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File: 1759849487861879.webm (3.87 MB, 1920x1080)
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Space Cat Edition
Previous thread: >>578195832

This thread is dedicated to all games about building machines and systems, in space or otherwise.

List of commonly discussed /egg/ games:

Voxels, blocks and vehicle builders
>Avorion
>Besiege
>Empyrion - Galactic Survival
>From the Depths
>Machinecraft
>Robocraft
>Scrap Mechanic
>Space Engineers 2 +1
>Sprocket
>Starbase
>Starship EVO
>Stationeers
>Stormworks: Build and Rescue
>TerraTech
>Trailmakers

Aerospace
>Chode - Children of a Dead Earth
>Flyout
>Kerbal Space Program

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

Programming puzzles
>Exapunks
>Last Call BBS
>Nandgame
>Opus Magnum
>Shenzhen I/O
>SpaceChem
>TIS-100
>Turing Complete

The full game list as well as information about these games, such as where to get them if they’re not on steam, trailers, /egg/ conquered/hosted servers, and other shit can be found in this pad:
https://hackmd.io/e6SPFz8VSRmpV91t8bmkWw

https://fromthedepthsgame.com/

Games that are not /egg/:
>Minecraft
>Endfield

OP pad for new thread
https://hackmd.io/Z-_iicnWRFi9T8Sm3Ro9rA
WebM for physicians: argorar.github.io/WebMConverter
Reminder: /egg/ has no discord, any discord links posted are from tranny servers.

Current and recent /egg/ hosted servers:
>Factorio
All IPs are in the pad for security reasons.
>>
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When's 2.1 supposed to be stable again
>>
Loaders = cheat
>>
>>578765287
I think it's impossible to balance loaders without ridiculous requirements
>>
>>578765396
Step 1 introduce them in spage
Step 2 aquillo only craft unlock that requires prometheum chunks, biter and pentapod eggs to craft
>>
>>578765396
The whole game must be balanced around them, there isn't really any way around it.
>>
>>578765628
I kinda get promethium but not the other ones
unless you're implying the belts would be driven by child slaves
>>
>>578765970
Why not, we already put them to work in prod modules
>>
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240 bioflux per second
>>
>>578766059
I'm not complaining
I'd like to see the slavery be animated
Like having a little biter or pentapod be on a hamster wheel or something
>>
>>578766340
h-hayai
>>
>>578766340
how come you're using the epic modules alongside the legendary ones?
>>
>>578768074
I use epic to get closer to the correct ratios. The bioflux machine make exactly 120/s and they each need 180 mash and 144 jelly. Here the mash makers make 181/s and the jelly 252. I could have gotten it closer but I noticed a tiny surplus helps things stay stable.
>>
>>578768349
Ah, I see
Fair enough
>>
Why were they even slowing down on entrance in the first place?
I swear everything about the new modular ramps is pure ass
>>
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>Walking with a geode
>It collides with something as I'm turning around and shatters
>Halves shoot out violently, find one several metres away
>No idea where the other went
>Half an hour later walking back through the area
>Glimpse something above me
...
>>
>>578764808
holy fucking kino
>>
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When are we getting the next starbase or something like that?
>>
>>578770236
Mh yes anon that screenshot completely in the dark totally helped me understand what the fuck it is you are saying
>>
>>578772898
How about you look at the object right in the middle of the shot, wiseguy
>>
>>578773712
How about you take better screenshots if you want other people to look at them
>>
>>578773989
Sounds like a you problem, I can see the subject pretty clearly
Besides, you're obviously looking at the screenshot :^)
>>
>>578771562
I don't want the next Starbase, MMOs are not what this genre needs
I want the mechanics of Starbase but in the next Space Engineers
>>
>>578770236
What game is this?
Can't see shit
>>
>>578773712
I mean I understand your shit randomly got stuck in the ceiling, I still don't know hwat gaem.
>>
COI: I have divided my island into logistic zones, not for any real necessity but I wanted to try the feature.
I have now assigned a dumping area in a zone which isn't the zone of origin of the material I want to dump (slag) and nothing is being dumped.
The dumping area isn't under the command of any mining tower, it's a generic universal dumping area.
Slag is in storage in zone A, all the trucks that can deliver this slag are in zone A and assigned accordingly. The dumping area is in zone B where no vehicles are assigned besides those belonging to a mining outpost.
As long as the dumping designation is in zone B, nothing moves, but as soon as I put the designation in zone A, everything works normally.
I'm not sure I understand the zone filters, the only things banned from crossing zones are the default amphibious vehicles so nothing should prevent normal trucks from crossing a border to fulfill a task.

What am I supposed to do if I want this to happen and i don't want to use mining towers to override the zone boundaries?
>>
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>>578778849
MineMogul, first person spaghetti simulator.
It's not a very large scale game, fairly short, but the physics-based item belting is what makes it fun
>>
>>578781101
NTA, I enjoyed the game. This is what hydroneer should be.
>>
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Time to shit.
I'm tempted to just gamble and always pick randomly for fun, are there any of these here or later on that are straight up traps I should try to avoid?
>>
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just got around gleba and finished making some stack inserters
it's nice
ft 10K logibots because I thought it was a good number, I should probably start rolling for better quality roboports
or just wait until vesta and fusion bots
>>578765813
Consider.
Coal does not run out.
>but wh-
Coal does not run out.
>bu-
Does. Not.
>>
>>578781549
iirc, top moondrop one is super bait. I went the third one since making co2 onsite for free was super nice for simplifying things
>>
>>578782245
Just insert bots whenever you have <300 or some other number available.
>>
Here we are, back after a little break.
The starter iron mine is truly gone and any evidence of its existence has been buried under a fuckload of rocks and grass. Now iron ore is entirely delivered via train.
The starter copper mine is also running on fumes, consumption of copper has ramped up with the introduction of microchips and the new tier of electronics so it won't be long before that's gone too. Preparation for its decommission have already started and the space it now occupies will ultimately become a train station and a forest to provide fuel for oil-related steam

Oil is still running on the same T1 boat import that's been there since almost the start of the game, thanks to the massive oil savings afforded by an early full hydrogen conversion.
However, a sizeable chunk of the hydrogen produced is fed straight back into boilers to make the steam that keeps the whole thing running, and fuel consumption has been slowly increasing to the point where I'd rather use that chunk for the factory rather than steam, This is where that future forest will come into play and freeing that hydrogen quota means I can keep surviving on this tiny oil import for a whole lot longer. It was a convenient stopgap solution, but now I need that hydrogen for other things.

As for the factory itself, we've finally transitioned away from that horrible mainframe computers and switched to proper data centers, which saves a ton of power at the cost of a new tier of maintenance.

The new research tier is expensive as fuck and, most annoyingly, it doesn't match any ratio from all previous research tiers, meaning I can't use two labs full time anymore as I've been doing all game. Hopefully with the next tier of assembler we can go back to a two-lab setup but who knows.
The space science that I've been ignoring since it was unlocked is starting to creep up as I run out of things to research with normal labs.
>>
>>578764808
Lol get fucked.
>>
>>578781549
selective cutting heads is the one that doubles logs to wood, right? it's basically insane
copper additions for moondrops is very strong but it's only very strong once you're on like the third moondrop recipe, before that it's a nuisance. carbon capture is nice early.
>>
>>578786178
>my thread just got archived and I am upset
Lol get fucked.
>>
>>578786639
Friendly fire.
>>
>>578786063
And while we all admire how the island used to look like before it was decided to build an industrial complex on it, one thing I forgot to mention: I've finally got rid of the next biggest polluter of the island: waste water.
We have officially hit zero water pollution, now the only other source of pollution is industrial exhaust, but that will take a lot longer to get rid of, if at all.
The unity gained by eliminating pollution isn't that great so it's probably not worth chasing that absolute zero quota anyway. Water pollution was easy to eliminate though, because it was entirely coming from settlement waste water and I was just waiting for a high enough production to justify building that massive water treatment facility. One building and it's all gone.
Industrial exhaust is much more scattered and it probably won't be feasible to collect every single source for scrubbing.
>>
>>578786178
Stay eternally mad faggot
>>
>>578787364
Nigger I'm talking about the retarded baker. Not this OP.
>>
>>578787191
>>578786063
And yes, raincatchers have been firmly in the top3 most maintenance intensive buildings all game
No ragrets.
>>
>>
>>578787780
what's wrong besides the garbage cartoon image?
>>
>>578788015
Oh boy
>>
>>578788193
everything
it needs to be stopped forced on us
>>
>>578788565
we are indeed fighting the same battle and you have my apologies
although I prefer a proper op with a garbage image than a fucked up op that some retard felt like changing
>>
>>578788015
the narrator is barely hanging on
hearing him like this after years of watching USCSB is a bit depressing
>>
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I enjoy quality.
Mostly because I get it completely for free from fulgora.
was making some rare panels with a few EM plants filled with rare t3 quality modules andI got like 10 legendary solar panels.
It's silly.

Wanna see how this thing fares in the asteroid belt. It's supposed to be a DPS check.Probably gonna wreck my shit big time.
But still, all I needed to do was just recycle an old planet hauler and just slap some improved quality t3 modules.
>>
>>578791434
Having that many turrets in the middle of your ship is a waste of ammo. They'll be shooting at asteroids that pose no threat while moving. You only need coverage like that when parked in orbit, and even then the minimal amount of turret coverage to cover your entire ship is enough.
>>
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>>578791691
I disagree, but that's fine
>>
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>>578788015
>>578791074
At some point in recent years they switched to a format of having additional people explain things by staring into a camera instead of being entirely graphics narrated by him. I can't express enough how much I despise video of just a person staring into a camera.
>>
>>578792303
I think at some point they realised their animations alone weren't enough for their target video length.
Even now, if you cut out the segments where people are talking into the camera, the whole animation and narrated chain of events is repeated several times over. I guess those segments are useful to break the repetitiveness.
I don't know why they don't just stick to shorter videos where concepts are explained once instead of repeating the same things several times, maybe they are just minmaxing the YT algorithm or some shit.
>>
>>578791691
Isn't it best to put them near the middle of the ship so that they don't shoot at asteroids that are too far away to pose a danger?
>>578791434
Nice hauler. Some day I will try quality but not yet.
>>
>>578794594
>Isn't it best to put them near the middle of the ship so that they don't shoot at asteroids that are too far away to pose a danger?
Yeah, that was my main reasoning. Had to use uncommon turrets because common ones had too small a radius.
That ship's been my main inner planet hauler in my first spage run for 50 hours and it didn't have any problems even when it had half the ammo production it has now, so I have to politely disagree with that anon
>>
>>578768887
maybe a realism approach?
maybe thats just the excuse they used to not fine tune the code right off the bat to ship so they could polish it down the road?
>>
>>578782716
top one is what i chose. but in the end they were all trivial.
>>
good morning /egg/
>>
>>578800108
I don't know, the way the vehicles act around ramps isn't realistic at all if that was the intent, and the old ramps didn't have this problem at all.
The idea of a modular ramp is actually good, it's much more flexible than the old system, but the way they implemented in game is so bad that I just wish to go back to the old ones.
>>
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Finally got my vacuum water evaporator(& purifier) working. The vent pulls a vac in the chamber which the water then tries to lessen by evaporating, wicking off some heat in the process. Polluted water evaporates into clean steam and is condensed into the water main. I was trying to keep from using a liquid radiator cause those hold many liters and I'd like to see water in the chamber ideally, but a near-vac atmosphere didn't move enough heat to the liquid for it not to freeze over. The compressed vapor and resulting clean water are hot enough that the net heat(released into my base's air) is about the same.
Now I gotta figure out if running a single active vent 24/7 is less taxing than a purifier and filtration unit or if I've wasted my time.
>>
>>578805335
Where does the poo go?
>>
found a work-around to Gleba spoilage: handcrafting
the spoiling timer stops the instant you enqueue a handcraft
this lets me use up a bunch of pentapod eggs which should otherwise have expired by now
>I'm not yet making more of them, had to scavange them pentapod rafts
>>
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I usually put everything on trains which makes my bases grow fast, but I like how compact my vulcanus base turned out.
>>
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Do you really need more?
>>
>>578821575
Yes.
>>
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how make work?
Trying to make generic stations, starting with pickup stations. Station is named [iron ore] Pickup, and the wildcard should take the icon's place, but it doesn't seem to see the station. It can path there just fine.
>>
Is there any downside on trying out the 2.1 experimental build? I really want that lane drop change for inserters.
>>
>>578821575
https://factoriobin.com/post/o3267t
>>
>>578822298
Only real downside would be mod incompatibility
>>
>>578822107
Name all inputs the same. Use wildcard for output name. Train will then pick the output stop based on the cargo it is holding.
>>
>>578822298
I've been on it for a few weeks and it's good. As other Anon said other downside is mod compatibility if you really need mods.
>>
>>578823285
Huh, that was a simple fix. What is the reason for it working for inputs rather than outputs?
>>
>>578823584
The wildcard gets replaced with the icon of the cargo being carried IIRC. So if your train is empty there is nothing to replace it with. You just want your train to go to any free input station, so you just name them the same. Just how you would do in previous versions. No need to over complicate this.
>>
>>578821575
>three thrusters
a bit rich for my blood
>>
The biter expansion/evolution rate is so overtuned in 2.1
>>
>>578826860
Nah it's fine. I didn't even notice a difference.
>>
>>578826860
imagine getting filtered by biters holy shit
>>
>>578818286
>speed instead of prod on coal liquefaction
>no beacons either
oh wait it's the bajillion science per minute base you probably have minin prod <silly> and legendary everything
>>
>goes to other planet
>base starts getting filled with requester chests and random assembly machines everywhere.
How to fix?
>>
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Note to self: asteroid belt mod does NOT fuck around and instead waits for you to find out

My usual lean ships will NOT do for this
also those are big asteroids
>>
>>578836110
Have you tried slowing down to a crawl?
>>
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what the heck is going on here? I have no clue how to request items from vulcanus
>>
>>578838034
click on it again and look in the bottom left corner of that dialog
you can click on the planet to change it
>>
What's the best way to farm legendary iron plates? So far I've been taking legendary green circuits from my circuit upscaler and recycling those, but there has to be a better way
>>
>>578839094
You can asteroid shuffle if you're still on 2.0. Otherwise I would just vast on vulcanus and throw everything else into the lava
>>
>>578839214
>You can asteroid shuffle if you're still on 2.0
I am, but I really need to update. Are the experimental builds stable?
>>
>>578839318
>Are the experimental builds stable?
I have 136 hours in a 2.1 experimental run. No issues so far.
>>
>>578839318
I've tried it and had no issues so far.
Also why upscale with green circuits? Gears would have made more sense I think.
>>
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gleba is more of a pain than I remembered
yes I have bots no I don't want to use them for this
>>
>>578839859
I mean it's just a standard circuit upscaler, I take normal blue circuits, and break them down and reassemble them until they come out legendary. With max productivity, the only waste is the sulfuric acid
>>
>>578837457
That is the other option, but also, I don't want to. Aquilo's science rots now.
>>
>>578838897
Thanks daddy :3
>>
>>578836110
why is that platform going between two planets that don't exist
>>
>>578843570
I think it's this mod
https://mods.factorio.com/mod/AsteroidBelt
>>
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I can't kill him :c 50 turrets and 1 tank (only blue science)
>>
>>578843570
magic
>>578844213
more turrets
>>
>>578844213
Small or medium? Protect the turrets with walls
>>
>>578840580
I misread my bad pimp you good
>>
>>578840374
stop belting jelly and mash in processes that make spoilable stuff
>>
>>578844213
u can kill every worm with turrets red ammo and no upgrades
>>
>>578821575
post a webm of a trip to aquilo
>>
>>578845946
how else do you move it around?
are you saying to just do direct insertion?
>>
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>>578844213
I did it like this
red turrets are enabled
black turrets are disabled until the last red on the left is destroyed
worm will target only the red ones and position itself to get reckt by every turret at once
>>
>>578846374
yes
>>
>>578847101
alright thanks for the tip, I will give that a try later
>>
>>578846374
>>578847249
one second as jelly is 30 seconds as bioflux
>>
>>578826860
I felt as if they were expanding way faster and more aggressively in my run, but then I just made a wall of lasers and flamethrowers and forgot about them.

>>578833740
>oh wait it's the bajillion science per minute base you probably have minin prod <silly> and legendary everything
No, it's my vulcanus starter base. I do have mining prod 15 and raising though because I did 300 SPM before even leaving for space. I barely use that coal and it's a huge patch. I will make a proper base once I get all technologies from all planets.
>>
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>>578821575
absolutely
it can't even go at full speed despite all of its guns since i'm playing with 4x asteroids
baby buckets like yours would explode soon after launching
>>
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I love being able to just request absolutely everything from my more civilized planets so I can bring the others up to speed
I should add more rocket silos
>>
>>578844213
I spaced out the turrets so they won't get destroyed all at once
>>
>>578788015
At work there's a narrow lane with a completely exposed liquid oxygen pipe on the side. Sooner or later a truck or a forklift or something is going to hit it. The pipe is at the narrowest part of the lane too, it's narrow because of the pipe.
>>
>>578846514
Placing them in 2 rows like this did it :3 thanks pookie
>>
>>578849083
Can't you report this anonymously to the authorities?
>>
>>578849386
We actually had a surprise inspection by the authorities last week. They ordered a bunch of retarded shit like putting those annoying little latches everybody hates on all the crane hooks, put maintenance manuals in all the vehicles and devices to stop people from climbing ladders but not a peep about the inevitable liquid oxygen incident.
>>
>>578849676
Inspections these days are conducted by nepo babies who must pretend to work/make themselves look important, so don't be surprised by this
>>
>>578848070
The asymmetric design triggers my autism
>>
>>578849896
Even worse. They were poos.
>>
>>578849676
Maybe it was an inspection for something else like things related to how workers operate things, not necessarily overall workspace safety.
If you can report it then do it, beats doing nothing and hoping that you aren't there when the whole building blows up
>>
>>578764808
I was playing factorio, when I noticed something I did not recognize in my inventory, it was...fish...

Is this new? I never seen it before and am not even sure how it got in my inventory!
>>
Man does it feel good to be done with a rocket in just a dozen hours on 2nd save when it took me 100 on the first.
>>
>>578852990
No. Fishes have always been in the water. You can pick them up. You might have told a bot to pick it up when you were using deconstruction planner or something.
>>
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These guys are expanding every 5 mins, its giving me anxiety
>>
>>578857958
watch out, they're gonna bite you
>>
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How is this not overtuned, literally 3 mins later
>>
>>578857958
just let them be, they will taste artillery once you come back
>>
>>578822107
I think the wildcards only get matched in the condition side, so you need a "[wildcard] Pickup station is open" condition.
>>
Dude I need so much petroleum on vulcanus. How many damn oil refineries do I have to make to sustain five rocket silos constantly?
>>
>>578861443
Slap a green belt of coal worth of refineries with prod modules, should be enough
>>
>>578861665
Something must be fucked with my setup then because I have about two green belts of coal feeding refineries and it's still only a trickle of petroleum for the plastic needed. Most of the heavy and light oil gets converted down as well.
>>
>>578862047
you're using coal liquefaction proper, right? not the starter one.
>>
>>578861443
dude, you don't get it
you have FREE iron and copper
>>
>>578862601
Yeah, I'm using the real coal liquefaction recipe you have to research. I'd post my setup but I can't at the moment. Right now each refinery has two prod 1 modules and one speed 1 or 3 module. I should probably fill them all with the best prod 2 modules, right? Then spam speed beacons?
>>
>>578864202
yes
>>
>>578864202
yeah, prod in machines + speed in beacons is ideal basically the second you can.
Just doing rows of beacons is fine though, you don't need coverage on all 4 sides.
>>
>>578852990
Eat the fish, it tastes good.
>>
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Did you know you can mine zinc, lead and tin using a liquid miner with the right liquid input? And you, also, don't need to make the world's shittiest, splitterless soot separation and tailing dust separation processes to get those going?
You would have to be very stupid to do the latter. A complete fucking imbecile, I'd say.
>>
>>578768887
Because they want them to follow traffic directions for some dumb reason. You can watch your trucks suddenly slow and veer to the other side when they're about to pass over a modular ramp on the "wrong" side.
I'm assuming next big update will be roads because these and bridges seem to share the same general size and rules.
>>
>>578780426
Sorry to say anon but zones as they are right now are VERY restrictive. I think the only way to get zone A trucks to dump in zone B is to assign them to a storage that is exporting to a tower in Zone B. The only way to get around this is to have a global zone (like the default one) and have a many trucks as you'd like assigned to it. They'll handle orders in both Zone A and Zone B since they belong to both. Meanwhile your two other zones will remain independent to the Zone A/B assigned vehicles. This is annoying to set up but very useful when you have islands and you don't want every fucking truck driving to the end of the map to fulfill an order.
>>
Think I'm gonna scale red green military on vulcanus, purple yellow and blue on fulgora
>>
>>578804080
I'm just hoping they don't remove the old ones from the game. I have them in a blueprint book so I can pull them out anytime I need them. But seeing how they aren't in the toolbar anymore I'm wondering if they'll vanish one day.
>>
>>578844213
Poison Capsules can help remove the worm's health regen
>>
>>578876879
okay not purple apparently, rails require an absolute crapton of stone that is basically impossible to source at scale on fulgora to get 1K purple/minute
I mean I most likely could by tripling my scrap but I'm better off doing that on vulcanus all things considered
>>
>>578876879
Rails for Purple science are a bit annoying on Fulgora, depending on your recycling setup
I always end up with a stone bottleneck
>>
>>578879643
yeah, I was running the numbers just now. I can just scale the infrastructure on vulcanus a bit for it, really.
>>
>>578879907
Definitely Vulcanus for Purple science
All the ingredients are free except for Plastic, which on Vulcanus is just Coal and time
It gets to be a shitload of Coal at scale, because you need to use Coal Liquefaction too, but big miners make that easier
>>
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i wont start a 2.1 1000x run, I WONT, PLEASE I NEED TO WORK LEARN AND LIVE GET OUT OF MY HEAD
>>
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jesus that's juicy
so juicy I can see it from the front
>>
>>578882660
oh I'm silly I forgot the corners
it was too perfect, but it's a fairly easy fix
>>
>>578765287
Loaders is what I found cool for SEx when loading/unloading space ships
Some use like this would be cool
>>
>>578792303
Still better than narrating something over completely unrelated bing bing wahoo Minecraft/Roblox footage
>>
>>578840374
Starting zero supplies landing on gleba was hell of an experience.
Building all the shit from scratch to even be able to make iron and copper was hell.
Not even gonna speak about coal
>>
>>578861443
Uhm... Coal liquefaction? Just kill a worm and get near infinite coal field.
Resources on vulcanus protected by worms have such huge patch size they will never deplete, especially with broken miners.
>>
>>578882054
Come anon, join in my x100 SE run with broken biters (explosive, toxic etc.)
I think the most fun I had was dealing with them and having a race against ressources where I had to make a bunch of automated train supplied defense outposts that would beat hordes of incoming bugs from all sides. At some point I ran out of all achievable Ressource Patches barely in time to launch rockets to some copper and iron planets.
Eventually I won the epic battle and now I yield the power of the sun and cleanses nauvis from filth. Next issue is somehow advancing past tier 3 sciences
>>
>>578885670
weak and possibly homosexual
>>
>>578882054
That sounds hella lame and hella gay.
Do it if you're comfortable with being a complete boring faggot.
>>
>>578861443
120 coal/s should be more than enough (2 green belts), assuming you slap at least T2 prod modules into every step of the processing and use chain
right now i'm making ~380 petrol/s with 43 coal/s, for 6 silos that is about 48% satisfaction, but since i'm not launching constantly buffering fills that gap
>>
>>578857958
Assuming you have decent radar visibility and roboport coverage on Nauvis (and the logistic network research), you can deploy a tank, stock it with fuel, ammo and modular equipment and drive it around remotely to clear a nest or wipe a wave out. Just try to avoid driving out of radar coverage, you will be blind and can't start driving it if you need to disconnect for whatever reason.

To improve your visibility, you can daisy chain radars and power poles via blueprint with a tank-mounted personal roboport. (Also stocked via the logistic network, don't forget a handful of bots.) You can also deploy multiple tanks scattered around the place and jump to whichever is closest to what you're trying to kill.
>>
new kino just dropped https://mods.factorio.com/mod/yoink
>>
>>578886612
I didn't say I didn't enjoy it
>>
>>578871902
Yeah that seems to be the case, but having trucks assigned to the global zone kinda defeats the point of having zones, no?
Anyway yes in the end i had to set up yet another mining tower for the sole purpose of dumping shit.

But what exactly are the filters for then?
>>
>>578878549
I'm sure they will remove them completely at some point. I wish they would make a smaller version like they did with the railway crossing
>>
>>578892903
Does it make all inserters an environmental hazard? Because that'd be kino.
>>
what if factorio had a way to make belts to the other way with a circuit condition
>>
>>578898565
What would you use it for?
>>
>>578900475
i ask that myself also
>>
>>578893712
Having a player set global zone is needed if you want them to work in any other zone you've set up. The regular default zone doesn't allow trucks to work in any other zone at all. I like making a zone for each island so my large trucks stop giving 5000 error messages when they can't cross the bridge and grab things on the other side. By assigning them to Island#1 or #2 it prevents them from looking for jobs on the other islands.
The only other zone I set up is for trees to stop my planters from taking saplings out of a farm instead of the storage box right next to them (no idea why they do this).
>>
>>578898565
this functionality can already be implemented with splitters
>>
>>578905415
actually without wiring them to circuit net too
>>
>>578861665
>>578886846
All I needed to fix it was slapping more prod 2 modules then using beacons with speed 3 modules. Thanks.
>>
>>578893712
You can disable truck exports on the farm and that should solve the problem, or set an import route on the forestry tower to the sapling storage
>>
>>578908192
meant for >>578904595
>>
>>578900475
Decorative wiggling iron plates.
>>
>>578892903
that should be in the base game
>>
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Just getting started with nuclear stuff. Before I put both U-238 and U-235 on the same belt, is there any reason I shouldn't do that?
>>
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>>578910364
>is there any reason I shouldn't do that?
It all depends on how you deal with it
>>
>>578910364
It's fine as long as you don't mind dealing with the ligma.
>>
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>>578911443
>>
>>578910364
Combining them on a belt is how you make nukes.
>>
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>>578911832
>>
>>578910364
I think it's easier to just put the normal green rocks on a separate belt to immediately feed them back in (with priority), and then put the spicy green rocks on an output belt
>>
>>578912715
99iq play
genius even
>>
>>578910364
yea, ever heard of mustard gas? yep, it makes that
>>
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So are the chain signals just better than the regular ones? Why shouldn't I just replace my whole network with chains?
>>
>>578916860
chain look for the next segment to see if there'd a train (recursively)
if all is chain then it's the same as having 1 signal for the whole loop since a train anywhere will be detected in your only chain
>>
>>578916860
because chain-only network supports only one train, also no they're strictly worse
>>
>>578916860
You should only use rail unless you have to use a chain
>>
>>578916860
ChaIN IN rail out.
>>
Man I was planning on escaping from ash hell once I got py science 1, but now I'm gleefully running towards a lovely ten full belts of ash because I need the increase in power that badly.
>>
>>578916860
yeah sure you should replace all your rail signals with chain signals
>>
Just got rockets going, getting ready to build my first plataform.

What do people usually do for power on space plataforms? I brought some solar panels and capacitors, but am not sure they will scale up well enough.
>>
>>578924226
solar works for all your early platforms.
it's only once you're going to aquilo that you'll probably want to look at nuclear.
>>
>>578917041
>(recursively)
That's just overcomplicating the explanation
There's no recursive behaviour as each signal simply passes it's state to the previous one
Although chain signal behaviour is actually dictated by the train's path
>>578917430
>because chain-only network supports only one train
>if all is chain then it's the same as having 1 signal for the whole loop since a train anywhere will be detected in your only chain
I don't think that's necessarily true, maybe if there are multiple paths with chain signals the chains will allow a train to pass as long as it's entire path and exit are free, i wonder if that allows a train to be stopped in the middle of a chain of chain signals (if another train in a different path reserves the exit blocks for example)

>>578916860
Dunno why no one just explained what a chain signal does, it only lets train pass if they can also clear the next block (it's the same as wiring normal rail signals and propagating their state backwards), if you use multiple chain signals, the train must now be able to clear the ENTIRE path of chain signals before it can enter, it essentially reserves the entire track for a single train.
>>
>>578924630
What should I aim for exactly? I get that I can crush asteroids to get iron ore, carbon and water, but then what?
>>
>>578926762
What do you mean? Asteroids gives you everything that a platform needs to make it from planet to planet without needing to resupply.
>>
>>578926762
make whatever you need in space.
That's science for your first platform, and then fuel + ammo for your transport ships
>>
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why is it whenever i paste a recipe into a requester chest, the amount seems random?
>>
>>578927261
Well, I guess I am just confused as to what to do now, is this when I move to other planets already? I have never finished a playthrough, so I am kind of lost.
>>
>>578929453
the pasted request is always adjusted to keep the machine going for a certain amount of seconds (i can't recall how many exactly)
>>
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fuuuuuck I have to set up gleba now
>>
>>578930262
Why not join us in the py fun instead?
>>
>>578930262
You don't DESERVE Gleba
>>
>>578930262
>>578930940
This. Come on, splitters and electric mining drills are fucking stupid. We got ash, we got trees, we got tar and coal gas. It's all fun and games in pyanodon.
>>
>>578930940
>>578932006
I am NOT playing poopy.
>>
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>>578932006
>We got ash
Ash is wonderful. I need power so badly I'm planning out this monster of a array to have my base not try and die just when I'm doing research let alone getting everything for intermetalics going.
>>578932259
But it's actually fun! I know it sounds like torture but perish the thought.
>>
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>>578932259
Inserters that are slow as shit but don't need poweeeeeeeeeeeeeeeeeeer.
Assemblers that require raw coal to functioooooooooooooooooooon.
>>
>>578845946
>>578847101
>>578847629
hey fuck you, buddy
I'm trying to figure out how to do bio science using direct insertion from the fruit to the finished product and let me tell you, it's difficult
I think I've got the basic idea worked out but still haven't figure out how to get it to bootstrap itself, nor do I have any idea if it will even run reliably

someone else had the idea, which seems way more reasonable, which is to run the spoilables on belts, but don't let it get backed up, and don't recirculate it
I guess that means putting a burner at the end of every intermediate belt

anyway I want to try that
>>
>>578935801
protip, limit inserter insertion for the fruits
the ratio is 2 yumako to 1 jellynut for the same ratio
the bioflux ratio is different but you can get around it with that
>>
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My brain stopped working trying to come up with designs for vulcanus. Can't believe theres 3 more planets
>>
>>578946169
don't worry, gleba designs are easy
>>
>>578946169
I'd reccomend hauling stuff for rocket parts before unlocking proper coal liquefaction.
>>
>>578946169
It felt like learning the game all over again at first. But it got easier after 1000 hours.
>>
>>578786063
After finally eliminating my backup power plant which had no reason to exist anymore, I have repurposed its wood-powered boiler to make water via desalination for the rest of the factory, I'm even dumping extra freshwater in the ocean given how much of it I'm making with so little effort. This means that raincatchers are no longer a top3 overall consumer of maintenance, they are not even in the top5 now. Truly sad times, I'm going to miss the blue.

In other news, I have almost finished covering most of the rocks with grass and I'm in the process of setting up a new forest in the bottom right to produce wood that will eventually be burned to make steam for oil refining, freeing up a decent portion of hydrogen that was previously reserved for boilers.

I'm sorta aimless at the moment. The factory is stable but the new tier of research has shown some minor bottlenecks (mainly T2 electronics) that will need extensive expansion to solve. I'm slowly crawling through the research tree to unlock the new tier of assembler that will hopefully allow me to use two labs instead of just one, but that's only going to make the bottleneck worse so we'll see if I can make it work with intermittent research.
I won't proceed with major expansions until the copper mine is exhausted and replaced with train imports. I suppose my next major milestone will be to finally start dabbling into space stuff and maybe nuclear power, but that will have to wait.
>>
Have some spaghet
>>
>>578954370
>>
>>578954470
>>
>>578916860
Chain signal has no yes or no on its own, it looks what next block is and says if there is yes or no from rail signal. Having several chain signals allows you to check further ahead but doesn't give you clear yes or no until you reach a rail signal which is the final block that you can check. There is no exit condition.
>>
>>578921908
PenIS IN pussy out
>>
>>578952413
>using wood for steam
Wouldn't trading it for corn yield more fuel per tree when you process it into animal feed?
You only have so much space on the island.
>>
>>578957843
Yes it would, but space is absolutely not a premium on this island and wood is as close as you can get to free fuel already.
I'm nowhere near being so constrained on space that I need to reserve a few dozen workers and unity just to minmax the fuel yield.
I have a 120MW power plant entirely fuelled by wood already (with around 8k tree tiles worth of forests) and I have space to build like 3 or 4 more with relative ease and plenty more if I want to go through the hassle of going over water and building on smaller islands, and that is pretending nuclear power doesn't exist, which consumes zero space by comparison.

I'm not going to megabase so I'll run out of things to do before I run out of space to plant trees.
>>
what mods for high science multi space age run
>>
oh cool my ssd drive died a month ago, forensic guys couldn't recover shit, and now I am back to factorio and just realized my py2 save and midgame nullius are not on cloud
>>
>AI HAS MANAGED TO ESCAPE FROM CONFINEMENT!!! THIS PROVES AI IS SENTIENT AND A DANGER FOR HUMANITY!!!
>Look inside
>It manage to escape a unsandboxed VM by using the shared folder between the host and the VM because the person responsible for the main system executed it
>They didn't notice the escape for 2 weeks
>They asked a Chinese LLM what to do
This physically hurts to read on multiple level. Like, moron put not safety, ask his AI to escape using any mean necessary including deception, then he just trust his own AI when it told him to execute an unknown program? That's just social engineering 101. "Free robux generator!! Click here to install!!" kind of shit. I know I will hear about it non-stop at my next family diner.
>>
>>578960167
>oh cool my ssd drive died a month ago, forensic guys couldn't recover shit,
Ah. It quantum'd itself out of existing. I guess the cat was dead all along after all.
>>
>>578960567
okay I didn't pay for the "remove dies and read them directly" service cause that's expensive as shit, just going through the controller and it's fucked
>>
>>578960221
wow it's as if people need to hype up a shit product
not engineering
fuck off
>>
>>578960221
not only you are several weeks late, but nobody asked
>>
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yeowch
>>
>>578960221
good one buddy you've just earned yourself one trillion years of torture in the basilisk
>>
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>>578963928
>you've just earned some copy of yourself one trillion years of torture in the basilisk
Not my problem
>>
>>578963468
why 151
>>
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sending flexible, non wasteful rockets do be hard
>>
>>578965952
would it make a difference if it was 150?
>>
>>578966627
Just load it with all the shit and set a signal that launches it when full or when one of the resources goes to zero (or set value)
>>
>>578967372
that's basically what i do, except i also have it prevent launching if it's under 300 slots full and sound an alarm so i can debug what's getting used so quickly and adjust
also some combinators for syncing between launches and such
>>
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>>578965952
>>
>>578968168
Oh that mod. I should try it sometime because while I like the idea of increased research costs I hate how it makes the beginning of the game too much of a slog.
>>
>>578968271
yea, even configured like this it's rough
I would use a negative additive factor (mine is 0 in the screenshot), so that (1 + additive) * multiplicative = barely above 1
it slows down the growth early but would be completely irrelevant later on
>>
>>578966627
dont sweat the wiggle space, if you overshoot the one rocket, the next will overshoot another and balance out before you even notice.
if it doesnt. ya dun goofed. L2count
>>
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do i research this? they already seem fast enough, and 500% is such a nice round number :/ (99% of the concern)
>>
>>578972335
bigger is better
>>
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guerrilla uranium mining because I can't be arsed and I want biolabs
>>
>>578969548
overshoot? what do you mean?
>>
>>578929212
>>578927261
I am kind of confused as to how to set up my industries in space I cant seem to place the provider chests I was using on planet. Am I stuck with steel crates? Is there a way to place my production back into the plataform main inventory or cargo hold?
>>
>>578978737
You can't place chests of any kind on space platforms.
I will give you a hint: you already have an expandable chest on your platform.
>>
>>578979148
SA is pretty hard for people that did not read the FFFs
>>
>>578979148
Figured out what I was doing wrong, I was trying to use inserters to place stuff in the plataform cargo hold by inserting into a cargo bay instead of the plataform hub.

Got a little steel production going, am going to use all the copper wire I sent in advance to make plataform expansions.
>>
>>578979148
How does the auto request work? Do I need to have the materials ready to be inserted into the rocket, or will the logistic robots fetch it at a provider chest and deliver to the rocket? It does not seem to be working.
>>
>>578978737
You can put things back in the hold directly (especially useful for ammo, where you'll struggle to produce enough just-in-time at first).
Also (more useful once you start making bigger platforms), just make sure your production matches consumption. You get asteroids much faster while flying, so resources flow freely.
>>
>>578984302
Click on a rocket silo and look under the "Logistics Request" section of its menu.
>>
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i wish i could just gas these fuckers
>>
>>578985965
bro your artillery
>>
>>578985965
Endgame Space Exploration gives you a virus bomb
>>
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>>578985965
?
>>
>>578978737
There is literally an in game tutorial...
>>
Have I shifted timelines? I could have sworn substations took batteries to make
>>
>>578988294
The only recipe change they ever had was changing copper plates to wire, and that was with 2.0.
>>
>all science tiers work in multiples of 12
>except the last tier that works in multiples of 16
>all labs including the last tier work in multiples of 12

I mean it's not a big deal, just an extra assembler to match the least common multiple, but still pretty annoying.
>>
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This is actually so silly in retrospect but you can just cut down some trees a ways off and just replant the seeds to absorb pollution around your pollution makers as long as you keep everything at 80% energy reduction with t3 eff modules and beacons

Beyond silly
but I'm almost ready to start kovarex and I only had to clear the nest around the oil and the uranium
>>
I remember being able to rotate rail planner's end with shift+scroll, but now I cant on new PC, anyone knows which setting that is?
>>
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whats the point of this?
>>
>>578994935
more space+capsule landing spots
>>
>>578994935
what bothers me a lot about it is that visually it's an utter nonsensical mess
by looking at every other building in the game you could tell what it does, but this one is just an oversized big fat box of slop
nothing on it makes it obvious that it's used for unloading items from the landing pad
had they added one or two exit ports on its sides with a belt visibly rolling outwards inside it, that would've taken it instantly from trash to okay
>>
>>578996469
>belt rolling outwards
Then people would think it connects to belts.
>>
>>578994935
unload from any spot on your landing pad since you can't unload directly from extra cargo bays
>>
>>578994935
https://cdn.factorio.com/assets/blog-sync/fff-443-unloader-big.mp4
>>
>>578997065
maybe it should
>>
>>578996469
>>578997065
Yeah I thought it would connect to belts. I was just directly unloading from the landing pad
>>
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>must go through the entire oil processing chain in order to make sulfur on the sulfur planet
>>
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We hebben een serieus probleem
>>
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>>579000468
>>
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>>579000468
>>
>>578996469
I think just some stuff up top moving between multiple extensions to show the "automated warehouse" aspect would be cool
>>
>>579000468
Hans
Get the railgun
>>
>>578987567
Sorry Engineer, but your artillery research is on another planet.
>>
>>578994935
For the 0.00000000001% of players that were too throughput limited using roboports.
>>
>>578994935
Would be way more based if they allowed to build several landing pads. It works fine in SE why shouldn't it work here? There is no laws of physics preventing you from building more landing pads? What is this dumb retarded limitation of one per planet
>>
>>578381505
Anon in the previous thread was asking about Stormworks air conditioning that doesn't use cryocoolers.

I had built one as an experiment and included it mostly for flavor on my big SAR boat way back but never actually wired it up and tested it. It WORKS.

Could probably be optimized, but it's three small air/water heat exchangers in parallel circulating seawater on one side with a small electric pump, and cabin air on the other with small impeller pumps.

Brought the temp in my boat down by 3c in about 10 minutes. Still dropping. So proof of concept works. I'm getting 350l/s of airflow with a single small impeller pump as is through just one return port and two outlet ports.

I think if I add an additional return, put the heat exchangers in series instead, it will probably work faster.
>>
>>579006473
There are mods for that. Multi landing pad is technically way more efficient than trains
>>
>>579006614
if I /editor in infinity chests, that works too.
>>
>>579007069
Not really the same thing. Multi landing pad can take shit extremely far away but 2 next to each other wont do much difference and if you are doing same planet transfer you probably need a really large distance before send rocket->bring down to next pad is remotely efficient
>>
So, my plataform is slowly being d
Expanded, will wait for it to grow a bit before re-structuring everything to make a proper streamlined factory.

I cant help but wonder about what this>>578984343
>especially useful for ammo, where you'll struggle to produce enough just-in-time at first).
Am I to assume there are biters on space?
>>
>>579007847
>Am I to assume there are biters on space?
no, but asteroids are. once you leave the safe orbit of nauvis, you will find that there are more than the tiny ones that crash harmlessly into your ship. (This is all in the in-game tutorials somewhere, so I'm not spoiling anything).
>>
>>579008332
Got it, still a long way to go before I can get out of nauvis.
>>
>>579000468
turn off your clouds
>>
>>579000468
suboptimal.
>>
>>579000135
sulfuric ACID isn't elemental sulfur, anon
>>
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Left or Right?
>>
>>579015403
Bee yourself
>>
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>>579015403
Water input goes between the assemblers and you can put inserters between the underground pipes, see the illustration.
>>
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thrusters placement and pipes is annoying
>>
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>>579018824
liek this? but it takes more space
>>
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>>579018824
>>579020904
oh like this
hmm
>>
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>>579021087
Yessss
>>
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ok I tweaked the forumla and reset it once
nuclear power get, rushed that and automated trains, now I have enough to not just get doom looped by biters
>>
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>load up save
>look at barren gleba surface trying to figure out where to even begin
>close game
the sad thing is I've beaten space age before so conquering gleba isn't anything new to me but I want to do it more efficiently this time because I'm playing with x10 research
>>
>>579000135
it is shockingly difficult to get sulfur out of sulfuric acid
does seem like you could just grab a chunk of the solid stuff tho
>>
redid my gleba science a few times, now trying this weird setup
it produces fresh science, but not sure if it's stable long term, might explode in pentapods at some point
>>
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where the fuck is my 235
>>
>>579033708
have you asked your greatest ally if they've seen it?
>>579029457
it seems to be reliable and it works, except that now there is so much green science that it's backing up and I'm not sure how to get rid of it
I guess I need to put an inserter to pull the oldest bottles from the buffer chest if it's above a certain quantity, and then I don't know where to put it but I guess just stuff them in a bunch of chests until they expire
>>
Good morning /egg/. What should i play today? I don't wanna play Factorio
>>
>>579036386
>I guess I need to put an inserter to pull the oldest bottles from the buffer chest if it's above a certain quantity
I did the math and that should work, I only need 3 chests for compost
>>
ok maybe i wanna play factorio but watching a playthrough parallely
>>
>>579037160
it's alright
>>
>>579037160
Just play some pyblock, like me. I've been spending the last couple of days placing thousands of belts by hand because I still don't have bots to do it for me.
>>
>>579037029
Factory Town
>>
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I am the Trash Man.
>>
>>579039394
that's my next planet to tackle but it seems so far away still
but now that I have advanced asteroid processing I can make a faster gleba shuttle
the long one has done well but it struggles to make thruster fuel fast enough with the starting recipe
>>
>>
>>579040048
I'm still flying with >>578821575
>>
>>579040521
I like the simplicity but how fast does it go and does it have to wait long to make fuel?
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>>579040782
It goes fast enough to carry what it needs to carry and if I ever need more I will just make more of them.
It can go non stop.
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>>579041083
Nice
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How does one build a "real" base after your "starter" base? I've never ventured further than a 45SPM base. Maybe I should do it on another planet?
>>
>>579045760
I do it by replacing parts at a time as I get better machines and more supply.
>>
>>579045760
wait until em plants and foundries, then just move away and pack everything by train. Or just ship it from another planet.
>>
>>579045760
You're building stuff pretty close together. I prefer having some space between buildings. As to your original question, I just build new production lines further away, and leave the old ones in place. It's not like Nauvis is going to run out of space
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>>579045760
Building and re-building is part of the gameplay loop. You're *supposed* to iterate as your equipment gets better and your productivity improves.
You're training your factory design brain structures with frequent practice, and lower your "rebuilding threshold", which will make it easier to rebuild things later if and when you need to.
"Waiting for X" is a trap and it robs you of that important experience of squeezing the most out of your setup before you get access to better stuff.
"Why innovate when X does it better?" is how you become a failure of an engineer and a glorified construction drone.
>>
>>579045760
pretty kino base
>>
I think SE should have requester chests unlocked earlier.
>>
this gleba science setup seems to be stable
no pentapod outbreaks yet, nothing has stalled
it's been many hours now
this is running on one full patch of each type of fruit

this produces up to 6 gleba potions per second, usually a little less because I don't quite have enough of the red fruit
>>
>>579025934
wow it's almost like playing with a 10x multiplier on science doesn't add anything to the game besides tedium and waiting
>>
>>579059767
but this guy's having fun with his 100x run
https://m.youtube.com/@simonplays314/videos
>>
>>579059984
and?
>>
>>579060209
that makes your statement invalid
>>
>>579060442
Well it's not me who's opening the game and immediately closing it out of dread of what needs to be done because of that arbitrary multiplier.
Keep watching other people having fun I guess
>>
>>579059767
If you have ever waited on anything in Factorio, you are fucking retarded. You're supposed to scale up to research faster, which adds it's own new logistical challenges.

Also playing on 1x I always have the problem that I overbuild and end up researching everything with my current science while I'm designing and building the next science. A 10x multiplier shouldn't even really affect how you play.
>>
>>579060753
>A 10x multiplier shouldn't even really affect how you play.
Yeah that's exactly my point, it adds nothing,
If you want to scale up you can scale up with a 1x multiplier already, nobody stops you from researching things faster and then stress test your factory with infinite research or set an arbitrary goal for yourself instead of relying on a mod to force a goal on you that is clearly too high and adds nothing and makes you close the game without even playing.
>>
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>>578882054
>2.1 1000x run
*DING*
>>
ever since i unlocked requester chests i've been just plopping down 1 assemblers + requester and passive provider, why am I like this?
>>
>>579063535
I have a blueprint for making that. Pick a product and it automatically sets the requests and quantities and limits the output based on the total amount already in the logistic network.

I'm making a nuclear spaceship finally and again it's super narrow for some reason. I think because I read that ship speed is limited heavily by ship width, so I start with a narrow ship and only make it wider if I have to.
Anyway it's not working yet, can't find space to get rid of one single product and also it's wasteful of ice. The reactor works though.
>>
>>578952413
I've finally matched science production with the amount of labs I have (the ratios changed with the last tier of science) and that required to quadruple the throughput of almost every step of the chain, with an additional 2x unity boost on top of that.
This put the whole factory under a lot of pressure and highlighted a few critical bottlenecks.
The first thing to run out is ethanol, which cascades into a shortage of T2 and T3 electronics. Various buffers along the way ensure this issue takes a very long time to actually affect science, but it's a bottleneck nonetheless. Solved by tweaking farm and fertilizer settings to make more fuel for ethanol production.
The second thing to run out is T2 electronics, this is simply a matter of not having enough production, they run out well before the ethanol shortage can ripple its way through the chain and cause a shortage of plastic. Solved by adding more production. We'll see next time I fire up science if this causes additional shortages somewhere else (probably copper).
The third thing is not a shortage but an excess: I'm actually flooded with recycled materials while science is running and the recycling plant just couldn't keep up. Solved by adding another recycling plant even though I'm still kinda chocked by poor belt routing to the various furnaces which are consuming said recyclables. Other things will run out and force me to stop sciencing before recyclables become a problem, so I can easily postpone the solution, and there's always the option of reducing the recycling efficiency bonus if I'm really lazy.

Everything else seems to hold fine besides the lack of workers. Firing up science at full speed takes somewhere around 600 workers just to keep up with power, computing and raw resources. I had to pause a bunch of non-critical activities to keep everything running.

Next item on the agenda is to add more food production and expand housing a little bit to give me some more headroom with workers.
>>
>>579063939
Meanwhile, the new forest is fully operational and already providing fuel for the oil refining column. This unlocked a lot of extra hydrogen and dropped crude consumption significantly. We're not going to upgrade that shitty little T1 crude-importing boat anytime soon.
The copper mine has been partially backfilled already. The remote mine is already fully stocked and served by a train station, I'm just waiting to have enough space on top of the old mine to build the other end of the train line. Once copper arrives by train, so will bauxite, meaning I'll start working on aluminium production and, eventually, on space shit.
I have also upgraded the boat that's doing the slag-to-sourwater contract, but it had the unfortunate effect of not leaving me with any headroom on slag, which I'm using as a filler material for concrete production. Not a huge deal, it means I'll have to use more rocks instead, but slag is free and rocks require mining, which is inconvenient.
>>
>SeaBlock still not updated
>>
>>579064431
The forest-deleting power plant has been working very well during the science test run. It makes power reliably and without bottlenecks. It's really walking on the edge of not having enough wood sometimes but it's nothing that can't be solved with a bit of terraforming and some very minor additional tree planting.
I didn't take screenshots during peak demand, this is with basically 2/3rd of it idling and that's why most of the trees are still up.

I've seen aluminium takes a stupid amount of energy to produce and titanium isn't fucking around either, I don't know if I should build another powerplant like this (maybe a bit smaller) or if I should just crawl my way through space science to unlock T2 nuclear and go with that.
>>
>>579063939
>>579064431
>>579064905
I've never played that one but it's interesting seeing other people's experiences with it.
>>
>>579065080
If you are interested in a much slower and less frantic experience compared to Factorio then give this a try, it's very high quality.
The production chains are nice, many of them are interconnected and there are many alternative recipes to choose from for that sweet efficiency vs convenience balance. The logistic management aspect in general is really nice and the terraforming mechanic is quite unique.
But again it's slow and the scale is much smaller than Factorio.
>>
>>579064905
Finally, the food production area is questionable at best.
It works, mind you, everything is set up so there can be no deadlocks. Whatever excess happens to go to recycling is generating a nice fuel source for desalination and, ultimately, some much needed relief for the only groundwater source in the area.
It has stopped being tidy a long time ago and it's not exactly convenient to expand. I reckon it can sustain two or three housing expansions with minor adjustments, but more than that and it will require extensive rework.

Problems for a far future anyway.
>>
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>>579064905
Alternatively you could do the Wood ---> Corn trade and burn animal feed instead. That would give you way more fuel per wood and should allow you to put down more power plants.
>>
>>579066363
Yes anon I know, thank you. Every time I mention wood power I keep getting the same comment about this contract and my response hasn't changed:
the island is huge, I have no shortage of space and as long as that remains the case I won't be using extra workers and unity on a contract that I don't need. I know it boosts the fuel yield, but wood is basically free so I don't care.

I mean look at it, do you think I need to save space?
>>
>>579064675
This is why I've been playing Pyblock.
>>
>>579066897
can you turn off the clouds in this game?
>>
>>579006614
Why is this ok being baseline in SE but not okay in SA?
>>
>>579070515
You can play with the shadow settings but I don't know if that affects clouds.
That screenshot is with fog completely disabled, which looks jarring and highlights the clouds especially when it's super zoomed out like that. During normal gameplay with the UI active you can't zoom out that far and the clouds are far less noticeable, especially with fog that increases with distance.
>>
>>579000468
You're not supposed to put stone floors down over everything. That prevents pollution absorption.
>>
>>579073306
What does pollution have to do with a whole bunch of pentapod eggs spoiling and hatching?
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>>579059767
x10 isn't the problem
I just want to design a better gleba base than my last one
>>
>>579074002
well the last one needed to be 1/10th of the size so I'd say the 10x is part of the problem
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>>579074097
why you gotta be so rude
>>
>>579074293
not rude just disagreeing with you
>>
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>>579074689
oh okay
>>
Why did Kerbal Space Program die?
>>
>>579071515
because SA has simplified logistics too much
>>
>>579074910
It did not
>>
just finished sandustry. it's short and sweet, not super grindy, the mechanics are interesting and building the factory is fun.
downsides:
>no byproducts to manage, the whole production line is one simple chain flowing from one product to the next.
>scaling up is not required, i got through the whole thing with just a couple of sand shakers i placed at the very beginning when i had no idea what i was doing
>map is strangely very tiny
>because everything is physics-based it might make it difficult to build at scale down the road when updates come
>things and mechanics are a bit quirky and random, not even trying to be based in reality, if they updated the game to produce living unicorns out of rainbow-sand-flower-juice i would've believed you

other than that i recommend it
>>
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I hate scheduling trains
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>>579074910
>Reaches standard singleplayer autism game player levels for number of years
>KSP 2 announcement and rare updates make numbers increase slightly over time
>2 releases in such an unbelieveably shit state it halves the concurrent players of 1 too
>Stays like this until the Artemis II launch unironically makes the game reach an all time high concurrent players and returns to pre-2 average numbers
So yeah, it didn't die in the end

Unless you mean /kspg/ which is a whole other story
>>
>>579080368
good thing you only need go do it once now with generic trains
>>
>>579066282
With all the initial bottlenecks solved, I've tried firing the whole factory up one more time to see what fails next (everything turned on except construction materials).
Now basically all intermediate and advanced components can easily keep up, save for T3 electronics, but it's such a small bottleneck that it doesn't really affect the factory in any way given its buffer.
Basic components, however, are a different story.
Copper, as expected, is the first one to ring an alert, closely followed by acid and rubber, whereas steel joins the party way later. T1 maintenance of all things also decided to sound the alarm, but its rate of decay was too slow to be of any real concern. Everything else would run out before maintenance does.

While the bottlenecks are nothing egregious and there's plenty of time to do science before buffers reach a critical state, it's still not a sustainable situation. Rubber and acid can be fixed easily as they are made in single buildings and there's plenty of raw resource headroom, but copper and steel will require whole new smelting columns and probably an upgrade to the power plants.
I wasn't expecting to run out of basic resource capacity at this point, but hey, at least it gives me an excuse to postpone space science yet again.
>>
>>579080849
>2 releases in such an unbelieveably shit state it halves the concurrent players of 1 too
I seemed to remember KSP player count increasing precisely because KSP2 was so dogshit that people simply did a 180 and went back to KSP. I think they even released an unexpected update which helped bolster the player count even more.
I don't remember KSP really suffering in any way because of KSP2
>>
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>>579082190
>>
>>579080368
I use single-item trains and I just make a blueprint for it with a parameter as the item and the parameter in the schedule.
I just place the train down, choose the item, and it does everything else. You can even put fuel in the train blueprint so bots fill it up for you
>>
>>579083367
Oh yeah that's a decline indeed
>>
>>579077565
its okay , but its the second time around you finish it in no time as the map is very much the same regardless of seed, and no build cost to anything means you can scale fuck-huge right of the bat
>>
>>579086698
yeah they definitely need to add a cost to building stuff, it's an interesting concept to play without it but it does make things super easy once you know the general layout you wanna make. don't know how they're gonna solve that when there's no inventory in the game tho
>>
>>579087415
NTA, I haven't played sandustry so I don't know how it handles that, but Shapez2 doesn't have an inventory nor a cost associated with building and it plays fine nonetheless. You are free to go fuckhuge from the start and your main concern is really only just space and the cost associated with expanding the buildable area.
That's to say that having free and infinite building supplies can work well if there is something else to offset that power.
>>
>factorio clone
>look inside
>shapez clone
>>
>>579090801
>Shapez2 doesn't have an inventory nor a cost associated with building and it plays fine nonetheless
shapez 2 is a little different because it has a *lot* of different products that you need to make, and once you unlock a new stage you basically need to redo your entire factory from scratch. it cheats a little bit cause it's so trivial for the developer to create new goals (or literally have RNG set new shapes to make), whereas a game like sandustry in which you process resources and create new materials from them it's much harder to do that because new goal = new process/material to add. the dev can't just generate them with an algorithm like it's possible to do in shapez.
perhaps if they added a crapload of processes, materials and byproducts then the lack of inventory would balance itself out, but they would really need a lot of them and it would be non-trivial to do that, so idk
>>
What is it about Factorio that it gathers the best and the worst kind of autists?
>>
>>579093603
Optimisation, or rather the freedom to achieve it in many different ways or not at all
>>
>>579006473
I think they don't want multiple landing pads because if they do that then you can trivialize all planet-side logistics by sending all your shit up to a space platform and then having it drop automatically wherever it's needed. All your logistics could be handled by putting shit into rocket silos and taking it out of landing pads, which they prevent by limiting you to 1 pad per planet.
>>
>>578946169
Someone post the thing with steam to water to steam to coal power
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>>578967824
Don't forget adding some sort of control signal which shuts all loading and launching processes if signal is absent. In case one of your outposts run out of power.
Eventually you want to just launch single item rockets with condition of "when landing pad empty and rocket full just go"
It will be much easier to automate for basic resources across multiple planets. You also don't need to launch full rocket if reasourxes are like rocket capsules. You can just let it be filled to 50 or so and give it green signal with the same condition launch when landing pad empty
>>
>>578967372
I only launch mixed item rockets on cargo full.
I have alarms on the planet that monitor critical resources - if I need to launch a rocket but it's not full, it's a threshold problem as opposed to something I want automated.
>>
>>579075327
Why is this a bad thing? If they want to make logistics harder they can just add some extra things you need to craft to send rockets back and forth. You still need to make rockets to send stuff from space to nauvis in SE so why not do the same thing in SA?
>>
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Only after building it all I realized I can flip the buildings to keep the lines straight. But I'm not going to change it, the tilt has its charm.
>>
>>579080849
KSP1 was unfinished abandonware before KSP2 was even announced though
>>
>>579095880
See >>579098741
Make sending stuff down cost money and some byproducts that you need to manage
>>
>>579098763
Good looking Fulgora base there, anon
I tend to just go 99% bot on Fulgora since that seems to be the intended design with small islands and random resources
>>
>>579099735
It literally isn't
Intended design is to bring shit from small islands to a big island and process it there
And later at megabase level use the special bricks to merge big islands together to have even bigger megabase
And try to connect big island with somewhat smaller empty islands which you use to place accumulators on so they give you free energy
>>
>>579098843
Of all the games out there I wouldn't really consider KSP unfinished abandonware. Yes, it was rushed to 1.0 and yes, mods did a lot of heavy lifting, but still it's one hell of a fun game and nothing like it ever came close.
Even now, almost 15 years later the only things even remotely comparable are KSP2 and the KSA, one of which is proper dead and the other one is probably going to take 100 more years before it's finished.
>>
>>579093603
idk it's just fun to piece together things and watch them tick from above, i like these types of games, i go in and hover in there for hours like a disembodied consciousness, feels like some kind of a meditation thing or a trance tbqh
>>
>>579098741
>Why is this a bad thing?
didn't say that it was a bad thing, i just said that logistics in SA have been made too simple to support multiple landing pads. design choice
>>
>>579100114
The current state of KSA makes me wonder what the state of KSP1 was back in their earliest days of development
KSA seems like it's way more clunky with a lot more needless details whereas early KSP was "Have fun and hope things don't blow up"

Maybe it's just a matter of the devs laying a better framework for the future
>>
>>579100608
Makes you wonder what kind of voodoo magic that random bunch of mexicans who had never coded a game in their life used, if actual game developers can't even get close with modern technology today.
I gave Squad a lot of shit over the years but I should have cut them some slack.
>>
>>579098763
OH MY FUCKING GOD YOU CAN MAKE SOLID FUEL OUT OF HEAVY OIL AND I'M HERE TURNING IT INTO LIGHT OIL LIKE A MORON BECAUSE THAT'S WHAT I ALWAYS DID
>>
wait nevermind you already get a shitton of solid fuel on fulgora what am I even talking about
>>
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>>579099735
Thanks. Here is the sorting/mining part.

>seems to be the intended design with small islands and random resources
Sorting splitters are your friend and trains are meant to be used to move resources from islands because lightnings can destroy robots.
>>
>>579101998
You can but light oil is more efficient assuming water is an infinite and easily accessible Ressource
>>
>>579101998
Well you need light oil for rocket fuel anyways, so it's not exactly wasted
But yeah, both the solid fuel and water (from ice) are easily found on Fulgora
>>
>>579102520
The amount of light oil needed for rocket fuel is miniscular compared to amount needed for cracking. There is 0 reason to make solid fuel from anything other than heavy oil on fulgora. Heavy oil is free.
>>
>>579102409
I see you've got a circuit connection on the belt in your post-scrap recycling loop where you get green circuits, copper, etc.
How is that used?
>>
https://www.youtube.com/watch?v=HxclpxpYqxQ
dosh roped devs into his stream
oh no
>>
>>579103269
Sometimes that loop can get clogged if it produces more stuff than it can take. A complete deadlock happened only once for me but usually it's just suboptimal if recyclers can't output and can't take anything, waiting for empty slot.
This just doesn't add more trash onto belt if the total amount of items on the outer loop is over 900.
>>
>>579103285
dosh will create whole new overhauls before playing py
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>>579103694
if py is so good, why no py2?
>>
py's art is dogshit and that's enough of a reason to never even download it
>>
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Ourboy would rather make his own overhaul mod than play py... Look what you did to him /egg/
>>
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>>579103285
i opened it at the right moment
>>
>>578966627
Just make a rocket for each resource lmao, way simpler
>>
>>579106332
Make him play Periodic Madness if py is that scary
It’s still in development thoughever and not finished
>>
>>579103285
>codegreen
WHERE'S THE FUCKING 2.1 RECIPE EDITOR UPDATE
>>
>>579103285
Do I want to watch this?
>>
>>579108584
periodic madness is not very good, at least the parts of it i played
>>
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>>579051825
this guy gets it.
>>
>>579109319
As the great philosopher Playdoh once said: Only by you, an answer can provide.
>>
>>579101917
the approach is the key
>lets just get it in the direction of the moon and fucking send it
vs
>they already just fucking sent it. we need to make it do a double back flip with a quarter twist at the tip or we call ourselves a fail because muh preconceived notions.
>>
>>579073306
coward.
>>
>>579077565
Have you tried atomcraft? It's more sandboxy, but the processing lines are much deeper and less "rainbow unicorn fart"-themed. Some parts are a bit annoying to work with, like pixel physics and heat transfer.
>>
>>579099973
yeah, all the planets needed more thought.
>>
>>579111279
not yet, it is in my backlog tho
>>
>>579109621
Idk I just like materials and especially fluids and it adds a ton of materials and fluids so I had fun
Launched the rocket with satellite in that mod yesterday
>>
>>579112215
I don't think I agree - the planets (aside from vulcanus) are really the highlights of space age and feel great to me. It's literally everything else (space platforms, logistics, productivity techs, etc.) that I think needs way more work.
>>
>>579098154
>Don't forget adding some sort of control signal which shuts all loading and launching processes if signal is absent. In case one of your outposts run out of power.
yeah, my conditions for a green signal is if i gen an explicit signal that one of the requested items is out, and if the current requests are satisfied by the upcoming rocket (ad if at least 300 slots are filled)
>Eventually you want to just launch single item rockets with condition of "when landing pad empty and rocket full just go"
not sure if i'll want to launch full rockets of electric motors, but time will tell
>You also don't need to launch full rocket if reasourxes are like rocket capsules.
wdym? well, hope i can be less conscious of that once i unlock some rocket reusability via astronomic science
>>
>>579066897
I doubt it's less pop efficient when you factor in you no longer need any farms doing corn and less farms for keeping chickens fed. You can use it for ethanol for medical and plastic production, and also snacks. You could even turn wood into hydrogen using the contract with Anaerobic Digesters.
Power is just a minor part of how useful that contract is. And like you said, all it takes is wood.
>>
>>579106332
he can't make blender assets so he's going to fail
>>
>>579115279
All true, I just can't be bothered to set that up and I find it hard to justify the effort when I can drop a forest and a farm literally anywhere and have power right there with basically zero external logistics. I know the contract is useful, I just don't feel like using it at this scale.
Rest assured the day I set up the contract you'll be the first to know.
>>
hooray i did it
i squeezed in yellows and purples into my chaos cube
thank god for sushi belts man
>>
Why does Krastorio still have steel pipes? Does it reintroduce flow limits?
>>
leave your ideas here
https://docs.google.com/document/u/0/d/1M4x62zsS8LKfT4MU0ZI_7jtzwSUQibEmszVkOV-ySlk/mobilebasic
>>
>>579119157
they forgot to remove them
>>
>>579114461
>not sure if i'll want to launch full rockets of electric motors, but time will tell
Nah. Generally you want to launch rockets full of resources (ingots,plastic, rocks, sand etc) between planets to generate more resources. They usually don't require advanced shit unless you want to start making modules locally (and then you'll may consider actually crafting them on the planet itself)
In my x100 SE run at least until tier 3s the only place I launched advanced stuff was norbit for space science and there I had one rocket being filled by multiple items with later a few single item rockets for faster draining stuff (eventually spelevator solves this too) and later you get spaceships anyway.
>wdym? well, hope i can be less conscious of that once i unlock some rocket reusability via astronomic science
For ingots you can launch full rocket but let's say I have following scenario:
I have a crucial cargo supply blueprint. It consists of several items that every planet outpost needs to function on its own with a circuit that doesn't fully empty the landing pads.
I have landing pads connected to a warehouse with single item requests:
Nuclear cells, cargo sections (stacked), capsules, planetary defense ammo, and depending on blueprint also ice (for waterless). This basically ensures I always have energy on the planet, enough defense ammo to shoot down all meteors and enough stuff to send rockets back with whatever I need.
The moment I plap down blueprint all those single item rockets get immidiatly launched and supply any outpost on any planet with all I need. But I don't want to send a rocket with 500 capsules, that would be retarded. I also don't need full nuclear fuel rocket considering that if you add some small local fuel recycling you will almost never need to refuel it.
This is why I limit them to reasonable amounts. So it's single item but it's mostly empty
>>
>>579119374
>space age but "fixed"
boring. you can do better dosh
>>
>>579119374
>I'm the ideas guy! :)
>>
>>579103285
>streaming on a friday
guess he quit his day job
>>
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I love making compact spaghetti bases
underground belt my beloved
21500 fast underground belts
>>
>>579119374
How about those:
>Nuclear reactors and incinerators can overheat and explode and need proper energy management and cooling
>Voiding base ressources that can be only recycled into themselves is disabled
>Spoilage decays slowly into mold which damages and deactivates any belt/machine it gets on
>Recipe that allows you to build rail columns in deep ocean is now aquilo tech, more deep ocean on fulgora
>Fulgora Islands are inhibited by enemy robots and buildings that attack you
>Fulgora tech's cryofluid is now applicable to spoilage - you get new tech with special container and special train wagon that can consume this fluid to slow down spoilage speed by 90%
>Vulcanus worms give frequently birth to a swarm of small wormlings that are happy to attack your base. Any moving/working machinery attracts them and they are almost immune to lasers and immune to flamethrowers. Alternate recipe with tungsten rounds and shells.
>Stoompa HP increased tenfold. Speed reduced by a lot. They should be big,menacing and slow, not a racecar. Now give birth to small wigglers.
>Weird robotic/biological (?) aliens in space that want to eat your ship. Can attack it from sides and back. Especially active when your ship isn't moving
>Some actual downside you need to deal with when using fusion power else it's too free
>>
>>579045760
>How does one build a "real" base after your "starter" base?
By abstracting sections, then making new sections out of combinations of sections you already have.
Once you've planned out enough combinations of these to get what you want, build them. That becomes the base.
>>
>>579111163
Best practice: Build on the water.
>>
>>579080368
I have never learned to handle multiple trains sharing a single terminal.
My base has needed me to add that for the past 9 months and I still haven't done it.
>>
>>579045760
concrete.
that's literally all that is required.
pave the world.
>>
>>579099010
Byproducts wouldn't really do anything in such a scenario. Every production block would be rocket silos (for output), landing pads (for input) and the actual production. Byproducts would just get shipped up with the silos that are there anyway, then handled wherever the fuck else. Either that or they'd get shredded on site if they're worthless or too tedious to deal with otherwise.
>>
>>579123987
terminal? you mean train stop? are you chinese?
>>
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>>579119374
>Spidertron can trample biters like the stompers can trample your shit
>>
>>579127348
I mean train stop (terminal).
No, I'm American.
>>
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>>579119374
make gleba at least a little challenging because currently you only need this to make green science
>>
>>579119374
>>
>>579119374
This is view only, dingus
It's Dosh's scratch pad he continually forgot to use because he was too busy
>>
>>579135697
frog
>>
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the new cursed pumps saving me from my poor planning
>>
>>579135697
>capture d'écran
HONHONHON BAGUETTE!
>>
>>579141215
Thirsty mechanical ostriches.
>>
I think the aquilo enemies look like squids. So I think they should overheat your building and cause them to slow down. Why? Because https://www.youtube.com/watch?v=5Ba9_jaN7EA
>>
>>579135697
He should bring back that fake lore leak from before space age. The one where the shattered planet was actually a planet turned battle ship that got destroyed by the inhabitant of Fulgora.
>>
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>>579119374
something that encourages LONG trains
alternative space routes, eg the fastest direct way between nauvis and gleba requires railguns
>>
>>579100114
>rushed to 1.0
Who made this decision?
>>
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>>579141456
>>
>>579143891
Hohoho braguette
>>
Give me a reason to try out Spengies 2, what does it have over the original? does it have stuff to do other than build and mine?
>>
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Now we're cooking 8 full belts of agri science, soon to be 10
>>
>>579045760
Personally? I don't.
Spaghetti is life.
>>
>>579111279
>heat transfer
Having some kind of thermodynamics autism is enough to sell me on an /egg/ these days. I love thermodynamics.
>>
>spage overhaul
IMO vulcanus needs to play into the metallurgy gimmick more. Have more liquid metals and even liquid intermediary alloys. Maybe some soft-nerf to belts (that can be mitigated by developing more vulcanus tech and eventually incorporating resources from other planets) to encourange piping shit around and having metals printed on site where needed.
>>
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>it's been over a year since Cosmoteer's last major update (Meltdown)
>the next major update is supposed to be the career mode rework combining the promised career mode 1.5 and 2.0 roadmap updates
>not a single word or teaser has been shown about it and everytime you ask them about it on their discord they mock you
fuck, I just want more things to do
>>
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>>579144475
no
>>
Man I know it's a self imposed issue but holy fuck I miss bots. Intermetalics can't come soon enough.
>>
>>579144475
Have they put real effort into a meaningful progression system and gameplay loop, or is it still sandbox slop?
>>
I've ended up using the same mall I spaghetti'd in my first space age playthrough for every other SA playthrough. Every time i've copy-pasted it, refined it slightly, and just done it again.
It sucks, it has throughput issues, but it technically works and I really hate the idea of designing a new one.
>>
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God, it's finally running and it's beautiful. Still needs another 30 secondary crushers to reach it's full potential, but this should outpace my power needs for quite a bit.
>>
>>579162330
>it sucks, it has throughput issues, but it technically works and I really hate the idea of designing a new one.
yep.

>>579166551
brutha why are you building at that scale before fucking py1 the next recipe is exponentially better and you're paying exponentially more
>>
>>579134802
>belting fruits but botting results
very weird choice
>>
>>579151503
Maybe next decade :^]
>>
>>579142993
>railguns
You've already beat the game by that point. Logically it should be missile launchers that you just unlocked from Gleba.
>>
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>>579167760
>brutha why are you building at that scale before fucking py1
I'm already at py1? If you are talking about crushing raw coal, that's what this setup is, I just cut off the majority of the secondary crushers below this setup. My base has been crying for more power as I've been running everything more and working towards starting to make Nexelit and Antimony which should add something like another 100mw of consumption to my base overall.
>>
>>579119374
lots of interconnected recipes between planets
lots of byproducts, voiding requires multiple interconnected steps and reagents, the particularly nasty stuff can only be voided on specific planets
nauvis is a deathworld shithole, your goal is fixing an half destroyed base left behind by a previous engineer as much as you can and gtfo before it's inevitably overrun
orbital bombardment to help reconquer nauvis eventually
frost storms on aquilo so you have an excuse to look at the frozen sprites. no rockets or shipments allowed during a storm. you are encouraged to buffer production, store fuel and find a way to automate kickstarting heat once everything's frozen again
>>
>>579168557
>I'm already at py1
why aren't you using coal plants and burning shit raw with 150 C° steam in a boiler
>>
>>579168935
Coal Powerplants appear to take intermetalics which I am still working towards, so that would be why? It also looks like heat exchangers and the high pressure turbines also take intermetalics or some of the pre-req metals for it to make, so I will have to rebuild this again eventually but I'd had to rebuild my power several times now anyway, so eh?
>>
>>579135697
The only interesting thing I'm seeing here is sharting the planet and the enemies crawling out of holes on Gleba at night.
The rest seems like current game but with extra steps.
I've also theorycrafted an overhaul mod, I just never had the time to implement shit beyond my overhaul for aquilo (nucular) and having vulcanus almost done but not released. I probably won't ever finish it, so I might as well post my ideas for inspiration.

>vulcanus: no accumulators, no coal, really long day night cycle
>instead of sulfuric acid vents it's sour gas coming out
>sour gas + calcite -> sulfuric acid
>tungsten ore renamed to crystalline minerals, mining it requires lubricant
>sulfuric acid + crystalline minerals -> mineral slurry (fluid)
>mineral slurry replaces tungsten ore for current recipes, also required for producing oil products from sour gas
>overall similar gameplay to early nullius, the only free energy is solar but you can't store it with accumulators
>so you either accept the factory being down for the night or you use the energy to produce fuel that you then burn for power when solar is down
>easy infinite resources but lacking power limits you from using them

More overarching ideas:
>players start on fulgora as an ancient automaton that has awoken from a lightning strike, no crashed ship
>once they fly to space they can access both gleba and nauvis, both are at evolution 1 from the beginning
>after finishing nauvis they can do aquilo(aquilo requires uranium), gleba is optional at that point, biolabs in the current form don't exist
>after doing aquilo (and gleba) the player has to travel through interstellar space to vulcanus, which orbits a black hole (renamed shattered planet)
>all infinite science is locked behind promethium science, it's not researched with science packs either
(1/2)
>>
>>579174502
>new processing chain for biological computing uses biter and pentapod eggs to produce neuronal cells, biolabs and AI cores
>biolabs are very different buildings, they have to be placed on living neuroglia tissue tiles which forbids all underground pipes/belts from going through the tile, no module slots
>place biolab setups on each planet and feed it the base science packs + the planets science pack to produce that planets data (fluid)
>throw in that planets AI core as a catalyst to get a lot more data per pack
>data is transmitted through nerve fibers (fancy pipes) which also need to be placed on neuroglia tissue
>combine data + cerebral core + planet specific items (vulcanus example: foundry + big mining drill + artillery turret + efficiency 3) in another biolab for a trained AI core of that planet

>AI cores are advanced modules and crafting catalysts that spoil in 30 minutes but they can be used in beacons, no drawbacks unlike regular modules
>because AI cores spoil they need to be constantly replaced, each second of their existence is very valuable and they need to be treated similar to the cube, but now you have a lot of them
>each planet has its own AI core with its own module effect
> vulcanus: 500% efficiency, -100% pollution
> fulgora: 2.5% quality
> gleba: 10% productivity
> aquilo: 50% speed
> nauvis: all of the above
>every item in this chain spoils in no more than 30 minutes except for the actual buildings, like biolabs, neuroglia tissue etc.
(2/3)
>>
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>>579174625
>infinite technologies are unlocked by consuming planetary data at a certain rate
>mod checks consumption graphs for that, a GUI allows for selecting which technologies you want to put it towards, can select priority and the maximum level to research towards
>if you stop consuming data, your infinite technologies unresearch themselves at random to fall below your current data consumption
>the whole process leans heavily into quality, biolab has a huge quality speed bonus so each core becomes a lot more productive, not to speak of AI cores in beacons giving almost sandbox levels of production boosts
>there's no way to store any of this for later because it all spoils, if you factory clogs up for longer than 30 minutes all your progress is gone, unlike in base game where your legendary buildings are forever, your factory dies like a brain without blood

>infinite technologies also have a drawback
>the more you research, the more unstable your factory becomes, as the AI cores are pushed to remember and apply more routines correctly for everything to work
>a new tab appears, neurological instability
>at low instability random infinite tech levels get unresearched for a short while
>then random buildings affected by AI core modules are damaged
>then random regular techs get disabled for a short while, disabling those recipes during that time
>radar map view randomly jammed
>tech disabling time keeps increasing, so does building damage and radar jamming
>random AI cores spawn biters
>instability takes time to dissipate, can do more damage even after science output decreases
>chronic psychosis builds up at critical instability -> won't start dissipating until science output returns to zero, takes time to undo the damage
>canon ending: base blows up, repeat the cycle of the fulgorans

Wow that was a longer post than expected
>>
>>579095880
i don't think it would trivialise logistics, because there's still the cost of creating the rockets which would add up quickly if used excessively
>>
>>579119374

yeah sure whatever man. Just make more content.
>>
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>>579168557
>the modders who did the heavy lifting and this is whats left: the metaphor
>>
>>579180040
So redpill linux owns the libs?
>>
>>579168510
it should be both
and SA itself lacks a good reason to scale up aquilo, (or gleba, or fulgora)
>>
>>579175003
problem is, the cost of building the rockets only ever gets cheaper

>>579095880
I think a good solution is to make the cargo pads receive only, including on platforms. Then you need a special building to send cargo from the platform, a mini silo
>>
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OOOOOOOOOOOHHHHHHHHH
2.1 is pretty cool ngl
>>
>>579100608
>makes me wonder what the state of KSP1 was back in their earliest days of development
when I first played it there was like 20 parts, no moon, no spaceplane and I'm not even sure if orbiting was possible already
so KSA seems to be doing fairly fine from what I've seen considering they are building the engine first instead of gameplay
>>
>>579181669
I am literally on 2.1 and I haven't seen that,I'm still filtering the damn thing with rocks with logistic connections
>>
>>579181669
Why do we need planting condition? Not like plants wither
>>
is there any ETA on 2.1 releasing, and if not, is the experimental considered stable enough to play vanilla SA with? i haven't been following the updates
>>
>>579182829
So you can plant trees in pretty shapes.
>>
USCSB is now doing teasers of horrible accidents, apparently
https://youtu.be/U5WpydzmTA8
>>
>they knew gleba would be unpopular so they turned it into the most overpowered planet
>>
>>579182829
synchronized planting across the entire planet for optimized bulk processing? You can't actually tell when a plant is fully grown unless you harvest it or you know when you planted and the time elapsed.
>>
>>579182997
the only big change we know will still ome is the final fluid solution, otherwise it's bugfix city and those or not gamebreaking
>>
>>579187502
Towers only harvest fully grown plants tho
>>
>>579186323
they've always done that
like half the videos on the channel are teasers or previs for videos they're working on
>>
>>579187645
i see, thanks
>>
>>579182997
I am playing experimental because that was the :latest docker image for server and I was too lazy to downgrade the server.
It just werks for me.
>>
>>578844213
rare poison capsules
you only need like 20
>>
>>578844213
Use uranium ammo. Also upgrade your damage
>>
>>579175003
Resources in SA only get cheaper as you progress, I don't think that would really do anything beyond making sure you don't go for that kind of design in the very early game.

>>579180754
>Then you need a special building to send cargo from the platform, a mini silo
Nah it wouldn't work, resources become effectively free or ARE effectively free from the start in space. Also any idea that focuses on nerfing logistics in this way will also have negative impact on the "intended" use of platforms to actually bring shit from other planets and not just the "local logistics exploit" use case. I don't think there's a good way to balance something like this. To actually discourage the "local logistics exploit" the costs would have to be incredibly burdensome, but if they are then early-game platforms basically get assraped and the practical cost decreases over time anyway so it becomes more viable.

I don't like the 1 pad per planet limit either, personally I think they should just allow you to make more and if you're a retard who is going to "optimize" all your gameplay out of the game by using them for logistics everywhere then they should just let you. That being said I do understand why they're not allowing it and I also can't think of a good way to heavily discourage it without shitting on normal platform logistics too. I have seen people suggest that they could add some end-game research (taking all the sciences or something) that allows you to increase the limit one by one, that could be a good compromise. I do think that with 2.1 no longer requiring bots to unload faster this isn't that much of a problem anymore as well.
>>
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>>579195896
mini-silo was less about resources and more about having to do something extra on the platforms itself to do the local logistics
perhaps if a mini silo could have a long crafting time, not a problem for moving ships because they're not dropping anything inbetween the planets, but an issue for ships standing in one place

another idea - space pollution
Dropping stuff from orbit leaves bits and pieces behind orbiting the planet which eventually combine to create new type of asteroid, the "scrap" asteroid (no relation to fulgoran scrap). These grow bigger and bigger, so people using local logistics heavily can kessler syndrome their asses
>>
>>579195896
>Resources in SA only get cheaper as you progress
This is definitely my biggest complaint about SA, and I'm not sure how they fix it.
>>
do you prefer bus or rail base?
>>
>>579201674
spaghetti > freeform rails > bus > city blocks
>>
>>579201674
Wagon distribution.
>>
>>579201674
I use a mini-bus to get me to being able to build on rails.
If you're playing space age, you can kind of just build near matches since builds are both so small and output so much, and then output stacked belts from your ~2 total machines to wherever.
>>
>>579201785
by freeform rails you mean rail blocks of various shapes and sizes? (including not rectangular)
because sparse wavy rails tend to look kinda ugly
>>
>>579202216
No, just individual ad hoc sparse rails. The ugliness is the beauty.
>>
>>579202318
that would eventually lead to congestion
>>
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>>578846514
Explanation added.
>>
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https://mods.factorio.com/mod/yoink
Inserters that pick up and carry engineers who happen to be near the pickup position.
>Includes grabby robotic arms that would try to insert you instead of the items, inserter immunity equipment, and optional LiveLeak mode that deals damage if the drop-off position is over a machine.

>optional LiveLeak mode that deals damage if the drop-off position is over a machine.

AJJ LMAU imagine having both you and your friend be grabbed by a stack inserter on gleba and turned into 2 nutrients.
>>
>>579198465
>more about having to do something extra on the platforms itself to do the local logistics
Yeah but then who gives a shit? People would just spam these on a stationary platform, it's not like it matters if it has to be big or whatever. If you make them power-expensive then once again the platform is still stationary, use nuclear power or fusion and it's not an issue. These would ultimately be more of a pain for actually mobile platforms, especially once those get bigger and carry a lot of stuff you want to unload quickly.

I actually imagine this sort of massive pain in the ass would actually push people into using the stationary platform in the first place, so your actually mobile logistics go mobile platform => stationary platform => shitty slow mini-rocket array => planet rather than putting shitty, slow mini-rockets on mobile platforms at all. I certainly wouldn't deal with that crap on platforms I actually want to optimize for size and speed.

>>579198465
>another idea - space pollution
This would fuck you over eventually after enough normal space traffic, no? All it would mean is that you basically make the game into a race to reach Aquilo so you can get railguns or else you softlock yourself by making interplanetary logistics impossible. It would just discourage building big in general until you have all tech unlocked.
>>
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AAAAAHHHH
SHUT UP
>>
>>579208468
/alerts
>>
>>579210135
where do I click
>>
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waiting for these lab things to craft
does this game keep getting more complex? im kinda getting stumped
>>
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>>579211496
>>579211304
its working
>>
>>579211304
Nah, you'll be fine.
>>
>>579213071
thats good.
why is inventory space so limited? it feels like a pointless factor. I have to like jimmy jangle these chests of coal and its annoying
>>
>>579213263
To incentivize you to automate as much as you can. Stop hand feeding everything
>>
>>579213482
Hands are for caressing machines, not making them, ideally.
>>
>>579213482
I don't hand feed I just wanted to move the like iron box of coal to a different place cuz i needed room
>>
>>579214183
Use your minions that you have in your deleted post
>>
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I though I would do more stuff using belts but Nullius simply has too much of all kinds of shit like 5 types of rods alone
It's logistic bot o'clock now
>>
>>579215226
I felt bad for doxxing my friends
>>
I updated from an old 2.0.x version of Space Age to current and all my bug problems got lightened up like crazy because there were several weapon buffs in those patches.
Combat shotgun with AP rounds just melting them lol.
Wish there was a way to summarize all this shit lol.
>>
>>579215715
do it yua serufu, I feel like playing this game for the first time with experienced friends is like getting a max level phantom friend to carry you through dark souls/elden ring
>>
>>579215373
you are supposed to have a bot mall
or just build a combinator thing like dosh
>>
>>579216936
both of my friends are noobs. I might have the most knowledge of all of us.
>>
>>579211304
>does this game keep getting more complex?
yes and no, getting over beginning hump is maybe the toughest hurdle in factorio, as you have to learn how to use inserters and assemblers and how to place them properly in a way that won't bog down all of your production if you need to expand (and you do need to expand).
the rest of the game is basically the same just at a larger scale, there isn't actually that much more to learn other than maybe fluids (not that difficult) and trains (optional).
it's a good thing you've automated belts and ammo btw, you'll figure it out

>>579215373
my save is at 35h now, man i would kms myself already if i didn't use logistics bots for making garbage like Foundry 1 (and then having to route it to Foundry 2, Foundry 3, etc.), then repeated that a thousand times over because there's so much different stuff to make. i just use a parametrized blueprint with 1 assembler + 1 blue chest + 1 red chest, saves me a lot of headaches
>>
>>579217739
Ok, that sound fun, I saw the automated belts and thought it was them who set them up.
>>
>>579218857
I took whatever knowledge I had from videos and stuff and tried to apply it haha
but yeah we're having fun. No extra iron patches though for a billion miles out yet.
>>
Need a little bit of help with train stations here.
So i've noticed that if you connect a belt from a single station module, you can drain the whole station of whatever resource is stored there, so I naively assumed the opposite was true, that you can fill a station up from a single module.
So without checking first I stamped this fuckhuge storage of ore to one end of the station and now the modules not connected aren't filling up.

Is there something I'm missing here, like some setting I'm supposed to check to enable this or do I simply have to rebuild the station one tile over and connect all modules with belts?
>>
>>579213263
This >>579213482 but also better armor upgrades start to give you more inventory space, and the toolbelt research gives you another row or two. Also you shouldn't be manually moving items in bulk, ideally at all, and at most no more than a couple of times near the beginning.
>>
>>579215373
The game gets easier once you unlock display monitors and incorporate colored lights.
Hang in there, champ.
>>
>>579215373
If you want a overhaul that really wants you to go spaghetti without completely overwhelming you like Nullius, try Industrial Revolution 3.
The modder apparently has some autistic screech grudge against people who make videos about his mod but who gives a shit, it's free
>>
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this aint lookin too good
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>>579224802
He is also somehow obsessed with sucking dicks
>>
>>579229050
He could be sucking rows of dog dicks for all I care.
>>
>>579221062
>So i've noticed that if you connect a belt from a single station module, you can drain the whole station of whatever resource is stored there
This isn't true at all, not sure how you perceived this behavior but every module needs its own belts to load and unload.
I'd just use unity to unload the bin, deconstruct it, and then move it back a bit to accommodate belts to hook up the station properly.
>>
>>579229563
>not sure how you perceived this behavior but every module needs its own belts to load and unload.
It most definitely does not, in fact I have it working right here at an unloading station.
As you can see both modules at opposite ends of the station are draining evenly even though there is only a single belt coming out.
I've included the tutorial bit that talks about it, that's why I was confused when it didn't work with a loading station.

Anyway I solved the problem. Basically when I connected that storage from my previous post directly to the modules, they also inherited the resource assignment automatically. The other two modules did not, and I didn't notice, and they won't load anything until you assign a resource (in which case they simply share with the other modules) or you connect a belt to them.
After assigning a resource they started working as expected and began filling up even though there is no belt directly attached to them.
>>
>>579230826
Guess I never even considered it because I always set up for max throughput because the max speed on a single module is barely faster than two t2 belts. Which means belts on every possible output.
>>
>>579229563
They added it in a patch. It's still slower than belts but it does share between them
>>
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Typa shit I have to deal with just to get some dang EM science around here
Repurposed my old space science splatform from the previous run and just had to go ham on the solar
I was thinking maybe of using nuclear but I get barely enough ice as is even with asteroid conversion to make space science, and I had 300 spare rare solars on fulgora
I've got all the solar spaceships over and done with anyway
>>
>>579239070
why are you making fulgora science on a space platform
>>
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>>579239616
The better question would be "why aren't you using efficiency modules" but this is the answer in any case
Tried to be cheeky and use beacons with efficiency modules, didn't accept them
these things take a crapton of power, I was tempted to just install this hunk of meat on vulcanus and do a platform2platform transfer with my main hauler but I realized that by the time I'd finished the damn thing.
>>
>>579202408
skill issue.
>>
Is timberborn /civ4xg/ or /egg/? I'm confused because it's a colony sim. Anyways, good morning.
>>
>>579000468
Kill issue.
>>
>>579241632
Its not really /egg/ but people post it in here anyways.
>>
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>>579212394
Just use triangle
Triangle is strong
>>
>>579181698
>building the engine first instead of gameplay
Yeah I think that's probably why it feels so un-gamey to me
They're laying the groundwork and making sure they can make a fun game on top of it
>>
>>579213263
it's not that limited
are you carrying hundreds of iron plates or something?
you'll also get more inventory slots as you upgrade your armor (that's a vanilla thing i'm pretty sure)
>>
>>579224802
didn't he disavow the entire project, never port it to 2.0, and also ban anyone else from porting it themselves (this did not stop people)
>>
>>579252948
Well xir is gone and it doesn't matter unless xir comes back. It's a neat overhaul regardless.
>>
>>579251245
Planning ahead? In MY indie /egg/?
>>
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Finally, automated intermejalitics. It's not fast but nothing in this pack has been so far. At least this means trains soon.
>>
>>579263234
>he doesnt know
>>
>>579266346
What doesn't he know?

That you need to make fish to make trains?
>>
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>>579266346
>>579266595
I'd like to know what I'm missing too, because I've been making and grinding fish up for a few hundred hours now.
>>
I had to literally put rocket fuel (the easiest fuel I had laying around in stacks) in my boilers to prevent a brownout, but I got my first reactor up and now power is solved forever.
I think my 24-miner patch can sustain this even without kovarex, but now that power is solved it's basically a beeline to space (which comes with both kovarex and logistics network for some reason)
>>
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>>579271674
Forgot to attach pic, the exact same 2x2 reactor I use every playthrough.
I should re-design it a bit at some point, but it's really hard to redesign something that works without actual problems.
>>
KSP: how the fuck do I land and return Kerbins from Eve? A lot of the tutorials I see are from older versions of the game with different physics.
I have what I think is a reasonable lander-ascender, should have about 7500 dV to make it back. Using inflatable 10m heat shields I can make it through most of the atmosphere while descending, nothing overheating or exploding or spinning apart.
What’s fucking me is towards the end of the descent, like after I’ve already burned off most of my velocity, slow enough to deploy drogue chutes and regular chutes. I’m maybe going 200 m/s at 5000 m altitude. Nothings overheating, spinning wildly etc, looks like a pretty gravy descent, then my whole ship just fucking explodes for no seeming reason. Has happened repeatedly under similar conditions with similar craft. I can’t figure out why it’s happening.
Mostly vanilla, only mods are KER and protractor
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>10 cargo bays will be enough
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>>579119374
"FPV drones" that are just pilotable drones with TNT strapped on. They blow up in one shot, but do decent damage when things go well. A version of these drones can be installed on most vehicles and are laser guided, ie they fly forward and you can semi steer them. They blow up when they hit something and can't be turned around to hit you. Basically a TOW II-B
Gleba's fruit producing plants can be juiced and stored in tanks. It is used in science and health packs.
A tameable mob on Gleba. Why? Why not?
Armored cars drift on dirt, snow and mud terrain when you turn hard and brake.
Shotgun that fires slugs and a flare gun for early night warfare.
Lunar cycles so that when a new moon occurs every third night, it becomes pitch black.
Volcanic events on Volcanus that periodically damage or destroys your base, like lava flows, tephra and earthquakes. New worms pop out each time a geologic event happens.
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>>579271947
you should use one combinator output on all fuel inserters so every reactor's fuel status is synced
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>>578766340
How does one enable this mode and allow you to build items? I went into editor and all it does for me was to edit the terrain. Don't even have tech researched
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>>579119374
>Limited throughput pipes
absolutely not, fuck that shit, i was tired of it completely
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I have not build my vulcanus base because I dont know the ratios
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>>579280817
Ratios?
speed beaconed speed moduled foundries feeding into a stack inserter on a green belt feeding into a landfill assembler and let god sort them out
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Neat, those last two damage upgrades did the trick
time to clear the rest of the mediums then, they were hoarding all the nice spots
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when it rains it pours
I've got fulgora set up as the module planet at the moment
I make everything out of scrap and fill up the t3 em plants with the best quality modules I have available
crazy that a legendary tier 2 is better than an epic t3
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>go demolisher hunting for scales since I need those to make big miners
>stumble upon a spot with literally everything
the manly urge to rebuild 1K spm on vulcanus for good instead of the half-assed fulgora stuff I've got going on
it's even a nice even plain
I needed to rebuild vulcanus anyway
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>>579252948
Honestly last time I played it was pre-2.0 so I don't know if that's still compatible and I haven't checked if anyone bothered to update it. But if it works it's a great mid-difficulty overhaul.
Not full autism with 100 intermediates per product and 200 fluids busywork bullshit, but not so easy that you can finish it blindfolded. The smelting processes (and the way they evolve with tech) was especially interesting.
Also the way base resources are organized make it essentially an anti-bus mod. You HAVE TO embrace the spaghetti, pic related
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ok now how do i launch this thing with this big red button?
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>>579201258
I like the opposite in space ex.
In SA once you get to lategame your mining patches become near infinite. Big miners, legendary quality, prod modules and new recipes reduce the consumption by orders of magnitude.
Meanwhile in SEx every new tech level requires ridiculous amounts more of the stuff forcing you to either make some extreme logistic shenanigans by mining stuff from asteroids or building more and more mining outposts across galaxy to satisfy infinite hunger. And modules keep getting ridiculously more expensive too. A few tier 9 modules can eat whole planet worth of ressources
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>>579284186
very very carefully!
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is having circuit conditions in the upper design more UPS efficient than having more belts merging?
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>>579286617
Are you ever experienced UPS issues before or are you just afraid of ghosts?
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>satisfactory
>reached trains recently
>had grand idea to have trains pick up all of my basic crafts and then bring them to a central hub that funnels them half into storage half into advanced crafts
>cannot wrap my puny little brain around how I pick up like 30 or 40 items and sort them without just having 12~ trains on one line picking up 3 items each and filtering with smart splitters
am I overcomplicating or shrimply underestimating the scale of moving via train?
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>>579287351
I usually experience them eventually when it's too bothersome to refactor my heavily used designs designs
And it feels like i'll need to copy paste this design a lot
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>>579287683
Maybe you have underestimated the space necessary or you are forcing yourself to work with an area that is simply too small. You are going to need a lot of space for splitters and stations, and a way to manage overflow so that if one item stops being consumed, it won't stop all other items coming from the same train from flowing.
It's certainly not an easy task. The good thing to do would be to group items that are consumed together or in similar ratios in the same train so there's less chance of them interfering with each other, or make liberal use of sinks to simply get rid of excesses that may stop the flow of other items.
The easiest thing would be to simply use smaller trains dedicated to one or just a few resources each, but that obviously takes a lot more space and belt shenanigans, albeit with a lot less filtering.
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>>579287695
Well I don't know what's more UPS efficient between the two designs but you can use the debug menu to show which is better.
Just stamp each design like 100 times in sandbox, let it run and see which one performs better.
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>>579288314
I'm thinking at this point it might be in my best interest to just fuck off somewhere random and try to just get comfortable with how they work. I only used trucks prior and they seemed a little more straightforward, probably isn't the best idea to jump in the deep end with a fuckhuge sorter, huh?
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>>579288568
good idea, will try that
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>>579288707
Start small. It's going to be annoying going back and forth between your hub and your remote bases while the resources are split among the two, but it's nothing that a few hypertube cannons can't solve. The idea of a central hub can definitely work, just don't try to transfer literally everything over in one go and remember to set aside A LOT of space.
Like maybe start with a few high volume basics first, see how you can handle it, fix issues, then keep slowly adding trains and storage space for new resources.
Don't forget about drones, they are very useful for low volume stuff.
If you haven't unlocked many alternate recipes yet, do that first. Some recipes completely change your logistics for the better and you want to do that before you design a super complex hub.

Like if you haven't gotten to aluminium yet and all the bullshit that comes with hydrogen, maybe keep the idea on hold for a bit until you figure out those advanced materials and you unlock the best alternate recipes.
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god i love nuclear reactors
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me too, but engineer girl
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>>579289608
I've definitely been neglecting recipes so I'll have to look into that, I've only gotten one for iron steel pipes even though I'm sitting on like 10 drives lol.
I'm still finishing up phase 3 so I'm completely blind on the later stuff, though I've heard aluminum is quite annoying.
Suppose I will just wait on that idea and just slop out some manufacturers to focus on finishing the phase up in the meantime, thanks for the advice anon.
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>>579290138
Your higher priority now should be to focus on those hard drives and to gather new ones.
Exploring for an hour and finding out you don't have the materials to unlock the drive can be really annoying, so to avoid wasting time I suggest you use an online map to know what items to bring with you. Don't forget you can build multiple MAMs anywhere you want, you don't need to go back to base to start the hard drive countdown,

The way recipe unlocking works is by restricting the RNG pool only to recipes that can be used with your current tech level, and most of the good recipes are for low tech stuff like iron/copper/steel ingots, screw-delete, cable-delete and so on. So, the earlier you unlock the drives and the easier it will be to find the good recipes by not diluting the recipe pool with all the new tech that you unlock.
Mind you, there are plenty of great recipes for advanced stuff, but you really want to sort out the low tier situation first,
Some recipes give insane boosts to ingots, allow you to create certain items using only iron instead of iron and copper or unlock new and better ways to make oil derivates, and that's stuff that radically changes how you build a factory so you want those first before thinking about permanent projects like central storage train yards or huge factory hubs.
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efficiency 3 use case? 2x2 reaches the -80% limit already
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>>579294761
Its for when you want to mix different modules and only want to use a single slot for efficiency
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>>579286617
an update for whoever's interested
the upper design is about 20% more efficient
less inserter and belt updates
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>>579281030
I've never used beacons before >.< I'm scared
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>>579299915
Beacons' only major downside is power use but Vulcanus power is pretty much free.
You're gonna be doing beacons easy mode.
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>>579006594
Thanks. Interesting. Though I wasn't asking about a design that didn't use crycoolers, just a design that didn't need like 20 coolers. I only have space for about 4.
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>>579287683
I would say the filtering with smart splitters is unavoidable, but that's fine since it shouldn't really take a lot more space than the storage containers needed to hold each of the items.

As for trains, I don't understand why you'd need 12 of them or whatever. Do you want to have a dedicated wagon per item type, or what? That's unnecessary for this use case, just have a few trains with mixed item wagons picking up from all of your production stations, since this is Satisfactory I assume the production rate for most items is quite low so this will work perfectly fine. Have the mixed item train(s) unload onto a mixed belt that then goes through the smart splitter sorter in your storage area.

I built something similar, except I started earlier so it uses a truck for deliveries from builds that were too far away to belt directly. The truck picks up shitloads of item types from every far away build and then dumps them into the storage sorter. In my case if storage is full, the items get shredded for tickets.
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auramaxxed
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>>579301693
That seems quite late game for a mall when the dimensional uploader is a thing.
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>>579303067
There are dimensional uploaders on the output
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>>579286617
How do I enter this mode and build designs?
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farming zoomers
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why do SA sprites look like literal shit? did they fire their designer? just a jumbled up mess of scrap
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>>579305072
that sounds like an opinion
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>>579304748
Like how do i activate infinite resources or fill a belt? i have no idea how to use the editor
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>>579304748
>>579305775
https://mods.factorio.com/mod/blueprint-sandboxes
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Demolisher agriculture is a weird ass mod.
Not particularly balanced.
I liked the concept of breeding my own demolishers but this thing essentially
>gives you 50 demolisher slugs (seed) for 1 tungsten
>slugs have the same yummy value as nutrients and spoil in 5 minutes, they're reskinned nutrients and spoil into spoilage
>you plant the slugs in the lava
>they grow up to a pupa
>the pupa has 1 minute until it hatches and it turns into a baby demolisher, but you can easily get through that and then some with enough beacons
>it's literally infinite free tungsten and nutrients on vulcanus so you can use biochambers for oil cracking

I mean
I liked the concept mind you
but it's really a rough mod with no sense of balance
you have no drawbacks other than the scare button which is nonexistent and just this shitty setup gives me 120 tungsten/s
the excess that will eventually build upI can just throw in lava
they didn't really think this one through

I liked the other demolisher egg mod that isn't updated for 2.1
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>>579304748
I created a new save in sandbox mode and removed my character with a command (might have been already removed, don't remember). You also have an option to delete all tiles, so you get these nice lab tiles.
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>>579304886
Is there a point in tree farming in SA? Anything that can be made with wood is obsolete and it's not useful for fuel purposes either.
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>>578952413
The copper mine is finally gone and copper ore now comes in by train. Once the pit is completely backfilled I'll use that space to relocate copper plate production and expand the forest nearby to futureproof oil-related steam production. A new station will also be built to bring in bauxite once I'm ready to tackle aluminium.

Meanwhile, steel production has been doubled and relocated closer to its own station, while I keep stress-testing the factory with bursts of tech research to find the next bottleneck.

So far the only thing that can't be solved with temporary unity boosts seems to be acid. Not because it's a difficult thing to upgrade in itself, but because it's part of a spaghetti mess of water pipes where multiple sources of water (underwater reservoirs, sour water scrubbing, exhaust scrubbing) keep crossing and merging each other in a delicate balance that is guaranteed to cause catastrophic damage if disturbed.
I'll have to completely rework the pipe network in that area to make the acid upgrade work properly without causing shortages or backups elsewhere.

Apart from that everything seems to be working fine, even the small bottlenecks left have enough buffers to last until I run out of unity and have to pause research anyway. So I'm calling this a success even though the factory as a whole doesn't have much headroom left.
Once I stop pretending space science doesn't exist, many things will need to be upgraded, some of which significantly.
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>>579309340
Pollution absorption barrier so the map area you need to clear of biters is smaller is the only useful application I can think of. I haven't megabased in SA yet but I think that could be significant, in 1.1 megabases the burden of clearing biters is significant if you're playing solo and have to do it all yourself.
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>>579304748
install the blueprint sandboxes mod like anon said or just type ` /editor in a new save and find the options to replace all tiles with lab tiles
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>>579285274
I agree. Although the planets in SA are much better, the underlying systems and philosophy of SE is much better. I really wish the next version that does away with the huge monotony of BEAM sciences came out soon (although I'm even doubtful it will be released by 2028), since it's such a blight on an otherwise great mod.
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>>579287683
>half into storage
Why do you weirdos keep doing this shit. I keep reading about you guys building warehouses in Satisfactory and can't begin to fathom why. Just turn the items into other items instead of squirreling them away. If it's for dimensional storage you just need a splitter at the output leading into one instead of a train system.
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>>579276492
the reactors are all wired together for the purposes of heat to sync them - the main purpose of the combinators is to isolate the fuel cell from each reactor.
I originally did it because it made the most sense to me, but using the lead-follower setup with one combinator also has the problem of only 1-3 reactors running for over a minute if the lead reactor is the one who has its requester chest filled first.
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>>579314719
This seems overdesigned.
I just wire the hand extracting the spent fuel cell to enable if reactor temp is below 550, 575, 600, and 625.
I don't really care about neighbor bonus at low load.
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>>579290931
cheers, fortunately I've got a decent little launcher network setup and have done some scouting so I've got a few spots pinned for the future post-drive hunt

>>579301693
oh yeah I fully expect to use the splitters
I'm just concerned that my idea of sushi carts into splitters will end up with so many splitters that I confuse myself
won't know until I try though I suppose

>>579314439
autism mostly
I just like knowing there's raw materials available if needed, like how you can't do research with depot parts for example
obviously you can just pull them out of an assembler or w/e but storage = good brain chemicals
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>>579315415
Always run at full load and store the unused steam.

at least we have temp triggers now, used to have to build a state machine by passing an item between storage chests
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>>579315541
>will end up with so many splitters that I confuse myself
Yeah, you'll need 1 per item type at least. Use signs to keep it manageable, I'd suggest making some sort of BP that contains the splitter and the signs at the very least.
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>>579057895
I hope you don't mind me stealing parts of this setup for my gleba base.
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>>579317679
it's really not that good but go ahead
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>>579306289
if you itch for growing things on vulcanus try carbonut agriculture
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As the rail line grows bigger and I continue adding more stops and trains, I decided to change it into one big clockwise loop to resolve the problems that single track choke points were creating for trains that were running in opposite directions.
Working great so far. Maybe now I can finally settle in and get the purple science factory built.
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>>579311385
blueprint sandboxes sucks because time passes in your real factory too, so you can't experiment leisurely
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>>579315415
I do care about the neighbor bonus at low load, though, way more than having four (4) total combinators. When you're setting up your first reactor pre-kovarex, you shouldn't waste u-235 to avoid an extra combinator.
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>>579319103
Nah even pre kovrex a uranium patch contains enough 235 for hundreds of hours of power.
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>>579319228
not if your factory is big and using lots if beacons
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>>579319496
Yes actually, fuel cells are fixed duration.
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>>579318841
what a mess
i hate it
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>>579319670
If I hated you I would show you how it looked before.
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>>579319784
show it
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>>579284186
I miss the old rocket design. It was fat in a cute way.
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>>579318132
It's not chaotic so I like it. Better than what I was going to design.
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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>>579318841
so it's a circulatory system? should have saved the design idea for gleba tbdesu
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>>579318460
Nah, I just liked the idea of demolisher scales, and growing demolishers and giving them more space in the game and a reason to hunt them
now that the one mod I would prefer is not updated and the other is terrible, I'd rather just skip demolisher scales altogether
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>>579320854
slow ride
take it easy
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>>579319949
Instead, I'll show you my terrible solution to excess oil refinery products.
I just keep adding more chests and they keep filling up.
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>>579203678
along with the underground belt teleporters you can finally fully automate engineer commuting
esp. if this one can shove you inna locomotive
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>>579321290
thought you were an experienced player intentionally building spaghetti
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>>579321770
I am an inexperienced player intentionally avoiding guides or cookie cutter builds so as to preserve the soul of discovery/spaghetti.
I do come here every dozen or so hours of playtime to get some advice.
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>>579321290
what do you mean by excess petroleum and light oil? Are you making dozens of blue belts per second?
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>>579322159
that's very good, but i can't imagine you didn't think that straight rails are more convenient
also, i advise you to read this dev blog about generic trains, because for some retarded reason they did not include this huge qol mechanic in the in-game tips
https://factorio.com/blog/post/fff-395
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>>579322558
I think generic trains are super extra stuff, like something you really don't need.
I do think knowing that you can just use the same train station names, and trains will path to any station with that name, is basically all you need to build a huge base.
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>>579322306
Those refineries pipe directly into my yellow science (pee) factory. The problem is that I currently have zero use for Light Oil, so it fills up the refineries and then they STOP making Gas and Heavy Oil, which I do require in some amount.
The Gas and Heavy oil waste is because those two are also consumed in differing amounts, so one eventually filled up and caused the same issue.
I could just pipe them into storage tanks but for one I don't know how to regulate that, and two, those would also just fill up and become a bigger issue than some chests, no?
>>579322558
My original rail network was 3 straight A->B lines, then I needed them to start sharing because I was eventually going to get choked by cliffs that I can't get around. Judging by the tech tree I can't blow up cliffs until I leave the damn planet.
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COI: I'm trying to figure out contracts.
Do they run on a schedule or is the ship just waiting until it's full?
What if I don't have enough cargo space to get as much material back as I'm supposed to? Do I just lose the extra or does it go into some sort of credit for later? I'm talking specifically about the slag > sour water contract. If I use a 4-slot ship I can get 3 slots of slag but then I'd need to get back more than the one slot of water left in the ship. How would that work?
What happens if the imported cargo hasn't finished unloading but the exported cargo is already fully in the boat? Does the boat just leave or does it wait for the imports to be unloaded first?
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>>579323443
well yeah, people were building large bases before 2.0, but it's much nicer not having to tweak train stuff all the time
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>>579322558
>generic trains
what the heck i had no idea they added this. i've been living like a caveman still setting up every single train manually, thanks anon



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