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/vg/ - Video Game Generals


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Universal Automation edition
Previous thread: >>577570162

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 1+2, Sprocket, Starbase, Starship EVO, Stationeers, Stormworks: Build and Rescue, TerraTech, Timberborn, Trailmakers

Aerospace
>CHODE - Children of a Dead Earth, Flyout, Kerbal Space Program, Highfleet

Logistics and factory management
>Autonauts, Captain of Industry, Dyson Sphere Program, Factorio, Factory town, FOUNDRY, Infinifactory, Oxygen not Included, Sandustry, Satisfactory, Shapez, Workers and Resources: Soviet Republic

Programming puzzles (or most of Zachtronics/Coincidence)
>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

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 (pyserb)
All IPs are in the pad for security reasons.
>>
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First for being Approximately Up.
>>
>>578196143
>>577413258
>>
I suddenly realized that any factory posted in /egg/ is, in fact, an eggplant.
>>
>>578196405
It's Stormworks, basically.
You build a space ship using blocks. It has co-op ship building which is neat.
You use math blocks and switches and whatever to control the various bits of your ship.
You do various missions like "Deliver this submarine to this planet" and then you make/modify your ship to do it.

You unlock new parts, make your ship better, do new missions, fly to new planets.

It's not going to blow your mind, but if you've a particular itch for stormworks autism, but wished there was more to do beyond picking up random guys floating in the ocean, this is a good game for you.
>>
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>>578196606
>>
>>578196725
Why need a new barebones Stormwanks when Stormwanks is already barebones enough? I guess it doesn't have space, only sea and air. But same difference: Spaceship EVO.
>>
>>578196925
Dunno.
I've not played Starship EVO, so I can't really speak to it. Looks neat though.

As for Stormworks, Stormwork's space and flying physics are kinda ass, and sucks for like an actual sense of progression and missions.
I've always thought it's retarded that Stormworks doesn't have an actual mission system and instead you're just grinding "Go put out this fire" and then "pick up some guy and return him to a medical centre" and that's the extent of Stormwork's challenge.
And even then it's like there's no sense of progression, the game has steam engines, diesel engines, turbine engines, nuclear engines. And you've never any reason to really use anything besides diesel because nothing is ever gated or anything.

Approximately Up, you spend the first few missions with just jet engines that work in atmosphere, then you get a basic thruster to go into space, and so on and so forth. It's nice that it's not Early Access. So, the game is just presumably done and there's no waiting for a big update to fix shit.
>>
I have autism
>>
I am become oilman, fueler of worlds
>>
>>578197741
>nothing is ever gated or anything.
The initial version of the game actually had research, that these days is just locked away behind an optional custom difficulty setting
And honestly, that was the most retarded change they've ever made
Starting with a shitty set of tools, and actively choosing which researches to take with your points from mission rewards actually made the game fun and required you to think
I still remember a pivot and sliding track abomination I made for towing shit on the sea because I thought that winches aren't gonna be that useful
>>
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>>578197741
>It's nice that it's not Early Access. So, the game is just presumably done and there's no waiting for a big update to fix shit.
>>
>>578198140
Yeah, I remember that shit. It was good stuff. Even if you could kinda cheese it by finding those random wooden boxes.
I remember taking one ship through like 10 different iterations as it gradually got larger and more enclosed and I unlocked new stuff to use with it, and that was really neat.

I think with stormworks they went a bit too sandbox with it and basically just gave the game over to "Go make cool shit" which I guess that's neat if that's your autism, but I really need an "Overcome this challenge" myself.

>>578198485
"Presumably" is doing a lot of heavy lifting.
>>
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>>578196606
>>
>>578185018
There must be a way to compute this without bruteforcing every single possibilities, no?
>>
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This is the wrong way to play pY, but I like overbuilding.
>>
>>578199240
>by finding those random wooden boxes
Honestly, with that the meta was to just rush radar since it could detect those and then you'd just swim around until something pinged
And it still was a much better system than lol lmao here's everything
>>
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kinda bothers me when I need to put together a massive amount of belts for just a few assemblers
>>
>>578199620
Load directly intro trains then.
>>
>>578200095
wdym
>>
One of you went to Opensauce.
>>
>>578201771
well?
who opened the sauce?
>>
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>>578199620
>solid fuel from petroleum
>>
>>578199620
>for just a few assemblers
>tier 3 assemblers with like 15 speed modules and beacons
>>
>>578204447
didn't want an additional train for light oil
>>578205020
it's not like I'm going to start scaling before that
>>
>>578204447
jesus how do you even see that the image is hypercompressed
>>
>>578199620
Why are you belting copper wire
>>
>>578206479
so the result is slightly more symetric
>>
>>578206884
You are not being efficient
then complain about the lack of efficiency
that is very ungerman
report to the sturmtruppen at once
>>
>>578199303
the whole video is about doing that
did you not watch it?
>>
>>578207984
chain in rail out
>>
>>578207989
No, I am not going to watch an hour long video about optimizing solar panel placement by a guy who sounds like an indian.
>>
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that's another science production pack component
4 more to go (out of 9)
>>
>>578209002
printing brains? What about your brain printing animals with the infinite brain turd? Or is that too far ahead?
>>
>>578209145
I have no idea which turd is that
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>>578209361
There's a turd for scrondrix that basically prints brains for free
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>>578209790
like this is what you need for 96/s with that
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>>578209790
The scrondrix setup is an unholy overcompressed mess that cannot be expanded or changed or improved in any way without deleting the entire thing or making a second one, so I ain't touching that until I actually need brains (when research is online again)
And also the process is short on pineal glands for chitosan, so I might not want to choose that turd anyway since it quarters the pineal gland output.
>>
>>578210151
I mean I'm not there in any way shape or form they're shilling the pineal tradeoff for brains BIG time in the pyscord
>>
>>578210296
but who gives a shit about shitcord faggots
>>
>>578210470
I trust someone who has absolutely no life but lives and breathes pyanodon when it comes to this kind of content
>>
>>578210636
not if they're too busy diddling children to play games
>>
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>build a godawful steam power grid
>all factorie lose power due to not enough coal in the engines and my own retardation
>have to tear down the whole thing and rebuild it while my factorie stays idle
>>
>>578210756
If their hobby is py I don't think they'll even have time to do that
>>
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>>578196925
>Spaceship: Evo
>Release date 2020
>Still in Early Access
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>>578212352
turns out that 4MBx2 is just not enough to post the average pY gameplay
>>
We got logistics boys! Took us 6 and a half hours but things are beginning to look up!
>>
>>578198051
*hate
>>
>>578212046
Hay be careful or the frog will make a video about how he's getting cyber bullied.
>>
>>578212352
>>578212569
>a fucking lack of water creating a domino effect
why yes, these horrors are completely manmade and virtually within comprehension, why do you ask
>>
>>578209002
>21 UPS
>>
>>578216939
we do not talk about the ups problem.
>>
>>578209145
>>578209361
>>578209790
>infinite brain turd
wtf are you freaks talking about?
>>
>>578212352
I don't understand it, but I'm impressed how big the base is
>>
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TOTAL
UPS
DEATH
>>
>>578217412
Technically speaking the *true* infinite brain turd is the xeno hivemind meme turd that gives you x666% prod
you can automate recursive blueprints to cancel the action and still get the full amount of the rendering of the xeno because of the joke number before it gets finished, reliably

but that's just like, cheap and shit
>>
>>578217551
>Taiwan
i puffed a bit of air out my nose at that one
>>
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>>578217858
Making them in space seemed the most logical.
>>
>>578217551
you have too many ships
better build a few big ones instead
>>
>>578217334
what CPU is it running on
>>
>try Sandustry
>plethora of logic blocks to unlock and use
>never once touch it in a playthrough (of what is available)
has potential but I want a reason to go full 'tism
>>
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>>578218851
Sure I didn't have to worry too much about UPS up until now so I made a lot of small ships to more efficiently transport gleba science. I will decommission them as I go and replace them with this design which can hold 200k bottles. One or two of each should be sufficient to keep a stable supply.
Speaking of Gleba is next. Can't wait to visit it again.
>>
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>Known for ages that single cabins in Timberborn can be used as earlygame vertical power shafts
>Only NOW occurred to me, dozens of hours later, that you can use them as ultra-cheap walkways/scaffolding before platforms too
Am I retarded?
>>
>>578197741
>>578198140
>progression and missions.
Biggest problem with Stormworks by far.
Geometa as a developer is apparently completely uninterested or incapable of putting satisfying gameplay and progression into their software. They are the ultimate exanple of coding autism where they have an idea they want to explore and can do it but don't know how to wrap actual gameplay around it.

It's a shame because while the physics in the game is far from perfect, overall it's an incredible foundation for what should be the best of the best of this kind of game. It's very versatile, you can make really cool shit, and there are honestly a pretty good variety of missions at this point but the only progression mechanic is just make money, buy new bases. You should be able to build up certain types of reputation to unlock "certifications" or something that make particular mission types available, there should be dealers that sell good vehicles to use as starting points for different things so you don't have to start from scratch or rely on jabky outdated workshop builds, there should be a way to trigger the enemy faction partway through a campaign so it's not all or nothing, and for that matter to adjust career save settings partway through instead of eeding to start over.

They never solved issues with certain types of physics clang that make leaving multiple vehicles out in the world realistically possible - it's only a matter of time before something clips into the ground and permanently ruins your shit. You're expected to despawn/respawn things at a bench every time which sucks. You can in theory have custom bases but the same issue applies there.

Overall there's just a lack of satisfying long term progression and that's the biggest problem with it. I put 400 hours into to a really nice SAR boat and then grinding out the money and uranium to actually spawn it means that you'll likely never get there without some save breaking bug happening.
>>
>>578223050
>folktail
Booooo
>>
>>578209002
>1500 hours
gog damn
how long have you been playing that save?
>>
>>578212352
oh wait is this the pyserb save
i can see my oilsand and kicalk builds
>>
>>578217412
pyanodons has certain researches where you can pick one of three upgrades themed around a certain production tree that do things like making buildings better, changing recipes to be more efficient or to have useful byproducts. These upgrades are called "T.U.R.Ds" for some reason
>>
>>578227610
because the people in charge found it funny at one point
>>
>>578195832
Could someone reply to my old post? Thread died!
>>578207984
>>
>>578229501
theres a million youtube videos on this topic.
>>
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>>578229501
Are you making two separate tracks or trying to have multiple trains share a track? Sharing a track is hard to explain but you basically need to put signals on both sides of the track and have areas where the opposing train can bypass the other one on the track.

Otherwise with a double track system just place rail signals in the direction you want your trains to go, not on both.
>>
>>578229501
You can use rail signals (That you can build at the sides of the train rails) to divide the path the trains take into blocks, if the train sees that another train is in the next block it will stop at the signal. What you do is you put a bunch of these on the path the train will take, that way the train will stop at the signal if there's a train at the next block and they'll stop crashing.
As far as the centralized train station, the most simple thing you can do is making a station for every different resource, and making sure the trains don't block each other.
There are a lot of tutorials out there if you want someone else to tell you how to use trains, but it's totally doable to experiment and do your own thing. Just expect some hiccups along the way.
>>
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>>578229561
Evil anon
>>
>>578229501
One could write an entire series of essays on explaining all train mechanics in Factorio.

With signals, the very basic thing you need to understand that placing signals on the track divides it into so-called blocks in-between the signals. The signals will only allow 1 train per block, in other words the entrance signals of a block will turn red if the block has a train in it.
>>
>>578229501
I have four words for you:
CHAIN IN
RAIL OUT
>>
>>578229501
>>578231810
legit just ask chat gpt
>>
>>578229501
Just drive all trains manually.
>>
>>578229501
Just pick up the ores yourself and carry them
>>
>>578210002
are you making bones?
>>
>>578230403
Same track, will try using those sig als.
>>578231257
Yeah, figured it would be easier to have one for each resource, too much trouble making a centralized sorting system.
>>
>>578244430
Bi- directional signals need to be opposite of eachother on the track. In game I think it will show a white square where the other should go?
>>
>>578229501
post some fucking screenshots you worthless beggar
>>
I'm about to start modding factorio, would these be a good start? Or just start with the Any planet mod? I'm kinda sick of nauvius
>>
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Fungmaxing. I love the fungus and it very much loves me back. It may also effectively be the single item holding up my entire base... still...
>>
>>578245883
Aren't all the planet mods kind of shit?
>>
>>578246406
There's a few good ones, but none of them are anywhere near the quality of the normal planets. Maraxis is probably the highest quality (lol) one but I hated it due to the forced quality mixing.
>>
>>578222093
Which planet rendering mod is that?
>>
>>578243165
the bones are coming out
>>
>>578246857
>There's a few good ones
X: Doubt
>>
Why some people say bots are bad for Fulgora? It feels like the perfect planet for them with free power, lack of space before foundations to build proper belts, and because of the quality you get a huge array of items that would take several belts to sort.

What am I missing?
>>
>>578251750
>bad for Fulgora?
I don't think anybody says that seriously. Maybe you're thinking of people talking about Aquilo. Fulgora is the bot planet and even has bot tech behind it.
>>
>>578251750
>some people
It's one guy being a silly little goopher.
>>
>>578251750
They're not. Its just that some "people" are insecure and think using bots at all is bad.
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>>578251750
>>
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>>578251993
>>578252429
>>578252556
>>578252864
Ah, okay, I see how it is now. It's my first time there and I thought I was missing something when I glimpsed these comments in the threads.
>>
>>578252967
That being said, not using logistic bots at all on Fulgora and Gleba is a good challenge.
>>
>>578253106
It is, it's a personal achievement that requires a lot more planning than just requester in passive chest into storage out, but it requires much more careful planning
>>
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this has to be bait right
no one seriously thinks drawing a line between things is challenging right
you don't even have to make it not touch or cross other lines
>>
>>578253106
>no one seriously thinks drawing a line between things is challenging right
Isn't that how, literally, most challenges are done?
>>
>>578226162
it's the server I think so it runs non-stop
>>
>>578229501
if you don't want to learn signaling, just use elevated rails and you can ignore the chain signal
>>
>>578251750
they are fine if you don't plan to build big, but it just makes the game less fun, and we all want people to have fun with our favorite game
>>578252429
we are many and smart
>>
>>578257336
no it doesn't, it only counts up when someone is online
>>
>>578252864
UPS goals
>>
>>578257832
makes sense, I guess there's lots of people fucking around without doing anything, so the playtime is understandable
I remember that forum post where a japanese guy let his server running continuously for a few years and had his tick counter overflow
>>
>>578245883
personally, I think that the best factorio mods aren't really compatible with space age. It's a complete overhaul, and it doesn't really work well with other overhauls - it gives you everything, so it's hard for a mod to do more without toning down some of the rewards of other planets (which players REALLY hate, to an irrational degree).
>>
>>578257762
>you're having fun wrong, you should have fun right, like I do
>>
>>578259539
I personally can't wait for some china autist to add other solar systems and interstellar travel
>>
Why can't I use a requester chest to request a chest to have 50 items of each quality by choosing the ≥"." and instead have to manually filter each type by quality
>>
>>578259789
they are not having fun by using bots
>>
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>>578260273
I am enjoying using bots you bitch ass nigga
>>
>>578259820
already in SEx
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I was designing this system for voiding coal and realized I could just burn it directly
>>
>>578261503
I have a big set of these (72 each of burner turbines and burner inserters) around my core fragment processing (enough to void a blue belt), but I'm pretty sure I should rebuild it with signal transmitters instead of radars for UPS purposes.
>>
>>578261503
Is it all from core mining? I'm assuming you already switched from regular oil refining to coal based.
>>
>>578263026
I find it weird burner turbined cannot be rotated
>>
>>578263026
why not just use recyclers
there's a standalone mod
>>
>>578264170
because instead I have these kinds of solutions, which I find fun. Also, recyclers are definitely not intended and will almost certainly break things (especially with how you get some super advanced tech early for fun).
I actually installed flare stacks for the electric incinerators, but I have the caveat that I can only use them for landfill
>>
>>578264009
yeah, it's from core mining
I did not switch to coal based refining, but I will soon
still need a way to void each item when needed for those rare situations
>>
>Factorio isnt hard it will be fun
Meanwhile: https://www.youtube.com/watch?v=CDzJ1_p3uVg
>>
>>578266649
autism optional, instead of building perfect you can just build more
>>
>>578266649
I've never understood why fags make such a big deal on having the perfect ratio. Like don't they have laser turrets?
I've never understood the obsession with mixing the accumulators and panels either.
>>
>>578267021
You can do X. You can even build more of X. But can you do X better?
For exactly same reason we get 2nm transistor nodes instead of having bulky computers becoming even bulkier
>>
>>578267206
ngl if I could buy a bulky GPU that won't fit in any box, I'd take it over the current prices
>>
>>578251750
bots are bad for any sustained production
>>
>>578251750
Nothing bad per SE but you are optimizing the fun out of it.
My personal recommendation is the sushi option, just dump everything on a belt that gets constantly voided and have inserters pick what you need from it. You can even use this option to build a proper bus if you feel so inclined
>>
>>578266649
I'll never use this but damn what a well made video
>>
>>578267206
Your analogy isn't quite right because signals traveling at ~1/3 c limits the size and/or clock rate of a processor. Smaller fabrication achieves something that bigger doesn't.
>>
>>578265109
is there really no good way of getting rid of landfill? besides dropping artillery on a warehouse full of it, of course
>>
>>578270282
nta, I don't remember having excess material issues in SE. I think it just comes from over-using core drills instead of mining normally.
>>
>>578270282
iirc you can launch them from an item cannon and not select a proper landing spot
>>
>>578267206
My post had nothing to do with size. Tight packing would actually be a lot easier if you didn't have to fit everything into a single tileable design.
>>
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>>578266649
I love unhinged players, the guy had the time of his life on this project
>>578267021
I think here it's mainly curiosity and the love of optimization. Having laser turrets doesn't change the solar ratio and mixing the accumulators and panels looks better on mapview
>>
>>578270282
I just had alarms hooked up to warehouses beforehand.
I'm also playing on 10x, and a lot of the extraplanetary materials shit out sand and stone as a byproduct. I was always going to produce more than I used before bio (which was the last science I was doing for many reasons), so I wanted a solution that would work for the research I would need to do before that.
My vita planet has huge stone reserves anyways, which is one of my complaints of SE. You need to deal with it before you get an actual consumer, and once you get an actual consumer it's so cheap to get that it's not worth retrofitting in the logistics.
>>
>>578271505
What you actually want is enough average generation to match your overall average usage, and enough accumulators to get you through the night.
The solar ratio only meets those criteria if your usage is perfectly flat, which it never is. People just get away with it because they overbuild.
>>
>>578268476
Sushi feels even more lazy and optimizing the fun out of it, little to no input besides making a counter to void items when too many of them and just ignoring all the puzzle aspects, no different than bots.
>>
>>578272360
It's not overbuilt if it meets your worst power draw scenario.
>>
>>578267021
>I've never understood the obsession with mixing the accumulators and panels either.
Really? It's very easy to understand. Whenever you build more solar, you need both. Having them in the same BP and in correct numbers is the easiest because you only ever build more of that one thing rather than always building them separately and as such also needing to keep track of the numbers.
>>
>>578206479
also, look closer, 1 belt stays 1 belt.. moot point to cry over.
>>
>>578273849
why would I keep track of the numbers? If my accumulators don't refill during the day then build more panels. If they run dry at night then build more accumulators.
>>
>>578212569
why not cook it down from coke and limestone? did they change it?
>>
>>578274230
Right, but if you build with the correct ratio you never have those problems in the first place, and your entire solution is to build with the wrong ratio and then to correct it when it bites you in the ass. Just build the correct ratio in the first place.
>>
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Tapped the second vein and futureproofed it for stack inserters, now I have 7 green belts running at all times and I can finally make use of the upcycler blueprint and build the base for good
>>
>>578274230
also, if the batteries drain to fast, build more batteries for more buffer.
>>
>>578270047
Just send more signals.
>>
>>578274663
Also this is fucked up
I just looked at my old fulgora save from my first save and I never even bothered with stack inserters
I have 19K scrap processed/minute
I'm doing 25K right now with just this setup
fucked up
>>
>>578274349
because it's an accessory process and you may as well turn the shells into lime
>>
anyone tried this?
https://store.steampowered.com/app/4000770/Swarmdustry/
>>
>>578277437
No but I might give it a shot it looks rather interesting
>>
>>578277064
well yeah, but just priority input the shell byproduct... always leave room in the requesting station to dump in the extra, but pull from the stable supply of coke/limestone sourced when low.
why else would there be so many combinations to the same product? duh.
>>
Just a list
>>
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This game is gorgeous
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>>578289869
yeah it is pretty nice
>>
>>578289869
it's a shame most of the graphics are obscured in alt mode
>>
>>578293517
every once in a while you should turn off the HUD entirely and just walk around your factory for a few minutes, it's like a cigarette break
>>
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The peak power draw on this motherfucker is almost enough to match the entire rest of my base put together. Good thing I built that nuclear power plant.
>>
>>578289869
Too bad all the trees start to die after like 2 hours of playtime.
>>
>>578298245
you can just plant them again!
>>
>>578289869
if you are new, and are planning to take out that nest from your car, be aware that if you crash into a rock it is game over. avoid the rocks at all costs.
I fucking HATE rocks
>>
>>578298584
Yeah don't sweat it pal
>>
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>>578294180
It's Ctrl-Shift-F4 if anons want to try
>>
so, given the recent changes in fluid system, can i run a single pipe of steam from tanks to supply like a hundred turbines without exhausting the flow?
>>
>>578301162
yeah
>>
>>578301216
damn that's sick
>>
>>578301162
It's limited only by input and output. So for example you can use a hundred pumps to pump 120,000 units per second through a single pipe.
>>
>>578298416
But then you have ugly cranes everywhere!
>>
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>>578249479
Visible Planets and "HD planets"

The 1000/s fulgora build, I forgot to add lamps halway through
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>>578304526
why is bro making batteries on the free battery planet
>>
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>>578306561
The spreadsheet tells me I won't have enough. It tells me I would have had to sort through 81 belts of recycler output to get enough batteries, almost double what I have here. That is assuming I'm not completely retarded and made a mistake in my math
>>
>>578307314
bro is making an excel and calculating until the 10th decimal
>>
>>578307496
>10th decimal
The most he done is calculate to the 2nd significant figure but mostly went just to the first sig fig. Just sayin, retard.
>>
I'm watching this guy speed run and his using the same pipe for advanced oil processing? How does that work?
>>
>>578308082
>767,1471892958etcetcetc
>>
>>578308258
It should work automatically as long as you have pumps emptying the pipe and enough storage space.
The refinery makes petroleum gas and the gas gets piped out. Eventually it stops running because it backs up on light?heavy and the pipe dries up. Once empty, one of the other fluids can come out and so on
>>
>>578308258
Filtered pumps slurp everything out of pipe, make room for next fluid which then gets slurped again. The refineries themselves have buffers in them. You can even feed with sushi pipes too, but it's a little more complicated.
>>
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>>578307496
It's a spreadsheet I made for the fulgora only run. I just repurposed it for this part of my factory, it defaults to the 10th decimal and I cba to clean it up for a quick job
>>
>>578309319
that's pretty cut-
>regular ass labs
what in the everloving name of god are you fucking doing
>>
>>578309826
nta, but
>It's a spreadsheet I made for the fulgora only run
>>
>>578265109
Played SE on x100, never had particular issue with landfill. What specifically are you turning into landfill? Landfill on its own isn't really a byproduct. Your waste management must be bad somewhere and you came up with landfill as a cheap solution, eh?
>>
>>578309917
THE LABS
WHY ISN'T HE USING BIOLABS
>>
>>578304250
You can plant them manually
>>
>>578310426
biolabs are locked to nauvis doofus
>>
>>578310426
read you neanderthal
>>
>>578310226
Iridium and holmium iirc.
Once I get vita going i'll have the sink, but before then my stone usage was genuinely too low.
>>
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>>578277437
I'll check back on it in a number of years
>>
>>578310563
>>578310502
>fulgora only
oh
>>
Every planet should have had its own lab. Some electrolabs for fulgora that get increased productivity when struck by lightning, forge labs on vulcanus that need a constant supply of lava/molten iron, gleba gets biolabs but with eggrafts, Aquillo idk
>>
>>578277437
this just looks like a factorio mod
>>
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>>578310226
people will build rockets on each fucking planet in rebellion of just building a sand rocket back to main planet... i really dont get it.
its the same fucking shit in py.
>im not going to waste the time to deal with the *trimmings*
>builds another whole ass build for each fucking thing instead of gathering the *trimmings*
its like watching a gaggle of fucking vtubers collectively build a factory.
>>
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>>578277437
lole
>>
>>578299390
hello newfren
>>
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>>578277437
Mfw the big fucking bugs
>>
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>>578304526
>>578309319
>>
>>578309319
I see no bots on the bot planet
0/10
>>
>>578313473
>>578310927
Ofc vita is the biggest sink to the point I looked specifically for a planet that had plenty of vita, water and stone (which was ridiculously rare!) and sending infinite amounts of sand surely helped but the easiest sand sink you can do is to send it to your main base to make glass and prioritize it. You can also make it without prod modules, it will effectively void all the sand you get. Same way to void stone, crushing it with assemblers without prod
>>
It's almost the weekend and I'll be able to play lots of Factorio :) We made it
>>
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Brothers...
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>>578327876
>>
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Eh, yeah sure, whatever.
Should be 400 spm and more than enough rocket fuel.

Not sure how I feel like about the challenging pack logistics mod. Vulcanus has its stack size reduced to ~15% to 30 per stack instead of 200, fulgoran science needs to be "charged" in space in an EM plant and doesn't allow efficiency modules, gleba already does its own thing and cryo spoils in 10 minutes and needs to be refreshed and kept cold with cold flouroketone and ice (you get the hot back in full so it's lossless and can be done on the planet easily) so my actual SPM is gonna be much lower until I actually make the thing
still, I don't mind it overall, I just have to build another platform for it specifically like space science
at the moment I kludged an abomination orbiting vulcanus with some extra solar panels to have it processed and I'm sending it platform2platform anyway so it's not an issue
>>
>40mins
>already page 10
have all gachas gotten an update today or what?
>>
>>57833633
Slow day today.
I stole all my cities medical supplies to pay for copper ore because my patch ran dry.
I'm debating if using a train is even worth it vs running two belts to a far node. I should really redesign my entire base to be more scalable and switch to bigger trains but I'm lazy.
>>
>>578336338
Im tired of my x100 run and our community based SE and PY runs dieded
Also fuck this nigger captcha its not even fun one to solve with the boxes, triangles and sticks
>>
>>578277437
>can't make bugs
>not enough METAL PLATES
>>
>>578277437
looks horrid.
>>
>>578313569
actually fucking delusional, what were they thinking?
>>
>>578340138
Bugs cost extra
>>
>>578277437
Is there something different they are trying to do, or is it actually just a Factorio clone? At least shapez, mindustry, satisfactory, etc. all had something unique about them
>>
>>578341524
Is there any value in being unique when people just want more Factorio?
>>
>>578341524
Not really. The belts are just replaced with dudes that carry items. Once fully saturated it's functionally the same as a belt. Similar to oddsparks actually.
>>
>>578342214
Someone just needs to make factorio+RTS. You use your factory producing robots to go conquer planets or some shit.
Hell, this game could have done that with your swarm conquering cities or something beyond building a bigger factory.
>>
>>578342405
It was attempted several times, Mindustry is the only one where it somewhat worked out. Don't think anyone else will touch that combo after what Industrial Annihilation showed, and Desynced dropped RTS focus almost entirely. The mechanics just don't go well together.
>>
>>578343186
Ask Claude to make it work better
>>
>>578343186
>Industrial Annihilation
oh lol I forgot that was even a thing, and looking at the steam page it looks like the devs did as well. Not surprised considering how Planetary Annihilation was
>>
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>>578345995
your fences still trigger me
>>
>>578345995
I have zero interest in playing that game but that does look cool well done
>>
>>578195832
In factorio, is there any way to automate upgrades in my base?

Like having the bots replace all asemblers with the newest version, or replace all steel crates with passive provider chests?
>>
God this thread is dead. I know for sure you people don't go out on Friday nights, so what gives?
>>578350415
Yeah, upgrade planners do exactly that.
>>
>>578352964
What is the best way to set up my bot network? Can I just place bots on a port and let it self distribute through all ports?

And what about the provider chests and storage chests? Should I spread those out everywhere or have centralized locations full of them?
>>
>>578353646
Most common way at the scale of bases you'll be at is to make your entire base one single zone with a grid of roboborts to get 100% coverage of the construction zone (the orange area). Your bots will automatically distribute themselves as needed with that setup. You mostly only need provider and storage chest for your construction materials, and it's often easier to have a central area where all those are made/stored (this is what people call a "mall").
Far-off mineral patches and high throughput logistic bot strategies sometimes require fancier setups, but you'll get there when you get there.
>>
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>>578352964
I'm "busy" playing factorio. Just finished planning and laying out some basic molten glass production to prep for some simple circuit board automation.
Next move in getting tar processing back up for creosote for the same process.
I'd also like to switch my copper to cadaveric arum too, but I haven't the foggest on what to do with the residual gas past either praying I burn enough in glassworks or just dumping it periodically.
>>
>>578347057
Can't say I super love 'em either, but I don't think the game allows for any better alternatives, there just aren't any other objects you can build with thin bars like that. Leaving them off entirely looks worse, everything just looks unfinished like that.

>>578347115
To each his own, but I'm glad you think it looks cool.

>>578353646
>Can I just place bots on a port and let it self distribute through all ports?
Yes, that's how it's done usually. The roboports also provide some circuit network signals that tell you how many robots are in the network and how many are busy, for each type. It's also quite common to use those signals so you only add more bots when the number available drops under some threshold (so the network is busy) and to limit the total number of bots to some value you like so you don't end up overfilling the network. You really don't need to think about distribution at all, it will all happen naturally and dynamically, based on which part of the network is busy.
>>
>>578359532
What's wrong with railings only one high?
>>
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>>578359791
I use them for stairs, walkways, as "safety railing" on elevated platforms or at the water's edge and so on, but they're not tall enough to look like a fence intended for a larger industrial area and they don't really stack well, since the bottom part is clearly meant to go into the ground and looks bad if you put it on top of another railing.
>>
So is SE development dead? Feels like he's never gonna release the big update, and it's not even 1.0 yet
>>
>>578363972
just join the discord and ask bro
>>
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https://www.youtube.com/watch?v=n9-5G4bS0X4
New "How it's made" video for the /svgg/ crowd
>>
>>578308653
>>578309083
Is this the meta now? No more pipe weaving?
>>
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>spend two days working out the perfect placement layout for the construction/vehicle/lab parts + maintenance + electronics factory setup for CoI
>haven't touched CoI once the whole time
I guess wrangling Graphviz into working with me is apparently "fun" for me. Same goes for the spreadsheet autism.
…I think I need an intervention.

>why use orthogonal arrows?
They resemble the conveyor paths, makes it easier to eyeball how everything's gonna look when finished.
>>
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I will still make dumb pipe nonsense just for the love of the game.
>>
>>578345995
Sharp corners on roads bug me a lot but it is much easier than trying to get bespoke gradual curves to align.
Hiding the ugly under ramp is also a bit tricky.
>>
>>578371227
Yeah, I just made a few pieces that would get me wherever I want to go, basically 45 deg turns, 90 deg corners, straights and ramps. I don't have the patience to try to make super smooth turns, plus I don't think you could really do it for the ramps anyway, since you only have 3 fixed inclines. Maybe you can do some glitchy shit with beams and then snap regular foundations to them to get intermediate angles? I don't know whether that's possible, haven't tried that.
>>
>>578372927
Yeah you can't both ramp and turn because of clipping on the ramps.
I have a plan to do a desert start full random playthrough where I truck everything, and I was going to cope by just building it as elevated highway with road access at fixed level.

And then I can blueprint fancy road segments and disguise the fact that it's just a big cope.
>>
Factorio bros is there a good way to automate promethium science pack production? Especially in such a way that the biter eggs don't hatch? Or am I just supposed to build robust enough infrastructure where my based and space platforms can handle 500 biters?
>>
>>578375135
yeah so
here is the trick
be faster
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>>578375135
Read how long the crafting times are on your assembles and then time how long it takes belt you're scooping prometheium. Then take the biter hatch timer and do the math to find out how much science you can craft before that timer runs out. Using that number you can load exactly that many biter eggs into your ship so they never hatch because they all get turned into science.


.....


Or use belt weaving to bring six trillion rocks to Nauvis orbit with zero risk.
>>
>>578375926
I don't think you understood what I meant. The speed of processing biter eggs isn't an issue. The issue is that in an automated system, some will inevitably be left over and hatch. Or at least I haven't been able to automate it in such a way that none will hatch even without human intervention. If I automate my hauler leaving, it will have some biter eggs in its inventory. Likewise, rockets, if they have nowhere to send biter eggs risk having them hatch
>>
>>578376256
>Or use belt weaving to bring six trillion rocks to Nauvis orbit with zero risk
That's what I did. I built automatic haulers. All I need to do is press a button, and the hauler will bring back 200k asteroid chunks. But I've been sending in the biter eggs manually, and with so many automated haulers, it's becoming a chore. I would like to automate the entire process, so that my automated haulers bring back promethium, request biter eggs, have them automatically delivered, and once all the promethium has been processed, they go get more promethium. The problem with 100% automated process is that the left over biter eggs will hatch

Actually maybe I could try automating it so that they will go back for more promethium before they've processed all of it. That way most leftover eggs will be used up making science packs
>>
>>578376432
>The issue is that in an automated system, some will inevitably be left over and hatch.
BE
FASTER
>>
>>578377174
Are you suggesting that my ship should reach solar system edge before they hatch? Depending on the eggs freshness, that might work too. I might need to try that too
>>
>>578376896
>with 100% automated process is that the left over biter eggs will hatch
throw them into space as soon as there are no more promethium chunks
>>
>>578377412
Yes?
>>
>>578345995
How good is the vehicle rework, are they actually useful now?
>>
>>578377587
it is shartisfaeces, what do you expect?
>>
>>578376432
no
>>
>>578377529
In hindsight, I guess that is the obvious solution. I will have to add a few things, but it's not that difficult. And if I automate the leaving process, they won't be wasting eggs

I've also been thinking about the eggs in the cryo plants. Turrets can kill them, but I'd prefer a clean solution. Maybe I can set the recipe based on circuit network so that they will only accept eggs when there's promethium to process
>>
>>578378447
>I've also been thinking about the eggs in the cryo plants.

Changing the recipe with circuits makes it so you can pull resources out of machines. So when you're out of rocks just have it switch the recipe while inserters grab any leftover eggs and toss them out with the rest.
>>
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Has anyone made a working air conditioner in stormwanks that doesn't use like 20 cryo-coolers? This heat is giving me swamp-ass
>>
is it worth using the casting recipe for steel in SE?
asks for a lot of coal
>>
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>Mom can we research logistics...
>No son we have logistics at home
>>
>>578382538
unfathomably worth, one of the single best upgrades you can build.
Pyroflux glass is meh though, I recommend skipping it.
>>
>>578383295
how so? by my calculations, it's almost like replacing some of the iron ore with the same amount of coal (assuming you pyroflux for the plates, of course)
however, I feel like coal is more valuable and rare
am I wrong?
>>
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>>578383712
depends on the modules you're using, but module-less pyroflux is insanely better.
Even with prod3 (what I built my base around), it's significantly better.
I also disagree that coal is more valuable and rare, but that really depends on how your base is structured and what patches you have near - it may be more rare and valuable for you.
>>
>>578384657
I mean like if you compare ore->molten->iron ingot->steel, with ore->molten->steel ingot
maybe I'll switch if I find a nice coal planet
>>
>>578385018
ok yeah, that's a bit different. with prod3, it ends up being almost the same amount of raw ore (coal shifted to iron), but it does use more pyroflux. If you've got a vulcanite planet up and running and aren't running on core mining pyroflux, then it's pretty reasonable to use that if coal is a bottleneck to you.
Out of curiosity, what is eating all your coal? I assume if you have a vulcanite planet online, you should have kovarex unlocked and can move to nuclear (even though uranium patches are super sparse on nauvis, one with kovarex is enough for a huge amount of power), so I'm assuming it's not power. Did you just get screwed on coal patches in your perimeter?
>>
>>578385459
yeah, my coal patches suck and the coal planets (which I did not visit yet) are kinda bad too
almost entirely using coal for plastic, which I use lots of for rocket parts and chips. mostly scared I could run out and then be starved for steel, tho I also have core mining set up
>>
I have this urge to restart my entire game every time my base gets too ugly, its terrible. How do I overcome this? I've yet to made to space bc of this
>>
>>578386480
Realize it's good enough
>>
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>>578312469
I'll build on this. This would be more fun to me if you had to research all non-infinite planet-specific technologies with them, to force the player to actually interact with them.
>want the mech armor
>Must redirect all science to the fulgolabs
>want stack inserters
>must redirect all science to the glebalabs
Each lab has 3 module slots and focus on its planet module unlock :
Fulgolabs look like big recyclers, they outputs quality scrap by default, even more if you put the 3 quality modules.
Glebalabs look like biolabs but even more organic, they have 50% productivity but require nutrients and emit crazy amount of spores so you need solid walls.
Vulcalabs look like big foundries, they are faster the hotter they run, so you have to put them next to lava and other machines.
And then for infinite technologies you must build the usual Nauvis biolabs, that require the biter resources as well as all other labs to craft. And they have the same quality and drawbacks as the other 3.
>>
>>578386480
perfect is the enemy of good
>>
>>578387082
only one that's reasonable is the gleblab.
>>
>>578342405
Sounds incredibly cursed, reminds me of that starcraft 2 mission where you have to defend with bunkers and go rescue people on the other side of the map.
>>
>>578387212
Why? Please iterate on your own, I'm interested
>>
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>>578365093
You said it was a speedrun right? I assume it was more of a time saving measure than anything. Doing it this way limit the speed at which the refinery could work so I guess it's more dependent on what your goal is. I mostly stuck to basic refining in my build to limit the number of machines running.
>>578386480
Call it your starter base and rebuild another one but bigger. Just know it will end up looking just as messy in the end.
>>578387082
nta but I don't really like the idea of different labs for each planet being required as it's one more set of restrictions that don't feel all that necessary nor interesting. I mean what's the result? You having to set up science production on each planet?
Personally I wouldn't mind but I can imagine that would be a dealbreaker for many people who feel like they're doing the same thing over and over. Either that or you ship the other science packs, which is hardly a big logistical challenge to begin with. So that means you've added a restriction for no real tangible gameplay benefit.
I could understand with biolabs being locked to nauvis as it does give you the choice of either vulcanus or nauvis as your main research hub but the choice is only there because of how broken vulcanus is.
However I am not against the idea of different labs per se. I think one way of doing it is to make their use much more complicated and thus make it a meaningful choice. Currently using biolabs isn't any more difficult than a regular lab. If each special lab had its own drawback then I could see it being a meaningful choice, as long as the balance is there of course.
Another solution would be to give some sort of bonus when they do a research with their respective science packs, like extra productivity or faster speed. Do you want to go through the trouble of setting up labs on every planet if it means you can get 100% more productivity on each research? That could be the play.
>>
>>578387951
because they don't "do" anything interesting and they just feel like they exist because they have to.
I'd rather work with extra processing steps towards the science. At least the biolab makes sense in the sense that it creates more spores and is an active threat like the biolab.
>>
Early testing with the promethium hauler automation suggests that everything is working as intended. However, the biter eggs down in Nauvis rocket launch pad hatch if there are no platforms in orbit to receive them. Is there a good way to manage this? I'm thinking that if the belt leading to my rockets gets backed up, it should flush the system and feed all eggs to an incenerator. I mean this would be easy enough to brute force with turrets, but I'd prefer a clean solution

>>578381036
Just did this, works perfect

>>578386480
I suppose you could just redesign parts of your factory if it really bothers you that much
>>
>>578386480
it's fine
push through and once you get bots you can easily start moving things around
>>
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>>578389401
The "solution" I've found is to just ship an excess on my prometheum splatform and let it throw them overboard. With two platforms and a round trip taking at most 20 minutes there is minimal risk of hatching. A belt on the splatform leads to inserters chucking them overboard and that belt gets locked when it detects the prometheum stockpile is getting low.
The build itself isn't perfect as some eggs get stuck in the balancers but it's only a few hre and there.
>>
>>578389795
>belting eggs
>belting eggs with a 1H timer on a 20 minute trip and they still manage to hatch
I see your problem
>>
>>578390062
Regular quality biters hatch in 30 mins not one hour. But yeah the belting is a bit scuffed and backs up when both platforms are out.
>>
>>578390243
just use bots
I was gonna say just recycle them into higher quality eggs but you can't actually use those uncommmon to legendary eggs in science
>>
>>578389795
Yeah, it will eventually fix itself as I build more promethium platforms, so the eggs will always how somewhere they get shipped to. But I was thinking of a failsafe just in case. Do circuit networks have timers? I know I can build a workaround, but I was just wondering if there's an easier way
>>
>>578390372
You can build a clock sure.
>>578390341
I am allergic to bots.
>>
>>578309319
Holy fuck that's the biggest island I've ever seen
>>
>>578386480
>blue bottles
You will need to build separate furnace arrays, chip assemblies etc. just for prod and utility SPs because they are really resource and space hungry. You can fit red, green, blue and grey packs' assembly lines into a space of a single Utility SP line
>>
>>578341524
it is a complete factorio clone down to the same materials used so it doesnt even make sense. you feed your bugs stone and steel.
the only real difference is that nearly everything is drones
>>
>>578390448
>I am allergic to bots.
that sounds awful, I hope you get better
>>
>>578390448
>clock sure
https://www.youtube.com/watch?v=XHe2Mbci5YI
>>
>Bug with a program I use at work
>The support gave me a stack overflow link
>The answer is a reddit link
>Reddit forces me to login (I don't have an account and I wouldn't want to use it at work anyway if I had one)
>The fucking asshole who made the post tagged it as 18+ for some reason
>ID check (I'm not doing that)
Good fucking god is this what modern day troubleshooting is like? I fucking hate it. Why do we even pay 199€ per month for a program that doesn't even work properly and their fucking useless support. When it's not a fucking reddit link, it's a discord link. WHY DOES A FUCKING ACCOUNTING SOFTWARE ASK ME TO LOG ON DISCORD!?
>>
>>578395985
old.reddit.com
>>
>>578396093
That used to work. It doesn't anymore. You need to login and verify your age to use old reddit.
>>
>>578396340
huh, it doesn't
there's a few libredirects that can be used for reddit but that's ass
>>
>>578395985
sounds like you guys simply chose a bad piece of software
and for 200/month you cannot expect great support
>>
>>578389304
>choice is only there because of how broken vulcanus is
What did he mean by this? How is Vulcanus broken?
>>
>>578399798
Every noob gets there, sees infinite iron and copper, and pats themselves on the back for spotting an obvious imbalance they can exploit.
They do not think a little further ahead and consider the limited coal and lack of oil.
>>
>>578399798
infinite resources, infinite power, no threats
>>
>>578400176
Coal is not limited with the new drills vulcanus gets you. Oil is made out of coal, inefficiently but again you have unlimited coal and power so all it takes is space.
>>
>>578400346
By that same argument, iron and copper on nauvis stop being finite when you acquire new drills.
>>
>>578400474
and uranium, yes
>>
>>578400474
everything in space age is basically infinite, yes. The machines all make 12 billion recipes per second with built-in productivity, modules are literally ten times cheaper, mining prod is much easier to research, and your base is doubled for free.
>>
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>>578399798
Virtually infinite resources and plentiful power anywhere on the map with almost no inftrstructure required. Pop a couple of nukes anywhere, drive one belt of calcite and you can build anything.
The only drawback is having to make oil from coal but if you are at a stage of the game where that would be an issue chances are you already have all the tools necessary to scale up. Coal is technically limited but big drills+mining productivity+quality (if you want to go there) trivialize whatever issue you may have here.
I actually think contrary to what >>578400176 said stone is a much bigger issue since you need to build way more for it. But that's a small drawback relatively to the huge benefits it provides.
>>
>>578401221
why nukes
are you one of the guys that convert 500c steam into water just to heat it up again
>>
>>578401360
You can nuke the ground on vulcanus to turn it into lava
>>
>>578401221
Stone you can solve by voiding molten copper.
You just have a combinator recipe swap a foundry to LDS once a tick and so long as the molten copper can't flow backwards it voids.
>>
>>578401619
I never thought of doing that I just crafted copper plates then dumped them into the lava. Yet another vulcanus easy W.
>>
>>578401501
oh, those nukes
>>
>>578374321
>elevated highway with road access at fixed level
You mean like building it way high up in the sky so it's all at the same level? I've built it elevated as well, but the fact that it's not literally on the ground doesn't save you from ramps going up and down, given how big the elevation changes are across the map are.

>>578377587
They are useful, yes. After I've set it up I literally haven't had a single problem with them and having a truck network comes with the usual benefits, like once a connection is set up you can reuse it very easily for other items. Since they just automatically pathfind across the entire connected network, this is a lot easier to do now than it was with the shitty, old system where you had to record the route yourself.

The trucks are very slow and they slow down dramatically every time they reach a corner (90 deg especially like in an intersection) or a change of incline. Still despite their slowness even a single truck on a rather long route manages to move several stacks a minute, so really they're adequate for pretty much anything you'd do at the point you unlock them. I mostly use them to carry finished items and don't have more than 2 trucks on any route, though they do carry some higher-volume stuff like copper ore, bauxite and quartz too.

You will need to make & distribute some fuel for them. I ran them on coal initially but it can actually run out on longer routes, or at the very least you will want fuel available at both ends. Mine are running on turbofuel now.

The actual building of vehicle paths is somewhat glitchy and unreliable. They can auto-connect but this glitches often, especially on ramps and in intersections where you have to connect path merges and splits. When it glitches you basically have to delete the path from the BP and manually build it again. I have found this to be unavoidable, sadly.
>>
>>578411050
Yes but then you can do something disappointing to get to different z levels like a train spiral or just a big terminal tower that splits the road network in two.
>>
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Gleba science almost finished. I'm making 5 and a half stacked belts at 95% freshness. All that's left is the flue, blue chips and LDS and I can move to vulcanus, the last one.
>>
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>>578412171
>the last one
>he doesn't know
>>
>>578412546
Jokes on you I already have 1000/s of every other science pack. I went from hardest to easiest on purpose
>>
>>578412171
Thats a lot of eggs
>>
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>>578413225
I mean it's alright
>>
>>578353646
roboport set to read bot info and to store whatever quality bots you don't have
two chest next to it, one with logi one with construction
inserters set to put robots in the roboport when the available number of the bot type in their chest in the network is less than some threshold
>>
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>>578389401
>the biter eggs down in Nauvis rocket launch pad hatch if there are no platforms in orbit to receive them.
Keep the eggs in the spawners until you're ready to launch them, and if any extras get removed, shove them straight into a heating tower.
Pic is how I did it in 2.0; the platform communicates its arrival with an unfulfillable "magic" request (blueprint for biter eggs, deconstruction planner for bioflux, upgrade planner for Ag Science) which is read from a second rocket silo to trigger insertion. Insertion continues until the silo has 500 eggs, then is disabled until next time a platform with the magic request arrives. (2.1 should simplify the communication and logic.)
The heating tower at right is vestigial, as each pair of inserters is now limited to 12+13, loading the rocket precisely to 500 with no overflow. Initially the inserters were unlimited, so a small overflow of eggs would be inserted each launch, and after a 60-second timer, these would be removed and burned. The timer still runs, but there are never any spare eggs to remove.

I didn't bother building prometheus science at scale, so I just had a single rocket silo, plenty for overgrowth soil. But sending more than one rocket's worth of biter eggs is as simple as pasting down more rocket silo+spawners clusters so they all load fresh eggs and launch simultaneously.
>>
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anyone know how to set up smart splitters like pic related? I can't figure it out. Constant combinators set which item and how many belong on the belt, splitter switches to that item when the belt runs low on that item.
I'm too low iq to figure out smart splitters
>>
>>578417804
That's actually a pretty good idea. I already did a flush system, but given that I need to expand my biter egg launch capacity, I might have to try this
>>
>>578411889
I don't mind something being elevated, with the limited construction options this essentially feels like a requirement, you don't really have the tools to follow the contour of the terrain closely, but the whole building in the sky thing doesn't do it for me. I basically built like that in my first run but I abandoned it, my floating platforms and shit ended up being too lame and shitty for me to handle and I just burned out on the game at that time.

Now I'm building things that look reasonable enough to me but without trying to go into turbo-autistic architecting of everything as my playthrough is slow enough already. I've been having way more fun like this.
>>
>>578420153
if each(red(belt read)) < each(green(const. combinator)) output each into splitter filter
however this is a fucking horrible design because you probably want to limit what's on the vomitbus instead of making infinite yellow belts for example
>>
Making mods for factorio is actually a lot of fun
Like having it so you can auto upgrade modules via a logistics call in as long as a better one is in network
>>
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I have been playing this game for a very long time. I just noticed that you can just link up buildings that use fluids and they work as pipes? Is this new or am I just more retarded than I thought?
>>
>>578431909
Boilers have always had fluid passthrough.
>>
>>578412171
>5 and a half stacked belts
isn't that over 1000/s?
what CPU do you have? I started dropping UOS right around 1k packs/s
>>
>>578431909
Yeah, it was announced in the FFFs
>>
>Space Exploration is mostly a complexity and logistics challenge, and not a scale challenge. You will not need to build big, but you will need to build reliably and solve complicated problems.
But modules are expensive as fuck and so are rocket parts
How are you not supposed to build big
>>
>>578432801
>>578432801
Roughly 1300 packs per second. I have an i5 13th gen, runs at 60 UPS fine.
The big UPS killer is my prometheum farm, I drop to 50 whenever it's refilling and I only get 30 when looking at it directly
>>
>>578434108
yeah, that's better than mine
I have a Ryzen from 2017
sometimes I wonder it it's worth upgrading just for factorio
>>
>>578433525
>not supposed to build big
who said that
was it that furry fuck
>>
>>578434552
I5 13600KF to be more precise. I think it was 300-350 smackers back when I got it a few years back. Got it for the single thread performance and it's honestly been serving me well for factorio and other CPU intensive games
>>
>>578435310
I quoted that from the mod page
>>
>>578435556
well he's a retard
you need ten trillion holmium for one quantum circuit or whatever and you need those by the bucket
not to mention anything about vitamelange or iridium
>>
>>578434552
I upgraded my cpu for games like X4 that are so cpu bound that it hurts. It definitely helped in Coi, DSP, and Timberborn too.
Had to get a new mobo and ram since mine was on an older socket right when ram prices started rising. I really wonder if prices will ever recover or if this is the new normal. I'm not looking forward to upgrading my GPU when it can't handle new games.
>>
>>578433525
i guess he just meant don't build a megabase, but there is still a lot of building to be done
>>
>>578436241
Games have stopped raising gpu demand because of the prices
>>
>>578431909
Boilers always had that, as I'm sure you know. The building flipping was added in 2.0 and it permits you to do stuff like that with the EM plants.
>>
l'egg!
>>
>>578434552
If you're on Ryzen it should mean you can just buy one of the X3D CPUs (5800X3D or even one of the slower ones) and keep on using your existing system. Those make a major difference to Factorio, especially if you have such an old CPU. Ryzen from 2017, that's what, a 1st gen CPU? Even just the clock increase and IPC / memory improvements outside of the X3D cache that a 5000 Ryzen has would likely be a massive improvement, Ryzen 1000 wasn't that amazing for such things.
>>
>>578433525
"complicated problems" means recipes that output their input which is solved by 1 priority splitter and tons of stone you turn into landfill and then blow up
wow so hard
>>
>>578448383
it's probably just talking about arcospheres
>>
>>578448581
I bet less than 1% of people that try the mod make it that far.
>>
>>578448383
maybe it's talking about space logistics and such
>>
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Man I absolutely took way too long to get this setup but hey, automated automation science.
Burner assemblers are honestly such a pain.
Time to look forward to the new science and a way out of my ash and fsh power hell.
>>
>>578455361
humbly pleasant, but you will not find a way out of ash hell until you hit tidal power/HAWKs and by that point you'll welcome more ash. never enough, always too much
>>
>>578455361
Do yourself a favor and make a small parts buffer box. You're going to need a shitassbuttload of them so you might as well have a box of them somewhere rather than always handcrafting something that takes like 5 steps to make from raw materials
>>
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>>578456018
>but you will not find a way out of ash hell
Eh you can pretty much automate it away unless the hell in question is just having to deal with it in the first place.

Yeah I know I need to route my aluminum and zinc away. I'm getting around to it
>>
>>578433525
earendel is a shitter
>>
>>578456018
Ash is both a wonderful resource and a curse. It's mostly a issue in I need to use most of the steam I make or else it stops and a bunch of my resources stop, but if I use too much and drain it then my entire base can just spiral into death too.
>>578456118
Great idea. I have a box for air-core inducers in my simple circuit board setup for the same reason.
>>
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Am I blind or is there not a way to have tags always appear fully opaque on the map? I don't like how they're transparent until you hover over them.
>>
>>578455361
you will never be free of ash hell
>>
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>Trees
not on my watch
>>
My base in factorio has finally reached the point I can launch a rocket.

Am preparing it already, but am a bit confused as to what I should fill it up with...

I get that I need a plataform starter pack to build a plataform, but do I need several of them? Or should I send 1 and a bunch of plataform foundation to extend it? What else should I send and what should I build there?
>>
>>578468083
The starter pack creates a brand new space platform, so you only need to launch one per platform you intend on building.
You will need more foundation to extend it. While sending the foundation directly works, it's more space efficient per rocket to send the steel and copper wire raw then build the foundation on the platform using an assembler.
As for what you need to send up there I'm sure you can figure that out very quickly. Look at what you need to make space science. You can harvest all the resources needed for it in space.
>>
>>578469934
>You will need more foundation to extend it. While sending the foundation directly works, it's more space efficient per rocket to send the steel and copper wire raw then build the foundation on the platform using an assembler.
Good to know. Does this apply to any other resources I will need up there?

And is there a point in having multiple silos or the other building that catches stuff from orbit? Or do I just need one of each in a well placed location?
>>
>>578474624
>Good to know. Does this apply to any other resources I will need up there?
No not really.
>And is there a point in having multiple silos or the other building that catches stuff from orbit? Or do I just need one of each in a well placed location?
Multiple rocket silos increases your throughput for sending stuff to platforms. You'll want to increase the total capacity whenever you can, especially when you start exporting items to other planets.
You can only place one cargo landing pad per planet surface.
>>
>>578465765
Reminds me of the helicopter with huge circular saws in The World is Not Enough
>>
>>578277437
What the fuck is this standalone py?
I mean it's honestly just an ugly Factorio reskin what the fuck were they thinking
>>
>>578465765
Imagine how polite and respectful everyone would be to the guy flying that thing. If you fuck with him he's gonna go after you, he'll chase you. Chainsaw helicopter guy. If he goes postal, everyone in a 100 mile radius is FUCKED like your worse nightmare. Total apocalypse scenario.
>>
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These underground belt lengths in Krastorio are absurd lol. Not that I'm complaining
>>
>>578469934
>While sending the foundation directly works, it's more space efficient per rocket to send the steel and copper wire raw then build the foundation on the platform using an assembler
Is it? One rocket can carry 50 foundations or 400 steel (enough for 20 foundations)
>>
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My solution to making sure that my main egg breeder always get supplied is a big loopy loop.
>>
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Pymadnessness

What's the first moment people realize what Py is going to be like?

1. Ash
2. Making Small Parts
3. Tar cracking
>>
>>578485165
The dry end of py2.

You do not know what py is going to be like.
>>
>>578469934
>>578474624
>>578484076
The actual space saving trick for launching foundations to a platform is to send only copper cable, and send neither steel nor foundation.

Steel can be sourced freely in space from metallic asteroids with just the basic crusher recipe, so you can send a shipment of cables; smelt iron ore into steel then end up with 200 foundations per rocket launch.
>>
>>578484394
Just use bots for Gleba. Makes life a million times easier
>>
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Am I making some kind of noob mistake here? I've used circuit network before to set recipes, but I don't understand why this doesn't work. The cryo plant gets the signal to craft promethium packs, but it just refuses to set the recipe
>>
>>578486846
"easier" and "QoL" are the enemies of FUN.
>>
>>578488735
I'm pretty sure it won't set the recipe until the output slots are empty. Try removing the chips.
>>
>>578489972
Ah, that did it. I wish I could set a recipe as long as the contents are used in it
>>
>>578484394
I put each egg biochamber's output inserter right before an input one. It supplies itself first, before sending the rest downstream.
>>
planning my base down to yellow science is not easy... I guess spaghetti is inevitable
>>
>>578494915
I thought so too. Didnt work.
>>
>>578495076
The only way it could not work is if you lose power and the inserter can't pick up eggs before they leave, or if the belt is too fast for the inserter to pick up stuff from it.
>>
>>578495410
>the belt is too fast for the inserter to pick up
I guess...
At 1k science per hour blue belts would suffice. But my 80iq didnt come to that conclusion, so my loopy-loop stays.
>>
>>578494981
Don't do that.
>>
>>578489202
Yeah, I see what you mean. I figured bots are too easy, and I tried belts first. It can work, but it was ultimately pointless to do it the convoluted way
>>
good morning engineers
>>
>>578505304
Namaste, comrade.
>>
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are they ok?
>>
>>578500603
>ultimately pointless
vidya are pointless too, uninstall.
go do philosophy. but only after you become a philosopher.
>>
>>578498328
Why
I bet Dosh does it
>>
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Green science done, now I just need to finish the damn mall
>>
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>>578507572
Wrong thread champ.
Come back when you can build proper factories and automation in VS.
>>
>>578509493
>Come back when you can build proper factories and automation in VS.
literally never, except for mods that do already have some minor automation
>>
>>578507572
Minecraft is not egg
Says right there in the OP
>>
>>578489202
I never use belts after getting logi bots
>>
>>578507572
Guess if I care if it's ready to mate *unzips dick*
>>
>>578511274
i'm not sure if that's even minecraft
>>
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500 legendary biolabs being built.
>>
>>578508339
he does the opposite
>>
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hey quick question a friend of mineme wants to know can bitters expand to somewhere else because he swears that there were no any bitters close to a forest nearby by his factory
>>
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Looks like I will need one thousand biolabs to eat all that science
>>
>>578515291
What's a bitter? Sounds like food.
>>
>>578515291
yeah, they send out recon parties every hour or so, then sudo zerg a spawner in.
>>
>>578515397
turn off clouds man
>>
>>578515291
yes, in early game you can just clear them easily with a tank anytime you see one instead of walling off everything
>>
>>578515291
check if you planet has biter meteors
>>
>>578514118
why are your science belts so long
your gleba science will spoil
>>
>>578517317
you can just make more
>>
>>578517317
I don't think you quite understand the scale I'm working with here. It arrives on nauvis at 90% freshness and the belt never stop moving
>>
>>578515291
Depending. If you have bitter expansion turned on in the map's options then yes. If you play on stable then biters can expand anywhere within a 7 chunk radius of their nest by default with a significant weight penalty on chunks with player or biter buildings and their surrounding chunks. If you play the beta version then they will expand faster and more aggressively towards you.
The default is "Biter expansion turned on" and time between 60 and 4 minutes linearly based on your evolution factor. 0%=60 minutes per expansion attempt 100%= 4 minutes per expansion attempt.
Evolution increase a tiny bit with time, a bit more with pollution generated and a lot for each nest you destroy. These are permanent. To give a simple scale, 1 minute in game is equivalent of producing 267 pollution, destroying a nest is equivalent of producing 2222 pollution. The evolution scale is not linear. Early percentages increase faster than later percentages. 123k pollution equivalent is 10%. 90% is 10m. 99m is 110m.

Or in less mechanical words. Yes, they will grow if you don't weed them out regularly and they will come back more often and stronger if you do weed them out.
>>
>>578515291
Yes. Biters will periodically send expansion parties to a nearby area, and create a new nest of spawners and worms. They will try to avoid expanding directly on top of your base, and you probably won't even realise it's happened for a while, as you need to regain vision over a previously explored area to update your map and see them.
>>
>>578517903
you should put the labs as close as possible to the cargo pad so it doesn't travel that long
>>
>>578518245
Brother I don't care, I'm bringing two sets of 4 stacked belts precisely because I know it will spoil. Big belt is funny
>>
>>578518406
it's just that if you research something that requires gleba science, the whole science production is going to get slowed down
to be fair, most gleba infinite researches suck, so not a big deal for most people
>>
>>578518703
BROTHER
I bring TWICE as many gleba sciene packs as the rest, it's not going to get slowed down as long as they're over 50% each. Like it's not a hard concept to grasp I don't get it
>>
>>578518162
>If you have bitter expansion turned on
is that a mod
>>
>>578518927
it's the default setting
>>
>>578518981
never heard of bitter expansion
>>
>>578518927
I wrote biter correct 3 times in that post... Including "biter expansion" later on...
>>
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>>578465765
>chainsaw
>it's clearly disk saws
>>
>>578519231
They envy your progress. When their bitterness reaches a treshold they go off on a tantrum and that results in a new base of bitters.
>>
>>578519936
I usually shoot my biters, but doing shots of bitters sounds more fun
>>
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weird how the ghost doesn't make a circle
>>
>>578518826
I see. I did not read your comment carefully.
>>
>>578520293
Don't let the autoretard touch your rails.
Manually bend each an every curve.
Who makes the ghosts appear anyway?
>>
>>578364398
The F-14 is so much cooler than the fat, gay f-35.
Kind of awkward that the F-14 is seen as an american pop culture icon and the only country in the world still operating them is iran.
>>
>>578524728
engineers imagination
>>
>>578195832
I tried using the upgrade planner on my whole base to update the entire belt network, but that ended up breaking the entire system, as for some reason when ordered to be updated underground belts stopped working.

Is this a bug?
>>
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>>578195832
I conquered vulcanus and fulgora and I enjoyed both.
After being in gleba for around 3 hours, I installed the no spoilage mod.

Science packs won't spoil
Intermediates won't spoil
Biter eggs won't spoil
Nutrients won't spoil

Also, I won't play with quality and I modded out the crafting requirements and the absurd rocket weights on some items.

I don't know what Wube is thinking sometimes.

That's all. Have a nice day.
>>
I'm a freelancing software designer and quite successful in what I do, but I feel like I'm too dumb to succeed factorio. How the fuck is it possible? I always give up because I can't stand the spaghetti mess. How the fuck can I succeed in life but be too dumb for factorio, how is it possible, it doesn't make sense.
>>
>>578530182
there's two tips that you must follow always when building something

0) use a main bus with iron, copper, green chips, stone, coal and liquids. this should be about 30-50 blocks wide. it should have room to always move forward, meaning, don't build anything in front of it.
1) when building crafting assemblies of anything, always leave room for expanding the build later. leave the belts open-ended, don't block their end with more crap.
2) builds always take more space than what you think they will need. Reserve more space for them.
>>
>>578530182
what's your playtime?
>>
is scrap mechanic?
https://www.youtube.com/watch?v=xDOBWmZqalQ
>>
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>9 launches every time i need to refuel
i love this ship but fucking hell this is annoying
>>
>>578530772
70 hours,
>>578530716
I pretty much know all that but I just give up when oil processing comes in because it all feels way too messy for me and makes me uncomfortable.
>>
>>578531937
sounds like you got the classic problem of perfectionism. really you should aim to beat the vanilla game at least once using whatever spaghetti you can, and only then try and improve on that in your subsequent playthroughs. the base game isn't that long, trust me just power through to the end and you're gonna feel silly for giving up so early. you're not gonna be able to learn how to play if you can't even launch a rocket
>>
>>578529617
Did you have any underground belt weaving that upgrading would have broke?
>>
>>578532448
I guess I should but it's just uncomfortable, how can I love the game and also feel wildly uncomfortable playing it... And people keep saying to practice in peaceful mode, but I feel like that's cheating. I also feel like it's cheating to look up youtube tutorials or otherwise be spoonfed answers which one should discover themselves. Thanks I'll maybe try without the enemies.
>>
Ok this is sick. I dk what else they put in 2.1 but I dig these
>>
>>578534158
This was added in 2.0.
>>
>>578532981
No idea what you just said, but there are several underground belts that stopped working, it is not even that they got destroyed, they are positioned correctly but the materials willl not enter them.

I am having to run around everywhere, find said bugged underground belts and replace them manually, which seems to fix it as they start working again.
>>
>>578535440
no
>>
>>578534158
This was added in 1.0
>>
>>578534158
This was already a thing in minecraft
>>
>>578524728
>he cannot rotate a rail in his mind
>>
>Space Exploration is a long-form adventure designed for players to gradually uncover many interconnected challenges over 150-500 hours (or more). Space Age challenges are more streamlined and self-contained for a faster pace of 60-100 hours (rough estimate).
SA is just a tutorial for SE
change my mind jk i love SA
>>
>>578540169
SE didn't even have any real new challenges/puzzles compared to SA. Every planet revolved around dealing with excess stone.
>>
Is there any use for wood on mid-late game? Or should I just burn it as fuel instead of stocking it in crates for later usage?
>>
>>578542043
Unless you like using wooden power poles, there isn't really any use.
>>
>>578542043
no use in vanilla other than for basic power poles, it's coal but worse
in other mods it is easy to mass-produce, so the answer is the same
>>
>>578542043
legendary power poles
>>
>>578541558
it's just different and harder
>>
>>578541558
erm, SE pioneered most of the stuff seen in SA, get it right
>>
>>578544214
pY*
>>
>>578543960
I read that as
>Just different harder.
>>
>>578534158
They also added an Else output to the decider combinator. Greatly simplifies some circuits.
>>
>>578543736
>legendary power poles
How do you even get legendary wood?
>>
>>578546895
Upcycling
>>
>>578543736
worse than rare iron poles
>>
>>578547149
Wood poles also look like shit. Can't wait until I can get medium poles in Py
>>
>>578547630
Right, those have to be made out of niobium like in re...oh wait
>>
>>578547904
No, they're made of aluminum and chromium.
>>
Is it at all worth it to use fluid wagons to transport raw oil to your base, or should I just use pipes and pumps?
>>
>>578549408
long pipes are always annoying when you want to build over them or you accidentally cut the power to one of your pumps along the way
guess they're fine if you put them inside your rail network
maybe ditch the pipes after your oil spots dry up and just have a tiny station with no stackers
>>
>>578542043
Before you get robots you make wooden boxes with it and dump the trash there to blow it up with grenades
>>
>>578549953
>long pipes are always annoying when you want to build over them or you accidentally cut the power to one of your pumps along the way
Yes, but which one will move the greater amount of raw oil to my processing facility? Will moving it by train cut off too much of the inflow?
>>
>>578551304
if you use stackers, then no
>>
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>>578549408
yeah train is better. Elevation sucks because you need to add pumps.
>>
>>578544214
sa is just dumbed down se for redditniggers
>>
>>578544214
SE doesnt have new mechanics like spoiling or recycling. just more boring variations of byproducts like py.
>>
>>578558429
>SE doesnt have new mechanics
stopped reading right there
>>
>>578558587
more byproducts is not new mechanic.
Hope that's not too much words for you reading level now.
>>
>>578558742
open this page https://mods.factorio.com/mod/space-exploration and scroll down to see "new mechanics"
also it does technically have recycling if you wanna be pedantic
>>
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>>578559842
Thanks that clarified so much!
>>
>>578562785
idk why i bother with this website anymore
>>
I'm about to start my first Bobs Angel mod run. What am I in for?
>>
>>578563801
I've done two. Logi bots are overpowered and available much earlier, coupled with the super annoying recipes I ended up not properly automating stuff past green science.
>>
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Well I sure feel rich now. Rather nice to not need to ration these anymore.
>>
>>578565835
Nice. I'm almost at the point I can start making them myself. I just need to get the sap farm going. Luckily I had a setup churning out sap trees so it's just a question of making all the buildings themselves
>>
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I heard of clocking inserters to save on UPS and other such tehcniaues so I'm trying this out with a redesigned breeder area hopefully this will lead to better performance
>>
>>578568481
clocking? what's that
>>
>>578569581
I'm no expert but apparently you turn inserters on/off on a timer to match the production speed of the machine to avoid unnecessary checks. It's a megabase thing. I feel like I'm too dumb for that so I'm doing th next best thing which is to turn on the inserters only when certain conditions are met.
>>
>>578568149
Going to depend on if you are doing pyblock or not, but for me the biggest hurdle was Zinc. I needed simple circuit boards to even make the plantations to make the pre-requisite metal for the codex. Now that it's all up and running generally it's going quite smoothly.
>>
I'm weak, I watch those "satisfactory nigga goes factorio" videos
>>
you ain't weak nigga
you lame
>>
>>578570661
you can't just say that and not link a good one
>>
>>578568481
fwiw, if you want to optimize designs, cutting out red inserters (which have a lower hand size) will be better than clocking.
>>
>>578569847
Oof, no

I like Seablock and really wish it would update, but I really want to get a fair way into Py this time and making things that much more difficult-er isn't going to help my resolve
>>
>>578569787
AIUI, an inserter waiting for a machine, belt, etc. requires processing every tick to check if it can go yet.
But an inserter waiting on a circuit condition only requires processing when the circuit value changes.
So having a clock that counts T from 0 to 59 every second, wiring that to all your inserters, and have them activate on T=0 or whatever, doesn't help because the value changes every tick.
But routing that signal through a second combinator that outputs X only when T=0, generating a 1-tick pulse every second, and wiring THAT to the inserters activating on X > 0 will work, because the value only changes for 2 out of 60 ticks, when the pulse begins and ends.

>turn on the inserters only when certain conditions are met
Depends on the conditions, that could help or hurt, depending how often the conditions being monitored change, and how much it costs to read them onto the relevant circuit networks. The way to be effective is to disable many inserters (maximum benefit) off one signal source (minimum cost), rather than wiring each inserter to its own assembler (as you appear to be doing). Maybe read the contents of one master assembler, and generate outputs from that to govern all the inserters in the block?
>>
>>578568481
Are you enabling inserters based on assembler contents? Clocking means wiring up all inserters performing a certain task in a build to a single circuit network with combinator clock set to a hardcoded timing based on the recipe to reduce non-full-hand inserter swings. Although I wonder if controlling all the inserters based on the contents of a single machine would work. It would certainly be more convenient than finding appropriate timings for each inserter task and every needed signal would be available on the same network.
>>
>>578574454
Yeah I'm playing Pyblock because Seablock hasn't updated yet and I wanted to play something.
It's fun but it's also a torture experience too.
Just being able to mine resources outright should make it quite a bit easier.
>>
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egg
>>
>>578589370
weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
>>
>>578571107
none are good
>>
>>578589370
I know the point of a wok is high heat to sear but I would think getting red hot would burn off the seasoning that stops sticking.
>>
>>578589370
>Red hot
That /egg/ was done (on one side) in like three seconds
>>
Will I regret if I put my red circuit production like this? will there be enough throughput
>>
>>578594279
no... legendary electromagnetic plants???
cringe!!
>>
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Well py science 1 done! It's running fine but as usual finding out what processes that support it that I underbuilt and need to fix. But intermetalics and trains here I come!
>>
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Most PY screenshots look a little... simple? Is the whole game like that? What gives?
>>
>>578595057
dude I haven't gotten there yet... :c
>>
>>578595471
I feel like its the sprites... its just not quite there.
>>
>>578595471
py art is not very good
>>
>>578596596
Thats not what I mean. Most of my Spaceage/legacy builds are more complex than what people post from that mod.
>>
>>578595471
>>578597557
ah yeah. Py is weird because you need to make tons and tons and tons of relatively small-scale builds.
>>
>>578597557
What do you think of as complexity?
>>
>>578597693
Which is far more complex than making a huge array with 10 times more buildings but only does a single thing
>>
>>578551664
Wait, stackers? I was using the liquid wagon and pumps to load and unload...

How do I use stackers for oil?
>>
>>578598373
He's probably referring to train stackers, which is what people call having waiting bays in front of your station so multiple full trains can wait there and unload immediately when the station is unoccupied.
>>
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>>578597693
Another likely contributing factory is me and pretty much everyone else posting screenshots are all in the relative early game where builds are going to be small just because of the resource cost.
I only have a couple of builds that actually produce and consume a yellow belt currently. I'd love to have more but depending on what gets backed up it could kill my power eventually...
My base is at lest overall quite large I feel despite my relatively low goal of getting 6 spm out of it.
>>
>>578597557
My dude
>>578212352
Not only are Py recipe chains complex, but they also do something that normal Factorio doesn't where just making the buildings is sometimes half the battle due to needing to use inefficient recipe chains to get the real chain going or you see you need a building to make the next science and you need to create something to make the building to create the thing you need to make the actual building to make the science. Not that you won't need those components for other things, of course, but it's something most Factorio playthroughs don't really experience.
>>
>>578599941
I am Drunk and high at the moment, my liver will face real repercussions from tonight but what the hell did you just say I cant decipher it
>>
Should I do this? Will I be fucking myself in another planet
>>
>>578600725
I did it my first playthrough
fulgora is a bit annoying without elevated rails depending on your seed but it's very doable with vulcanus first
>>
>>578600725
I think I did this my first SA run, it's a bit annoying but not a huge problem.
Logistics network was moved to space science only, so it's not too bad at all.
>>
>>578600349
Different anon. Apart from the obvious "Py recipe chains are actually really complex" bit, I think anon was referring to how Py has a tendency to hide a lot of complexity behind a single ingredient in what otherwise looks like a fairly straightforward process. I'll take iron processing as an example.

At Py science 1 (betwen automation and logistics science) you unlock your 3rd iron plate recipe, from molten iron. That requires you to make borax and sand castings, which are both a couple of extra steps at most, and make the molten iron recipe look very attractive. The kicker is that, in order to cast plates from the molten iron, you need a Casting Unit. The Casting Unit needs Intermetallics as part of its crafting recipe.

Intermetallics is an alloy of about 7 different metals (across several different steps, as Intermetallics is actually an alloy of Vitreloy and Iron-Nexelit-Antimony special alloy, and these 2 alloys are themselves alloys of the 7 different metals), some of which (nexelit, antimony oxide, and nickel) you have not needed to produce before this point. Mining nexelit requires you to genetically engineer a hard hat-wearing dinosaur to crew the mine, which you must feed with meat from slaughtering other animals.

So it's very easy to crawl your way through Py science 1 researches, unlock the molten iron tech, and believe that you are mere minutes away from multiplying your iron output, only to find that you have several hours of work ahead of you (you'll probably need to produce more fluid fuels to mine the antimony and fuel the smelters, genetically engineer the dig-o-saurus, etc. etc.)

Pic as an example of Py recipes being complex. That is the green circuit equivalent, which you need to make splitters. Which you will not have for probably the first 10 hours of the game, if you're fairly quick. My current run got my first circuit at 13:35:20.
>>
>>578558429
arcosphere balancing probably counts and the spaceship mechanics are unique enough that they make SA's brickships look shitty
>>
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>>578595471
>simple
each one of these intermediates to make requires a recurvive level of intermediates that require other intermediates and are delivered by essentially walking train pseudobots
and it's a fraction of the first few sciences
>>
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Just got this for 1(one)€, is it any good?
>>
>>578386480
>>578494981
>>578534158
>>578594279
>>578600725
This is my 3rd restart :3 once I get my logistic network and nuclear reactor setup I'll be leaving for space finally!!
Thinking about trains is giving me a headache right now
>>
>>578595332
is someone actually playing pyblock and not being walled before automation science? impressive
how hard did you fastforward through the mushroom copper start?
>>
>>578607941
I always wondered how that works. I mean, with tech progress your block creation "should" accelerate rapidly, and then it's not seablock anymore it's just Py without mineble ores.
>>
>>578198485
wada marital rape
>>
>>578574664
that would take forever to add it everywhere
shounds like it's only worth it if you start building that way
>>
>>578607307
That mall on the left along with the starting patches of stone and copper will have to go. Trains are inevitable. Purple science eats steel like crazy and so does yellow with copper
>>
>>578610508
He'll get into space before yellow and purpl
Then he'll fall into the noob trap of settling on vulcanus
>>
>>578611142
what should I do instead?
>>578610508
Should I do purple/yellow science on another planet?
>>
>>578611142
It's better (easier and more fun) to remain settled on nauvis
You can do yellow and purple on other planets if you want. Well, purple may be tough as it requires lots of stone.
>>
>>578611773
Meant for >>578611463
>>
i don't know how i even managed to play before all the remote view enhancements
>>
>>578612860
the 2.0 enhancements are all fantastic - it's so hard to go back to 1.1.
>>
SE might have been the prelude to Spage, but pY+Nullius were the prelude to 2.0 and 2.1.
All features implemented by Nullius or pY long before they got into the vanilla game:
>pipe previews
>networked, instant pipes (via pY fluid transport network)
>remote view (via Nullius clones)
>flippable buildings (basically every building in Nullius with fluid inputs/outputs)
>>
>>578611142
you call it a noob trap, I call it 1k spm from nothing without having to deal with biters
>>
>>578613368
remote view was definitely a SE thing first and foremost
>>
>>578613563
>from nothing
all you do is replacing dealing with iron and copper ore with coal
>biters
building a wall and a few laser turrets is not that hard
reaching vulcanus means you also have artillery
>>
>>578614116
>>building a wall and a few laser turrets is not that hard
less UPS cost
>>
>>578614282
I think at that point you can just turn off pollution and biter expansion as they become irrelevant for gameplay
>>
>>578614514
>cheating
>>
>>578614615
it's for UPS, bro
i'm sure kovarex would agree
>>
>>578610508
trains scare me bc it always becomes spaghetti...
>never built a proper unloading/loading single rail train network before
like how am i suppose to unload?
>>
>>578614737
very carefully.
>>
>>578614737
chain in, signal out
>>
>>578614838
its a pity that a single cargo train's footprint is almost as big as 2 cargo wide... curvy train stations when?
>>
>>578615798
or just have all your intersections use elevated rails with no crossing rails and you'll never need chain signals again
well, except for stackers
>>
>>578615819
Might settle on this circular design the belts is going to be funky
>>
>>578602836
haven't played py in a while but isn't nexelit made from tar?
your point is still absolutely correct though
>>
>>578618000
Tiny amounts, but yes. Sufficient until you need it for science.
>>
>>578574664
>depending how often the conditions being monitored change, and how much it costs to read them onto the relevant circuit networks
Is there a way of knowing what condition helps/hurts performance? To give a concrete example, I have added long inserters to take spoilage out of the machines, they are set to turn on if spoilage>0. It reduced the flickering when looking at it with the debug menu.
More generally, shouldn't the goal be to reduce the flickering of inserters interrogating the belt/assembler?
>Maybe read the contents of one master assembler, and generate outputs from that to govern all the inserters in the block?
That's what I gathered from watching some videos on the topic, but adding conditions to inserters supposedly also help, albeit not as much. Since I'm dealing with gleba here I'm somewhat suspicious of adding conditions that affect the whole line.
>>
>>578618000
>isn't nexelit made from tar?
No, nexelit is made from nexelit which is extracted by making dinosaurs who need to be fed meat, obviously.
The fact you can get a trickle of it from tar is just circumstantial.
>>
am I creating enough yummy value for the shareholders
>>
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is this really necssary for a 4 way intersection?
>>
>>578623092
I guess it's shaped to be compact, other than that it doesn't look too special. It's a standard 4-way junction where each of the 3 directions an incoming train can take has its own dedicated track.

I wouldn't really bother with things like that though, in post-2.0 Factorio I'd say the easiest way to achieve a high-throughput train network is to only use T-junctions built with elevated rails. T-junctions are quite simple to make and the elevated rails greatly increase throughput.
>>
>>578623092
The advice I've seen is don't bother with 4 way intersections and just spam 3 ways since those can actually be signaled for simultaneous access.
Not a concern outside of megabase applications because infrequent train throughput can just be buffered with chests.
>>
>>578531640
Do it twice then cheat the rest of the fuel in
Or use the occasion to set up a refueling station using ISRU from an asteroid or from Minmus
>>
>>578623934
4 ways can be too but their size fucking explodes
>>
>>578623934
that 4 way intersection can have simultaneous access too, depending on the combination
just like the 3 way
why would the 3 way be better
>>
>>578624827
Less congestion, obviously.
Again I stress to add, this is not an issue in sub megabase play. Just signal the whole intersection as one segment or use a god forsaken roundabout.
>>
>>578623934
The problem with flat 4-way junctions is that the size of the internal chain-signaled portion grows and this decreases performance as it takes longer for a train to pass, which keeps the intersection blocked for longer. This can be improved to some degree using strange cope solutions, like splitting internal lines into multiple parallel routes so multiple trains can cross at once, often combined with making the junction even larger in order to add internal waiting bays where trains can stop. The latter is beneficial because it breaks up one large chain-signaled portion into multiple smaller ones, thus improving performance. Of course these solutions tend to suck, badly, because waiting space needs to be designed to fit the largest train in the network and this quickly gets ridiculous. Such is the cope with flat junctions.

4-way flat junctions can still be signaled such that the non-crossing lines allow parallel trains inside the junction, but crossing paths will necessarily block others.

The proper solution now that we have elevated rail is to build non-crossing junctions. A 4-way built like that should be perfectly fine and it will not need any chain-signaled inner section at all, so it will not limit throughput beyond what naturally happens at the merge points. 4-ways still have the general disadvantage of being more complicated to build and arrange, while 3-ways are really quite easy to make and figure out. This gets even more important if you ever move from 2-track lines to 4-track or beyond, the complexity goes up quickly.
>>
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>>578607941
Yes I am actually playing pyblock. It's my second go around because I built way too compact in my first go and actively fucked myself when it came to having room for expanded processesing.
It's taken me about 200 hours to get to py science 1, though I didn't use a fast forward mod. I likely should of for the starting hours before I really got going on making fungus and turning it into ash to get a steady copper supply.
>>578609516
I am sitting on 49k blocks of landfill currently, you do get access to making infinite landfill rather quickly but it's also easy to drain because py machines are so goddamn huge.
The fact ores aren't mineable is being it's own interesting challenge since you need to be using all of the plant based recipes instead and you need to find new uses for byproducts that you would normally just spend on mining ores too.
>>
>>578626195
are 4 track rail networks even good for megabases? you still have to branch out to a station and that will intersect
>>
https://youtu.be/nit5D6WA4HM

Is this /egg/?
>>
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>>578628252
Do you mean with flat junctions? A flat junction will choke eventually and more parallelism and waiting space helps, the junctions get much larger and more complicated but you can get higher throughput. With elevated junctions it would be even better since there are a lot fewer inherent problems with junctions. At some point you will have enough trains that 1 track can no longer handle them all, then you need more.

I never played Factorio to the point of requiring 4+ track lines with elevated junctions but in other games like OpenTTD where the train system is fairly similar you will certainly get to the point where adding tracks is necessary.
>>
>>578629989
I thought it'd be rust the blazing rocketemoji fast rocketemoji programming language
>>
>>578630032
did you run it through that tool that measures throughout? how does it fare?
tho i feel like if you have enough route then you don't get congestion problems
don't really see megabases using 4 tracks
but to be fair i don't really check other people's megabases
to solve my megabase issues i just used elevated rails and nuclear fuel
>>
>>578592263
The way to stop eggs sticking is fry them hot enough that you basically get a Leidenfrost effect going, but going that hot is gonna burn the bottom layer before it cooks
>>
how many hours have you played factorio in total
Steam says I have around 650
>>
>>578632383
120 hours, I just got it recently.

Idk about curved rails man the unloading is not very plesant to look at
>>
>>578632383
800.9 according to steam
>>
>>578632383
3,440
half proud, half ashamed.
>>
>>578632679
are you chinese?
yeah, i like my stations straight too
>>
>>578632996
idk, sounds like the average steam reviewer
>>
>>578633041
cultural stereotypes are overrated
>>
>>578630787
Nah, I'm not sure what that tool is and I never used anything to measure throughput. I just designed a junction with the features I believed would allow it to not bottleneck traffic and indeed it worked. I stress-tested the design with more passing trains than what I had in the real base, it seemed fine to me so I used it.

In this webm you can see what I was talking about with parallelism better, like you can see 2-3-4 trains gathering in the waiting space before a crossing point and then going all at once. This is basically how you improve flat junctions, but I only did this because it was 1.1 and there were no elevated rails. In 2.0+ I would obviously just use elevated rails and do away with all this and the result would be higher throughput too almost certainly. Rail crossings are the devil.

>>578632383
Almost 3000
>>
>>578633410
>not sure what that tool is
well if by any chance you want to try it
https://mods.factorio.com/mod/Testbenchcontrols
>>
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>>578602836
>Mining nexelit requires you to genetically engineer a hard hat-wearing dinosaur to crew the mine, which you must feed with meat from slaughtering other animals.
>>
>>578630291
you forgot transheart
>>
>Wake up in the morning and factorio suddenly won't start for no reason
thanks steam
>>
>>578632383
never played it through steam. I have no clue.

I think it's a few thousand in the last couple years for sure.
>>
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had to check
this was my factory in early 2024
>>578604849
this was my factory in early 2026
>>
>>578636431
you could just sum up all your playtime from different saves
i doubt you delete them
>>
>>578637314
I do
I've got my first save, my second one, my third where I went from 80 to 30 to 10 hours to send a rocket
then the K2+LL modpack
then my K2SE one
three py ones, one of which is like only 5 hours long
but it makes no sense because most of my time isn't actually spent in the saves themselves, as I test things around, or blueprint and then reload or try different things out
I have a final save for posterity's sake for each challenge run but that's it
>>
>>578634806
Thanks, might come in useful when I make the 2.1 megabase I'm planning.
>>
>>578618000
You could make a tiny amount of nexelit from tailings from tar quenching, yes, as the other anon said. I've produced 1.3M tailings from tar quenching so far in my 72 hours of playtime, which would have earned me 2,600 raw nexelit. I've consumed about 9,400 raw nexelit in making intermetallics. I could technically just quench more tar and void the saline water and soot to keep the process going, but the dinosaurs are the "proper" way to get nexelit.

No easy way of getting around the antimony, though. And this kick in the balls is just one of many, as it sounds like you know well. Rubber stoppers for the science bottles? How hard could that be?

>>578632383
Steam says ~1600, but that is definitely not correct. I've played probably at least that much on the standalone client downloaded from their website. 800 hours on a nullius playthrough alone, none of which was on steam. It took 800 hours because I made a multi-thousand SPM base to research the final 3M science pack research.

>>578635012
I'd post the "statements dreamed up by the utterly deranged" image if I had it saved.
>>
When will the Factorio 2.1 update drop?
>>
>>578642541
1-3 weeks probably
>>
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>>578639064
>I'd post the "statements dreamed up by the utterly deranged" image if I had it saved.
>>
>>578613368
>>pipe previews
poorly implemented version of a mod by code green
>>networked, instant pipes
its literally just even distribution smashed into pipe boundaries.
>>
>>578637660
dont forget the weeks on end when its just on in the background paused.
>>
>>578643662
that's one way to increase your electricity bill
>>
>>578644050
i live near a nuclear plant. electricity is cheap.
>>
>>578644516
giwtwm
>>
>>578644605
do not fuck the reactor
>>
>>578644516
Are nuclear actually clean?
>>
>>578643306
That's the stuff.
>>
So. Where does it make sense to use quality? Any specific buildings that it is very worth it to keep at specific quality?
Is there any point in quality intermediates?


The fact that qualities do not stack is kind of a boomer for me. I expected it to be more like DSP proliferator that you can just sprinkle on old setups and have them work better, but it seems like you need to target specific quality and discard everything else.
>>
>>578644814
anything that gets a stat boost is worth to make legendary
but if you mean before you're able to make legendary stuff then it's not worth bothering
>>
>Out of stuff to research before Py1
>Only just about to get circuits
Eugh
>>
>>578644814
The only reason I see for any qualities besides legendary is power draw. Like if you're building a space platform and a rare assembler for ammo is enough then it's subjectively better than legendary because it won't consume as much power.
I admit it's a stretch but here it is
>>
>>578645214
Alright. I will save it for my post game megabase then.
>>
>>578644516
>i live near a nuclear plant. electricity is cheap.
that's not how the grid works, though. unless it's because property taxes and it's austria.
>>
since some anon above mentioned DSP, do you guys thing the game is becoming abandoned? it barely gets any updates and it's still early access
>>
>>578644814
Stick a few modules into your mall assemblers, if you feel like it. It's a nice bonus.
>>
>>578646617
>Approximately how long will this game be in Early Access?
>“Our plans are for this EA stage to be about 1 year long
>Release Date: 21 Jan, 2021
Heh
>>
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>>578645946
>if you're building a space platform and a rare assembler for ammo is enough then it's subjectively better than legendary because it won't consume as much power.

Legendary assemblers don't consume more power than normal or rare ones. They are 100% better.
>>
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>>578646870
yeah...
>>
>>578643662
no, I don't do that
>>
>>578646617
They are still working on it.
Last content update was a year ago but they released a performance/multithreading update since.
Next content update will be big for vehicles (meh, unless they also add some kind of space station hub logistics).
>>
What the fuck am I reading?
>>
>>578648547
he's right, last I played it didn't support AZERTY keyboards properly for example. Copy/paste shortcuts were fucky.
>>
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Hooray
>>
Is this /egg/ related?
https://store.steampowered.com/app/3971650/Lazy_Witchs_Factory/
has anyone tried it?
>>
>>578648547
>r/woosh
>>
>>578649161
It's short burst scenarios and you start over every time and gain perks inbetween. Tried it during nextfest. Kinda fun, but not 15 bucks fun
>>
>>578648547
bound*
>>
>>578648752
Congrats anon. Not your first time on Py's wild ride, I take it? Your factory looks very nicely organized.
>fueling your glassworks with methane
Uhhhh, wouldn't have been my first choice, but more power to you.
>>
>>578650638
I was lazy. I've got an acetylene line I'm going to route over there later. I had so much methane stockpiled since I had moondrops going for hours I just hooked it up out of convenience

And yeah. I told myself I'd keep the lanes open and I still somehow managed it. I could drive a car through my base which normally isn't something I'm ever capable of
>>
>>578650638
now now, he may have chosen the objectively wrong moondorp turd.

Although maybe in a pyblock setting it actually doesn't suck as hard. I'm not sure.
>>
>>578648129
aight mb I thought they did, Well there's no reason then lol
>>
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>>578651375
Ah, fair enough. I feel you on keeping things open. This run I've managed to keep a couple of highways through my base to allow easy car traversal, though it is still very much a mess in many places.
>>
>>578644814
All space platform buildings and big miners is a nice start
>>
Today I found out that using bleach instead of soap can literally make your hands fall apart, exposing the muscle layer of your hands and make your nails fall off.
How did I found out? My mother refuses to understand that bleach is not a dish soap replacement and doesn't actually clean the dishes. Worse than that, she refuses to use gloves and actively uses bleach to wash her hands instead of soap. She's been doing this for decades now and today she shook my hand and... A nail literally stayed in the palm of my hand.
She still refuses to use gloves or stop using bleach for everything. She just claims she has "cancerous leprosy".
And you, how has your day been /egg/?
>>
>>578655606
Well I just ran out of dish soap.
>>
>>578655606
I went to work and watched some of michael hendriks 9 and a half hour upload and had an otherwise totally uneventful day.
https://youtu.be/KjL2cvys8qk
>>
>>578655606
Don't look up how much expensive medical equipment is destroyed by dipshit custodians dowsing them in bleach. I genuinely believe those old wives' tales about hospital custodians killing patients by unplugging their life support machines to plug in their cleaning equipment.
>>
>>578652552
really nice and big base for just 13 hours
>>
>>578655606
>and today she shook my hand
who the fuck shakes hands with their mother
>>
>>578656638
Ironically, that's my mother's excuse for why she exclusively uses bleach. "That's what they do in the hospitals, I know because my friend's uncle's sister work there" and that's why it's way cleaner than regular soap. It's the "step above".
>>578658096
It's a cultural thing.
>>
>>578648752
congratulations on escaping from no splitter hell
>>
>>578651756
that is not pyblock anon, he's a ways past circuits and also doesn't have that much snow
>>
>>578660347
No splitter isn't that bad at this point of the game except me needing to make sure coke is going to the right places before the excess gets burned and the ash tidalwave
>>
>>578659692
they use bleach to clean dishes in restaurants
you just have to dillute it enough
as long as your dishes don't smell like bleach then you're fine
>>
>>578660591
Yes but no. You don't wash using bleach, you sanitize. The health code is very clear. You wash, you rinse and you sanitize. Bleach is not a soap, it does not remove residues.
>>
>>578646462
NTA but I used to live near a hydroelectric plant and they were very generous about giving out electricity to avoid residents protesting and whatnot
>>
>>578661206
true
>>578661265
sounds like a great place to set up a crypto mining operation
>>
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Is there a rule to the maximum number of item a machine can hold both in input and output?
I'm trying to chain the inserters of fruit in this bioflux maker but some of the inserters gradually go out of sync and I don't really know how to fix that.
>>
>>578662618
https://wiki.factorio.com/inserters#Insertion_limits
>>
>>578661206
Anon be like
>If you don't change sponge yearly you're a pig
How about you stop acting holier than thou and set realistic expectations on people? Using bleach is fine enough for washing dishes.
>>
bait used to be believable
>>
>>578656432
>I went to work and watched some of michael hendriks 9 and a half hour upload and had an otherwise totally uneventful day.
that is such a sad, sad phrase to read.
>>
>>578665597
it used to be on topic, at the very least
>>
What is the point of barrels in factorio? Is there any point in the game that it becomes needed?
>>
>>578666510
If you play SA it is the only way to move fluids to space
>>
>>578666510
Handfeeding fluids.
>>
>>578666510
transporting fluid via the logistic network, for one
>>
>>578666510
They are not required in base game, but can be useful in complex automated builds. For example if you build a smart mall that changes recipes based on what's needed.
>>
>>578666510
almost never, no
>>
>>578666510
needed? no
sometimes useful? yes
>>
>>578666510
you'll never need them until you do
>>
>>578666896
You can busbar fluids in a smartmall now. Feels cursed but actually isn't.
>>
>>578666510
I did a barrels for fluid transport only run once and uh
Don't do that, it really is horrible
Other than that, pack some heavy oil barrels for when you go to vulcanus to kickstart advanced coil liquefaction I guess?
>>
>>578667152
How? Pipe every fluid in and out in sequence?
>>
>>578667261
Yuuuup.
>>
>>578667205
>pack some heavy oil barrels for when you go to vulcanus to kickstart advanced coil liquefaction I guess?
you can already do it on vulcanus with the calcite recipe, that feels unnecessary
>>
>>578666510
Space Ace finally added a use case which is transporting Fluoroketone for fusion reactors
>>
>>578656432
let me guess, does he do some incredibly boring mumbo jumbo exploits and handfeeding and garbage to trivialize the experience

this guy's a genuine fucking snoozefest
he could make climbing a skyscraper with your hands tied behind your back while being attacked by a helicopter beyond boring to watch somehow because he just sucks all the fun out of everything he does
he's boredom personified
>>
https://www.youtube.com/watch?v=N3nc1Nn92Ao
god this guy's such an insufferable obnoxious faggot
>>
>>578668704
why do you link his vids then
>>
>>578668704
there are much more insufferable factorio youtubers out there
>>
>>578657663
I'm afraid that is the local time, lol. This is about 72 hours in.
>>
>>578669000
I don't care
those guys are idiots
this guy takes pleasure in being a boring, snooty faggot breaking the game with insufferable amounts of handfeeding and manual work, trying to break the game and patting himself on the back, creating edge cases that nobody person would ever use
his entire shtick he takes himself seriously while being a fucking retard
he's anti-automation
>>578668942
I just saw it
>>
>>578668704
Isn't this just savescumming with extra steps?
>>
>>578669284
hey settle down okay?
>>
>>578669889
HE IS A FAT GERMAN RETARD
>>
>>578669453
always remember
save scumming saves cumming
>>
>>578670451
this is very literal with Monster Girl Quest
>>
in SE, is it worth using pyroflux for rocket fuel? 60 pyroflux for a single rocket fuel feels expensive
I only have one good vulcanite planet and it's waterless
>>
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"solved for next release" section on the forums just got wiped so new patch tomorrow
>>
>>578673579
oh nvm wtf, how did I miss it being out already
>>
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I wish Tailings Ponds weren't so futuristic considering how early you get them and what you make them out of

Also I want pitch to go and stay go. So much steam burnt up to crack it
>>
>>578677187
this but Retorter
feels like it was made 10 years ago when Py had no idea what it wanted to be
>>
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>>578677187
The good old days.
>>
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name a more useless machine
>>
>>578664273
>and set realistic expectations on people?
But he is
Realisitcally, a normal person would think something is wrong and they should at least wear some gloves for menial tasks when their hands start disintegrating from '''leprosy'''
>>
>>578680616
>>
>>578664273
So... Sponges... You're... You're supposed to change them? Hahaha...
>>
>>578681009
there are some people who use that on nauvis for trees (eco-retards), no one uses biochamber outside of gleba. so i cannot agree
>>
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>>578680616
>>578681009
>>
>>578681326
and there are some people who use biochambers outside gleba for oil products.
towers are use for 3 recipes, biochambers more than 3. So they are more useless machines.
>>
>>578681770
it may not be used outside of nauvis but it produces items used by all other planets. cant say the same about ecochamber
>>578681939
>and there are some people who use biochambers outside gleba for oil products.
there are literally none. if there are you will be able to post a video of such base
>>
>>578682168
>it may not be used outside of nauvis but it produces items used by all other planets.

?? no, it's used to make a few uranium prioducts and then is quickly obsolete and unused when you aquire fusion.
biochambers make Carbon fiber which have more uses, along with bioflux for biter eggs.
>>
>>578682680
+ green science
>>
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>>578682168
Made me have to switch mods
>>
>>578683101
I mean, I guess it's an option.
>>
>>578683101
Is the productivity bonus worth it? I'm debating doing that too
>>
>>578680734
>My finger nails are falling off and I can see my exposed muscles
>I guess it's just leprosy!
Imagine someone putting their hands in bleach, getting severe chemical burn and they just say that like it's nothing.
>>
>>578677187
i remember pitch being very useful for something early on but not what
>>
>>578682680
>>
>>578681245
your sponges don't get worn out to shit after a couple months?
>>
>>578683586
mine get so full of oily gunk over time, there's no way to get it out anymore
>>
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Updated from Space Age 2.0.9 to 2.1.14 via drag & drop replace, getting picrelated error every launch. Pressing "disable listed mods" just restarts the game and does it again.
Just trying to play Space Age, no 3rd party mods.
>>
>>578683365
I guess that would depend on how much oil you've got available. Practically speaking I do not expect that to ever be a problem, unless you're playing some extreme low resource run or something. I'd say saving oil (infinite) in exchange for having to deal with nutrients isn't worth it. Maybe it's worth it in terms of UPS by having fewer buildings? I doubt it though, you're probably not going to have enough oil refining to really hit your UPS anyway.
>>
>>578684853
Doesn't K2 make oil wells finite instead of winding down output? Or was it some other mod.
>>
>>578680734
I see people washing stuff in barely diluted bleach every day without protections. I have no fucking clue how they do that. I accidentally touched bleach unprotected yesterday, cleaned my hand within 20 seconds and kept it under the water for 20 minutes. And I still feel it. Even with the delayed pain, you feel your fat layer saponifying almost instantly and it doesn't feel good or clean. It feels like your hand is melting and the lack of pain makes it feel like you just got a fourth degree burn or something. Then a while later you progressively feel like you've touched a stove a few hours ago, it becomes a bit red and itchy, like a rash, the skin becomes noticeably drier. And that's for a few seconds of exposure followed proper cleaning. How anyone could experience something like this and not feel at least mildly threatened is insane to me.
>>
>>578683586
I... I throw them away when they start falling apart... When are you supposed to change them?
>>
>>578677187
>>578683450
There is a stone brick recipe that uses pitch and stone. Gets you an extra 60% brick for your stone input relative to the normal recipe, which is great when stone is otherwise a bit of a bitch to get, what with the kerogen byproduct.

Also worth noting that, while the ash output is prodigious, if you redirect all of your coke output from pitch and anthracene processing to burn for steam, you're just barely shy of being steam neutral on the whole process.
>>
>>578683312
I had bioflux on trains anyway to supply my biter camp. Rather than just getting a few eggs initially and waiting until after Aquilo to get a proper setup closer to home, I took over a nest way out in the back of beyond
>>
>>578687035
When I say "took over a nest" I mean like 24 of the things in a cluster
>>
>>578685514
Was that K2? I thought it was regular SA, no idea then.
>>
>>578687649
no, I'm just desperately looking for a valid usecase
>>
>>578686906
True but a great deal of my coke gets funneled off for shit like concrete and acetylene. I think you need intermetallics for oil burning so it's not like I can burn off the gasoline or hydrogen either. Closest to burning my oil I can get is burning treated wood.

I'm going to hope I can scrape by to alternate power production before I need to find another raw coal patch for power/steam.
>>
>>578686906
oh
yeah no i was thinking of kerogen, not pitch
>>
>>578687935
Right. I suppose there's not really a way to get the coke out of that process without burning a bunch of something else for steam. I think this playthrough I mostly just did destructive distillation of raw coal/coal for my coke needs, up until I got the coke/coke oven gas recipe at py 1. Not nearly as efficient in terms of raw coal consumed, but then your starter patch is like 40M.

Automation science in Py really is just surviving ash hell long enough to get electric mining drills and geothermal power.

>>578688046
You can turn kerogen into tar using sulfur (and who has sulfur to spare at automation/py 1), or into shale oil using steam. If you have oil burners, shale oil is very steam-positive. Maybe that's what you were thinking of?
>>
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>>578646617
>Abandoned
No, I think the next update is going to be full of weird shit like pic related for some reason. They seem to be really focused on making Icarus some kind of powerhouse with direct control being a big selling point? He goes on to talk about superweapons and whatnot.
I'm not even sure what the vehicle system is actually supposed to even do beyond being a way for the player to shoot shit as a tank/aircraft instead of a robot.
I'm just assuming all these new systems were never really planned for when the game launched so it's taking a long ass time to cram them all in. Hopefully it's not literally just another way to fly around and hold left click to kill things.
>>
>>578689195
The game was finished years ago, now they're just adding random crap nobody asked for.
>>
>>578651756
>>578660492
Funny enough I am actually using methane as well for powering my glassworks, I do think it's bad too but it's easy.
What's the wrong moondrop turd? I already picked one but it should be fun to see if I did pick sub optimally.
My next goal is intermetalics for trains.
>doesn't have that much snow
Yet. Give it a few months. I hate snow.
>>
>>578666510
Transporting oil to remote outpost flamethrower turrets that I'm to lazy to send a train to
>>
In cdda you can make candles out of zombie fat and In real life there has been a few instances of soap made out of human fat. I've been wondering, would that work with insects? Do biters even have fat reserves? Could you theoretically mod factorio to create candles that you can light and that will self destruct when they're done? Sort of like a temporary burner lamp. Can you make biters drop items? I know it's useless as is but it could make some very interesting things with a complete overall. Medieval factorio?
>>
>>578689547
>The game was finished years ago
If you completely ignore the Dark Fog being incomplete and their promises for better local inter-planetary logistics, sure.
>>
Good morning /egg/. Is Mech Engineer /egg/?
>>
>>578694287
No. You're just changing stats on weapons/mechs. Still a cool game though.
>>
WHats the worst thing that could happen if I use;
an 80v igniter on a 120v supply?
>>
>>578646617
Not abandoned, but definitely has a lot of scope creep. I'm fine with that though. I've had lots of fun with it already and it wasn't expensive.
>>
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>>
>>578695912
>WHats the worst thing that could happen
Boom
Zap
Dead
>>
>>578694287
Yeah, mechanical engineering is engineering. Don't let anyone tell you otherwise.
>>
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what the fuck is this map generation
>>
Anyone played this?
>>
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>>578699872
>>
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>>578700154
>quality
Nah.
>>
>>578689562
>What's the wrong moondrop turd?
lamp, methane.
>>
>>578690530
>>>/rlg/ger
>>
>>578696695
too much empty space bro
>>
>>578702770
but what if it's implemented in a non-dogshit way
>>
>>578704604
Well I didn't go for that one so I'm safe I guess, yay.
>>
say i have a sulfur train, how do i make it wait at the loading station instead of the outpost? since unloading takes forever, I'd like to make the train wait at home and only depart when the tank at the uranium station is low.
>>
>>578688938
yeah, it was probably just turning it into burnable fuel
>>
>>578707987
Assuming you already have it set to depart when full, just make it so the train limit at the unloading station is circuit controlled
>>
>>578707987
Hook up the tank to the train station so it only allows for a train when it can accept an entire train of fluid
>>
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>>578700154
>le cats
off to a bad start
>check out trailer on steam page
>millennial freak doing baby voice
fuck you for tricking me into watching that
>>
>>578688938
>You can turn kerogen into tar using sulfur (and who has sulfur to spare at automation/py 1)
As I'm diving into getting items setup for intermetalics. Apparently me.
Mostly because I have stranded myself on a godforsaken island made by my own hands, but oh boy does Nexelit look fun when you can't mine it.
Anyone have much experience with how good Caravans are at this point, moving all these byproducts with belts and with priority is getting... hard.
>>
>>578700154
no, unlike you i'm not retarded.
>>
>>578715976
kill yourself
>>
>>578673493
anyone?
>>
>>578719517
you had ten hours to calculate the answer
>>
>>578720269
with prod 3 and 100 rocket fuel/s i got this numbers:
- 11.1 coal/s for 100 liquid rocket fuell/s (one rocket load = 227k rocket fuel)
- 28.6 vulcanite/s + 1.3 coal for 100 liquid rocket fuel/s (one rocket load = 1612k rocket fuel if transported as vulcanite blocks)
- (if making rocket fuel on an oil planet) 1.6 rocket fuel for 100 liquid rocket fuel/s (one rocket load = 312k rocket fuel)

so it's obvious shipping coal for it is not worth it, but the vulcanite path consumes way too much vulcanite to be the obvious choice, even though it takes fewer rocket trips
still can't make up my mind
>>
>>578684526
The recycler was split off into it's own mini-mod so you can play Space Age without Quality. Enable it in the mod menu.
>>
Is there a way to tell what inserters eat more UPS than the rest? Is it based on the number of calls they make?
>>
>>578726943
you can see it in the debug options
>>
>>578699872
yo your map has vitiligo
>>
>>578699872
I used to think it was cool but I just can't stand alien biomes anymore after SA
>>
>>578699872
looks fine
the ugly spots are just clouds
turn them off
>>
>>578700154
*pukes*
>The game is backed up with real Machine Learning, links to handpicked educational videos, and an in-game wiki to be used as learning material.
*pukes again*
>>
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>>578309083
>>578389304
I wonder if this would work?
>>
mostly done with Vulcanus for now
built a new shuttle for Gleba
it's pretty good, better than my Vulcanus shuttle by a lot
>>
>>578735000
This seems like way too much everything, for a ship with 8 cargo modules and 5 engines.
Halve ammo production, go down to 3-4 asteroid collectors, remove lasers and accumulators, etc.
>>
>>578735000
>>578735310
on the other hand you just need to add a few rocket turrets and you can go to aquilo
>>
>>578735310
it's barely enough for the speed it travels
it would be a lot smaller if I had unlocked advanced asteroid processing because then I could use the foundry for red ammo and the better thruster fuel recipe.
but for now it burns ammo faster than it makes it, even with lasers helping, which means there is still some downtime between trips
>>
>>578737862
How fast does it go that 4 lvl 3 assemblers aren't enough?
Can't you research some physical damage upgrades instead?
>>
COI: If I have a bunch of buildings placed but not started for construction or that haven't finished constructing yet, is there a way to mass pause the operation of the building without affecting the construction status?

Like if I want the buildings to start their life as paused, is there a way to pause just their operation without pausing the construction?
Because at the moment I'm clicking each building one by one and then clicking the specific pause button I want and that's quite inconvenient for big construction sites.
>>
>>578743092
there's a pause tool in the bottom left, for half-built stuff I do not remember whether it pauses construction or operation
>>
>>578743795
Yeah that's the one I'd like to use, but it pauses construction and not operation when both are available options.
>>
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so today I found out that the any planet start mod does not actually halt nauvis evolution even if you don't start there
>>
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>>578725583
It worked, thanks
>>
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the new biter expansion is kinda nutty... its a massive pain in the ass
>>
>>578744605
You get big biters and spitters in 30hs with no pollution having been made? Or does it somehow calc the pollution from other planets?
>>
>>578748805
no clue. I'm at 70% evo.
>>
>>578748805
IIRC biter evolution is also time-based so even if you do nothing and emit no pollution they still evolve
>>
>>578750101
Its miniscule compared to pollution, at least on default biter settings.
>>578750062
Does it show any evo done by pollution for you or just time?
>>
>>578751942
>Its miniscule compared to pollution
Time is two orders of magnitude stronger than pollution on default settings. You just don't notice because eventually you emit so much pollution that it drowns everything else that contributes to evolution.
I don't know at what evo factor anon is playing at, but those 32h alone will definitely move the needle quite a bit
>>
>>578753676
>ou just don't notice because eventually you emit so much pollution that it drowns everything else that contributes to evolution
so in other words, it's miniscule compared to pollution
>>
>>578755090
It is obviously not when there is no pollution, anon
>>
>>578735000
I don't get why so many people are terrified of using nuclear and beacons and would rather spam thirty assemblers and solar with eff modules everywhere. You could probably shrink that ship in half or fill up all the accumulator slots with storage
>>
>>578758093
maybe they did not research kovarex yet
>>
>>578735000
cool ship
>>
>>578666510
Good for small-scale liquid shenanigans.
>>
>>578748434
disable it
i think they should have added a dedicated section in the interface settings for configuring alarms. can't imagine why they wouldn't
>>
>>578666510
They can be useful, for example to move liquid using bots if you need it in low quantities in some place that isn't close to the pipes. In SA it's also so you can bring fluid up to platforms.
>>
>>578755090
1 unit of time equals 60+ steel furnaces worth of pollution so it's not minuscule in any way you look at it
>>
>>578759832
>60 furnaces is not minuscule
dude
>>
>>578751942
>Does it show any evo done by pollution for you or just time?
I never checked the debug settings that thoroughly, but I'm on death world settings, so 32 H for 70% evo without pollution would be relatively reasonable.
>>
>>578760441
brother you can double down all you want but time is 200-something times more effective at raising evo than pollution
I don't know what else to tell you
>>
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>>578758290
Kovarex is not necessary for nuclear power.
3 miners and 1 centrifuge can power one reactor continuously
>>
>>578761216
True. Kovarex is just a good extra thing to have later on.
>>
>>578760823
oh ok, death world makes sense for it being at that level just from time
>>
>>578759832
>>578760441
Time is miniscule if you JBM. If not, it's a sizable contributor.
>>
>>578761015
ok, handcrafter
>>
>>578762939
oh that's just evil
>>
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I finally automated wood with this setup. So there's a recipe for coal gas that uses wood, is it worthwhile to switch from coal power to wood power for some reason?
Also I still got my setup for producing my initial trees and moss at the right, should I leave that running and amass a shitton of trees and moss? I got the feeling it might come in handy later. Also fuck how the game wants me to unlock lead mining to make fluid storage, so for now I'm dumping all of this shit into the soil without knowing what it's used for.
>>
>>578763347
>is it worthwhile to switch from coal power to wood power for some reason?
No.
Consider this:
Coal comes free from a 100 M patch lying on the ground.
Wood needs 5 steps to get a paltry amount.
>>
>>578763347
>is it worthwhile to switch from coal power to wood power for some reason?
yes, absolutely, but not at your tier. not until biomass powerplants, the third wood recipe and hyperefficient saws.
>>
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Should I switch all my passive provider chest to active provider and connect them to the network?
>>
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>>578764147
>>578764147
>>578764147
>>
>>578764470
Retarded nigger.
>>
>>578764451
no
>>
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>>578764451
Definitely. That's a great idea.
>>
I'm tired of this faggot shitting up the OP so have this
>>578764808
>>578764808
>>578764808
>>
>>578764848
holy spergerino
>>
>>578764565
have a proper OP for a change >>578764848
>>
>>578765219
eat shit faggot
>>
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>>578765219
go samefag some more in your shit thread
>>
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