>576705898
unironically kill yourself retard
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>>576725175
>>
I forgot how fucking shitty SE iron patches are compared to the steel draw and didn't crank them up nearly high enough
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>>576709201
thats >>576677392
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>>576705898
What do you even do in your games?
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>>576702246
>all this work just to nerf Michael Hendricks' "no base defense" setup
why do they keep doing this?
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>>576746938
Autism battle
>>
>>576725175
>>576727814
Jelly? You're stuck looking left and right while I have the freedom to look up and down.
>>
>>576747679
no circuit on the blue inserter? cant it brick itself randomly or its safe once its filled completely for 2 crafting cycles?
>>
Is Timberborn worth the money?
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You fucking muppets.
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I'm scared but also excited that this pipe spaghetti is merely the beginning of Nullius
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>>576749850
you are giving me ptsd
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>>576749850
In my experience this always happens when they have to dump "upward" raising the ground level they are on.
I don't know why they insist on driving to the very tile they want to dump on and getting stuck when it's suddenly not at ground level anymore, but if you create a small platform so that they can dump down from instead of up, then they almost never get stuck. It's a shitty workaround but it's better than babysitting trucks after they get stuck
>>
>>576749904
Gets better once you start cranking out your own production buildings. The only problem is how shitty the fluid network distances are
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>>576750467
I get that, but if they just picked ANY of these far more accessible tiles first...
I literally watch them go all the way to the opposite side of this reclamation area to dump, and then they beach themselves on their own load. It doesn't happen every time but it happens enough to be annoying.
>>
>>576750834
Yeah the priority they assign to each tile is so weird.

On the topic of dumping: I started dumping rock next to this limestone deposit to extend the shoreline in anticipation to digging below ground, and it turns out there is more limestone underwater that only becomes visible once it goes above the waterline.
Is there a way to see these underwater deposits in any way besides duping shit on top of them?
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>>576751449
Nope, afaik. Assume any deposit near the shore extends underwater as well. You can also see the different color of ore vs rock under shallow water.
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>>576749592
Not needed. I set the stack override on all the U235 inserters. Exactly 40 are taken out and reinserted by the green inserters, and exactly 1 is taken out and carried away by the blue inserter.
It can be started with 40 U235 and never has more than 40 unless you manually add more or I guess if the output was to fill up.
I've used variations on this design in several playthroughs and it's never broken or had any issues.
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>>576751449
>Is there a way to see these underwater deposits in any way besides duping shit on top of them?
Actually yeah.
If you open the overlays on the bottom left, you can enable the terrain inspector and see exactly how much of what is at your cursor.
You can see here that there's sand deep in this channel despite having no hope of actually seeing it.
It's not like that everywhere, only near the beaches.
>>
>>576690239
You are right once it's done it will work fine, 'reliable' was the wrong word for what I wanted to say. What I meant is that using belts is way less annoying when pathing because they are consistent when making turns or going straight. Vehicle Pathing sometimes doesn't go straight and making curves is absolute cancer.
>You can make foundation BPs, obviously within the limits of the BP designer's size
From the few posts here and what I experienced it feels like instead of fixing the annoying problems the game has once and for all, they decided to half fix them to just reduce the annoyance instead of completely eliminating it.
>>576700872
Ok that makes sense, but just copypasting 3 or 6 buildings would be a huge improvement to building it one by one. I guess you can always use the BP system but am I really going to make a dupe BP for every single building? I don't know man, it's a weird situation.
Yeah I saw those posts and the Smart mod one yesterday after posting. I might play around a bit more with those mods.
>>
>>576749613
No. If it goes on sale for $20 that would be more fair.
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>>576753834
holy fucking shit how did I not notice this. This is actually awesome, thanks anon
>>
somebody toucha my spaghet
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I hear the train a-comin
It's rollin down the bend
and I ain't seen no groundwater
seen I don't know when
Lord, I'm stuck fighting death spirals
And time keeps passing by
But that train keeps on moving
right down to the slag for sour water dock
>>
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>>576691191
The tipping point is when you get the 2nd generation Arc Furnace and the 2nd generation power generator.
Then, you can make the same amount of steel for less coal by burning the coal for electricity and using the electricity in the Arcs.
Once your smelting complex is coal free you can (if you want) get rid of coal at a later date and get power from something else, and you don't need to rebuild your smelting. It just works.

Not that there's anything wrong with burning coal forever. Scrubbing the exhaust is easy and gives you useful sulfur.
Anyway, I decided to move away from coal entirely. I no longer mine it or import it. I still need some to make filter media, silicon and graphite. But I just use the coal maker for that.
>>
>>576768389
Damn that's a lot of smelting.
Anyway the first thing I did as soon as I unlocked forestries was setting up one dedicated to electricity which already cuts off a huge chunk from your coal consumption, I don't know how that will scale with the T2 turbines but it has been carrying me well so far with my two shafts and 24MW of peak power. I have decided to skip T1 arc furnaces because they are just stupid, meanwhile I'll keep paying the coal tax with blast furnaces until I unlock T2 arcs.
>>
>>576769325
Humanity is nothing without forestry. It's another thing about CoI that makes it stand out from many other games. Planting, growing, and cutting down trees at industrial scale is very useful and wood never becomes obsolete.

Your wood can even make significantly more electricity by trading it for corn rather than being burnt directly. The corn is then ground down to animal feed and burnt in the boilers instead of wood chips.
The corn can also be used to make plastic, rubber, diesel, hydrogen, and more. Also it's food.
>>
>>576754476
>I guess you can always use the BP system but am I really going to make a dupe BP for every single building? I don't know man, it's a weird situation.

yeah what I did was just build in the BP cube first every time
even then it's pretty tedious cuz you need one of each for every direction of input/output manifold (you can't mirror BPs like factorio)
>>
>>576770371
I didn't check the numbers on the contract, is exchanging wood for corn a net energy positive?
>>
I NEED MORE ICE!!!
>>
he is addicted to methamphetamine
>>
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anyone have the Factorio "Chud started research 'Atomic Bomb'" meme?
>>
>>576702246
>Always abandon Nauvis as soon as I get a rocket up and Projectile Damage 3 at bare minimum
>Automate all science on Vulcanus
>Research on Gleba
>Don't touch Nauvis again until I run out of my stockpile of Fission cells, or until I need to do big boy science if Cerys is installed
>2.1 enables me to do everything I normally would do on Nauvis in orbit

This really is the fuck-nauvis update
>>
>>576785594
>Research on Gleba
That is all sorts of retarded though
You are still going to need to automate biter eggs and those come from nauvis
>>
>>576788462
You are the retard. Read the next line.
>>
>>576789631
>Don't touch Nauvis again until I run out of my stockpile of Fission cells, or until I need to do big boy science if Cerys is installed

Nothing about that makes any sense because
A) you need uranium to make biolabs
B) "big boy science if [modplanet]" doesn't mean fuckall in terms of promethium science???

Fuck outta here with your rude, ignorant ass
>>
>>576789915
>q-quit being rude!
>btw the way you play the game? It's retarded!
Okay, fagnuts. I will explain this in what I consider to be the simplest terms humanly possible.

Nauvis' only value before Biolabs are needed to keep up with the pace of research at the point of requiring Promethium science, IE "big boy science"
Cerys adds an abundance of Uranium
With Cerys installed, I just do not touch Nauvis until it is time to do Promethium research

Is that simple enough for you? Or do you want me to do it like PirateSoftware and draw a chart in mspaint explaining this to you?
>>
>>576790827
>Cerys adds an abundance of Uranium
Nobody knows that, because nobody plays planet mods, and also
not engaging in nauvis because you get uranium from another planet is absolutely coward and it's retarded as a concept

"this is the fuck-nauvis update! If you play with a mod that removes the only reason to use nauvis."
>>
>>576791013
>There was information I did not have? Well nobody else has it either!
Keep crying, faggot.
>>
"this update lets you ignore nauvis if you use a planet mod that adds nauvis resources" is just so beyond retarded it doesn't warrant a (you)
>>
>this anon identifies nuclear dependency on nauvis and says that a modded resource i don't know about (2nd most downloaded modded planet btw) removes that specific dependency? uhhh uhhhhh what could this mean?! help me earendel!
>>
>they're still going at it
2 am on a friday night hits hard
>>
>>576746938
>Michael Hendricks
who?
>>
>>576799909
youchuber
>>
man, aai industry is overpowered as hell
you get a 2MW turbine right from the start
a hecking mining vehicle from your ship so skip those first steps basically
fuel processor that bumps coal value 2.5x for nothing
dirt cheap research that gives you vehicles even prior to the Car
nests are a fucking cakewalk with remote controlled vehicles, you don't even need to build defenses, just roll a wall of these where you need
train logistics? forget about it just roll a hauler where you need it
i mean the idea is cool and all but goddamn this thing needs some serious balancing
>>
>>576800097
all I watch is dosh
he's our best play tester
>>
>>576799909
Nobody
>>576800123
>earendel mod
>overpowered
Yes I love needing to make all the previous tiers of building to make a single building
>>
>>576800123
Also you're not talking about AAI industry the mod
you're talking about AAI *vehicles* specifically
and those are balanced by the fact they're fucking kludged UPS hogs that no sane person would use in a factory proper compared to trains
if you want to see in person how bad they are for some reason
https://www.youtube.com/watch?v=_S87vHUobvQ
>>
>>576800557
mostly vehicles yeah, but it's the base mod fuel processor that pisses my autism off the most
you throw coal (???) in it for no price and get vehicle fuel worth double energy half a second after, i mean what is this, it should be a part of oil production one step after solid fuels at the very least
>>
>>576800973
>you throw coal (???) in it for no price and get vehicle fuel worth double energy half a second after
This is offset by space exploration not giving more rewards for exploring farther off. Also earendel is a hack. That much is known. He just wanted to make a standard fuel that could be centralized and also make his cars go brum brum.
If you check the newest changelog for AAI, it also scales with quality now!
>>
>>576698227
what if i don't have ecc memory
>>
>>576800462
>>576800557
what I liked about Space Exploration is the way you load up and shoot materials to other planets
it was fun to get that automated since you don't want the destination to fill up or things start exploding if I recall correctly
other parts of the mod I didn't like so much
>>
was it mentioned at one time in an fff that they implemented a way to do a one time logistic request for your character? or am i imagining things?
>>
>>576802086
probably.
>>
>>576802086
are you saying that that's a thing in 2.1, or are you asking about whether they talked about making it a thing?
>>
>>576803000
i'm saying i think it was a 2.0 thing, but based on your reactions i guess i'm wrong
would have been cool tho
>>
>>576803498
there are logistic groups you can turn on and off at will
https://factorio.com/blog/post/fff-382
But I'm not aware of a logistic group that deletes itself after the request has been satisfied or anything like that
There's a mod that lets you request things one time
https://mods.factorio.com/mod/TemporaryLogisticRequest
>>
I've been trying to think of designs for recycler->quality loop but its hard to wrap my head around without actually building or researching the tech.
>>
in SE, what's the point of all the power pole recycling recipes?
>>
>>576809598
>in SE, what's the point of
Earendel wants you to.
>>
>>576807250

usually it's just several machines making a thing with quality modules (at least one machine of every quality tier), outputing everything except legendary result to a belt going to recyclers with quality modules
and then the output of those recyclers go back to the machines, with splitters to direct every quality ingredient to the proper machine tier
and a box at the end to stockpile every legendary ingredient and every legendary result

replace legendary with your highest unlocked quality tier
>>
>>576810543
and for plates it's a similar loop with foundries with quality modules making underground pipes or copper wire
>>
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Man I'm really teetering on the edge.
There are no construction parts left and my oil refinery just unexpectedly shut down after exhausting all of its fuel gas. I had to hastily rig hydrogen to its boilers to get it going again.
The end is in sight.
>>
>>576809598
If you have too many power poles now you can have less power poles.
>>
>>576811340
It bothers me that buildings don't have shadows.
>>
>>576813681
They do though? Shadows get diffused on cloudy days both in this game and in real life.
>>
>>576811474
you could say the same about everything else, but power poles are one of the only recyclable recipes
>>
>my 4chan filters got wiped
fvvvvvck
>>
>>576811340
Is there a benefit to keep using diesel that far into the game?
>>
>>576820240
Honestly you can get rid of 90% of the slop with a few buzzword filters.
>>
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I decided to build a tiny starter factory to build proper stater base but I underestimated how slowly it would make stuff, I afk waiting for nickel wire and ferronickel sheets so I can make buildings for proper base
>>
>>576821156
when you're balls deep in 10 different but interconnected actively unfolding disasters and don't have the capacity or security to convert the rest of your fleet to hydrogen, yeah
>>
>>576821389
does anyone even use filters as a blacklist anymore instead of to pick out the 2 generals per board you actually frequent
>>
Should just call it LCBG - Logistics Conveyor Belt General because NO ONE is talking about engineering in here.
Finding ways to move your iron plates slightly more efficiently is not engineering
>>
>>576823206
>2 generals per board you actually frequent
That would be too boring for me. I like browsing everywhere
>>
>>576823783
You are genuinely mentally challenged if you bother using this website as a whole outside of the few little pockets
>>
>>576821156
Guess it depends on how much pollution you get from smelting, wastewater, etc. You get more diesel than hydrogen out of the same amount of oil, plus diesel is consumed slower. And fuel tanks are the same size, which also means less refueling.
>>
>>576823952
Alright
>>
>>576823319
The game was here before the name
>>
>>576823319
hey, theres trains and roboports too
>>
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If someone's really into engineering and can't get any pussy does that mean they're a STEMcell?
>>
>>576824036
>You get more diesel than hydrogen out of the same amount of oil
Do you? You got me curious cause I've always been under the impression that you get far more hydrogen that you can get diesel out of crude oil. I tried recreating a diesel chain and picrelated is what I end up with, around 170 units of diesel out of 120 units of crude and basically nothing else besides like a single unit of hydrogen in excess. I think I got the chain right but I might be missing a more efficient approach than this, and this is intentionally excluding the ethanol chain cause it doesn't depend on crude.
With hydrogen I get around 270 units (+9 if you convert all the ammonia you get from sour gas but that's far more useful elsewhere so it doesn't count) for the same amount of crude and the only thing in excess is a handful of units of fuel gas.
I dont' see how you could come up with 100 more units of diesel from the same 120 units of crude.
>>
>>576823319
I dislike /fag/ as much as the next guy, but there just aren't any /svgg/ left to master.
>>
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These 4 miners produce 3.4k ore/min
I can't believe how much I've been sleeping on beacons.
>>
>>576827401
What both of you don't understand is that extracting maximum diesel/hydrogen out of crude is really wasteful
Distillation I is very energy positive when comparing the energy contained in the crude oil vs the output
Distillation II is slightly energy positive
Everything else uses more energy than you get out of it and takes a ton of workers as well
It's almost always better to do just two stages of distillation, use the diesel in cars with the overflow being thrown into diesel generators and burn off the heavy/light oil fractions in a boiler for steam and power.
>>
>>576828070
But not everything has to be energy positive when your electricity can come from renewable sources.
Hydrogen is a requirement for the silicon chain (which goes into electronics and microchips) so you are going to need to make it eventually, and Distillation3 is a great way to do that without sacrificing any of your diesel from Distillation2. I'm not arguing that going full hydrogen or full diesel is better (neither are, cause some intermediates are useful for other processes), I was just curious at how anon figured out that you can get more diesel than hydrogen out of the same crude.
>>
>>576828991
If it's not energy positive it would be easier to dump it as electricity into the grid and then produce hydrogen with electrolysis as needed.
>>
>>576829115
I want my crude to turn into ingredients for other things, not make power. I can make power from trees or crops and still make hydrogen with electrolysis if I really wanted.
>>
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Should I start a new Factorio playthrough in v2.1beta or should I wait for the stable release?
>>
>>576829918
the update rate is down to a crawl it's minor stuff now, I think the beta is good enough
just pick a specific version instead of "latest" or turn off auto updates, sometimes there's a next day patch
>>
>>576829918
wait for a full release. you wouldnt want to play with this >>576596046 in the game
>>
>>576829115
dist3 gives you as much hydrogen as several MW worth of electorlyzers so how can burning oil for power to make hydrogen be more efficient than making hydrogen out of oil without sacrificing a single fuel from dist1 and 2?
>>
>>576830153
Whoa, that's disturbing
>>
I have just upgraded my first settlement to T3 and now I'm getting a bunch of unity penalties across all town services even though they are fully stocked and working fine, with the exception of food which was already getting a penalty beforehand. Anyone know what's going on?
>>
>>576832302
Are you actually getting less unity than before, or are you just worried about the yellow numbers
>>
>>576832302
Are you sure you are actually getting penalised?
I think what should happen is that maximum possible unity bonus increases when the housing levels up.
>>
>>576833389
Honestly I'm not sure, from the housing window it tells me I'm being penalised (for example electricity shows 1.84/1.87) but from the unity window it tells me i'm ok at first glance (1.84/1.84), until I hover the mouse over the numbers and again it tells me i'm short a little bit (1.84/1.87).
Does the housing bonus only apply if all the housing units are at the same level? Cause I don't understand if this is just a matter of the game telling me I can't reach the new cap until all units are upgraded or if I'm losing unity somewhere for some obscure reason.
>>
>>576830194
Distillation 3 gives no hydrogen at all. Go and calculate how much the whole production chain from that point on takes in electricity, steam and people, then compare it with burning the light oil instead.
>>
>>576835624
In fact I just did it myself

>light oil to power to hydrogen
162 light oil -> 160 hydrogen
54 workers, 1MW power left over
When hydrogen consumption goes down, the workers produce power for the rest of the base instead. 30 workers would be wasted in the electrolyzers.

>light oil cracking all the way to hydrogen
96 light oil -> 160 hydrogen
128 workers, 12MW power input if using electric boilers
When hydrogen stores are full all those people are twiddling their thumbs until they're needed again

I'd go with the first method any day. Trading for oil is easy, trading for power and people is impossible.
>>
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Behold, the shitbox that will be my taxi between planets. Might even be serviceable enough as a proper science delivery ship too. I'm not sure yet.
>>
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Help, I'm addicted to concrete
>>
>>576838901
Enjoy your biters.
>>
>>576822905
the nickel mod seems like hell
>>
>>576838649
There's no reason to make tiny ships lmao
>>
>>576838249
I usually wouldn't use oil at all in the base after other options become available, but if you held a gun to my head and forced me to make an oil setup it'd look something like this. Not pictured are the buildings for producing the food packs.
>>
>>576838649
>3 turrets
No
trust me, no.
>>
>>576840045
I like tiny, especially since quality space platform components are so powerful.
>>576840618
I literally did a test flight with it and it worked perfectly fine. I have max shooting speed and level 6 projectile damage.
>>
>>576840269
>>576841190
this junk is making 2 trips back and forth to vulcanus at best before running out of ammo
>>
>>576841190
nvm i didn't notice the quality
i guess that is indeed the one reason to go tiny
>>
>>576835624
you get 30 l.oil from one dist2, you burn it and you get enough steam for about 7MW on mk1 power and about 8MW on mk2 power
the same 30 l.oil from one dist2 get you 50 hydrogen with 3 more buildings and around 800kW

to get 50 hydrogen you need 15MW worth of mk1 electrolyzers and 13MW of mk2 so you literally cannot make enough power from l.oil to get the same amount of hydrogen as using dist3 + cracking

dist3+ cracking cost 18 maintenance and 36 people for 50 hydrogen
electrolysis + the power plant needed to run it cost 40+ maintenance and 50+ people on mk1 everything and 16 maintenance and 17 people on mk2 everything and you need to find extra fuel cause the l.oil is only good for half the power you need

so i get your point on workers but the maintenance difference is irrelevant at best and this is ignoring the fact that l.oil has only enough energy to make about half the hydrogen as dist3 + cracking
>>
>>576838649
why in god's name do you have rare solar panels on your first hauler

why the fuck
>>
>>576841736
I'm playing 10x science. I had plenty of quality plates available to craft all that by the time I was ready to go to space.
>>
>>576841902
That is still beyond retarded under a plethora of ways
>>
>>576842158
nta but you sound mad
>>
I heard Crap Mechanic got an update, is it worth playing now?
>>
>>576841585
Light oil is a byproduct at best, not sure why you're trying to squeeze the most out of it while throwing perfectly good resources like workers at it
There's no point, just burn it.
>>
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>>576842158
Why? Solar panels are cheap, especially when you have this many rare plates lying around (used to have it running all the time but I was mining too much quality ore it was preventing the regular ore from reaching my main base). Going from 60kw to 96kw per panel is a pretty great boost.
>>
>>576842732
This or if you're using panels on Nauvis, you can just put lowtier quality modules on the last crafting step and get enough rares for several ships.
>>
>>576842568
don't move the goalposts on me, you told me to compare the two chains and that's what i did and it turns out that doing what you said is impossible because l.oil has half the energy you need to make as much hydrogen as dist 3 allows you to make. Fair point on workers though, even if i don't put as much importance on them.
i'll keep making power out of infinite trees thank you very much
you keep burning oil to do it if you want
>>
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Made it to Vulcanus without a scratch. But I was only cruising at around 100km/s. I'll have to see just how fast I can actually go with this thing later.
>>
>>576843250
stop talking about lolis
>>
>>576843250
>you told me to compare the two chains and that's what i did
Well you did a bad job at it. L-oil to hydrogen gives like 70% more hydrogen than converting it to power, while using 170% more workers and being absolutely useless when there's not as much hydrogen consumption.
As I said, I wouldn't make oil into hydrogen in the first place.

Trees are even more retarded unless you're trading them for corn first.
>>
>>576844548
the only thing the whole l.oil > electrolysis chain is good at is saving workers and that only happens when you have top tier buildings everywhere otherwise it's horribly inefficient in every metric possible on top of requiring a stupid amount of infrastructure to run vs 4 total buildings with dist3+cracking

agree to disagree i guess
i'd never make power out of oil regardless of the need for hydrogen cause there is no point in using anything else when trees are as close as you can get to free power anyway
>>
>>576846230
Yeah but at least trade the wood for corn
>>
>>576846941
i don't know what other chain of production behind corn makes it more energy valuable than straight wood but there is absolutely no world in which i will reserve a cargo ship just for that when i can literally throw free wood in a burner and get power
like if you are at that point in the game surely you can go nuclear power and forget about other fuels entirely no?
>>
Is the experimental 2.1 build good to play? Or should I just wait for the actual release
>>
>>576851716
yeah it's fine, they fixed all the game breaking bugs it had a while ago
>>
>>576842536
Scrap Mechanic is still Crap Mechanic.
>some grind removed
>even more grind added
>pointless woke shit
>Lorenzo: pronoun respecter
>random black female leader
>physics still too laggy
>things still phase through each other regularly
>playing blind massively punishing
>>
>>576847450
Trading wood for corn and turning that into animal feed gives you more than double the steam. It is by far the most worker efficient way to generate power, even better than FBRs. It's even better when trading household appliances for the wood, then you save on the footprint of the forests and fuel + maintenance on vehicles. Cargo ship + 72 workers + 13 appliances per month -> 90MW of power, it's basically free, and a big ship could supply a lot more than that.
Plus you'll never have to grow corn again, that also saves on people.
>>
>>576855678
Sounds like just growing twice as much wood would be far more worker efficient than trading it for corn to double its output. Since you brought up workers as a main point.
>>
>>576855678
Turning corn into feed using Mixer II and turning that into steam uses exactly the same amount of workers as turning wood into woodchips and then to steam for the same amount of steam produced. If you use Mixer I you use 30% more workers.
I don't want to figure out the workers needed to run the ships for the contract but it can't possibly be less than just making your forestry twice as big and throwing one or two additional vehicles at it.
The wood > corn contract is indeed more efficient on the wood to steam conversion ratio but it can't possibly be more worker efficient, not to mention the unity cost.
>>
>>576851716
It's good. There was a bug with the underground belt placement but they fixed it the next day.
>>
>>576844115
your platform will get destroyed by drifting asteroids
>>
>>576860107
Well you need corn anyways, so I don't view the cargo ship workers as an expense. Growing the corn for your workers and chickens takes a lot more people than importing it, and while you're at it might as well make it a big ship and power your whole island with animal feed.
>>
It's here!
https://m.youtube.com/watch?v=2QEjJmT4kCY
>>
>>576860815
No, it wont.
>>
>>576855678
Contracts cost unity that could be spent elsewhere to reduce global maintenance, water or fuel consumption though
>>
>>576860905
I prefer not having to split my power source with the population demands given how the growth of one can cause significant problems for the other
>>
>>576861156
You will run out of ammo and get destroyed
>>
>>576861308
Why do I keep getting so much hate???
>>
>>576861342
I'm just trying to help you bro
>>
>>576861342
it's mostly one guy I think
>>
>>576861109
The only one of these utmost fags I watched was the frog and he stopped updating 4 months ago
>>
>>576861156
>No, it wont.
Your turrets can reach the back of the ship?
>>
>>576862607
look closer
>>
hopping to its doom
>>
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>>576862676
Alright i guess you're all good then
>>
>>576864668
But he'll run out of ammo
>>
>>576862676
it's needlessly zoomed out to show empty space
>>
>>576821156
There's no point in switching to hydrogen before you get FBR's up and running. Hyrodgen from oil sucks ass and the pollution cost is negligible compared to making health packs to negate even the worst pollution. As long as you're not burning sulfur or dumping sour gas into the ocean you shouldn't have a pollution issue that needs to be fixed.
>>
>>576866160
He won't since the turret only needs to destroy the odd rear asteroid
As for the other turrets i'm not sure, i wouldn't use long inserters to load turrets unless they have quality and stack research
>>
good morning /egg/
>>
>>576872586
it's 2am go back to sleep
>>
>>576872920
I slept for 4 hours, im good. I'll sleep again probably at 6-7am again.
>>
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>>576872586
Good morning, sir.
>>
Alright so I want to play a Factorio overhaul that's not crazy with circuit conditions. I have a great dislike with them and a lot of the lategame of some overhauls require them. I was skimming through a video of Krastorio 2 and it seemed pretty simple. I figure I'll go with Krastorio 2 Spaced Out since I like Space Age. Am I making a horrible choice here?
>>
>>576867808
>Hyrodgen from oil sucks ass
but you get far more hydrogen than diesel if you really want
>>
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Mars First Logistics? More like My First Physics.
A boring time waster, would not recommend.
>>
Holy shit stacker towers are actually awesome. I thought they were just taller stackers but they can create nice and neat dump zones and they have huge reach with extension arms.
Goddamn I wish I tried them sooner
>>
So are biters harder now?
>>
This is what later game grind in Scrap Mechanic looks like. I figure messy piles of cash are better for the soul than neat ones.
>>
>>576888127
is it fun?
>>
>>576888180
Does digging in a straight line using a plasma mining machine you've built until you find a vein and digging it out, or until you find a geode and looting it and then attacking a promising wall and then continuing until you run out of power, returning to the mining hub to process, wash, sort, and submit ore to be smelted into giant canister-marbles to then manually guide down an incomplete chute (all the while doubting that automating something that takes like 1 minute out of an hour-long process is worth-while), very manually loading them onto a cheap-o flat-bed, delivering up to the vault, detaching them and welding them onto the floor, refueling, and starting over again, does that sound like a fun process to you.

Probably I should improve the mining vehicle somehow. Maybe upgrade the beams, space them out more, maybe figure out an automated tunnel boring machine.
>>
>>576878547
I really wish the vehicle builder was better or that you could deploy multiple vehicles at once. Getting good parts was an awful grind when I played
>>
>>576873803
The supreme champion
>>
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>>576899567
Uncontestable
>>
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This train has taken on a new color as I experiment with the networking options. There's a second mining area that needs stone removal so perhaps I can make it so it still services the main area but hits the other location when needed.
>>
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WOOD
>>
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'ove wood
simple as
>>
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The stone throughput by train here at the dump site has gotten high enough that the stackers are having trouble keeping up.
Sasuga trainsama
>>
Is nuclear power worth it in Satisfactory? I'm at the point where I just unlocked it and also need more power, the old turbofuel power plant is just about reaching its limit and I need something much better. Looking at nuclear it seems that I can't do much with the waste, at least not yet. Making it into plutonium looks like quite the chain and then I still get plutonium waste that I can't do anything with, though in low quantities so I could presumably store it without it being a pain in the ass.

On the other hand I've been looking at rocket fuel. Making a lot of power out of rocket fuel produces no waste and it seems I can get shitloads out of only a little oil. Biggest pain with this would be just the sheer number of fuel generators required, but the processing required seems to be a lot simpler than the uranium + plutonium chains so it's actually looking like rocket fuel is overall better than nuclear to me, which sounds abnormal. Am I looking at the numbers wrong or something?
>>
i love space platforms so much. im basically a master ship builder now.
>>
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>>576903736
>>
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The rail network is evolving.
The rock export trains have banded together and ensured that rock will not clog the mines. New parking space has been made for them to stack up on so they don't block the mainline and they have all moved over to the network system instead of the line stop system.
The ghost next to their siding is for a future sand delivery station. The existing electronics factory is occupying space I want for a much improved glass factory.
Once operational, the rock trains can pull double duty and import sand as well using the network.
Honestly the network system was probably the best change they made for trains.
>>
>>576906663
If you have logistics set up then its really not that difficult to do. If you want to build it inside your own base where you might have infrastructure to pull in every resource, the radiation radius of a uranium or plutonium dump is really not as big as it is made out to be. A few industrial boxes for plutonium waste will last more than it takes for you to finish the game, a dedicated dump will also do it for plutonium.

Making rocket fuel plants especially with alternate recipes is easier, but uranium is used for nothing but power so making use of it saves oil. It's really not like you got anything else to do, so why not.
>>
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>>576906663
>Am I looking at the numbers wrong or something?
No, rocket fuel is just that ridiculous. You can power most if not all of your factory just from plastic/rubber residue in a few simple steps. I don't know what were they thinking. Probably
>hahaha no way someone would go and build 500 generators right?
No fuck that shit, nuclear chain is retarded, especially if you want to have no waste or, god forbid, deal with f**sonium. It was still the way to go if you wanted lots of power before 1.0, now there's absolutely no reason to use it other than just for the sport of it.
>>
>Dad visits for a few weeks
>Break two of my freezer drawers
>Set my kitchen on fire twice
>Blow the fuses 4 times
>Set an electrical outlet on fire
>Killed my microwave
>destroy my fridge's door
>All in the first week
Engineer for 30 years btw. Are they all like that or is my dad a very special specimen that thought cooking 5 liters of oil in an air fryer was a good idea.
>>
>>576906663
>>576910934
When I played 1.0 I just built nukes and put all the waste into one storage container, beat the game before it filled up. There's a valley on the far right that has all the materials needed one place.
>>
>>576912257
several of those sound like you had a bad installation in the first place and you just avoided putting stress on it
>>
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The vehicle factory finally has fuel service by rail.
A train brings hydrogen and diesel here from the refinery, as well as to the other fueling area on the other side of the island.
What a long time coming this has been. Though as a consequence, the steamer has been retired for real to reduce complexity.
>>
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The trains will provide... they protect...
>>
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The glass factory has been realized. It uses T2 arc furnaces and T2 glass makers, an enormous upgrade over the previous setup which has been around since the start of the game.
That said the power demand from this one factory has pushed the power plant in the background close to its limit.
Not sure what the solution will be yet to more power. Just burning more coal seems unreasonable at this point.
>>
>>576917448
iirc if you have tier-2 glass makers you also have tier-1 nukes available
>>
>>576914045
You can squeeze rails under new ramps, how?
>>
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>>576918183
With great difficulty. There's a reason I didn't do this more. How I managed this requires an exploit to work to force the terrain to cooperate.
>>576917517
They're on the todo list for the lab but the bigger problem is sourcing uranium.
>>
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Things settled down long enough for the squad all to stack up together.
Feels good.
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>>576912257
Sir, this isn't indie.
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>>576912257
>Killed my microwave
How? I can't think of a single way to fuck up microwaving food, except for super retarded stuff like putting a fork in it and such.
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How does everyone else seemingly manage to make such neat and aesthetic CoI layouts
My defense is that I was always very space-constrained on this map
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>>576927974
I have the opposite problem with non-neatness, spread everything out until it's a bunch of random spots all over map each making one thing.
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>>576927974
I'm at the point where I might be needing trains, do you have any tips for a first timer?
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i didnt know theres is a land on aquilo. i thought its all ice
>>
Having to place million pumps in Nullius is kind of annoying, is it supposed to be a part of the experience? Because I'm tempted to mod the pipe extension limits out
>>
new /egg/ game or just sim slop?
https://www.youtube.com/watch?v=JDk_NeKijJA
>>
>>576930230
you just hate fun
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>>576929497
>do you have any tips for a first timer?
leave enough space
set aside as much space as you think you might need, then double it
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>>576930404
I'll wait for the Red Faction mod.
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>>576930404
It's a german game for sure but it's too simple. Doesn't look like there's anything to wrack my brain over, just apply the tools you have.
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>>576930230
i don't really know why he made the pipe limits so short but once you reach red pipes it's pretty okay
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>>576930230
It wasn't supposed to be. But when v2 removed pipe throughput limitations he was desperate for another use if his pipe tiers. Ended up adding these restrictive length limits instead.
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>>576930629
I meant for the building and managing itself, luckily there's plenty of space in the map and I'm actually already flattening some mountains in anticipation for train infrastructure.
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Nullius is really kicking my balls, I'm only done with disposal of all byproducts of smelting here with exception of chlorine but I'm almost certain consumption will outstrip byproduct production and I still need hydrogen chloride, hydrochloric acid and casuistic solution so I can finally start with iron, aluminium and, ferronickel and nickel smelting so I can start this up
Then I have to set up all the metal stuff, plastic, rubber, glass, phosphorus, silicon stuff, lubricant and a few other small things so I can finally set up proper mall and third science pack

>>576839138
It is, worst part is you have iron as byproduct so depending on demand you have to either make more iron from iron ore or dispose of it when you have too much which is 4 step process
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>>576930230
how short are we talking here, 96, 64?
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>>576933045
64 for the iron pipe, going down to 32 if you include a storage tank anywhere in the system
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>>576930230
Just drop a valve and forget about it, it becomes a non issue with t2 pipes
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>>576909482
>so making use of it saves oil
Fair point, but is oil really worth saving? I have found so much oil and I'm only using a small fraction of what I've discovered and I haven't even explored the whole map yet. It seems to me that you can make extremely efficient use of oil, like if I use the heavy oil and then diluted fuel alt recipes as the baseline processing steps then I can get insane amounts of both plastic / rubber (3 units to 1 unit of oil) or of course power generation out of very little oil and some water which is effectively infinite / free.

For power generation it seems like sulfur would be my bottleneck rather than oil. With what I've discovered so far I could get another 600/min sulfur and if I were to use all of it for power I'd get about 89GW (seems extremely high to me) if I go for the most sulfur-efficient processing.

With nukes I could reasonably access 1 impure uranium node so 300/min, which would make me over 51GW if I build the chain all the way to plutonium. I don't know if there's more I could do with the plutonium waste later since I'm not far enough in the game for that.

>>576910934
>No fuck that shit, nuclear chain is retarded
Yeah, I had a quick'n'dirty look at it in the modeler (pic related) after seeing the recipes in-game and it looks pretty painful, even assuming I make the control rods and heat sinks separately off-site. I kinda want to do it for the hell of it but rocket fuel seems much more manageable, except for the crazy amount of generators required.

>>576913225
>beat the game before it filled up
I'm guessing you're talking about plutonium waste? It seems like the power plants make quite a lot of uranium waste, like if I use all my accessible uranium I'd get 150/min waste and that would fill up a container in a couple of hours, I'd need to build some massive monstrosity of chained containers for that to last a good while and I don't think I want to.
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>>576934417
>going down to 32 if you include a storage tank anywhere in the system
this is why you don't do that and just slap a oneway valve on either side of any tanks you're using
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>2x3 combustion chamber
>4 fluid input/outputs
>2 solid input/outputs
Yeah, the nickel mod is a bit too much, I don't recommend it, I don't even have long hand inserters or combinators at this point
>>
It started like this: a shitty temporary farm connected directly to the settlement to save on truck time, a quick and dirty connection to a nearby oil field to get a trickle of fuel and a couple of smelting areas to get things going.
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>>576939226
Since the shitty temporary farm worked so well I saw no reason not to add a second shitty temporary farm. The first forestry is being set up to get away from coal power as soon as possible and the smelting areas are being made slightly more efficient with the expansion to all four basic raw material. The start of a production hub has made an appearance as well.
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>>576939407
The temporary farm setup has officially become a permanent farm setup, at least for as long as the settlement remains in this place. New farms and a food processing area are being built in a different corner of the map in preparation for a future relocation of everything that concerns the population. The wood power plant is fully operational and my undying love for rainwater is on full display here.
Smelting areas have been expanded where needed and the conversion from iron-based to steel-based recipes is underway. The old oil field has been officially decommissioned in favour of imported crude even though refining tech is still very primitive. The production hub has been expanded to include research.
Finally, the relative stability of the island allowed the creation of a mining team fully dedicated to moving dirt and rock from inconvenient places and reclaim land at a faster pace.
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>>576939586
The city has been relocated with more food and a better way to prepare it. The space left empty has been immediately reserved by better smelting setup, while the oil refining area has been expanded and adjusted to produce hydrogen. Diesel is being slowly phased out as fuel to save on pollution in an overall effort to squeeze more unity out of the population. The production hub keeps growing to include new building materials and population amenities.
Land is being reclaimed at a decent rate all over the island.
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>>576702246
>human generated facts
>em-dash
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>>576940334
Not much has happened here besides a lot of dirt and rock being moved around and a lot of research going on in the background. A second wood power plant has been set up in the unused land up to the left, farms have been expanded and recycling has been introduced. Diesel has also been completely phased out as a fuel except for the main ship, whose fuel cannot unfortunately be swapped.
The start of a land bridge has been attempted in the bottom left to reach a gold mountain off-screen, but it has been interrupted for more pressing landscaping matters such as protecting the limestone mine from flooding and setting up a bit more space around the city. Barely visible is a "tunnelling" operation happening to the left above the iron mine which, once completed, will grant access to that whole area of the map and the massive iron ore deposit it contains. That deposit will probably be the target of my first train line once the current iron mine runs out of ore.

I've progressed a bit from this last screenshot but not enough to deserve another post. I love doing this kind of time lapse stuff, I wish there was a way in-game to set up screenshots at regular intervals.
>>
>can't get enough copper/LDS on fulgora to produce utility and fulgora science
>solution 1: more recyclers
>solution 2: wait for patch
Which is more optimal?
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>>576940402
LLMs had to learn that writing style somewhere. That's like people calling out "reddit spacing" when you use paragraphs to separate thoughts.
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>>576940595
>why yes, i casually type alt+0150 while posting on 4chin, how could you tell?
>i also picked up this habit in 2022 for no reason whatsoever, despite not doing it for decades
>>
>>576940402
>automate everything
>but not like that!!!
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>>576940595
It baffles me how hated the em dash as become because of AI. It is used a lot in formal writing like books and newspapers so it's no wonder AI picked it up.
I think people mix 'using em dash' with 'spamming em dash' which is something some models did.
>>576940886
It's a habit you can pick up if you give writing a shot—I did last year. Also it's alt+151 on
Windows and MacOS does automatically for double hyphen.
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>>576941458
Just use a comma you pretentious FUCK.
>>
>>576941804
I think semicolon (;) is more appropriate as a substitute for the em dash. Honestly, 4chan posts aren't as long or as thought out to need either.
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>>576940530
I didn't ratio Fulgora yet, but I'm guessing it must be possible to craft a small amount of copper and LDS after initial recycling.
From my point of view the most resource optimal would be to minimize scrap input, because other wise everythiing goes to waste.
But that might not be time optimal.
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>>576942149
I'll give you a semicolon.
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>>576942413
The only sources are copper are wires (also red/blue circuits) and LDS. Utility science requires a fuckton of green circuits and LDS so I believe my bottleneck is currently recycling the intermediates. If I throw down more recyclers, I can recycle more scrap...or wait for the update so my intermediates recycle much faster.
>>
With foundries, can you pump as much molten iron/copper that it needs through one pipe?
>>
>some faggot got me range banned so now I had to verify with a throwaway email to shitpost

>>576942507
Not him but I'd honestly prefer more people use punctuation in texting and just on the internet in general. Half the time it feels like I'm deciphering some zoomer foreign language.
>>
>>576943283
yes
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>>576942957
One thing I can tell you is that even if you wasted 8 blue belts of scrap for a hundred hours, for nothing, it would have no impact on the scrap reserves, they're genuinely enormous.
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>>576943484
many thanks
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>>576942957
I forgot batteries also give copper but those are mostly going straight supercapacitors and accumulators for fulgora science.

I definitely have way too many science assemblers for the amount of recyclers I have (21 utility assemblers + 8 fulgora assemblers against ~20 recyclers, mostly filled with speed modules) but only 2 utility assemblers are active and not even 1 superconductor assembler can get enough copper.

>>576943487
Yeah I have a 41M scrap mine right next to spawn so I'll never have to worry about that.
I just did the math
>7 recyclers = just enough LDS for one (1) utility science assembler
Jesus fucking Christ I thought utility science in fulgora made the most sense but I'm so wrong and retarded
>>
>>576942957
Given the choice between waiting and building more stuff, you know which one is the proper Factorio solution. Even if it is waiting outside of game time.
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>>576943331
What did you do, you racist
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COI: is there a way to set different priorities to the inputs and outputs of a balancer?
Like if I have 3 inputs I'd like to set it so that it takes first from A, then from B and then C in this order instead of just being A first and then an equal split among B and C
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Is it worth shipping sulfuric acid and calcite to a space platform for the FREE™ power?
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>>576944356
Guess my time on Fulgora has come to an end! Time to ship 10k bots to this godforsaken planet and move on to Gleba.
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>>576944927
Isn't that recipe Vulcanus only?
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>>576945918
Yeah I just saw that. Also saw I can't place boilers on platforms. So are the only sources of power solar panels, turbines via nuclear or heating towers, and fission? Shipping to and from Fulgora is a nightmare right now.
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>>576946224
Nuclear is the best option imo, just throw used fuel cells and let it be someone's else problem in space thousand of years from now. Quality solar and accumulators go a long way.
>heating towers
I suppose they also won't work on space.
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>>576936735
If you don't have diluted fuel and recycled rubber/plastic then your efficiency drops. In a random node game you could also be unlucky and have a lot of oil scattered inconveniently around (which is convenient for vehicles but not power generation). I'm recommending it purely because the game is about setting up all these production chains and spamming rocket fuel plants is a real waste. At least get to see one set of nuclear reactors work before you finish and put down the game.

But again its going to depend somewhat on your existing base setup and how willing you are to transport the materials. Don't forget that a drone network can make this a lot easier than it seems.

Plutonium cells can be sinked. That was how you are meant to cleanly dispose of nuclear in Early Access. Once you unlock the last tier of production you can process plutonium waste into ficsonium cells which produce no waste from the reactor.
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>>576946575
nope it's also classed as a burner
Muluna has a vacuum heating tower that takes oxygen as piped input, which you can extract out of thruster oxidizer among other things

>>576946224
Solar is good enough up to Aquilo, then I switch to fusion. Keep seeing plenty of anons use nuclear fission instead of solar, but that seems like too much pain shipping fuel cells and also wasting ice water to make steam.
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>>576946224
>Shipping to and from Fulgora is a nightmare right now.
Why?
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>>576936735
I meant regular uranium waste. Power is the main bottleneck in the last stage, and 5 nukes plus the sloop power multiplier and whatever else I had built before in coal/fuel/geothermal was enough to finish the game.
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>>576946575
>quality
I can't even manage the most basic production on Fulgora I can't imagine going for quality anything
>heating towers are burners
Damn I'm dumb. Not that it matters, I haven't even gotten to Gleba yet.
>>576947343
Is there another way to handle the scaling problem without quality? I've about maxed my open space with panels and accumulators and I imagine building a bigger platform would just scale the problem the same way.
>>576947542
Barely any ice for fuel and the reduced solar power slows it all down so my platform has to sit for a long ass time to build up a buffer.
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>>576947764
...build a bigger platform???
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>>576947842
But more weight = more fuel usage
More production = more power problems
Do efficiency modules help alleviate that?
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>>576947542
Because he's using speed or prod modules like a retard as if asteroids were limited, instead of taking that sweet 80% power cost discount from green modules.
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>>576948028
Actually I have no modules in the platform :)
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>>576948028
WAIT
EIGHTY FUCKING PERCENT?
Holy shit thank you friend
>>
>>576912257
He longs for the farm.
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Factorio is a city builder
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>>576950489
This is a homosexuality test
and you failed
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>>576841736
solar panels are fine, they deliver nuclear fuel cells to the first 3 planets.
skill issue if you cant make it work flawlessly.
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>>576950489
Neat build, could you zoom in on a part of it? I want to see what it actually looks like.
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>>576950489
hell yeah
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>>576927974
yours is nice, shows i need to embrace the long running belts more.
my factory is truck spam and i hate it.\
>oh look, one building can make ALL the things!
>awww fuck, i have 6 buildings making everything, and nothing is dedicated. now all my trucks get clusterfucked when i change directions.
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>>576944248
for new factorio, you basically need to install the globalist mindset.
exploit the planets for their ONE FUCKING USEFULNESS and import everything to make that happen.
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>>576951331
don't do it before fucking fulgora though, that's mental
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>>576952456
NTA, I don't know how you do it but I just can't let trucks do most of the work unless it's confined to a small area or it's for a very low volume and frequency deliveries.
Besides the fuel and worker waste, trucks are too stupid to handle big networks of deliveries unless you spend way too much time babysitting logistics, setting up zones and creating funnels and barriers to force them into a better path.
Belts are so much more convenient.
>>
hey what's the name of the setting to make buildings transparent in 2.1, I can't find it
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>>576953458
nta but it's not like it takes any effort, as long as you're making solar panels for any other use. Just put quality modules on the last assembler, you make a couple hundred and four or five will end up blue.
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>>576952835
Do you mean just making the planets' respective science and exporting everything else? Sounds like a waste.
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>>576954257
>exponentially wasting resources for the sake of making a shitty starter platform
>on nauvis
>before foundries and recyclers
I know what I said and I stand by it
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>>576955253
I don't see how sticking a quality module in your solar assembler is "exponentially wasting resources"
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>>576956030
because you're not going to be using the other solar panels outside of space because you're not a moron
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>>576956659
explain which terms in my utility function will be reduced by copypasting a solar blueprint a bunch and forgetting about it
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>>576956030
this.
i just made the platform longer, used my 2 non normal solar panels and went about my way. the mental illness is confounding.
>>576956659
just yeet them onto vulcanas place them and never think of them again.
then again, i took my 10k hours and stopped playing factorio a couple years ago because they only cater to your kind now.
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>>576955253
why do you have a scarcity mindset in factorio
>>
>>576956770
you have literally no reason to use solar if you have uranium, which means you're polluting early for nothing
if you had at least been on vulcanus they would have been free as in literal freedom, since they're made from free shit
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>>576956951
I play normal difficulty so I don't care about pollution
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>>576956912
I enjoy death world and I hate solar panels
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>>576956912
outposting is le hecking hard. and scary. it makes their fefe's tremble.
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>>576879387
Only issue is the high maintenance cost early on but it still worth it for freeing up dozens of trucks.
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>>576957717
I don't know about that. Obviously it depends on the volume of items moved at any given time and how willing you are to intentionally slow down your growth for the sake of saving maintenance, but T1 belts cost like 1 maintenance per 100 sections and I think it's hard to beat that when the alternative is a bunch of T1 trucks going back and forth using 1.5 maintenance each (half of which spent on driving empty) and burning fuel on top of that.
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>>576956770
it makes you a faggot elf
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>>576958476
>T1 trucks
I think we're talking about completely different stages of the game.
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>>576962924
How could "early on" not mean T1 trucks?
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>>576962924
>early on
I assumed early on meant at the beginning when you are strapped for maintenance, I don't think trying to compare belt vs truck maintenance makes much sense past that point
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>>576879387
>they can create nice and neat dump zones
they even lay down perfectly flat land out into the ocean for piers and land reclamation.
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>>576946662
>If you don't have diluted fuel and recycled rubber/plastic then your efficiency drops.
Yeah, those are way better than the default recipes
>I'm recommending it purely because the game is about setting up all these production chains
Yeah I do want to build a NPP eventually, though at the same time I never built rocket fuel either, or a rocket fuel power plant either so I want to set up rocket fuel too. I was also thinking that if I set up rocket fuel it might work nicely for drones. I've experimented with drones using turbofuel but it doesn't seem super great for them.
>Plutonium cells can be sinked. That was how you are meant to cleanly dispose of nuclear in Early Access.
Yeah but it seems like a major waste to make them and then sink them. Looks like if you use the standard recipe to process the uranium waste you can get 50% extra power out of your uranium input by making plutonium rods, that's a pretty big boost, I don't think I'd want to give it up. If I go the plutonium route then I don't imagine the waste would be a huge problem, I mean it looks like you get way less plutonium waste so storing it seems like a more reasonable endeavor than the uranium waste I'd be making at 150/min. Way easier to deal with 7.5/min only. I guess if I decide on making the NPP then I'm going all the way to plutonium anyway.
>>
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>not getting many LDS from scrap, little less than 1/s
>add more recyclers
>realize I'm making even more overflow so adding more recyclers doesn't mean 1:1 more scrap processing
You fuckers lied to me. There's no way Gleba is more frustrating.
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>>576974016
"build more" is not challenging, and worst case you can just leave it running inefficiently for now. It'll make more than enough science by the time you figure out Gleba.
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>>576974016
If I remember correctly, without modules the ratio is around one scrap recycler for two ingredients recycler.
>There's no way Gleba is more frustrating.
I don't have a smug enough anime girl
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>>576974016
>Belts
Yeah, there's your frustration. I had to rebuild my factory thrice until I was happy. Logi bot users just plop boxes and get finished with it.
>>
what happens if i leave only the worms? will the spawners come back? i'm sick of cleaning these fuckers up



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