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File: Bastard.png (24 KB, 400x120)
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Lazy Bastard Edition

Previous thread: >>576320357

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.
>>
>>576975183
nothing, it's safe to leave them
>>
>>576970669
I don't know if the flatness changes depending on the material you are dumping, but I've been dumping quartz here and the top is anything but flat.
Doesn't really bother me too much, the fact that its radius is huge and it can auto extend when full is already enough for me.
>>
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Proper starter base is almost ready, I only need to finish aluminium, glass/silica and logic die then I can start setting up all the gears, plates, wires, sheets, magnets and so on I need for first 3 science packs and proper mall
>>
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>>576974936
>I don't have a smug enough anime girl
Here, take one of mine
>>
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12 minutes of suffering, sped up 400% and 1600% at 14s
I have nothing better to do
>>
>>576989105
It might be flat enough to build on when it's wide enough. I can't remember if you actually have to fill in the gaps since they're only like half a tile deep.
>>
>>576999290
Yeah. Your design is probably a bit too small for something that large but the parts are expensive so it's hard to upgrade at times. Plus the vehicle builder is kind of a pain in the ass so your upgrade might take longer than the damn mission you need it for.
You know what's the worst though? When you make it to that building and realize your design is slightly too tall and you have to wave the thing around in front of you while you bang your head against the top of the door praying that it lands all the way in the square.
The solution of having a bigger more powerful vehicle can get punished by not being able to fit into door or the monorail.
>>
>>576999290
>not adding a rotation joint to spin the arm and wrap the hose around it
>an awkward three-claw grip
>still using the short stock base
>thinks this tiny box is gonna cut it beyond the first 5 missions
NGMI
>>
>>577015731
you destroyed him dude
>>
>>577005592
You don't need fuckhueg vehicles. Or stupid-long arms.
Just elongate the base, 6 should be enough. That solves a lot of capsizing problems.
A pair of "flippers" to set the vehicle upright again would be nice too, unless you can maneuver the loading arm to do it.
Being able to hold stuff in with more than just the arm can save you a lot of headache.

My personal all-time fav is the grappling hook turret, but it took a while to get to it.
>helps righting yourself, with the right placement
>makes driving uphill with a load easier
>a pair of them lets you cable across a chasm
The only complaint is that it can't hook onto the load. A winch part would be a great addition too.
>>
I’d like to.
>>
>bots killed by robot attrition leave a ruin behind in SE
is my base going to eventually get buried in ugly robot corpses? is there a way to get rid of them without disabling ro ot attrition?
>>
>>576990165
turn off the clouds, bitch
>>
>>576940494
How do you take these screenshots? I cannot zoom out that far.
>>
>>576999290
me and my flaccid overused dick after the weekend
>>
fuckin pipes got nerfed? how do i underextend this shit
>>
>>577026178
There's no fluid flow between individual pipes now, connected pipes share liquids instantly, so to balance it pipe networks can't be larger than 300x300 or something like that. Just place a pump wherever you see those red warnings and you're good.
>>
>>577026867
hmm that sounds like it could improve performance
ok i'm not mad anymore
>>
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feels like I've seen this in some movie before
>>
>>577026178
Pipes are now instant fluid teleporters, basically the entire connected pipe network functions as a single fluid container and all connected machines have access to that container immediately and with no delays based on distance or such. There is no fluid flow simulation through pipes anymore, it has been removed entirely.

There is however a pipe network size limit, which is 10x10 chunks (320x320 tiles). If your pipe network extends beyond that then it will no longer work and it needs to be separated by pumps.
>>
>>577036007
When Besiege starting being about that shit is when I stopped playing it.
>>
>>577036007
https://www.youtube.com/watch?v=EU4atUhviB0
>>
>>577036007
How does it continue spinning after losing tire contact?
>>
>>577039638
He's got a thruster on that thing. You can see the terminal resupplying the fuel when he gets inside it's range.
>>
Space Exploration 0.8 when
>>
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my aquilo base died
>>
>>577024938
Press K, you will enter picture mode that hides the UI, lets you zoom in and out further and gives you a bunch of cinematic tools.
>>
>>577047367
Thanks, I'll give it a try later.
In the meantime here's my basic oil setup. Gonna replace the flare with another boiler and use it for power, with a coal or wood backup.
>>
>>577048314
Yeah there isn't much you can do with heavy and light oil besides burning it in a boiler or flaring it at that stage of the game.
Just be aware that your supply of those oils will depend mainly on your diesel consumption so don't rely on them for power too much unless the wood/coal backup is able to take over completely when needed.
>>
>>577040954
he must have made some progress since he quit wube
>>
Holy shit arc furnaces are brutal on your power. I hoped for a little bump in efficiency in the consumption of iron ore too but I guess I'll take the 95 or so % reduction in coal and stop complaining
>>
>>577036460
Why? That's kinda lame
>>
>>577052794
It is lame, I agree. They did it because the old fluid system had lower and lower throughput based on length of the pipe (due to how the old fluid simulation functioned) and this was not only counter-intuitive to people but it apparently also posed issues for Space Age where you'd be expected to use more fluids and at higher flow rates than in 1.1. Apparently they could not figure out how to actually improve the fluid simulation so one guy (as in a Wube employee) made the current fluid teleporter system which they then decided to use because it made pipe systems nicer / easier to play with.
>>
>>577052794
https://www.factorio.com/blog/post/fff-416
>>
>>577036007
what gaym?
>>
>>577055349
Mars First Logistics
>>
>>577055979
thanks anon
>>
>>577053847
idk what was so wrong with the old system? if the new stuff they added doesn't work without fluids magically teleporting maybe they should be fixing that unreasonable demand instead
>>
>>577057546
they showed some examples of issues with the old system like junctions not working properly, they never managed to fix the fluids simulation while keeping it computationally efficient so they eventually just gave up rather than keeping the broken system
>>
>>577057546
they tried and it was just too much of a hassle to fix while also trying to keep things optimized
>>
>>576912257
>Killed my microwave
I think some microwaves have a design flaw where something goes wrong when interrupted near the last second. The lights would flicker, my computer would occasionally shut off, and we went through two microwaves in fairly quick succession.
>>
>>577051024
With mk2 arc furnaces, even if all the power comes from coal it's still more efficient. Mk1 is just about reducing pollution and saving on coal logistics. Assuming your powerplant is right near the mine, or you're doing wood/nuclear.
>>
>>577061961
By interrupting the microwave, you send the microwaves back to the wire, which causes interference on the electric system (they operate at 50-60 Hz while microwaves are at 300 MHz and 300 GHz).
Unplugging is also not recommended as the microwaves get trapped and generate mustard gas.
>>
>>576989105
Be aware about the auto-extension, though. If you have created a big pile, instead of using vertical offset 0, then trucks might not be able to get to where they need to go to build the extension and you have insta-build it with Unity.
>>
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this is way easier to setup with forges compared to blue belts on nauvis.
>>
>>577064354
The coal reduction is absolutely good enough already, it's just that I've realized that about 1.5 boilers worth of steam are being permanently reserved just to make 96 units of steel.
I guess I'll have to set up a couple more forestries if I want convert copper to arc furnaces and do anything else besides smelting.
Btw I really don't get what the point of mk1 arcs is, they take twice the footprint of mk2 blast furnaces and use a ridiculous amount of power too. I get that the coal savings are still there but man that seems such a wasteful way to get it.
>>
>>577068917
iirc their power drain at mk1 matches what you;d get out of burning all that saved coal in a powerplant. Which at least saves you having to ship coal from the mine to the smelters. Or lets you run it on another power source.
>>
>>577065415
But the ratios aren't perfect!! You won't be crafting the maximum of 12 green belts per second!!
>>
>>577069169
I skipped mk1 arc entirely and decided to just eat the coal penalty until the mk2 unlocked.
I already deliver coal to smelters (and have to deliver graphite anyway so it's not like it makes much of a difference) and I didn't want to double the footprint just to keep up with the demand that was already satisfied by half the amount of blast furnaces. With mk2 arc it's basically just a straight upgrade from blast furnaces with only a minor belt rearrangement.
I have probably wasted a ton of coal by waiting but I don't use it for power so I'm not really worried about running out anytime soon.
>>
File: 2026-08-10 211516.png (3.4 MB, 1424x1057)
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Space platforms are comfy once you get them going.
>>
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>>577070757
Based crammer
>>
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>>577071417
My biggest complain is that it's a bit of a pain to plan space platforms.
>>
they are boring, you can't even walk there
>>
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>>577072745
Made the mistake on the first playthrough to send myself to space with the second rocket.

My disappointement was substantial.
>>
>>577052794
>Why?
I was hesistant at first but the new system is fine, actually.
>>577057546
>idk what was so wrong with the old system?
It was badly broken and would sometimes starve some buildings even though the pipes ought to have plenty of supply and throughput.
>>577070757
Nice.
>>577071417
>nuclear in space
So the steam turbines vent directly into space or something? I guess that could work but why doesn't the game let us do that for thrust I wonder.
>>
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>>577026178
I miss the old fluid system. Except for combining tanks. That was always a pain in the ass.
>>
>>577074830
I don't, but that's mostly because I was too stupid to understand it properly and it made Nullius' high fluid throughput requirements very annoying
>>
>>577074830
It was pointlessly complex and still not implemented correctly. Makes no sense to use something so complicated when the rest of the game is dumbed way down. Belts don't even need power and machines (including belts) never wear out or need maintenance or break down.
>>
>playing with alien recolonization and evolution feels too stressful, like I'm always on a ticking clock
>playing without alien recolonization feels like ultraeasy babby mode
>>
>>577074830
Yeah I much preferred when fluids actually flowed through the pipes rather than magically teleport to their destination.
>>
>>577080584
I'm sure it made all the difference for those 2 minutes where you have actually watched fluid flow through a pipe instead of carrying on with the rest of the game.
>>
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>>577069731
ok how about this? It will be 120/s green circuits once I get yellow asemblers
>>
>>577081905
now we're talking
>>
>>577081905
Surprised you didn't cram the empty spaces full of bacon
>>
>>577081905
you gotta take a step on fulgora, the EM plants are insane
>>
>>577082678
I did the math and theres no need, but now I see that red inserters wont cut it without more research
>>577083105
I want to rebuild my platforms first since they run out of ammo if they fly uninterrupted
>>
>>577083402
IMO it's better to at least get a few EM plants, if only because of how much they save you on all your circuits.
That's not to say what you're doing is wrong (reliable platforms are essential), but the rockets you make while rebuilding your platform will be cheaper blue chip wise.
>>
>>577050341
That happened like 2 weeks ago, he's probably still celebrating
However, I fear he'll focus on his studio for a while
>>
>>577081905
Why are you using long hand inserters instead of normal inserters??
>>
https://www.youtube.com/watch?v=ajIxJ72Fegk
'ts out
>>
>>577089328
>anime thumbnail
no thanks i'm good
>>
>>577089328
buy an ad
>>
>>577081905
>yellow asemblers
Not this again.
>>
>>577089328
literally who
>>
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>>577089328
Resolved to never take this fag seriously when he chose to heckin' own the chuds by making a pointless #girlboss "pronoun mod" simply because he heard a rumor that Kovarex did an evil wrongthink without even bothering to understand the context. Can't let a good opportunity to virtue signal go past.
>>
>>577091447
I thought it was trolling to add genders in a game where its literally irrelevant? Did he really mean it unironically?
>>
>>577089328
What an obnoxious video.
>>
>>577089328
>Blueprints Gleba
>Mods the game because Kovarex nerfed the space casinos
Lame
>>
>>577089328
>anime thumbnail
>skipped around the first two minutes of the video and nothing but annoying loud sounds
>literal who with 13 vidoes; 3 of them "best of 202X that only covers 2-4 videos
>1 video that's just what games he played in 2022
>p*treon
>>
>>577089328
why you act like i'm supposed to know this literal nobody of an e-celeb?
>>
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emergency bump
>>
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>>577100315
at first I was wondering if egg forts were actually a thing, but then the guy from the original video shows up
>>
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Finally got this retarded thing built. Was curious about what tasty little bonus I would get.
Aaaaannnnnnd.. it's nothing
>>
>>577107273
but how does he get out?
>>
>>577107273
is the guy in the front just constantly cracking eggs and downing them like shots
also how much money did this fort cost
>>
>>577109316
I think he's got a plate of deviled eggs or something
>>
>>577037058
Besiege was cool. My only problem with it is that it heavily railroads you into making the exact machine it wants. I don't know if the dlc are less linear but I didn't like the levels that had basically only one solution.
>>
>>577108224
What the fuck is this?
A giant gilded anchor? Huge wreaths? Random graves on stone? Black sphinxes?

...What? It's as if someone dreamed up every item cultural significance into a blended salad.
>>
>>577110278
I would phrase that differently. Not so much the exact machine but the specific mechanism. Even that is more a symptom of the real problem which is that the problems they wanted to shift into are weirdly precise manipulations.

The specific problem on which I stopped was the frost world vertical combination lock thing that you have to grab and rotate at different elevations. That's not a difficult problem mechanically but the build is tedious and the operation is finicky in a way that just feels like total shit.

Earlier in the air world there was a "destroy the airships" level that was just fucking spiteful. Asston of archers all spread out with a range long enough that you have to go waaaay the fuck up in the air to be able to drop bombs which makes aiming them an exercise in frustration. Even after making the build I had to restart at least a couple dozen times just to not miss too much with the limited ammo because ideally you want to hit a sweet spot between a tower and a group of archers.
>>
>>577109316
Despite being egg-based businesses, egg forts are living entities that themselves reproduce asexually and require only customers and space to reproduce.
The men in the forts are a sort of hybrid tongue/manipulator/lure organ.
Fascinating creatures.
>>
>>577091120
what about them?
>>
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>Struggling with wood supply
>Upcoming construction project will wipe out the entire forestry area to the right of the greenhouses
In the name of progress...
>>
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New orders.
They're rolling out.
>>
>>577108224
It was their first early access paid DLC with a gameplay effect. Only the gameplay effect is so negligible nobody complained, unlike with trains.
>>
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New rail roundabout has been installed. It's a very important development since there was no roundabout in this area near the depot. This also serves as a bridge connection which is currently under construction.
The forestry that was in this area has returned and will be filled with trees soon. There is also a plan to fill the inside of the roundabout with non farm trees because the void will bother me.
>>
>>577087008
Youre right, I must have misjudged the size of forges and beacons when planning
>>
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Putting some trust in my vastly expanded forestry industry. My power plant has been completely turned over to woodchips. Coal demand has dropped sharply.
>>
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I found my own save, what a pleasant surprise as I tend to delete everything constantly
I have a faint idea of what I'm looking at, should I fix the existing thing, pack it all up and start again, or make a RealBase™ nearby?
>>
>>577132672
why are you not using beacons
>>
>>576987498
apt edition, start making the thread when we're p10 you lazy bastards
>>
>>577131185
I want to start consolidating my power plants like you did there. Right now it's just a bunch of forestries spread all over the place, each with their own shredder+boiler+turbines setup attached but it's getting kinda wasteful as I have to build an extra boiler here and there to make steam for regular desalination.

I think using vacuum desalination with depleted steam from the turbines should be more water efficient than just straight reclaiming water with cooling towers but I haven't really double checked the math on that
>>
>>577144790
I remember some anon complaining about how slow vaccum desalination is and that you end up wasting a lot of crew, power and maintenance running those thermal desalinators.
>>
>>577145467
Yeah they are slow unfortunately, but they basically double your water output compared to cooling towers.
I guess it depends on your source of water, obviously if you have groundwater to spare that's a no brainer but I'm stuck with desalinators no matter what I do so the question becomes : is it better to use fewer desalinators with the regular recipe and burn more fuel to supply the steam or more desalinators with the vacuum recipe and use zero extra fuel to run them.
>>
I just wiped out the dark fog base on my starting planet on DSP with missile turrets. Can you actually automate the loading of ammo into them? They don't take inserters and idk if you can get bots to do it.
>>
>>577150021
They passthrough belts, the same way liquid storage does.
>>
>>577057546
>what was so wrong with the old system?
It was complete garbage. For example, for steam and water in big nuclear reactors, you had to manually cont the pipe length to ensure a specific throughput. I'm glad it's gone.
>>
>>577150862
Yeah, there were other ways to solve it. But anything more realistic would run into the same issue Satisfactory does, where you randomly don't get full throughput because of fluid simulation.
>>
>>577089328
The modding was lame, quality isn't complicated enough to warrant that kind of shortcut in my opinion.
>>
>>577145467
>>577145825
So I tried figuring out which is best.
Example of a power plant made made of 4x T2 generators, 4x T2 LPTs and 4x T2 HPTs making 60MW

To make enough water with regular desalination and T2 cooling towers you need:
- 1 desalinator at 100% (feeds its own boiler + the power plant)
- 1 sea pump at 100%
- 1 dedicated boiler at 25%
- around 500kW
- 10 workers

There's extra water capacity from the desalinator to feed 37% of a single boiler, thus potentially feeding another power plant that recycles its own water via cooling towers, ending up with about 65% usage of a single T2 generator or 9.75MW. So in a way, the extra fuel you are using to desalinate water gives you almost 10MW of extra power which isn't a bad deal at all. Burning the same fuel for steam in a regular boiler and ignoring your water source would have net you just 3.75MW
Total power coming out of this system: 69.75MW - 500KW


Now on to vacuum desalination.
Same power plant, to feed enough water you need:

- 8 desalinators at 100%
- 2 sea pumps at 55%
- around 3.4MW
- 34 workers

There is enough water capacity to feed 1.5 extra boilers, which on its own would feed 1.5 T2 generators and make an extra 22.5MW, but since you can desal the water from this power plant too and you always get more water than you spend in steam, this loop can effectively expand forever as long as you can scale fuel production and have the workers to spare. I'm not sure if I fucked up something in the calculations, seems strange that this loop feeds itself like this.
Anyway if you stop at the first extra power plant and simply break the cycle with cooling towers rather than desalinating again, you end up feeding about 87% of 3x T2 generators, or about 39MW
Total power out: 99MW - 3.4MW

So it seems regular desal is still kinda better? Power-per-worker ratio favours regular desal heavily, but fuel-per-MW favours vacuum desal slightly. Maintenance is obviously worse with vacuum too.
I don't know man.
>>
>>577141013
he has beacons on his silos are you blind
>>
>>577150021
put ammo on belt with inserters
place turret directly over belt
>>
>>577125001
I would argue that the trains DLC is negligible for gameplay when you break it down. Most of the stuff is novelty. That being said I'm still trying to find a way to integrate the molten train cars because they're just so cool looking. Maybe a mega foundry with separate casting and smelting sectors.
>>
>>577166537
Actually I just had an idea. When I finally get to Arc Furnaces, instead of trying to shoehorn them into the old blast furnace locations, I'll separate them into a big area with ores coming in and molten products going out via a unified train station. Damn I can't wait to get home and play now.
>>
>>577167109
How do you figure out how many wagons and locos you need for a trip? Just trial and error?
>>
>>577132672
>b*s
start over
>>
Anyone play Sandustry?
>>
>>577167109
Arc furnaces have the same footprint as blast furnaces plus a few additional ports. You can just upgrade a blast furnace in place and the only thing you need to do is swap the coal belt for a graphite belt. Mk2 add a steam loop too but still on the same footprint as before.
>>
Guys can you give me an opinion on Factory Town my thinking license got suspended
>>
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>>577168783
>my thinking license got suspended
Then you are not. Vanish.
>>
>>577168907
Why are you?
>>
>>577167382
Probably trial and error. I believe the molten car is a T2 size and the molten stations should act as a small storage buffer.
>>577167598
Yeah, but (correct me if I'm wrong) the I/Os are different meaning id have to fiddle with my belts/pipes. I get that it wouldn't be hard to replace the blast furnaces without much trouble, but I'm purposely being retarded because I want to use molten cars.
>>
>>576940494
The factory hasn't changed much, but the landscape sure is changing, Besides unlocking T3 science and swapping some excavators and trucks for their T3 counterparts nothing much has been built.
I have started hoarding large quantities of dirt and rocks in convenient places to prepare for the inevitable decommission of the iron mine. Once the deposit is depleted, I'll fill the mine back up with rocks and line the top with dirt to make it green again and make some space for train infrastructure.
Another problem is power, I have three separate powerplants all fuelled by wood in their little self-sustaining capsules where the whole chain from sapling to woodchip and then to steam power happens in place. This is convenient for logistics but it's not efficient with manpower. During peak times I have to juggle generator priorities around so that their wood supply doesn't starve because all forestries have been eyeballed. I need more power but doing it this way again is too wasteful.
>>
>>577170756
So I've decided to put sapling farms all in the same place where they can all contribute to all forestries rather than each forestry having its own farm that can't be fully used. This should save a fair chunk of manpower on its own already.
I'll then shrink each forestry to the point where it can be managed by a single pair of planter and cutter, put them in a row and collect all wood in a central location where all power will be made instead of having a row of turbines near each forestry. As a bonus I'll finally be able to funnel all burner exhaust into a scrubbing plant, reducing pollution.

I'll try to use this space that's already being used for forests and power. I'm using my dirt mountain reserve on the right to expand the cliff slightly and give more space for trees. The new farms will be built on that plateau on the left and then saplings will travel on belts to each forest. I'll eventually flatten some of the mountains as well once I need more wood. I'm not sure yet on where I'll put the power plant but that's a problem for another time.
>>
>>577170470
You lose an aggregate input and you gain a flat input.
If you are delivering ore and recyclables in the middle ports then you don't touch those, but you need to delete your coal belt and swap it for a graphite belt. Slag, molten and exhaust ports stay in the same place and you eventually gain a water and steam connection for the mk2 arc.
Here they are all lined up.
>>
>>577169986
Yes.
>>
>>577168783
I truly believe Factory Town is the second greatest /egg/ after Factorio.

It's the only Factorio-like that is actually doing it's own thing and isn't just a worse version of Factorio.
>>
>>577132672
Don't you feel it lame to use those giganigga resource patches?
Apart from that it's a real factorio base, I like how cramped it is.
>>
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KSA's development is real fast nowadays, that's good to see. I have to keep my hope contained after ksp2 but the devs are working hard.
Maybe they'll make it not run like shit in a future update.
>>
>>577173731
How autistic is this looking compared to base KSP?
>>
>>577175172
It's very, very far from being as complete as base ksp. But it also has quite a high potential compared to it.
>>
Did version 2.1 break the steam overlay? I can't get it to run no matter what I do.
>>
Man I can't decide if I want to go to Gleba or Fulgora next on my x10 science run. Those biolabs would REALLY help with research but then I wouldn't have tesla towers to defend the base.
>>
A friend of mine refuses to play factorio and calls it "le reddit game", how do I reason with him?
His "non-reddit" game is overwatch by the way.
>>
>>577180743
Trying to convince to play a game he's openly not interested in is as smart as using reddit as a descriptor.
You brought it up and made your case, he decided he doesn't want to play it, end of story.
>>
>>577180743
Maybe he just doesn't like smart people games
>>
>>577175538
Hmm, where have I heard that before
>>
>>577181090
Well he still keeps calling me redditard for playing the game
>>
>>577180743
tell him the hacker known as 4chan says he's a faggot
>>
>>577181272
Call him a faggot for playing overwatch dude I don't know, he's your friend not mine.
If you can't handle this kind of banter then change friends I guess
>>
>>577175538
so far they spent about 10 million dollars on it
do you think it was justified?
>>
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>>577181146
You don't have to remind me
>>
>>577181457
As a matter of fact, he's homosexual (we both are) so that wouldn't be a great retort
>>
>>577181717
Call him whatever the hell you want then
>>
>>577181717
>we both are
No shit Sherlock, it's plain to see from your problems.
>>
>>577181717
suck his dick to assert dominance
>>
Is making a sushi belt in Nullius the coward's way out
>>
>>577181476
Don't they have the infinite DayZ money glitch?
>>
COI: how tall does a belt have to be to allow trains to pass under it?
>>
>>577182123
I feel like a sushi mall is one of those things where you try to automate something but just end up spending way more time on getting the automation working then it will ever actually save you.

I personally kind of enjoy making spaghetti malls.
>>
>>577182123
Speedrun drones and build a bot mall
Never played nullius tho, so maybe it's not that easy
>>
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>Spend like 50 hours building a massive rail network base
>Realize it's terrible at scale and deadlocks constantly
What do you even do at this point?
I want to uninstall the game now
>>
>>577184221
Play something else until you feel the urge to go back and fix things or start a new run
>>
>>577184221
Now that you know one way not to build a rail network, just go and build another one.

>>577184421
This is extremely terrible advice. This anon is trying to trick you. Don't listen to him.
>>
>>577184221
Fix your intersections? You probably don't have that many.
>>
>>577184221
You're literally me. After a while you'll be happy you tried even if you failed.
>>
>>577184713
>This is extremely terrible advice.
It's not, if he feels like not playing then he should take a break and come back another time when he's in a better mood. This is not a job, there's no deadline and no urgency to fix mistakes.
>>
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what the fuck
>>
>>577185764
Buy an ad
>>
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>>577185947
I agree
>>
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>>577186246
Need a game like factorio but with workplace accidents so you and your friends can die in horrifying ways while attempting to expand your factory.
>>
>>577185189
>he should leave knowing there is something hard waiting for him when he comes back to create a barrier to playing again
>he should give himself as much time as possible to forget his hard won knowledge/understanding of train networks before applying and reinforcing it
>he should start a new run so he can practice and become an expert at the easiest part of the game so that he is only more frustrated when actually faced with a challenge

It's like you are intentionally sabotaging him. This kind of stupid shit is why people have 100s of hours and have still never beat the game.
Doing stuff when you don't want to is the only way you'll ever accomplish anything, job or otherwise. It's what makes you a human and not an animal.
>>
>10 GiB patch
>fixes a bunch of miniscule niche issues
>nothing at all and whatsoever about glitchy new vehicle path system
>nothing at all about vulkan issues
Amazing.
>>
>>577186489
Yeah sure thing, Socrates. Let him play when he doesn't want to, I'm sure that's going to make him enjoy the game even more.
>>
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oh boy
got a feeling that sticking purples in here could be tricky
>>
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>>577186462
Factorio already has that
>>
>>577184221
show us what it looks like.
problems are solvable
>>
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>>577187001
>>
>>577187137
>These guys slap your 1x1 train's cargo wagon
What do
>>
>>577186462
When I played satisfactory I though it would be funny if you could die from touching the many deadly gears and moving parts of the buildings.
>>
>>577187137
*boss music starts playing*
>>
>>577186489
life is already full of things to do that you don't want to do and videogames shouldn't be another one of those
if you are so much of a retard that you lose all your knowledge of a game after taking a break or you can't take notes for when you come back, then that's a you problem and there is no need to dress it up as some kind of badass life moment
>>
>>577187137
public enemy #1 in Kolkata
>>
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>>577188847
looks cool as fuck dude.
What is it making?
>>
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>>577188847
>>577189094
sex
>>
>>577189094
this is where I post from
>>
>>577189091
loads of stuff. my factory is a mess of interwoven and interconnected production chains. in that pic, there's a recycling plant, filtration medium production area, two glass factories, a furniture factory(connected to the glass factory), port for exporting slag and importing sour water, a processing plant for sour water, a toxic slurry filtration factory, compost to dirt production, gravel production for rail beds, port that trades food packs for ammonia with an overflow system that turns the excess into hydrogen and burns it, two ports importing sulfur and coal, a chimcal facotry making graphite rods, and a limestone mine.
>>
>go outside for a walk
>a mostly quiet road, only a very few people on it every now and then
>the industrial zone is visible in the far distance
>so are the power poles
>the pipes running along the road
>get an immense urge to play satisfactory
if it wasn't for this blasted heat i'd boot up the game and get bored of it in an hour or so
>>
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New ramps added in today's patch. No more exploit fuckery required to place over train tracks.
I replaced an existing level crossing here with a ramp since this can be a pretty busy rail corridor to test it out. Also added a mockup on how even with this relatively short span you could have it bridge a 4 track area with a minor adjustment with no detrimental effect on train traffic.
>>
The Strategic Dirt Reserve is running low
>>
>>577184221
You can't just post that and not show us
>>
>>577187137
In real life I shit in the toilet but in Factorio I can't stop crossing in front of trains.
>>
>>577190441
>>577190627
wow
>>
>>577190234
>if it wasn't for this blasted heat i'd boot up the game
I started a Satisfactory save in spring and put it on pause until the summer heat goes away because it turns my computer into a 600 watt space heater.
>>
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>>577190627
Cool. Looks like a real deal.
>>
>>577190627
>>577190441
The best ad for Worker and Parasite or whatever the game is called

I need to stop neglecting aesthetics in Factorio
>>
>>577193595
imagine you have a leek there
>>
https://www.youtube.com/watch?v=kLgtz3WoI7o
>>
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>>577190627
Love me some dense CoI spaghetti
>>
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Always a special occasion when a new bridge is gonna be built. I usually prepare a little staging area on a beach nearby, often also have to dig a little ramp to give the amph trucks access to the water. Then I put down some warhouses and start piling up the steel and concrete and also a bit of diesel. When everything needed for the bridge is there the amphs go out and build the thing.
>>
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>>577194725
>>
>>577195041
I love inoue's boobs
>>
>>577194996
Do bridges need to be built from both sides?
>>
>>577194725
imagine becoming USCSB content at the same time
>>
>>577194725
Obligatory
https://youtube.com/@uscsb
>>
>>577195272
Every section is built separately. For the sections that are on land the game allows you to teleport the materials using Unity. But the ones that are fully over water must be built by amphibious trucks, at least that is my understanding. I just use Unity for all sections that I can, including the on on the far shore.
>>
Did you fuck the 20 something that came to your middle school?
>>
>>577195432
I don't think they are too concerned with non-chemical related accidents.
>>
>>577195709
Ah ok so it's kinda like a vehicle ramp in how it's built.
>>
>>577195734
Not interested in hags
>>
Any idea why these motherfuckers decided to trek back across the island to park at the mining tower complaining that they can't dump bauxite, when there is an ore sorting plant right there, perfectly in reach, with the correct filters and with the correct logistic designations? In fact, it literally just processed a few hundred units of bauxite.
>>
>>577196826
>Import routes: 1 mining tower, accept assigned only
Are those trucks assigned to that specific tower?
>>
>fat neon kemono gyaru with gold and katana
clang save me from this shit taste
>>
>>577196980
Yes that's the tower they all decided to drive back to. The trucks are assigned to the tower and the tower is assigned to the sorting plant.
It was working just fine a minute ago, then they all popped the alert icon and drove back like they are on strike or something.

Btw pausing and unpausing seems to have fixed all problems, but I have no idea why it's happening,
>>
>>577197549
>using haul trucks AND a bunch of regular trucks with a single small sorting plant
My nigga in christ, just two haul trucks carry more capacity than that whole sorter.
What's happening is they all reserve the sorter to dump and the thing can't process it fast enough. It can not accept an infinite amount of material at once.
>>
>>577193595
It's 2026. Why can't we have factory games that look realistic like that?
>>
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>>577198773
To further elaborate on this, I'm not saying you can't use haul trucks with a small sorter, but I don't use any more than three. Two of them are all that can reserve it to dump at the same time for their total carry capacity is equal to that of the sorter, which will likely still have material being sorted in it meaning really only one at a time will be able to use it.
>>
>>577198839
Brother nobody would play that if it was even remotely realistic.
You just want a mess of pipes.
>>
>>577199549
>>577198773
In fact after a brief investigation it seems like that's the problem. Even though the sorting plant flat out refuses to accept more than around 2/3rd of its internal storage from a single material instead of going to its full capacity.
Lesson learned I guess, I'll still use the small sorting plant as this is just a "small" operation to create a ramp to another plateau and then everything gets dismantled.
Thanks for the info anyway.
>>
>>577199549
right, the intent behind sorters seems to be that you place them right next to the mine and only ship the separated resources.
>>
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>>577200138
That's the whole point of this fleet of trains and massive rock collection area. Rock is brought in from the nearby mines and shipped out by rail to a massive dump site on the other side of the island.
It's disabled right now so the trucks take the rock to reclamation projects instead.
Ideally the mine sorters would be linked directly to this train station.
>>
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Some creative driving here.
>>
>>577168783
I enjoyed it, though I didn't finish it because I didn't feel like building the same base over and over again due to how the campaign was structured.
>>
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Is there some arcane ritual that I could engage in order to allow free miner placement?
>>
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>>577190234
You need the soviet game
>>
good morning /egg/
>>
>>577207012
Good night /egg/, I'm going to sleep!
>>
>>577198839
>>577199653
One could certainly design a factory game that more closely approximates real fluid/gas facilities. Have some more involved chemical engineering processes with many steps involved and which take time to execute, thus encouraging you to compose your factory of production units with holding tanks and many different things being piped around. You don't have to get /that/ close to realism to cause realistic builds. Also game must be properly 3d since one of the more obvious aspects of the real thing is scaffolding allowing things to be stacked vertically within a unit.
>>
>>577195760
One of the standout examples in "failing safely" was an electrical explosion caused by a breaker in a substation.
>>
>>577203496
I'm honestly surprised that forcebuild can't force miners down on blank tiles
>>
>>577203496
why are you building blue belt?
>>
>>577210831
Why not? I am barely going to saturate it why would I go green?
>>
>>577211162
The costs are basically the same. Why not go green, even for the off chance you change it the dump? Why carry two types of belt in invo?
>>
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I am officially procrastinating my space platform
>>
>>>>>>>Eärendil-1 satellite
>>
After a long ass time spent claiming land, setting up forestries and waiting for all trees to grow, the new power plant is finally ready.
No more janky setups spread across the map with eyeballed forests and improvised desalination, this consolidates everything in a single location, ultimately saving a bunch of workers, maintenance, pollution and land.

Ignore the extra desalinator and boilers at the bottom, they are leftovers from the previous power plant and are being kept alive until other forests off screen run out of trees to cut, after which they can finally be decommissioned along with the generators they are sustaining.
>>
>>577220120
And here's the area from afar.
Saplings farms in their own corner and a bunch of narrow forestries lined up to make a big field of trees, all connected through belts.
One of the old power plantts is still working up there near the coal mine, but once all the trees next to it are all gone, it will be finally shut down and demolished.
I'm still excavating away some mountains to make space for future forests, the idea is to basically double the current setup and then switch to nuclear.
>>
>>577222112
>>
>>577220120
Where are the power lines? All those pipes but no roads or power lines?
>>
>>577222373
The game doesn't have power lines so I can't do much about it. Would be cool though, even if it's probably for the best that all power is wireless and everywhere.
As for roads I just cannot be bothered 2bh and there is barely any road traffic through this area in general besides occasional excavation
>>
>>577223008
Looks neat anyway.
>>
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Anyone else going to get Sandustry when it launches? It looks like it might be a fun diversion but because of the nature of its physics-based Terraria view I doubt it can be that complex as far as production lines go
>>
Can anybody help me understand what's the point of using mk2 arc furnaces to make glass?
The recycling recipe is actually pretty decent even though not a huge improvement like with other materials, but the base recipe is what really threw me off. It saves barely any coal at all because it's part of the recipe itself, it pollutes the same and it needs water on top of using a fuckload of power.
Like why wouldn't I just stick with mk2 blast furnaces? Am I expected to be inundated by recycled glass in the future, to the point of not needing much of the base recipe? What am I missing?
>>
>>577223584
I was kind of excited at first thinking it was actually releasing, but it's still just early access and just ends abruptly right as it starts getting good.
I already did a full playthrough of the demo like a year ago and they haven't added too much since then.
I'm probably not going to buy it now, but I do think it's pretty cool and am excited to play it if it ever does get a full release.
>>
started a nullius playthrough so that i can watch dosh's new video when i'm done in 300 hours
>>
>>577227925
Did you add the optional nickel and phosphorus?
>>
>>577228576
no, i'm a pussy
>>
>>577227925
>new video
He streamed the gameplay for that video, so you have even more shit to watch.
Also, he only played ~77 hours on the file so he's nowhere near done with Nullius.
>>
>>577228720
Don't be a bitch, bitch

>>577228784
Yeah he barely got past chemical science
>>
>>577219397
There's already an Eärendil satellite, which is also named Venus. These FUCKING FRAUDS didn't even read the source material.
>>
>>577230617
I meant that it seems to be coming with the risk of blinding people who happen to look up at it, which totally sounds like something he'd do.
>>
80/20 chuck
>>
>>577168783
>thinking loicence got suspended

that's what u get for being bri'ish
>>
How do I into train bases? Specifically train base for nullius or py with recipes with 7 inputs, 3 byproducts and 5 fluids, if I build a station for every one of these the train stuff is going to be 5 times bigger than the actual production buildings
>>
>>577187136
>Factory Town
bottom left corner with the wooden pole near an iron chest looks promising if it has some space below it
>>
>>577244919
I guess you could try to have mixed cargo trains using cargo filters or something I dunno never tried it.
>>
>>577244919
In case of Py it's bots->caravans->trains depending on transfer volume, and very few items are needed in train amounts.

But to answer the question, not sure. Maybe you could set up a circuit that rotates the trainstop name depending on what you currently need to load/unload, and then routes the flow in or out across different splitters/pumps.
>>
>>576987498
How the hell do u get this achievement?
>>
>To get fluids long distances you can use long pipes. A long pipe is a single in-game entity so it moves the fluid further faster and helps save UPS.
with the new fluid system, have long pipes in SE mostly become useless?
>>
>>577074830
>I miss the old fluid system
You're the only one
>>
>>577247017
only hand-craft the bare minimum amount of things necessary to unlock the automation technology and then start making everything in assemblers
>>
>>577081905
>prodding iron and copper
You can't be serious.
>>
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>>577089328
I am not opening that, but I'm adding to the "buy an ad" and "kill yourself" crowd
>>
>>577247212
They do not connect sideways, so you can run two pipes in parallel without an empty tile in-between.
>>
>>577245534
I installed cybersyn and will try it, seems like it was made for this kind of stuff
I'm playing nullius right now so no caravans, but I want to learn trains anyway
>>
>>577089328
why did dosh reply to this 10 times so aggressively?
>>
>>577245534
>Maybe you could set up a circuit that rotates the trainstop name
You can change train stop names with circuits nowadays? I'm quite sure this wasn't an option last I played in 2.0.
>>
>>577247520
To clarify, I miss it because the current system is brain dead. There were some issues with the old one that could only be solved with a total overhaul, and it's clear that, for a "rushed" (in their words) solution, this is about as good as it'll get. It's just very disappointing.
>>
>>577248453
Aren't underground pipes better in every situation?
>>
>>577250451
I guess there's a niche case for running two parallel pipes above another pair of underground pipes?
>>
>>577109190
why would he want to get out
>>
>>577245534
This shit is gonna make me start Py again
And then quit and delete the save file when I realize how much real-world time it's taken from me

should find a gf first to not feel guilty about it
>>
>>577250062
yeah, i still believe there is a better solution to fix the old fluid system which doesn't have to resort to magical teleportation. maybe someone will come up with something if the great open sourcing happens, i don't think this is much of a priority for wube atm
>>
>>577252114
Performance-wise, there's no way. Realism, sure but hard to avoid >>577151248 as the fluid sloshes back and forth. Could also do something like COI and ONI where pipes are basically transport belts and only go one-way.
>>
>>577250062
Always gotta cater to casuals like the poster above me
>>
none of the smartasses complaining about the fluid system change will ever propose a better solution that wouldn't be buggy and wouldn't nuke UPS
>>
just get a better PC lol
>>
>>577250062
I just like it personally
playing py without it was hell
>>
>>577253470
As always, all complainers and whiners are inserted in the kovarex centrifuge
>>
>>577254369
wouldn't that just enrich them
>>
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>>577253545
>>
>>577167561
I played a demo a long time ago. Just tried the latest demo (not sure when it's from). Pretty neat. I hope they put out the rest of the game at some point.
>>
>>577252345
i'm imagining a solution that adds a velocity component to fluid in each pipe segment, with pumps literally accelerating fluid through to a given speed and being able to apply a certain amount of "pressure" instead of just adding fluid into the first connected pipe entity. fluids could then push each other, and the amount of flow from one pipe to the next would be determined by each of their fluid's velocities and amounts, preserving total momentum. if two fluids with opposite velocities were to crash into each other their velocities would simply cancel out and stop into a normal slosh (they're still fluids, after all), same if they hit an end of a pipeline or a consumer that is full: they stop and only slosh, unless there is pressure being applied from behind in which case the pipe just starts filling up. if the pipeline is saturated the fluid is simply pushed into the consumer by the force of the fluid before it, an important optimization could made here for this system to be practical in big bases despite technically doing more calculations when pipes aren't full. some special fluid junctions would likely have to be added to prioritize the direction of fluid flow so that they don't flow in unpredictable ways, especially for systems with multiple producers which factorio is full of.
i'm too lazy to try and simulate this though, it probably wouldn't really work in practice (or if it's even possible to cleanly simulate a system like this?) but it sure is fun typing out random blocks of text on 4chin
>>
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>>577255324
>>
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>>577255783
>>
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>>577256129
>>
stop magefighting
>>
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>>577256471
>>
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>>577247667
You aint seen nothing yet
>>
>>577258612
I hate everything about this
>>
What's are some good tower defense X /egg/ games? I didn't like mindustry.
>>
>>577254369
Sorry, I'm already rich
I managed to buy both the base game and the dlc after the price increase
>>
>>577248574
Wtf is cybersyn. Open mod portal, ok, looks quite nice. "allow-list". Yeah.. To the trash it goes.
>>
>>577259883
I don't think there really are any. It's not really a good combo, that's why Mindustry isn't that good.
>>
>>577256471
I wish we had an overhaul mod where you automate magic
>>
>>577261271
I wish your scrotum would turn inside out
>>
>>577258878
Keep encouraging him, I want more
>>
>>577261378
Why? We are Factorio bros, we should get along.
>>
>>577223651
The fuck? Your game looks fucked up, my man. Arc 2 shouldn't have a recipe like that.
>>
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>>577260774
>>
>>577261271
what about that one magic factory game, on a hex grid
I always forget the name
>>
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Train kino
https://litter.catbox.moe/gdedtu3esrkhe99p.jpg
>>
>>577223651
>on top of using a fuckload of power
some of that is returned in the steam
>Am I expected to be inundated by recycled glass in the future
The recycling ratio is shows pretty clearly how much of your production will be which recipe, up to you whether you keep it at 25% or push it much higher
>>
>>577261904
you could always kill yourself. just in case
>>
>>577261562
Nevermind man i'm an idiot, I picked the recipes just by looking at the ingredients and I clicked on the silicon one by mistake not realising that the ingredient was sand and not glass mix. You can see in the output that the icon for the molten stuff is different from the recycled glass.
The right recipe does not in fact have coal as an ingredient and it's just graphite like all other basic ores so it's massively better in that regard and i will proceed with using it.

>>577261904
>some of that is returned in the steam
Well I'm not exactly thrilled considering it gives back a whopping 625KW worth of steam (with T2 turbines and generators) against a 6MW cost. It's barely enough to cover a desalinator.
>The recycling ratio is shows pretty clearly how much of your production will be which recipe
The reason why I was even questioning it in the first place was because I picked the wrong base recipe and I was convinced that the coal savings were unusually negligible unless using scrap glass, so I was wondering how actually abundant such scrap will be in the future and if it was abundant enough to justify spending this much power to save almost zero coal on the (wrong) base recipe. Now that I see my mistake there is no reason to think about scrap abundance cause both recipes are just better, besides the massive power cost.
>>
>>577261583
>Casio F-91
CIA and it's Al Qaeda pet project-approved.
Chang makes a cheaper knock-off of same or better quality now.
Was it Seiko? Been a hot minute since I last checked.
>>
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>>577266240
SKMEI
Seiko is a popular Jap analog watch brand
>>
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>>577266240
I don't believe you, the CIA would never shill dumb technology
>>
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>>577244919
Make your production bigger.
>>
>>577262049
Sorry, the bait was too sophisticated for me to recognize as such
>>
>>577266618
Thank you anon.
>>
>>577267476
Oh I hate this
>>
is using loaders considered cheating?
>>
>>577270461
It's a singleplayer game, not a competition, just play however you want
>>
>>577270550
this post is very discriminatory to those of us who lack an internal monologue and rely on social approval for every action that we take. next time please be more inclusive.
>>
>>577270946
Hmm
Nyo
>>
>>577270946
>mere internal monologue
>he can't hold a conversation with his own mind
NGMI
You are now breathing manually.
>>
>>577271431
That's cool but what about noticing your toes are uncomfortable
>>
>>577271990
You are now shitting manually.
>>
>>577267476
it's... beautiful!
>>
what's the best mod for complexity? i'm looking for something on a level of gregtech for minecraft
i tried SE + Krastorio but it's kinda sci-fiey and trivial imo, it doesn't offer much in terms of chemistry which is what i'm looking for
idk what angel bob is but i heard it exists
checked out pyanadon and it sounds really interesting, but the sprites kinda put me off, i think it's weird the dude stuck his logo over everything, is it any good though?
>>
>>577272269
nullius
>>
>>577270461
can you really not fit 2 inserters in your build instead? is it really so hard? are you even employed?
>>
>>577272269
if you want gregtech then your only option is py
you'll get used to the sprites
>>
>>577272473
interpreting vague answer as "yes"
>>
>>577272269
pyanodon's or nullius (which is mostly pyanodon's) or pyblock (which is pyanodon's skyblock)
SE is dogshit, SE + krastorio is abhorrent dogshit, krastorio is ok
>>
>>577274316
>SE is dogshit
i like the interplanetary and interstellar travel doe, building spaceships is also more fun in that mod than it is in SA imo
>>
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>>577272163
>>577256129
You guys are too mean.
>>
120k sulfur to fracture something, which jew at GGG did this? I dont have time to do this.
>>
>>577270461
I like using loaders in SE and I think using them for space ships is the only no cheating way because they change direction and make ship designs cooler
>>
>>577274316
>SE is dogshit
I think it's pretty fun and challenging enough. Probably too hard for you tho.
>krastorio is ok
It's an unpolished mess with loads of bloat that cannot be called complexity.
>>
>satisfagtory
>using asphalt for roofs because it matches my walls well
>realize there's a barely visible seam in them for no conceivable reason
absolutely guts me that this is one of the best first person builders I've played and it's made by people that actively hate aesthetics
>>
>>577272389
>>577274316
haven't heard of that one before, thanks anons
>>
>>577272269
You should've played angelbob like a decade ago, it is what inspired much of py and nullius. Angel's petrochem does have complex chemistry, with alternate recipes and byproducts in a reworked oil chain, a separate natural gas chain, nitrogen- and ammonia-based stuff from air, plus more alternate recipes through farming+composting and algae.
>>
>>577282657
Last I tried that I ended up playing it like a generic survival craft not a factory game, make one of everything to be able to craft new shiny guns. Spaghetti automating was a huge pain but at least you get logi bots early.
>>
https://www.youtube.com/watch?v=K4Ox6k9AYj0
>>
>>577283260
All I see is some random lights blinking
>>
>>577283719
Ah, a computer science major I see.
>>
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>>577267476
you son of a bitch
>>
>>577284204
as a comment mentioned:
>This really needs an explanation. Timberborn automations are not Turing complete, they lack unbounded memory, recursiveness and looping. I don't think you can make an ALU since you need an integer for that, and I don't think there's an automation component that can store integers. This video also shows a lot of manual levers, I have no idea what they function they serve in a computer. I suspect he just made a lightshow, and synced it to some 8-bit music.
so you are the dumb dumb after all
>>
>>577228720
good
>>
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3.3 MB
3.3 MB WEBM
Off we go. Unfortunately I fucked up and bricked the reactor on the plane, and stupidly overbudgeted dV on the transfer burns, so one of the landings is canceled and we'll be getting home a few years later than intended.
>>
>>577285147
>they lack unbounded memory
in a meaningful way or in the trivial way
>>
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Any idea how to fix this?
I'm trying to line this up so one train unloads into another, but I can't get these two rail tracks close enough for the inserters
>>
>>577287416
If you are fine with no train station buffering (so something lower throughput), you can put the rails 2 tiles apart and use 12 long-handed inserters from wagon to wagon.
>>
>>577287416
Kovarex does not allow this.
>>
>>577287416
one additional row of inserters separated by 2 pieces of belt
or long handed inserters
>>
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>>577287632
>>577287907
>>577288443
Fixed it, I forgot Krastorio had super long-handed inserters
Anyway, is this the right way to dynamically balance train limits? I'm reading the chest contents in stacks and adjusting the L signal based on how full they are
>>
>>577289936
normal long inserters would work
you also don't need to rebalance in this case
>>
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>>577289936
>Anyway, is this the right way to dynamically balance train limits? I'm reading the chest contents in stacks and adjusting the L signal based on how full they are
Depends on the use case - I use limit adjustment with a high priority for byproduct management, but then priority adjustment with a fixed limit for normal producers to help load balance them
>>
https://forums.factorio.com/viewtopic.php?t=134752
chat, what do we think about this chinaman's creation?
>>
>>577289936
Why not just divide difference between the target and current contents by the load size? Takes one arithmetic and one constant.
>>
>>577292212
...damn, that's so much easier
thx!
>>
>>577292212
wdym difference between the target and current contents
why not just divide the chest contents by the train capacity
>>
>>577290603
what's up with the retarded spacing? looks retarded
>>
>>577295269
You mean a e s t h e t i c.
>>
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>>577294530
I didn't look at the inserter direction.
>>
>>577282365
I'm sure this will be devastating to watch for the 0.2 seconds you are going to look at it while you jump from a building to the next
>>
>>577299575
obviously it doesn't actually matter but it's an annoyance
it's like taking a piss in a public toilet and seeing a bunch of shit under the lid of what looked like a clean toilet
doesn't ruin your day but it's still gross
bitch
>>
>>577301013
>absolutely guts me
Looked like this was a bit more than an annoyance
>>
>>577282365
>for no conceivable reason
The reason is alignment guidelines
>>
>>577270461
i use them but only autistically
a loader can be used to dump shit in bulk like ore in and out of storage, or other raw materials
otherwise an inserter should be used to deal with stuff that requires careful handling or anything in and out assemblers
>>
>>576987498
Playing factorio, could someone give me a roadmap of what I need to do to get a mainline running?
>>
>>577304467
Put everything that comes out of a furnace on long parallel belts and split from those belts to make derivates on site using assemblers. Later on you will add more belts for certain items that are better produced in bulk somewhere else rather than on site each time, like circuits. Keep doing this, add more belts as you expand and figure it out from there.
It's a game where you will move A LOT of things on belts, so take whatever you think you need for your base and double or triple it and it still won't be enough, so if you like tidy organised belts then keep some space between things, otherwise embrace the glorious spaghetti.
>>
>>577305329
How much space should I leave in between each line of resources?
>>
>>577301550
hyperbole

>>577301710
half foundations already exist
there would be no need for guidelines if it were simply a flat texture
>>
>>577305691
At the very start you should be good with one belt of iron and copper plates if this is your very first time playing, and If you like playing slow then aim for two full belts (emphasis on full, read the tooltips on how many items can travel on a belt) per resource just to keep it simple (you really don't need nearly as much copper as you do iron at the start of the game, but you will eventualy) and keep enough space on one side for at least 4+ more belts and pipes. You don't need to have the capacity to fill all those belts immediately, but keep the space free.
If you want to start strong, keep space for three or four belts each, plus just as many for other things that you'll figure out in due time. Don't forget to keep some empty space here and there to give you room for splitting stuff off the main line.

I don't know if you want to have a main line because you have read about it somewhere and you think it's better or you just want the base to look neat, but don't be afraid to just cram belts wherever they fit, there is no right or wrong way to go about this as long as you do the math right on how many resources you put on belts vs belt capacity vs your actual demand for those resources.
>>
ahah why yes it was totally worth it to spend the time it took to cram all these connections in this completely arbitrary form factor that I've used for other, much more basic smelting columns. It would absolutely not have been easier to move those pass-through belts one or two tiles to one side, no sir.
>>
>>577308316
You are going to die alone in a puddle of your own piss.
>>
>>577308873
Hey it works perfectly though
>>
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The main input is starting to take shape
Outposts will deliver ore here, which is then transported into the main network
>>
>>577304467
>>577305691
Don't even bother. Spaghetti it up. It's more fun and later as you learn more you will figure out your own style for how to run belts efficiently.
It doesn't matter how your factory starts because later when you get bots it is trivial to change everything around.
>>
>>577261749
Motemancer sucked.
>>
>>577308873
you OCD subhumans will die and be buried in an asymmetric casket
>>
>>577306983
>half foundations already exist
That's not what I mean. What I'm saying is that the lines are there so you can more easily align things you build on top of the foundation, like if I know that I have a power pole 1 tick away from the center line I can go 10 foundations over and place another that's aligned with the first, same goes with any other machine or anything you can place. It's just like the marks on the floor of the BP designer, but to a lesser degree on the various foundation types.
>>
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>>577272595
>you'll get used to the sprites
>>
>>577310441
that's the one
>>
>>577311080
fair enough I suppose but I still think it's gay to have it be unidirectional
if it were symmetrical I wouldn't mind as much
>>
>>577311946
wdym unidirectional?
>>
>>577313227
only | -- instead of +
>>
>>577313435
Aren't glass foundations like that as well with their support beam being in only one direction instead of being a cross?
>>
>>577313908
yeah and it's lame as shit lol
I still need to unlock glass roofs and see if I can use them as better glass floors
>>
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240 explosive rockets per second.
My goal? A ship that can sustain 960 prometheum science per second. It will have to go fast and plough its way through a lot of asteroids
>>
>>577314253
yeah truly incredible problems
>>
I love how trucks take the ramp and immediately turn 45° to the side to drive exactly one tile away from the paved surface and repeat that at every ramp.
>>
i like captain of industry but i get 15fps and my room turns into an oven.
yes i built my pc in 2016 but its a factory game ffs!
>>
>>577316181
They optimised the game a fair bit in their very recent update, give it a try
>>
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I'm surprised this mod is so popular, this is literally a cheat, it's dirt cheap, consumes almost no fuel, fucking insanely fast even without upgrades and completely obliterates any need in vehicles. I mean it's a fun mod to try, but third place in downloads? I thought people like this game because is supposed to be challenging
>>
>>577316708
K2 is a cheat and it's probably the most popular "overhaul" out there. Before that, it was Bob's.
>>
>>577316708
I think it's so popular because it comes bundled with some other very popular overhaul. Can't remember which one but I think it's SE and I don't know if it's nerfed in there
>>
>>577316802
>probably
more like by far
>>
>>577315101
sorry dude I'll stop posting, god knows we don't want a single thread to end without a 404
>>
>>577316668
im playing it right now and all i have is a starter base
>>
>>577316945
this makes sense. it's also really only a cheat in QoL. i imagine early construction bots are popular as well.
>>
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>>577316708
People like flying
The aircraft mods had a ton of downloads too.
>>
>>577317296
ah yeah the good old "I'm actually saving the thread from dying" card.
nobody is telling you to stop posting but if you act like this every time you don't hear a yasss queen so valid, then maybe take a little break
>>
>>577317539
Looks like that mod has changed hands every time it updated
>>
>>577316708
Yeah good thing the vanilla games doesn't have anything like that.....oh wait
>>
>>577316708
dont look up most popular blueprints...ts literally green science and starting mall
>>
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The wood isn't wooding.
>>
>>577322250
use this
https://foresty-planner-pal.lovable.app/
>>
>>577322359
burn coal like a normal industry
>>
>>577322359
that's neat but what's a chunk in this context?
I assume it's like minecraft where a certain dimension of blocks counts as a chunk but how big?
>>
>>577322749
I think it's the biggest square you can see on the grid when all zoomed out, kinda pointless unless you have endless flatland at your disposal. The number you really care about is the designation amount, that's the actual 4x4 square that you place when you want to plant trees.
To save you some time figuring it out, you need just shy of 1000 designations per boiler you want to sustain,
>>
>>577322678
Thanks but I'm not saying no to infinite fuel
>>
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>>577323037
With some estimation I may be just shy of the space needed to fire the whole plant, which is competing with various productions for wood. More tree required.
I'm also getting a few more harvesters and changing how they're distributed. Before I would just let the whole herd migrate where needed but who knows how much time and fuel is being lost with that policy. Each zone has their own harvesters now.
New policy will free up some trucks too, not that there's much for them to do right now.
>>
>>577315036
thats a chunky ship
>>
>>577324084
Yeah once I've seen the ratio of trees per boiler I switched to designating smaller forestries with around that number of designations each and just a single planter+cutter combo, rather than setting huge area and deciding how many vehicles it needs based on vibes. Works perfectly, and because the actual number of designations needed for a boiler is like 960 or something, if you stay closer to 1000 you have the extra wood you need for construction mats, paper and such.
>>
>>577324249
beacons were a mistake
>>
>>577324543
Vanilla, yes. I like the beacons in Space Exploration where you can only use one or the large beacons in Nullius where you can't have the influence of one overlap with the model of another.
>>
>>577170956
A portion of the iron mine has hit the bottom and the landscaping crew has taken the first steps to backfill the pit.
The backfilling process will closely follow the pace of the iron mining crew to make sure the absolute minimum amount of time is spent filling the hole after the mine is completely exhausted. Some downtime between the iron mine being shut down and new ore coming in will be inevitable and will likely need some extensive resource and energy saving measures to weather the storm.
This site, once filled with rocks and lined with dirt to restore the original ground level, will become the location of the first train station of the island, bringing more iron ore from afar to keep the factory going.
Copper will probably be next to get the same treatment, but both the current and future mines are located on the opposite side of the map and will require their own dedicated train line; coal will follow long after (if at all) but it can take advantage of part of the iron train line.
The factory itself saw the addition of a new glass area, finally decommissioning the old setup which was still using T1 furnaces and glassmakers, while forestries in the distance have been completely reorganised and a new power plant has been built to take advantage of that. More forests will follow.
>>
do people unironically play with carameldansen labs
>>
>>577339763
https://www.youtube.com/watch?v=Q3R3oiM6-6k
>>
>>577339763
Why wouldn't they if they like it? It's a stupid meme but who cares?

Post your science lab song
https://www.youtube.com/watch?v=62ezXENOuIA
>>
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They are developing the flock cameras
>>
>>577341379
TURN DOWN THE MUSIC YOU FRIGGIN BASS HEADS!
>>
>>577331445
Are the aquifer zones on that map really bad enough to need that many rain catchers? That's a lot of wasted space. I thought I had it bad on
>>577342117
needing to build beaucoup ramps
>>
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>>577342335
pic related, my best ramp. still some wasted space.
>>
>>577342335
There's a big one immediately accessible at the start and then another a bit further out. All other ground water sources are blocked by terrain and not accessible until you dig your way to them.
The water deposits start draining faster than they replenish with 4 pumps on them without water-saving edicts that I don't want to waste unity on, so I couldn't possibly satisfy all water needs with just ground water even if I wanted.
But in all honesty this is a habit I picked up from previous versions of the game when rain water collectors didn't cost any maintenance and i just spammed them everywhere because it was literally free water. Now it's not so free anymore but if there's something that's not in short supply on this map is space and the maintenance cost hasn't been that big of a deal.
It's a low effort solution for when I cannot be bothered to set up desalination and all the bullshit it comes with.
>>
>>577343562
Yeah I think you need at least 2 sets of 4 groundwater pumps properly balanced with pipe 2s to keep the bare minimum operating. By this point I have 4+ tap points so water isn't a bottleneck.
>>
>>577342117
palantir stan update: the assembly was not connected to the research lab
>>
Yeah and on Curland both initial deposits are kinda on the same side of the map and distributing water becomes really an inconvenient web of pipes with too little throughput anyway.. Dropping rain catchers is much easier even if it eats a lot of space.
Usually when I start the game I don't even bother with groundwater and I just supply everything with rain. I'm sure this has eaten through a ton of metal in the form of maintenance over the years but eh..it's not like ore is scarce on this map.
>>
>>577345753
meant to quote >>577344015
>>
>>577345753
i have only done the default and this gold mountain one so far so i wouldn't know. Water has been pretty frustrating in my failed attempts.
>>
>Restart Py because I have brain problems
Wow they really crunched tech down, didn't they? Also holy shit Ash Separation doesn't take hours to reach anymore
>>
>>577346282
if you are not tight on space then just drop those motherfuckers everywhere, they cost a bit of maintenance but it's water on demand everywhere with zero power and zero workers.
>>
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>>577347149
I am so retarded that for 3+ attempts I was placing 4 sets of advanced oil distillation plants immediately after researching the tech. Kind of lucked out this run by just being slow.
>>
>>577347772
This extensive waste of time involved tunneling into the center to tap an aquifer in the foreground, failing to notice the easily accessible one marked in the background
>>
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>>577347986
can't attach images to posts, please revoke captain's license (not a ploy to bump the thread)
>>
>>577348170
That's a pile of stone and not a mountain of waste right?
>>
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>>577350193
Stone goes in the water, you can't burn it. Trash goes into cubes
>>
>>577350193
>>577350420 anon is right. Trash is fuel.
Further, exhaust is sulfur, and sulfur is sludge.
And sludge is fuel too. Fuel gas, to be specific.
Waste not want not on this island.
>>
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>>577352616
ignore the proximity of the fecal matter to the food supply
>>
>>577316708
>I thought people like this game because is supposed to be challenging
where did you get that idea
>>
>>577316708
It has momentum which makes it fun. The jetpack suit that was added in space age is boring as fuck just lets you walk trough buildings. It doesn't feel like flying at all.
>>
>>577316708
It's downloaded as a bundle with space exploration, which is the most popular overhaul the game has still, by downloads.
Nobody plays on it on its own
>>
>>577342335
nta but also playing the new Curland rn. I never built many rain collectors, before even when they were free. Now they cost maintenance and I have a dozen, just because the only water source is far off to the right.
>>
>>577352616
The diesel you burn digging up trash isn't recovered from incinerating it after you dig it back up. You either belt it to the ocean or belt it into the incinerator. Stacking mountains just to dig them up later is as wasteful as you can possibly be.



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