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File: 1777811071544030.webm (1.58 MB, 514x250)
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Rabid Janny Subhuman Edition
Previous thread: >>578764808 (Cross-thread)

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.
>>
>Scroll-deficient 'tard doesn't get his way -> Shitposts thread -> entire thread nuked
make it make sense
>>
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>>579451574
Can't let the truth get out over who's behind all the shitposting, it seems.
>>
what?
>>
>>579451574
two threads nuked
I'm guessing because of the duplicate bake
>>
>>579456605
The bitch-made thread was entirely ignored and just archived.
>>
>>579414390
Depends. How long did it take you to understand blueprints?
>>
>>579451574
Do you feel in charge?
>>
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We need a robot fighting game where you not only build a bot to fight but also program it's behaviors and automate it. No guns, just melee.
>>
How much do you guys walk around before settling on fuggora? I'm probably going to settle on that bottom large island for my first base.
>>
>>579462791
Make a tank full of legs. It makes the exploration less painful.
>>
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>>579462791
>>579462967
Here is how much I've explored.
That bottom islands of yours looks fine.
>>
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First batch of rats has been drowned in boiling shit, and with that I have logistics science. I think I'll start working on trains while some of these early techs research and hopefully build something a bit more organized than the early py spaghetti hell.
>>
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>>
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Coolest game I've played all year
>>
>>579463329
>No chimneys
>>
>>579464123
based
>>
>>579464123
>no circuit logic on the inserters
must... not.... get angry at.... new player........
>>
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>>579464641
Oh noooo not the precious uranium power cells, they're so expensive and hard to make.
>>
>>579464902
He will run out of them soon
>>
>>579465075
And he can make more
>>
>>579464123
>he didn't build radiation containment
enjoy the surprise, anon.
>>
>>579465167
Not without power
>>
>>579465242
Nah, he's fine, looks like he has a whole patch to the right of his reactors. Stop trying to play the game for others.
>>
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>>579464641
>>579465075
>>579465242
I'm overproducing fuel cells, for what it's worth.
And I'm storing the spent cells in a robo chest in case I ever feel like learning how to use bots to take them to the extra centrifuges over there on the right.
>>579465417
Bottom image is my Uranium processing. I think I gave myself enough space to expand.
>>
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>>579465228
FUCKFUCKFUCKFUCKFUCK
>>
>>579466147
Should have added these circuit conditions.
>>
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>>579466147
>>
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>>579466147
kek
>>
>>579466147
it's factoriover
>>
>>579465980
>Bottom image
I meant top image oops.
>>
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/egg/s for this feel?
>>
Dosh is ideas guy'ing again
https://docs.google.com/document/d/1M4x62zsS8LKfT4MU0ZI_7jtzwSUQibEmszVkOV-ySlk/edit?usp=sharing
>Nacht
>Phantasma
>Orbital gas giant harvesting
Maybe he'll manage to make space age not shit
>>
>>579471492
Screw Drivers
>>
>>579472495
That's nice.
>>
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>>579472495
>Maybe I should just let you blow up Nauvis if it’s not useful anymore
YES! YES!!
>>
>>579472495
Flop Age
>>
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absolute abomination
>>
>>579477545
hey, if the shoe fits
>>
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>>579472495
What if instead of building a factory you build a nest?
>>
>>579462791
Long enough to find a good island that I can hook up to several accumulator islands and has some small ore islands nearby . I'm not getting foundations anytime soon.
>>
>>579465075
inshallah uranium is free
>>
Playing 2.1 - it looks like the hazard/normal concrete thing doesn't matter anymore, but crafting steel chests to recycle is still important?
>>
>>579471492
What gmod server is this?
>>
>>579472495
Idea that literally came to me in a dream.
Not important part:
>hypercube structure in space
>outer side was made out of metal scaffolding and glass like material
>inner side was like vulcanus but metal and resembles a dungeon
>pillars, walls and orange lakes are dotted around the surface and cannot be removed
>orange liquid wasn't lava
>the best way to describe the looks is classic doom or minecraft nether
Gameplay:
>something about harvesting energy from orange lakes
>too much energy can overcharge(?) buildings
>what's bad about overcharging remains unknown
>harvesters should be chained in some way
>>
>>579486967
Crossout DLSS5 update
>>
>>579460778
It's not melee-only but this gets pretty close.
I had it on mobile when it came out ad it was quite fun.
https://store.steampowered.com/app/871930/GLADIABOTS__AI_Combat_Arena/
>>
It's interesting to see all the different approaches people have to Factorio. Some people talk about deleting their spaghetti and redesigning it. Meanwhile I just copy pasted my spaghetti 4 times to multiply my production. My motto has always been that if it works, it's not stupid
>>
>>579488237
they are not UPS efficient
>>
>>579490198
neither is ur mum but that doesn't stop her
>>
did dosh ever mention how many hours he played factorio?
>>
>>579491249
at some point, yes.
>>
>>579491448
what was it
>>
>>579492941
do you think I would remember?
go look it up, you parasocial tick.
>>
With all this productivity research, my demand for light oil and petroleum has plummeted, while the demand for heavy oil hasn't. Now I'm forced to liquefy coal
>>
>>579460778
Not as good as Formula Front
>>
>load up save I haven't played in a year in factorio
>getting raped by biters
>factory is a clusterfuck
>abort.tiff
>start new file
>going from that save to a new file also makes me want to abort
Shit
>>
>>579494509
I'm designing a nauvis 1sci/s blueprint to circumvent this issue.
>>
I'm 200 hours into the game, and i just realized that a pair big mining drills can be beaconed to be fast enough to reasonably mine directly into a train wagon.
>>
>>579496739
But why? Why not use chests as buffers and save on electricity
>>
I thought you fags said chests as buffers was le bad
>>
>>579497212
the question isn't "why?"
its "why not?"
>>
>>579496739
If you're reducing your number of drills this way, it makes it easier to put quality on them without excessive rerolling.
>>
>>579497212
it's literally faster than inserters
>muh electricity
electricity if free
>>
>>579496739
Yes that is how you mine when you have mining prod "fuckton" because your mining speed is much faster than what inserters can do
either that or you triple your inserters going out from one chest while still keeping your buffer
but when you get to something like mining prod 100 etc that's generally the best method
>>
I solved the biter egg problem. Train takes all the extra eggs to a walled off area, where inserters shove them all into incinerators
>>
>>579498652
I see, do you train the eggs to a special camp for a final solution?
>>
>>579498652
Free power!
>>
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>>579488237
I want to redesign my spaghetti but I have no ide how to use the editor.
things off the top of my head
>better train network, 1 stop for all materials
>circuits closer to oil processing
>dedicated mall/component
>separate sub component for mall
>pack sciences closer together
>dedicated section for furnace array
It was originally meant to be 45spm its closer to 30ish. maybe I should scale higher for faster research and kickstart other planets
>>
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Today I will remind them.
>>
>>579499106
is that your whole base? nice, I like how compact it is

got my nuclear spaceship running
had to start over and make it wider, but this is good
ended up long again, whatever it's fast enough and shouldn't have any downtime
>>
>>579500670
on closer inspection I messed up the iron production ratio, it can't keep up with the ammo factories
oh well maybe tomorrow I will fix it
>>
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stationary bases have the best ISS-like design
>>
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>still havent fixed this shit
>>
>>579500670
how do you get screenshots that long
>>
>>579504286
I can show you something else that's long
*unzips dick*
>>
>>579504354
no seriously
>>
>>579504393
I'm serious baby, it's long
>>
>>579503909
bro, your radars?
>>
>>579504286
Turn your monitor sideways
>>
>>579504393
resolution
>>
>>579504286
the screenshot command
>>
>>579504718
what kind of madman has a 8k monitor
>>
>>579500670
>red ammo
bro why
>>
>>579504893
they changed the recipe so it's viable for platforms
>>
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ugliest ship i've built so far, but it works
>>
>>579505209
y r there stars on the dark part of nauvis
>>
>>579505415
hax
>>
>>579505415
Those are biter cities
>>
>>579505415
clean your monitor
>>
>>579505415
Other engineers
>>
>>579505934
that worked, thanks
had some asteroid chunks i forgot to wipe
>>
>>579505209
what are are modded machines?
>>
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>>579505209
Your planet looks so much better
>>
>>579508207
the official planets are much more resource efficient
>>
>>579482253
Yeah, hazard concrete is now the same as normal concrete recycling
Steel chests are still a good way to reduce steel, and landfill is good for stone
>>
>>579508207
I think the mod uses actual 3d model while the 2.1 planet is a warped texture
>>
>>579508607
it's an AI generated image
>>
>>579508207
2.1 planets look genuinely ugly, I hope they're going to improve it before they release it as stable
>>
>>579508915
you can really tell Earendel left just before they started working on them
>>
>>579507620
advanced centrifuge.
>>
>>579504967
>they changed the recipe so it's viable for platforms
no fucking way. these days the devs have the commitment of a mother wearing pink.
>>
>>579504967
wasn't it always copper steel and yellow ammo?
>>
>>579514486
>>579513682
>these days
The red ammo change was made in 2.0.46, a year and a half ago
It essentially reduced the copper requirement per magazine from 5 to 1
>>
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im watching fathobit speedrun factorio, this a good way to balance >4 lane belts? I really don't wanna paste crazy multi lane blueprints
>>
>>579515295
no
>>
>>579514542
still not worth the effort
>>
>>579515295
That setup isn't for balancing, it's for lane prioritization, and it isn't very efficient at it either.
>>
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>>579515295
It doesn't balance, though, it pushes all products to the topmost lane
It's fine when there's enough input to satisfy the output, but when the input starts to lag, the bottom outputs stop
It's fine for a main bus scenario where you always want a full belt closest to your assemblers, but it doesn't evenly distribute resources like a balancer
>>
>>579472495
Gas giant don't contain anything worth harvesting. The only thing somewhat interesting that they contain is helium-3. So unless you want to turn every gas giant you find into basically just a floating gas station for your ship, what even is the point?
>>
>>579517007
>what even is the point?
it's cool
>>
>>579517007
Deuterium for fussion reactors
>>
>>579514542
yeah, everything after 2.0 is included.
they just stopped caring.
>>
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will this work? or should I just make them transfer eggs to each other directly and once they are full of them as an ingredient they spit out the leftover produced eggs on the belt?
>>
>>579520930
should probably be fine
>>
>>579515295
>balance
no
but it's good for other purposes
these are called crossbard switches btw
>>
>>579520930
no it willl make mustard gas
but for real, gleba you just have to keep shit moving, you can just have an egg inserter output onto a belt that moves it to an egg input inserter
>>
>>579520930
the best way imo is to attach the egg inserters to their respective machines, read its contents, limit hand size to 1 and only put eggs into the machine if there's less than 1 in it (or 2 if you include the one in crafting)
if the output belt goes from left to right, then the inserter order is ->[extractor hand][inserter hand]->
this way the excess eggs go their merry way (into the furnace) without going through a splitter and risking eggs inside the loop for longer than they should be, while the inserter grabs the egg immediately as it leaves the biolab and completing the loop instantly
>>
>>579523120
oh I forgot about that and I used the same system on my space platform for asteroid chunks
>>
>>579507620
advanced centrifuge and age of production (classic)
>>
Why does every girl who plays Factorio always turn biters off
>>
>>579526363
because they aren't wife material
>>
>>579526363
Trick question, grils don't play Factorio.
>>
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Just bought this, what am i in for?
>>
>>579526363
The only biological woman to ever play Factorio died this year, so your question makes no sense.
>>
>>579527081
Stationeers
>>
>>579527162
KoS was not that pretty, but she had a pleasant way of speaking and helped me learn the game
Her explanations of shortcuts and hotkeys really helped me enjoy the game more in the early days.
>>
>>579527081
tedious building system
>>
>>579527081
The in-game encyclopedia is very incomplete and the unofficial wiki is outdated. The 2-handed inventory is another hurdle, hold ALT to move inventory items with your mouse. If you are autistic enough to get past all that then there's tons of stuff to engineer.
>>
>>579523086
yes you can because the freshness renews
>>
>>579527081
SS13, the way it was originally intended.
>>
>>579527162
at least she got to enjoy 2.0 just in time, so she went out without regrets
>>
>>579527081
It's SS13 but 3D and just building.
It's significantly more tedious/difficult than other games like this, but I also find it rather rewarding because of that. I wish more games had such an indepth inventory/hand system.
>>
so molten concrete is in intermediates but molten pipes are not. im going insane
>>
>>579529168
yea it's weird, concrete should be in logistics too
>>
>>579528332
Yes captain

>>579528443
I like tedious stuff

>>579528587
I almost never read wikis, i just watch videos on youtube. Thanks for the tip though, i mostly play Shadow Empire and War in the East lately so i'm familiar with gaming autism.

>>579528728
Sounds great

>>579529053
What other games are like this?
>>
>>579529932
Survival-craft is a whole genre. Only, in this one the the challenge is setting up an airlock without blowing yourself up, whereas in others the airlock is a single prefab you place down and then go do other things. Just one example.
>>
>>579527081
the fuckers have STILL not fixed machine electric powerdraw
f1 menu shows you wrong numbers for the vast majority of shit - the way to actually measure is
>build separate power network with device under test
>read the "total network power" or whatever
the machine list mode of the PDA network analyzer cartridge is worthless too
>>
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why bulk inserters when fast would be too much?
>>
>>579532598
I shipped the green ones since they take the same amount of space in the rocket anyway.
>>
>>579529932
>i mostly play Shadow Empire
looks like ai slop
>>
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>>579487432
>Crossout
people actually still play that trash? Ziggers can't make games
>>
>>579534160
if you can get past the horrible graphics and UI the game is gucci
>>
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Am i suppose to crack with this ratio? What if I need light oil for rocket fuel?
>>
>>579534508
no, use circuit conditions instead
>>
>>579472495
Based ideas guy
>>
>>579534574
Ok, if i use circuits, how many should I build?
>>
>>579535157
I build the same amount mostly for symmetry
leave some space for beacons
for a medium base 10 of each should be enough
>>
>>579472495
>Get rid of quality
As much as I dislike quality as well, how would buildings such as asteroid collectors work? They're basically the only building that actually almost needs the quality versions.
>>
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>>579535157
>>
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>>579535351
I am designing my starter base, would 1 pump each and 1 buffer tank suffice? (20 refinery)
>>
>>579535157
I build chem plants for the base ratio so that I can know if I needed only petroleum gas, I could crack all of the products from the refinery
Then I use circuit conditions so that we only crack under certain conditions

Usually I set some flat amount of lube and heavy oil, cracking any excess
Then separately, if there's more light oil than petroleum gas, I crack light

I also overbuild like a retard, 20 refineries for a 90spm starter base, so they all end up idling anyways
>>
>>579535905
1 pump is enough, but you want the pumps controlled by circuit conditions after the buffer
(why would you have pumps before the buffer?)
>>
>>579534160
too old for that
>>
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>>579535432
Simply buff asteroid collectors.
Thinking about completely changing the asteroid system anyway so that platforms aren't reliant on it, mostly due to performance concerns over forcing people to have dozens of platforms. I like the concept of flying factories, but in Spage it never gets complicated enough to really be interesting. Instead it just becomes the thing all platforms need to do to make ammo and fuel. I think a bigger separation between freight and factory platforms could be interesting.

The balancing is also all kind of whack because of how hard they wanted to arbitrarily balance shipping in combat supplies, so you have things like, "Oh, you can only send 50 uranium ammo at a time :D" simply to force you into engaging with the platforms more. I think this will remove the need for all that case by case stuff.
>>
>>579535157
Enough to crack everything down to petroleum.
>>
>>579535157
One circuit should be enough
>>
>>579536272
Dude I think he meant how many chemical plants if you crack with the optimal ratio
>>
>>579536123
I was thinking I would set circuit condition to crack if the tank has less than set amount
>>
>>579535432
>almost needs the quality versions.
You really don't. You just place a row of them on the sides of your ship and you'll get more rocks than you could ever need. Set up a basic filter to make sure you don't grab rocks you don't need and you're good to go.
>>
>>579536504
It was a joke.
Also I'm sick of ratio autists, just build more of everything.
>>
>>579536654
that's what you should do, but you want to crack stuff from the buffer, not from the pipeline with barely any fluid
>>
>>579536759
L + ratio
>>
>>579536123
why would you have pumps at all
>>
>>579536759
I'm designing the perfect starter base so that I can just paste and build in the future.
>>
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>>579534160
There was a time the art style is 90s 3d rendering. I miss those days.
>>
>>579526363
Because they're lil' bitches.
>>
>>579537394
Since its a single pipe pumps are needed to suck the fluids out from the refineries with pumps.
>>
>>579537394
for circuit conditions
>>
>>579537870
ah, that's awful
I imagine if their craft cycles desync the whole thing will start to stutter
>>
I loved the shit out of Empyrion Galactic Survival (especially with Reforged Eden 2). Does Space Engineers scratch that itch? Fitgirl is multiple versions behind (stopping at the Fieldwork update) and the steam store page looks like mixed reviews and the game broken up into a million paid DLC shit.
Does it even have combat?
>>
Guys i pirated Scrap Mechanic, did i make a good choice? I remember it being lame as fuck way back when, and even if its fine now i have no faith the game isn't going to shit the bed 10 hours in or something

The downside is not getting any updates of course, although they haven't touched the game since releasing in july so i guess im fine? Is it actually fucking great and i should've bought it?
>>
>>579540216
I don't know dude just play it and see for yourself, what kind of dumb question is that
>>
>>579540489
there are no dumb questions, only dumb answers
that was a dumb answer
>>
>>579540980
yeah no brother, that was a dumb ass question.
>>
>>579538108
Space Engineers is purely a sandbox with no actual gameplay
>>
I expected some grimdark cold music from Aquilo, but this sounds more like propaganda music about reaching the frontiers of the cosmos and a bright new age
>>
>>579540489
I dont want to play it pirated now then miss out on some important fix or update later while im still in my playthrough since 90% of pirated games don't have compatible saves with the legit version

I got burned before for playing a game for 4 hours and thinking it was good enough to purchase, overall i just wanted to know what is the overall sentiment towards the game.
>>
>>579543659
Well that's sort of the risk of pirating isn't it?
You don't need too long to see if it sucks and if it sucks you stop playing, and if it doesn't suck then just buy it or live with the pirated version. I don't think you need to be elbow deep in a playthrough to reach the conclusion that a game is worth playing.
I haven't played the game so I don't know if it's good or not, I haven't seen much praise about it in here that's for sure.
>>
>>579537442
soul
>>
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Nice, nice.
Good to know I can finally build on gleba properly now.
Curious about behemoth stompers though.
>>
>>579536759
>just build more
This is how you get kludge. Even with neat placement, the result is kludge.
>>
>>579547595
i kludge ur mum
gottem!
>>
>>579546463
eh, are they really so good?
I just used flame and rockets, the techs seemed more gleba appropriate
>>
>>579548005
They're literally meant to be the pentapod counter.
>>
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https://www.youtube.com/watch?v=_P5vR9pz5Hc
>>
>>579549371
more like they're meant to drain your power while doing nothing
in fairness the game never mentions that pentas are segmented, you can't even target individual legs like with demolishers
>>
>>579549682
power is free
>>
>>579546463
Teslas primarily slow enemies down, missile turrets are what actually does the heavy lifting on Gleba bro
>>
>>579553540
except on Gleba
there, power is paid for by enemy attacks
>>
>>579538063
the sushi pipe enjoyers are like the 2.o team. very short sighted and not based in reality.
they lost the plot.
>>
>>579554702
nah, power is still free. i just imported nuke fuel and never dealt with the locals.
>>
>>579555336
guess that works too
or rush fusion before they come close enough to smell the fruit
>>
>>579554516
And even then sometimes thoses damnn stompers break everything.
>>
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>>579556025
>walls on gleba
>>
>hmm cryogenic plant only needs lithium plates, it's cheaper if i just craft them on fulgora
>on fulgora
>huh? FUCK
sigh
honestly it's only painful because I haven't bothered rebuilding blue chip production yet with T3P EM plants on Vulcanus
>>
>>579556025
Turrets are overkill aware bro there's no reason to not go ham on them, in the very least do a 3 or 4 tile gap setup
>>
>>579556208
You are now manually remembering wrigglers exist
>>
>>579556605
implying those are actually a threat
>>
>>579556605
youre tesla towers bro?
>>
>>579556208
Walls+minefield+turrets+artillery
>>
>>579556750
>implying those are actually a threat
They could be, i'm nta but i don't wanna find out

>>579556851
Stompers soaked all the jumps
>>
>>579504286
open console
/screenshot [width] [height] [zoom]
it saves them to %appdata%\Factorio\script-output\

>>579504893
why not? it's significantly better and there are plenty of resources for it
also thinking of using a similar ship design for later where I might want rockets, and the red ammo is good practice for dealing with more complex recipes

>>579505209
neat, but aren't you losing a lot of potential resources by not having collectors on the front?
>>
>>579557414
>why not? it's significantly better and there are plenty of resources for it

brutha it's not "significantly better"
it's two asteroid reprocessing recipes and 5 foundries casting ammo that is barely better than yellow ammo against something that doesn't have damage reduction
you could be producing 5 times the yellow ammo out of that single setup and feed more turrets
it's quantity, not quality
>>
>>579557109
youre quality tesla towers bro?
>>
>>579557679
red > yellow
simple as
>>
>>579558086
Why aren't you using uranium ammo then? It's better than red.
>>
>>579462791
I dunno. Maybe like 10 minutes. Bottom right looks good enough
>>
>>579558498
because I can't make it from space rocks
why are you so upset that I'm using name brand ammo instead of generic store brand ammo?
>>
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Captain of Industry is 30% off

Should I do it?
>>
>>579558673
They don't plan on ever releasing the game so you might as well.
>>
>>579559419
just one more update bro
>>
>>579557414
>aren't you losing a lot of potential resources by not having collectors on the front?
not really since i've set the asteroid slider to 4x, and even when i was playing with 1x, i'd only put like 2 in the middle (preferably uncommon or higher)
there are plenty of asteroids during transit, but with 4x as much it saves me the trouble of doing gathering rounds between planets so the platform's machines could get saturated, which imo is just time gating bullshit
>>
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Absolutely no spoilage, ingredients lose 4% between fruit status and processed bioflux, starts itself from scratch with both no bioflux and no nutrients conditions from spoilage as an emergency backup, located between a yumako and jellynut patch, 2.5k bioflux per minute in a tiny ass footprint

yeah it a'ght
bots would have been easier and worked better but still
>>
>>579558673
Yeah 100%
>>
>>579560446
what speed does your ship get up to?
>>
Good morning /egg/. Thoughts on this game?
>>
>>579563286
Playing this one made me realize that Satisfactory is (also) just an incremental idle game.
>>
>>579564681
Is it worth it if i have these?
>>
i WILL recreate planetside 2 in space engineers 2 SOMEHOW.
>>
>>579557937
shooting quality stompers
checkmate atheist
>>
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truly the peak of power management
It's insane that this used to cost ten times less calcite, and it's still only one red belt.
>>
>>579563286
I played this early this year so I am not up to date with the newest updates, but it's short and sweet. It's what hydroneer wanted to be.
As for automation game, it's rather basic, but everything being physically simulated and breaking in unexpected, messy ways was fun. It lets you get more "personal" with the machine, instead of treating it like yea I will slap a transport belt from output to input and forget. Everything is imperfect, everything will eventually clog, best you can do is some up with systems robust enough to not need intervention every 5min.
But keep in mind I beat it in like 2 sittings.
>>
>>579520930
Are you using 2 belts for eggs?
I just have then output inserter before the input inserter. That's worked fine for 50+ hours on my run. Nice and easy
>>
>>579568204
they rebalanced calcite?
>>
>>579558673
I definitely got my money's worth out of it.
>>579527081
Same. I've only got a few hours in it, but I'm having fun in creative mode just figuring out the systems. The survival aspects are are not very fun and a hindrance when it's esoteric how to even safely eat if you went in blind. Atmosphere management seems to be the biggest hurdle, but it also seems like it can be programmed with a script for automation.
>>
>>579572858
Hmm, i see. How many hours did it take you to beat it then?

>>579581032
>Same. I've only got a few hours in it, but I'm having fun in creative mode just figuring out the systems. The survival aspects are are not very fun and a hindrance when it's esoteric how to even safely eat if you went in blind. Atmosphere management seems to be the biggest hurdle, but it also seems like it can be programmed with a script for automation.

I think easy mode is the most balanced experience but keep in mind i've only watched guides, i wiill play it later today because it's like 6am right now.
>>
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Uh... bros, I don't feel so good.
I think trying to do solve Fulgora with belts was way above of what I can do.
>>
>>579584828
>Sushi bus on Fulgora with quality
holy shit
>>
>>579584828
brother......
>>
>>579584828
I belib in you! If I can transition to a train base in py1 you can do quality Fulgora belts.
>>
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>>579584828
based retard
>>
>>579584828
There are a lot of items that are worthless and some that appear 10x more frequently than others which are more important and will also become useless later on. There's probably a better option than throwing them all in the same bus.
>>
>>579584054
>Hmm, i see. How many hours did it take you to beat it then?
Something like 10-20h to occupy all veins and fully process everything.
>>
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>>579584828
its not so hard.
>>
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>>579591143
>>
>>579591143
>>579591764
I can feel my brain turning into mush
>>
>>579568204
>It's insane that this used to cost ten times less calcite
wait, they made acid neutralization cost more? I thought they just made the recipe 10 times faster. I think you might have read the FFF wrong.
>>
>>579558673
She needs a bulge
>>
>>579596169
>why_are_you_gae.webm
>>
>>579596286
taking phenazepam for a couple decades have turned me into a sissy bitch
well i guess my anxiety already made me one but who knows now
>>
I didn't actually ask
>>
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You may not have asked but I am
>>
I asked though
>>
>>579584985
nta, but - YES! I started to enjoy quality when I built new Fulgora base. Key is to stack belts and have enough recyclers.
I filter what I need and use it in quality mall. Love it.
>>
>>579602318
Don't forget to put quality on the mining drills too.
>>
>>579472495
>>579536179
Issue with Space Age Nauvis is tit's 100% optional after you leave it. Nuclear and Biolabs aren't particularly needed.

If he wanted to to bring the multi-stage theme into Nauvis as well I guess he'd either have to do more with the resources there (which is only Uranium and biters since everything else is everywhere, hell Gleba has water pumps too), or add a resource that can't be harvested without later tech.
>>
I'll be honest, I end up loving how the fulgora islands end up - this one looks a bit like a backwards PBS head.
The planets of SA are quite fun.
>>
>>579602318
how do you set a filter to filter above or below a certain quality for everything is that a mod
>>
>>579604097
just select quality without picking an item
>>
>>579472495
>>579603350
to make nauvis interesting I'd suggest having it be a doomed shithole of a planet, completely overrun with biters, and with no reason nor practical way to make long term settlements, meant as a one-time mission planet in mid/late game
the goal would be to reach some place deep into enemy lines, grab something important that you only ever need one of so you can kickstart a process somewhere or reverse engineer it, then gtfo and never come back again, aside from shattering the planet later on
item could be an ancient device from some advanced alien ruin needed for high tier tech, or a biter primogenitor building which infinitely spawns baby biters that you process for genetic research on gleba
like this there's not much overlap with his nacht idea
>>
>>579605124
I was hoping for some kind of scorched ground scenario, where you make the planet uninhabitable just to get at the uranium easier.
>>
>>579605124
>to make nauvis interesting I'd suggest having it be a doomed shithole of a planet, completely overrun with biters, and with no reason nor practical way to make long term settlements
why though
>>
>>579606820
I like that idea too

>>579606869
because nauvis is boring and offers nothing unique aside from biters, and stably harvesting enemies for resources is already nacht's core idea
>>
>>579607176
>because nauvis is boring and offers nothing unique aside from biters, and stably harvesting enemies for resources is already nacht's core idea

you literally start on nauvis and end on nauvis and they even give you reasons to do it by giving you something that TRIPLES YOUR SPM and does UNHOLY URANIUM POWERED ABOMINATIONS by rerouting the biters nests into FACTORIES
it's literally perfect

you should not be allowed to play this game with opinions this shitty
give me your account
I'm revoking it
>>
It appears I have neglected building out more excess recycling
I think it's more a robot problem, importing my original nauvis robot frame build asap
>>
>>579607315
you are a vanillacuck lacking in imagination, nobody likes having nauvis be your central science planet because of a stupid arbitrary building restriction, and nobody wants to waste their entire early game on vanilla nauvis all over again
>>
I still think that giving you all quality from the start is a better option
>>
>>579607529
you are a literal retard.
>>
>>579607648
the visionaries are often misunderstood by the unthinking masses
>>
>>579562792
about 270km/s, give or take
>>
I'd like a tooltip to know how many agriculture tower spots are available whenever I use one of the towers THAT WOULDN'T REQUIRE ME COUNTING THE GODDAMN SQUARES LIKE AN ANIMAL
>>
>>579605124
what if there's a mcguffin from your ship embedded in some nest on nauvis passively evolving the biters past the normal limit(behemoth+) until you're forced to evacuate to space
then a couple science packs later you discover that mcguffin and collect it (from the behemoth++ nest)
some time later you discover the biters(now behemoth+++) are making bio-mcguffins
another couple science packs later you plague/crack the planet open to ensure behemoth15s don't spread out into spess

sounds like an absolute asspain to script however and would need to be simplified
>>
>>579602778
Yep, all drills extract quality junk.
>>
>>579608239
Me reading 4chan is quality junk
>>
>>579608187
>passively evolving the biters past the normal limit(behemoth+) until you're forced to evacuate to space
main issue with this is it would effectively create a timer for your early game which isn't to everyone's tastes, not to mention how difficult it would be to find the right difficulty
a space start would let you take your time without biters breathing down your neck and do something fresh. as for nauvis, I think it's best to let the player decide by themselves when they're ready to carve into its biter hordes
>>
>>579608391
While massaging quality junk between your legs, no doubt?
>>
Did they even mention fixing shotgun quality? The weapon's range scales, but all ammo has a range limit matching the default 15.
>>
Damn stationeer is kinda tedious indeed but it has a lot of stuff to do. Only played for 2 hours today just to check it out and you really need to sit down and start doing stuff.
>>
>>579610229
make a bug report if there's none about it
>>
>>579472495
>>579605124
NAUVIS HAS FALLEN, FORMA FINALE

good old nauvis but it has nothing but trees, fish, rocks, oil, uranium and biters
phase 1: you quickly repair your crashed ship with whatever you can find and leave for space
phase 2: you need the fish and oil, which you can't get anywhere else. you go back and setup a small fortified outpost supplied with shipments from other planets
phase 3: you unlock other ways to get fish and oil from THE HOLE on gleba. you unlock a core driller to access the last nauvis resource hidden deep in its core. when you activate the drill, evolution permanently turns to max and a massive wave of behemoth biters assaults you until everything you built is gone. you get a trickle of that deep core resource and gtfo, it's only needed to make the new shiny lab building which accepts new tiers of science so you don't need much
phase 4: the new gigabehemoths leave giant nests down. you get in, aided by orbital bombardments, capture a few giant nests and gtfo once again. you need them to make the next tier of gleba science
phase 5: you annihilate every living thing from orbit with a virus bomb so you can mine uranium and the deep core resource in peace
phase 6: demand for deep core resource massively increases. you shatter the planet to get it

THOUGHTS
>>
>>579608880
that's why i said it would be a pain to script - in the 30 seconds of ideasguying i couldn't think of a way to balance it well
maybe each rocket launch raises the evo cap by 0.1 or whatever, but how to implement this is beyond me
>>
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Designing my first starter base so I can get to interstellar travel asap. Any pointers?
I'm thinking
>go up to blue science
>maybe a small trickle purple/yellow using bots
>4 silos
What should I do for defense? Should I even do trains?
>>
>>579613523
Holy fucking soulless
>>
>Space Age
>looks inside
>no reason to base outside of Nauvis
what did they mean by this?
>>
>>579613664
>Space Age started in the late '50s
>still no more than a handful of starter platforms off-Earth
Make it make sense.
>>
>>579613562
it gets too messy if I don't plan it out >>579499106 and it takes too much time for me to launch my first rocket (this is like my 3rd factorio base)
>>
>>579613523
for defense i would use turrets
and yes, i would use trains
>>
>>579614409
That's faggot shit just go with the flow
>>
https://mods.factorio.com/mod/Gleba-Science-Needs-Nutrients
how do you feel about this
>>
>>579613523
>Any pointers?
Yeah
don't
learn how to get ~90 RGB spm manually, fuck off to vulcanus in ~10 hours
you'll learn more

rush nuclear and robots
that's it
>>
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>>579595749
acid input and steam output was decreased proportionally with recipe speed change, calcite cost unchanged, so 10x more expensive. still feels free.
>>
>>579616970
I mean, it basically is
but still, interesting
>>
>>579603350
I like the idea of starting on Nauvis, moving all your industry off-world in the mid game, then blowing up Nauvis (starter base, biters, and all!) to access the sweet corey goodness inside.
I understand the variety/agency of getting to pick which planet to start on is probably better game design, but I just like the arc of starting on Nauvis, leaving it behind, then coming back to its shattered remnants for late-game resources. Like >>579607315's point, but done right instead of lol-can't-build-that-here.

I don't think it would be a problem to have uranium deposits on other planets. In particular I think you may want uranium for ammo on Nacht, maybe make it available on Vulc so you have to ship it? (Or else make an alternate recipe using tungsten -- IRL, tungsten alloys are more-or-less equivalent to DU for KE penetrators; on one hand even denser than DU, but on the other mushrooms instead of self-sharpening.)
>>
>>579613523
the entire thing is useless without blue and some form of early construction bots, and since your goal is space rush, then you might as well go for purple and yellow with bots, yes
>>
>>579616661
meh
make biolabs need nutrients instead
>>
>>579610902
Took a while to get a blue shotgun but nvm, it's just a display bug. The ammo says "Projectile range: 15" but it flies further, same for cannon shells.
>>
>>579613523
You should consider military science in there because capping projectile damage at 2 means a lot of ammo used on the trip and in orbit of Vulcanus
In my testing you want at least 500 magazines just to get to Vulcanus, and while in orbit you can get RNG-screwed by asteroids and have trouble sustaining it
It's doable, but you need to micromanage the trip and orbit too much for my taste

Adding military science lets you research to level 5 projectile damage with RGB, which is a change of +20% to +80%
>>
>>579620624
I haven't decide on the amount of assemblers military science yet, 2 perhaps? once I have everything laid out and connected i also got to tune for throughput, is there any pointers in testing for throughput? like consuming constantly esp for things like my mall
>>
>>579616661
>This was the behavior of agricultural science packs in the Space Age prerelease beta.
convincing
>>
>>579616661
https://mods.factorio.com/mod/fluid-nutrients
this is how i feel about nutrients
>>
>>579621179
I would do 3 black science assemblers, just because of the ratios of red ammo to black science (10 to 3)

As far as throughput, I generally don't consider my mall part of the throughput question
Once the boxes are filled, it stops consuming resources and they get diverted to the science
I just accept that when I build and the mall is replenishing, there's going to be some slowdown on science for a few minutes.
>>
>>579620210
There's a mod that does that I think
that's not really a big deal, you already need bioflux for biter nests
>>579622248
ew
>>
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>>579620423
In 2.1, they don't have range on the ammo at all, it's just on the weapon
>>
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I like the new agritower circuit conditions
you can hook it up to your roboport network with a wire and hook up the requester chests as well so you only produce on demand while replanting all the time (and thus always having a fresh source available)
cuts on the wasted products as well
>>
>>579623695
your biochambers are out of pizza
>>
>>579627842
I haven't started cooking yet
>>
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>Bye bye Israel. BYE BYE
>>
>>579613523
Put beacons in center, not on outsides.
>>
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>>579631998
>Bye bye Israel. BYE BYE
>>
>>579602318
You're setting inserter filter based on item count. I was wondering how to do that, can you show me please?
>>
>>579622248
This makes me think. Would be cool if gleba had a buioding that worked like bacvat in gregtech
>>
>>579634063
Not that anon, but here's a video explaining in detail how to set inserter filters based on the count of items in a chest
https://youtu.be/3gj90ACaqoA?t=481

Basically you output negative values from a constant combinator, wire that to the inserter, then wire the box to the same inserter
The inserter automatically adds the signals together and only sets the filter when the result is greater than 0, i.e. when there are more in the box than the negative value you set in the combinator
>>
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>>579627842
seems to be working
will have to test more thoroughly
>>
>>579634978
yeah I need to put the end bioflux into a purple chest when it's over 100 units to use in the rest of the base to make rocket fuel and ship it but other than that it seems to work
>>
egg



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