Previous thread: >>580848259This 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>TrailmakersAerospace>Chode - Children of a Dead Earth>Flyout>Kerbal Space ProgramLogistics and factory management>Autonauts>Captain of Industry>Dyson Sphere Program>Factorio>Factory town>Infinifactory>Oxygen not Included>Satisfactory>Shapez>Timberborn>Workers and Resources: Soviet RepublicProgramming puzzles>Exapunks>Last Call BBS>Nandgame>Opus Magnum>Shenzhen I/O>SpaceChem>TIS-100>Turing CompleteThe 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/e6SPFz8VSRmpV91t8bmkWwhttps://fromthedepthsgame.com/Games that are not /egg/:>Minecraft>EndfieldOP pad for new threadhttps://hackmd.io/Z-_iicnWRFi9T8Sm3Ro9rAWebM for physicians: argorar.github.io/WebMConverterReminder: /egg/ has no discord, any discord links posted are from tranny servers.Current and recent /egg/ hosted servers:>FactorioAll IPs are in the pad for security reasons.
>>581431608Fugg I just baked too. Oh well.
https://store.steampowered.com/app/4879420/BELTFED__Roguelike_Factory_Defense/you should probably at least link the other thread >>581431682
>>581432974That's a lot of bugs.
HEY HEY! EHYWhne the fuck did chunks get a stack size of 1?
oh they're the same for once
>>581433853Ever since spage got introduced. Chunks always had a stack size of 1.Are you being silly on porpoise?>>581432974whyit'll die on its own
>>581434245My ships from earlier were designed with stacks for chunks.
>>581434716>from earlierhttps://wiki.factorio.com/Metallic_asteroid_chunkdid you play the pre-release at the con or somethingthey always had stack 1you might just be a moron
>>581432974Who's Fred?
What's a good perimeter wall design? I usually play with train world settings, but this time I kept the enemy expansion on.Would picrel be an overkill, or do I actually need MORE firepower?I got artillery, but haven't yet set up Vulcanus-Nauvis logistics, so it's still fired only occasionally.I'll be using trains to supply oil, repair packs, and so on, so the wall's going to be going along my outer rail line.I'm at a stage where I've got the resources and the frustration of having to delete expansion parties.So I'm putting my foot down and building The Wall to keep the natives from pestering me, and giving me some more space to build.
>>581439750flamers are needlessly close together, and too close to the wallyou don't even need other turrets in vanilla, flame kills everything
Haven't played factorio since doing a space age finish on dlc release. I'm getting ready for another playthrough.Anyone have recommendations for good planet mods to toss in?
>>581440554Personally I prefer planet mods that do not change vanilla progression, but rather add more optional content, so the ones I have installed are:>Eneas>Arig>Hyarion>Cerys>Moshine>Panglia>CarnaBut I can fully recommend the other planet mods that change progession as well, if that's your cup of tea. They are well polished.
When my substations aren't perfectly aligned it makes me angy >:(
>>581433853when wube decided that allowing multiple ways to do something was bad
i don't know where to ask this, so i'll try here - are there any puzzle generals on /vg/, or anywhere on 4chan? by "puzzle" i don't mean literal jigsaw puzzle, but stuff like nonograms, sudoku, the like
>>581443271Use quality poles
so when is the furfag gonna release SE 0.8
>>581452108When the patreon money starts to dry up
>>581431608IT'S UP!https://factorio.com/blog/post/fff-446
>>581457819>native ARM buildsvery cool. hoping to see an official mobile port next
>land on pristine planet>make plastic>find the closest body of water and drop it in it
>>581457819>microslop tlmao
>>581459406pretty popular, dudes from the LG spyware report had one too
>>581459576Those are their own t shirts.
I guess I'm officially less than 50 minutes away from victory.
>>581459406Tissues and hand wash. In case you want to have a quick jerk at work.
>>581460737you mean wube or the other guys?
Can't decide where to start. My starter tungsten patch is behind a wall of lava. Northeast is looking strong right now
>>581465128The guys that did the LG video.
im losing my mind holy shit what a mess
>>581470678ah okay, thanks
only really need one long belt for the tungsten, looks fine
gleba science pack finally arriving in a fresh state with my new ship
Anyone planning to play Anymaker (or played the alpha recently)?The engine designing looks kinda fun, but was wondering if the survival part is any good
>>581478585My trust in stormwanks devs has been at an all time lowAt the same time, it might be the exact game I wanted stormworks to become
Feels good to finally be in mid game, spamming beacons and productivity buildings. Although I still need to watch my pollution until I stop procrastinating going to Gleba and getting those tree farms up.
>>581478756I have never played any of their games, how retarded are they?
>>581478585I played it the entire time it was in alpha, its fine and fun with friends, I'm probably not going to buy it because I already have stormworks.The construction is pretty good, the basic logic is fine, the complex logic is scratch and I hope they add something else, the combat is ok but not good, the vehicle handling is ok, the manual magazine management is comfy, and so is pretty much everything else.Runs like SHIT, physics slowing down 50% in MP and single digit FPS by the end of the alpha and I couldn't really figure out why.
>>581457819>Fortunately, our Linux compiler of choice (Clang) has pretty good cross-compilation support
>>581490813rine ends here
The impending coal shortages on Vulcanus were solved by brute force. I am sending both plastic and rocket fuel from Nauvis, where it is almost infinite. This is not quite 2 blue belts of plastic and enough fuel for both Nauvis and Vulcanus.
>>581491581>coal shortages on Vulcanusbro justdeploy more turret condoms
>>581491581>just realized rocket fuel can't be inserted directly into rockets and my automated silos were supplying everythingKOVARIIIIK
>>581484675Not him but I think Stormworks is the best game here besides Factorio.Performance is pretty good but can slow down with big builds, they've been doing a whole bunch of optimizations and switched to a different multiplayer API recently but I haven't tested it.The game kind of feels like it lacks direction, I think that most people just play in creative and make comfy stuff that they want to use in survival but never do.I forget how block unlocks changed in survival, but I remember it not being very good before or after.blocks don't actually get destroyed, they just take damage, stop functioning, and stop being watertight. Personally I think this is fine and you can fix them with a welder but I know some people want more damage/combat stuff.The DLC is lackluster, the vehicle combat isn't great but you can make it great if you try hard enough, the infantry combat is bad I think but I haven't tried too hard.On the other side, modular engine is great, probably the best in an /egg/ game. Regular people (including us) will think it makes sense and have a lot of fun with it, although more educated people than me will rightfully complain about inaccuracies and metas.They keep reliably adding new features, and those features work well. I think these are just feature they want rather than player-requests but I'm not sure. Oil drilling and refining comes to mind, selling oil isn't just trade anymore. Also sailing.The building system gives me more freedom than most /egg/s, I'm able to build really compact most of the time which is kind of my thing.I love the small grid size, performance on large slabs is good so you can still scale up despite 0.25m grid size.The logic system is top tier, its so fucking good, god I love it so much. You get 3 levels of complexity, so anyone can approach it. PIDs work fantastic.I could say a lot more if I play to refresh my memory.
>>581492307what about ksp
>>581432974So creeper world+factory buildanLooks great. Hope it's not stuck on early access for 17 years
>put together a nice little design for the perimeter wall>nothing fancy, just something that can hopefully buy me some time to finish securing the south while the norf side holds>look at the flamers frying a bug>get crispy you annoying cunt>notice how one flamer nearly fries the other due to target leading>if it wasn't for repairs, next time it'd be cookedSHIT PISS FUCK CUNT COCKSUCKER MOTHERFUCKER TITSI already built that shit along one side, now I have to tear it down before it fucking tears itself down.
>>581457819>VR FactorioSTEM is FINISHED
>>581493028i forgot you can rotate flamethrowers nowbut why are you doing that instead of keeping them parallel
I noticed tubers don't really use blueprint parameters much. I find them very useful, especially for setting up mall and trains.For example you can put 6 unique items as requests in the requester chest and then make them become ingredients for whatever item you choose to craft(the only free parameter).
>>581491784Yeah I could manually kill wormsOr I could do something fun instead, like setting up a freighter to exchange plastic and green chips between vulcanus and nauvis
>>581492734Space engineers comes next for similar reasons, great survival content, great logic systems, still getting updates.KSP is probably 4th best, very different building system but still ok, moving parts are ok, no real logic systems.
>>581494842you are a silly individual
>>581494485>youtubers are retardsMore news at eleven.I mostly use them with trains and stations, I prefer train networks to malls and buses.That said, it would be pretty cool to have a station stack that has a product output, and several input stations for the ingredients.I just find having to select the parameter(s) EVERY TIME I paste stuff a little tedious.Occasionally, I just paste it in, set the parameters, then cut and mass-paste where I want it.It's especially an obstacle to using tileable blueprints, pretty much mutually-exclusive with parameters.Could use a constant or some other method for setting things up via circuits, though.
>>581496068Do you actually enjoy manual labor in games?Here's the green chip setup for supplying nauvis, which should account for most of my copper needs there.
>>581496767>Do you actually enjoy manual labor in games?just automate killing worms?
>>581494485my mall blueprint almost looks the exact same lol(also got small/large assembler and foundry versions because nullius)
>>581432974Part of the trailer with the train plowing through the horde kinda sold me on this
Next I'm getting rid of this old crap>>581497665Sure, tell me how you automate killing large worms without railguns or going deep into bullet research
>>581494485You can set it up with yellow filtered chest and its gonna make the bots throw the poles or whatever youre deconstructing/getting rid of when leaving the planet back to that chest instead of creating a giant trashpile in the designated yellow chest dump
>>581498429Yea, but only if the crate is not filled, right? Once it backs up it's not going to be different than just provider.
>>581498887Parameters also work for circuits. You can make it so the chest is not filled completely by the assembler.
>>581496127>I just find having to select the parameter(s) EVERY TIME I paste stuff a little tedious.How many parameters are you setting?
>>581498083tesla turretsartikkerynucular
>>581500139Can artillery without damage upgrades really kill a big worm?
>>581501532>without damage upgradeswhy
>>581501728Expensive and they're just 10% damage eachI don't think it would work, almost 30 shells per second just to start hurting it and + another 300 shells total to get through its health, I don't think that's happening.
i've been homeless and insane for the last yearwhat's the deal with factorio servers and slav serb?did that server finally kick the bucket?the pad and hackmd are a fucking mess
>>581503234I don't think there's one up right now, maybe slav will return one day
>>581492307>modular engine is greatI never got this. What is good about the modular engines?
>>581457819I thought it was going to be a 2.1 announcement. I'm kind of disappointed.
>>581503659i wonder if it's time for me to try my hand at hosting itso far that server has heemed the fuck out of anyone trying to use itbut if it's been dead for the last 8 months than maybe nobody would be fucking playing it kek
>>581504018QRD>fun to design, really well thought out game mechanics behind them>completely useless because regular engines are better and easier
>>581503234i think slavserb ate shit or it just couldn't keep up with the state of the py runsomeone was posting screenshots from the serb this week so maybe the replacement in the hackmd is still up? i haven't checked>homeless and insane for the last yearglad to hear you've recovered from those to play more factorio
it's starting to make a lot of long belts, how do I know when a train is more efficient? They seem to consume about 7 maintenance per month and for what I have already planned that's a total of about 70 in maintenance just for these belts
>>581503234are you still insane
>>581506949a train is more efficient when a single one starts doing the job of dozens of trucksonce you have rail infrastructure built, it practically only costs as much to run as the maintenance on the locomotiveonce you consider that island length belts are soulless, the choice is obvious
>>581499974Stations? Usually just one. But the selection window pops up every time I paste the BP.Which, for things like station stacks, means either a lot of selecting the same item over and over, or the paste-cut-paste approach.The whole "ingredient" setting is a godsend in that regard. Pity I can't use it to automatically swap inserters for pumps when picking fluids, or vice-versa.
>>581507329How else would he be here?
>>581504018Fun to design, really well thought out game mechanics behind them.More efficient and compact than regular engines (which have a very specific RPM and power).Can be tuned to your specific needs, can be scaled to your specific needs.Fun and useful, but you can just go with regular engines if you don't need to worry about fun or usefulness.In the same way that you can just use other peoples blueprints if you don't want to build your own vehicles.
you guys are nerdsread this nerd shithttps://gegell.github.io/posts/factorio-rng
Did anyone else notice that they changed the biter AI again? A few versions ago biters expanding would keep converting into buildings with each one being shelled individually, now they give up after the first one is destroyed and disband the attempt right away. I am using almost no shells now, I love that change.
It's time!
>>581513324Enjoy
>>581493028Did you put the pipes in front of the turrets on purpose for spitter bait?Also doesn't look like you have priorities set -- have you experimented with that?
Roody:2d added blueprintshttps://store.steampowered.com/news/app/2345220/view/693146024068252378but it barely has the equivalent of construction bots>If it was easy to turn a blueprint projection into real blocks, that would trivialize automating combination recipes. Designing "printer" machines is one of the main end-game challenges of Roody:2d, with no one-size-fits-all solution.
>COI basic smokestacks void 60 per minute>COI large smokestacks void 900 per minute
So far so good!Pollution isn't spreading, and I have the means to build a line of seeds going back to each plantation now. Still researching red and green science techs, but these things take time.
On one hand I spoke too soon. On the other, god damn these things really do expand close by.
>>581517354i like this game but they really have to change the look of this creature, it looks dysgenic
>>581519863oy vey
>>581503234>>581503659>>581505557even the bootleg slav server has the exact same problems as a year ago lmaoload into 2 fps and then get bootedsave runs fine locally
>>581506949Trains are kinda shit in Coi unless they're stupidly long or you're using a few trains to transport a bunch of low throughput shit that's too far away for trucks to do easily. If you need to go uphill use a belt. Every unloading bay taking one worker becomes a huge pop drain if you try to move everything with them. Trains excel when you barely give them enough engines to get up to speed while pulling 20+ wagons on a perfectly flat route over a huge distance. If your train burns more energy than a belt moving the same amount of items then it isn't worth using.
Anyone here played GearBlocks?https://store.steampowered.com/app/1305080/GearBlocks/Is it just focused on building vehicles, or does it let you build whatever you want, kinda like some sort of virtual Lego Technic?And if it sucks, is there some other sandbox game that lets you freely fuck around with cogwheels and pistons and stuff, other than Besiege?
I'm praying its gonna work... took me a whole evening
>>581492926More creeper-world esque tower defence is something I'm all for. I love when it's just an endless swarm trying to overwhelm your defences by a million cuts instead of discrete waves of enemies.
>>581523065It is okay but runs shit on my old laptop
the crust kinda sucks
>>581508790>basic bit cycling, state changessure that makes sense>galois fields, vector spacehmm yep i don't get it
>>581523667>Gigantic multi-purpose blueprint stamp on GlebaDaring today, aren't we?
I don't fuckin' get itI can even put a connector (splitter) here but I can connect all three lines or it screams at me I need a support
>>581542574*can't
Is this as good as it gets?
>>581508790We finally fixed quality.
When should one start applying beacons? I just got to vulcanus, I was wondering should I consider beacons in my starter base design for metallurgic science
it is cute but pretty simple and not really challenging yet on hell1
>>581494186Was hoping to do a functional and aesthetic build. Oh well.Simplified the design and now it at least doesn't set itself on fire, just the bugs.This might bump my oil expenses, good thing I finally have nucolar power already and don't need much solid fuel anymore.Did it without the use of combinators too!>inserters only bring in the fuel when there isn't any in the reactor>power switch, wired to a reactor, only connects inserters' pole when reactor temp < 550°CWorks reliably so far. Also has the side bonus of syncing up the inserters.
one more ash rejectedi am making so much gasoline
also i apparently left my tar pond without either a bleedoff or fill prevention and only noticed it at 997koops! that would have been, uh. annoying i guess. harmless, really, but annoying
>>581494485why so complicated? you can read recipe from assembler and set recipe items directly from recipe. This way, you only need one parameter. (Two, if you want to specify number of items to craft).
>>581548754ok going from paying off the debt with 7 minutes to spare into not even getting 25% of the way to the end is a huge difficulty spike
>>581498429I use green chests for that. This way, they suck up scattered same items from whole base.
>>581508349Autism is not insanity
>>581553307what are you using the decider combinator for in this bp? personally i would've filled that space with an arithmetic combinator to multiply ingredient counts before setting them in the req chest
>>581558743to determine how much items i need to build. I check how much I have in network and then calc if need to build more.Arithmetic is good too, I sometimes add it into blueprint as well.
>>581559607enabling/disabling the output inserter with its built-in logistic network feature is simpler
>>581546575>>581508790They won't add anything new but they sure as shit will fix this asap.
>>581559607Bloat.
>>581561993simply stop being mad nigga
>>581553307That is way more complicated than using parameters. You only choose parameter 0 for the item to craft, everything else is set by the game automatically. I use the formula min(p1_s, p0_i1/p0_t*60) to keep the requests at one stack at most, the only manual fiddling I have to do with the setup is if I want to keep more than one stack of the resulting item in storage, like with steam turbines or space platforms, but that's just editing the input inserter.
>>581564536>put 6 unique items as requests in the requester chest and then make them become ingredientsbased on above, i assume that you have to specify these 6 ingredients manually. Also, that would mean that you can only craft from these 6 ingredients only.?
>>581560939Depends on final goal. If you want to have mall where each assembler is crafting one recipe, then yes, that would be better - in my setup, after fulfilment decider removes recipe and it is hard to find if I have assembler for this or that item (no recipe icon on assembler).But for me, this was just first iteration towards automall. Now I have list of item/quantities i need (in constant c.) and several assemblers which picks up positions that are short and builds them. Several assemblers take care of all my mall and if need more speed I just can slap extra assemblers that would run same recipe in short.
>>581562307elaborate?
>>581462360gj anon
>>581567207Then you don't understand how parameters work. The parameters in that screenshot each have the drop down menu next to them, for the 0 it's set to independent, which means as you put down the blueprint, you're asked to specify an item to use. The others are set to ingredient of 0, which means they're automatically selected by the game once the first parameter is chosen.Then there's the number values, 50, 1, 2, 3, 4, 5, 6, 0. all occurrences of those values in the blueprint, including thigns like requests and circuit conditions, will be substituted with their respective formulas, which can be arbitrarily complicated.What I see when I put down this blueprint is a factoriopedia-like menu asking me to specify an item, then it appears as a fully configured ghost to produce that item with no further interaction required.
Post your quality u235 upcycling, pls
>>581561993right after fluids TM*
yeah this is uhwhat we in the biz would call a technical issue
Most people ignore quality until late game, but it's pretty strong even before that, this is 225SPM in 6 labs, and only the rare labs were made in a recycling loop.
>>581575743yeah this smells like nonrecoverableFuckers squatted two chunks away from my farm, made like 10 nests there and I'm supposed to whoop their ass with yellow ammo and green science damage upgrades
any news on substructure?
>>581575743Alright reloaded my saveI baited the two medium stompers souththen I snorted some biofluxrushed in the middle and started spamming turrets with stingfrond ammo which adds a bit of poison damageI lost all the turrets and ammo but I got rid of the fuckers who just decided to sit their ass down there 15 minutes agoIt should be fine for a bit but I need those air filters yesterday with how aggressive the expansion parties are10 fucking egg rafts and 6 biter spawnersa stone's throw from my farmsand it'll happen againswear to lord
>>581553307>>581567207>based on above, i assume that you have to specify these 6 ingredients manuallyOnly when you create the blueprint. When you paste them, they are no longer independent parameters but get automatically set as sequential ingredients of the 0-parameter and the request sizes get set to given multiply of ingredients needed to craft it.
>>581522430It's a shame really, but, judging by the abysmall size of the islands, not a surprise. Even dragon tail which I picked for being more train and bridges oriented is only 14km long. Trains were used for such short distance when diesel trucks didnt exist, with them it makes little sense of laying down tracks.However, I will fall back on what >>581507516said. I just like trains and even irl I know they struggle to break even on "short" 200km distances. I'm not exactly sure why that is and I should look into it. Anyway I will try to think of a train solution for my island
>>581570015>Then you don't understand how parameters work.Wont argue with that. Didnt delve deep into params, as current setup was good enough.Anyways, thanks for expl, will remember for the next iteration
>>581580554>irl I know they struggle to break even on "short" 200km distancesTrains require a lot of manpower to function. I imagine making sure that a cargo train starts and finishes a trip takes the work of like 3 dozen people.
>>581575926I’m slowly figuring this out. Quality is incredible, when 2.1 drops I’m rushing Fulgora first.
>>581584005I found that fuggora isn't all that great for quality because you're always tight on space and logistics become difficult. But nauvis + vulcanus have almost unlimited resources when combined, which is great for quality production.
>>581582557Not counting on maintenance crew (both track maintenance and vehicle maintenance) you usually need one driver, one dispatcher and depending on the operation one shunt operator. One of our local supermarket is using wagons that load containers sideways (straight from/to truck beds) they only need one driver to go across the country and the personnel to man the un/loading station. The dispatchers are also there for other trains too so their presence is irrelevant to the manpower. In the end you really need just two people, plus maintenance which shouldn't be much worse than road maintenance... Wait a minute... It's car lobbying against train transport isnt it?
So why the fuck would you use sand or gravel for concrete when you are drowning in rock and slag has no other purpose than to be dumped
>>581585056Maybe in some future after people will realise fuel is never gonna get cheaper we will reorganize the entire economy and transport to facilitate trains. Alas we're having trucks burning dozens of liters per hour to transport a fraction of what a train can do
>>581586083My brother, fuel costs nothing. 95% of the price at the gas station is taxes and rentseeking.
>>581586310This guy has a pumpjack in his garden
>>581584005I still haven't figured out quality, just got my starter science up in fulgora followed by vulcanus, kinda unsure what to do next. Should I get started with quality? I was thinking get a mall going on vulcanus then mech armor followed by gleba
>>581585510you might get short on some resources, gravel coming from rock is valid. Sand tho I dont think it's worth, however at the start you can avoid grinding the rocks into sand to save manpower/electricity, it's also faster
>>581587123just dropping t2 modules in a mall is a good start
>>581584827Rush to Acquilo to get foundation. After that Fulgora is the best for quality, as you can build whereever
>>581506949Trains are useful when the line is really long, way longer than anything in your screenshot.Use them for remote mining outposts after you deplete your starter mines, or for similarly far away locations where you need to import/export things away from your factory.For example, if you decided to build your farms on the other side of the map to free some space in the main factory, then trains could be good candidates.Keep in mind cargo modules require workers and the good locomotives consume T2 maintenance on top of needing fuel and its own logistics, Belts can fit anywhere, need no workers and only consume power and T1 maintenance which is trivial to produce.No resource that moves within your main factory should require a train.
>>581567890Thanks!Now that I'm done, I quite enjoyed myself but I don't know if I'll ever play the game again, at least not without some sort of major new additions, like a full-on expansion or an entirely new map. I would've really liked it if potentially transformative tech unlocks like trucks or trains were available earlier so you could reasonably build a base using them as a logistical backbone from earlier on. This applies to trains especially, you need to go all the way to making computers to be able to make the signals, by that point it feels like I'm half-way through the game and the base is well on the way.
>>581546575lol
>>581567507Looking forward to seeing your progress.
>>581198481>>581198979not that anyone cares but I'm doing method #1 ie. just focusing all my workers on the starting island and bringing all the goods I produce on the other ones back to them and although probably not what the dev intended this is likely the way to do it in order to get the 250pop/100% happiness achievement. I'm not at 100% because I'm missing some magic stuff because I haven't unlocked the final island.
>>581585510Because slag can be traded for sour water or sludge.Sour water is ammonia and sulfur, and latter can be traded for sludge, which is processed into compost and fuel gas.Compost gets turned into organic fertilizer, then fertilizer I with the above ammonia.There are two infinite world mines afaik: rock and sulfur. Both have their uses, mostly as trade goods, such as the rock for fuel gas trade.Trading's a pretty neat alternative path for acquiring stuff, or getting rid of unwanted byproducts.I've been meaning to rebuild my oil refinery, since I'll be moving the crude import dock.Supposedly, you can run the whole thing, with a little excess of steam even, off the Stage I's heavy oil.Naphta and some fuel gas would serve as the backbone for the island's power production, with some taken for kiln, rubber, hydrogen cracking for silicon, and etc.However, I've been using heavy oil to run the cargo ships off of, so naturally I'm wondering if it's a good idea to swap them to use diesel.
WHEN IS RECIPE TWEAKER GETTING A 2.1 UPDATE
>>581433853>>581434245Checked my old save, it was from the mod. everything on navis
STOPI SAID STOPCEASENO MORECHOOSE ANY OTHER SPOT
(CoI) So my new proposed refinery now uses modules, I have one base with all the resources tanks and then I can put modules plugging into pipes. One module needs 120 crude oil and 35 steam high, and it produces 108 diesel, 18 fuel gas, 63 hydrogen, 48 CO2, 9 sulfur, 9 ammonia, 21 water.Honestly, I have no idea what ratio of resources I should aim to get, or if I should try to make something more flexible
>>581602270I have made 500 wooden chests out of surplus wood from my greenhouses and placed them around my farms at this point this is the only wayjesus christ
>>581507516>>581522430>>581594032I kinda want to see what calculus you guys are basing this conclusion on or what length you consider is long enough because it sound wrongA simple diesel engine is basically 2 trucks worth of maintenance capable of a minimum of 6 trucks worth of load with 2 wagons and it outmatch the maintenance and energy consumption of a single belt if it roughly goes over 7 grid squares which is basically 2 farms length-wise
please put the game you are talking about in your name for every post, thanks
>>581611456There's only one game I'll talk aboutThe one you just lost
>>581608490Yeah but that's ignoring all the costs associated with the train.Fuel needs dedicated logistics for trains (which costs its own maintenance and power), while it needs only sparse fuel stations for trucks and doesn't exist for belts.Space consumption for trains is massive. Train tracks restrict the movement of all other vehicles far more than belts do and may require massive terraforming to go up inclines without forcing your train to crawl, trucks can go as steep as you want and belts can just snake up cliffs unbothered.Also, train tracks require their own dedicated production chain (which consumes its own people, power, maintenance and resources which cannot be recycled anywhere else) and trains need a huge depot that costs T3 construction mats.And finally, stations require power and workers too and need buffers while the train is on it way.And this is still not accounting for the fact that a train has to travel back empty in most normal use cases, so that efficiency you calculated needs to be halved and further reduced if the train has to slow down to go uphill.If you want to do all that to span a gap of two or three farms then be my guest, but for me it's just a massive waste of space and resources when I could do the same with a belt and have an uninterrupted stream of resources that I can move, adapt and expand with minimal effort. T1 maintenance is easy to make and power shouldn't be a concern if you can build forests.I didn't calculate a hard distance threshold, but when I play I consider everything within my main factory as a belt and trucks only zone, while trains go to remote mining and other projects that are dozens of grid squares apart, and I'm perfectly happy with that.
>>581602304This is the time to ask yourself if you want to keep using diesel for all your vehicles or transition to hydrogen.Diesel is piss easy to make, but it makes a lot of pollution and it's only used in vehicles (and basic rubber but I assume you are using better methods by now), while hydrogen is massively more efficient to produce per unit of crude (something like 60% more efficient), makes zero pollution, can be burned everywhere that takes fuel gas with the same ratios, and is a requirement for certain production chains. It is, unfortunately, more complicated to make if you want to divert all your crude to hydrogen production, but you can make modules that make a bit of everything before adding the final bits that convert all leftovers to hydrogen.
>>581608490Which part confuses you? I mentioned the flat terrain part for a good reason. All the energy that goes into flattening land or digging out a mountain to fit a rail is a huge expense compared to just running a belt. There's plenty of maps were trains are just a terrible idea in certain areas compared to taking 20 seconds to drag a belt over it. >trucksLike I mentioned earlier trains are actually really good compared to trucks but still struggle vs belts depending on terrain and the amount of items you're moving. Trains can really excel at low throughput jobs because a few trains can move dozens of different items on one network which is WAY cheaper than dozens of belts. T1 train wagons are fucking terrible so it's not even worth considering them. T2 wagons are better and basically required for any item with a high-ish throughput. However trains just can't compete with the ease of belts when it comes to the highest throughput required. When I have 20 mega excavators moving a mountain I sure as shit am not using trains to move the rock to the ocean for dumping because of the large pop cost that would be required and the amount of trains I would actually need to move it all.
Deliver me from handfeeding helland let me scale my base
where do us free to play gamers get our factorio mods
>>581615192When you buy the fucking game.
Dear god making ice platform is so slowI need to scale this by 10x at least
>>581615192Ask the mod makers to put their mod on Nexus :^)
>>581615192there's like a billion sites that proxy mods, search around a little
>>581615863let it build up in the back, you don't really need all that many at once past the beginning
>>581561993It already doesn't work in 2.1 if I understand this correctly
>>581608490I don't really have any answersThere's a lot of anti train sentiment for CoI and I really have no idea whyA single one of these is worth 48 truckloads. That being a T2 loco or two and 6 T2 wagons. I ran a cost test for how much a single T3 loose belt would cost to follow roughly the same route the train takes, and it's 34 maintenance, which it would be using nonstop to take stone from the collection station to the dump site, and a single belt wouldn't even match the throughput of a single train. None of these trains consume more than 10 T2 maintenance, which they don't even cost all the time, because it drops by 75% when they're stopped.Trying to somehow convince me these trains are not worth freeing up 192 trucks worth of jobs and costing a fraction of what it would take to belt stone out of the way from not just here but another collection site elsewhere on the network, and also pull double duty transporting sand to the glass factory, is just not gonna happen.I really don't get the hate on for trains.
>>581432974>roguelikehow
>>581622526The same way Against the Storm is a "roguelike"If you are a pedantic assburger about the berlin interpretation, your eyes are probably rolling 360° at this moment
>>581622526The buffs and talent tree system, i guess
>>581622958wrong thread for that
>>581620289You're missing the point, yes trains are good at transporting tons of shit very long distances, except the game offers no use case for that. The goal is to import/export everything by ship, those ports can be within trucking/belting distance from each other, so where do trains fit in that picture? The map could be 10 times larger and most of it would still stay empty and unused, with no trains running.
>>581615192https://re146.dev/factorio/mods/en
>>581432974finally a gamedev that gets it
>>581624046>the goal is to import/export everything by shipthat's a new onetrain antis will say anything at this point
>>581624046>The goal is to import/export everything by shipIt would cool if you could also move stuff within island by a barge or a cargo ship
Why this general doesn't consider Endfield an engineering game?
>>581630410I love endfield but the engineering is at best secondary.
>>581629730Would have been a much better idea than forcing trains into a game where they don't belong, but now that they did and are selling a DLC for those trains they can't add an obviously superior option.
>>581630883For the same reason modded minecraft isn't included, despite clearly being an egg (it even inspired the quintessential egg)
It's been a million years but the path to the new world is almost done. Vast land to farm more trees awaits.
>>581620289>Trying to somehow convince me these trains are not worth freeing up 192 trucks worth of jobsThat would be insane, nobody is telling you that you should swap your 6-wagon train with all those trucks, that's just made up fantasy. Trains compete with belts, not trucks.Second, you are missing the big elephants in the room which is the return trip empty and workers. Yes that train uses 10 T2 maintenance, but half the time that T2 maintenance is carrying nothing (just like with trucks) while permanently reserving 25 workers even when idle. Belts use zero workers and all their cost goes towards actively getting shit to its destination all the time.But even this argument is mostly just stroking our autism for the sake of it, belts are good and so are trains (although I'd say it shows that the game wasn't meant to have them at first). If your belt is so long that the wait time and lag is too much to bear, then use a train, otherwise use belts and save yourself the ridiculous infrastructure requirements. Who gives a fuck if a train uses a bit more of a fraction of a single steel plate compared to a belt.
>>581630957By not allowing pipes or belts across bridges they force you to use trains instead. Sure is fun transporting diesel across a few hundred foot bridge with a fucking train.
speed with balanced area and costthe objectively correct metric
>>581633161>ridiculous infrastructureI don't think our definitions are the same
>>581630410animephobic
>>581633893Dude if I want to build a belt I just drag and click until I'm at the destination, trains are a touch more involved than that
>>581633893That's just the average road in Norway
>>581633893Let me know how many centuries of digging and thousands units of fuel it takes just for the ability to draw train tracks with the same direct path
>>581633893I like how you're excluding all the belts you have on the left side from your train calculation.
>>581633893>draw belt across a mountain>trucks deliver all the resources at the starting point and the belt magically builds itself>literally nothing more to do and it starts working as soon as it's builtvs>draw railway around a mountain because you can't go across>terraform here and there if path is not flat and/or ramps are too steep>build crossings so vehicles don't get stranded>encroach on several forests>fix directions and exclusive zones>bring fuel to one of the stations>trucks have to bring resources to each individual piece of track>set up a line>wait for train to be built>use dozens of workers just to staff the stations>enjoy moving shit that a belt would have started moving years in advance at a fraction of the effortWe may have different definitions but it remains a ridiculous proposition
>>581633438I recently tried that game and found that the difficulty is because of the terrible programming system, and not because of limitations of the pieces themselves. Any solution that has parts moving at a different pace requires manually duplicating instruction sequences, which is needlessly tedious with the shitty UI.
Still have a ton of work to do but it's coming along nicely. it is putting my main base to the test and it's falling down there, so I'm really hoping I can get this going sooner than later here.
>>581636747Spacechem and Infinifactory are far worse on that front. Opus Magnum lets you easily select and move/duplicate. But the main difficulty in Opus Magnum absolutely is spatial analysis from aligning fixed length rotating arms on a hex grid or cramming shit in close without a collision.
I dunno what's more efficient in COIBut I'm gonna use trains because I like trains
>>581636210>bunch of super short belts at the endpoint in any way compares to six half an island length belts that would be needed to meet peak demand>>581636384>draw railway around a mountain because you can't go acrossJust go straight through it at the point of least resistance. This corridor took maybe 5 years max to dig, and has been in use for centuries. It serves as the only path between these two areas and is used both by trucks and trains and the water system; it has become absolutely mission critical.>terraform here and there if path is not flat and/or ramps are too steepThe entire rail network has laid on predominately already existing flat land. 95% of the network exists on the same terrain level, even the bit that goes to the new island. The only bit that doesn't is the rail connection to the oil refinery.>build crossings so vehicles don't get strandedWhat crossings exist are almost exclusively used by the lumber crews, for the dead space between the mountains and rails is used for tree farming. I have far more trouble with pickups somehow falling off ramps and getting wedged between buildings in the farming area.>bring fuel to one of the stationsThere is a fuel train that supplies every major area on the island and will continue to do so as more areas come into existence. The miners on the far side of the island need fuel so a single fuel depot was built to supply them and the lumber crews. That same train will bring fuel to the new island for future miners and lumber crews.>>581638375Really all of this is secondary to just being able to look at trains doing train stuff. And it only gets more fun as more and more trains share the same network.
>>581639112>>581633893>already existing flat land.That's extremely map specific. Some people saying trains are shit aren't playing on the newest map which is flat as fuck in almost every area. The new map was quite literally made for trains and bridges so of course they work well in some places there. Some maps don't even have flat land making trains a fucking joke. I still think you'd have a better argument if your dropoff was 3x the distance away instead of being literally over a hill. You could build a single fucklong train with half as many loaders/unloaders and be extremely efficient with pop. 2-6 is just too short for high throughput loads over long distance.
>>581639112I appreciate that you found great use in what you build, but my point still stands.You could have built a single belt across a mountain with zero extra effort besides the material cost, and instead you have built a train line all around the mountain with great cost in space, manpower and time to do essentially the same thing.I'm kinda joking here because at the end of the day it's a single player game and you can play however the hell you want, but for such a short distance you have to admit that trains require a ridiculous amount of work compared to belts.
I am so tired of truck shenanigans
>>581641181YOU HAVE TRUCKED UP.NOW YOU TRUCKED UP.NOW YOU TRUCKED UP.NOW YOU TRUCKED UP.NOW YOU HAVE TRUCKED UP.
>>581641181[Click clack]
>>581637225Really? I didn't think the placement or alignment was difficult - for me it was the programmer. I can figure out where the arms go and what they do, and then getting them to actually do that at the right time was much harder than expected.
>>581639112I have the feeling those developers are going to regret using a 2d heightmap at some point. Timberborn started out that way and had so many bugs with the water, and eventually they rewrote the engine to use 3d voxels and now it's great.
>>581641472STOP
>>581642241You aren't describing a programming problem. You're describing not understanding where things are at what time. The solution here however is programming-related. You step through the code one step at a time and you can see exactly the state at any time.The spatial stuff takes over in later harder puzzles and when optimizing solutions.
>>581642717
>>581642241>getting them to actually do that at the right time was much harder than expected.Imagining the future is an IQ thing. What's your lineage?
>>581641181In my country there is problemAnd the problem is transportThrow transport down the wellSo my country can be free
>>581642797>You aren't doing X, you're doing Y.Thanks ChatGPT.>>581643000That's not the issue at all.The issue is that the game deduces a loop length based on the number of ticks used by the longest instruction sequence for any arm, and forces all arms to have that loop length.If you have an arm that you want to grab, rotate, drop, rotate, repeat forever: you can't do that.What you get instead is an arm that does grab, rotate, drop, rotate, wait, wait, wait, wait, wait... until every other arm has finished its sequence.That makes it artificially difficult to make efficient, short sequences on some arms while having more complicated sequences on other arms.It can be done, it just requires a lot of manual copy-pasting of sequences.
>>581643551there IS a repeat instruction...
>>581643551>Thanks ChatGPT.Thank you for admitting that you're a fucking moron.
>>581636747>the difficultyWhat difficulty?1. It isn't difficult.2. The programming interface is absolutely half-baked, but that's annoying, not difficult.>Any solution that has parts moving at a different pace requires manually duplicating instruction sequencesManually copying/moving instruction sequences is indeed a pain. But you cite exactly the situation where that's not what you want to do.(As to the underlying difference, I don't like it. CoAE simply let each arm run its own loop, with no requirement to match speeds; that was really fun to get clever with. Forcing them all to the slowest loop speed is an OM "improvement", following the late-zach trend of seeing any potential jank as a footgun to be removed, rather than as a tool for the clever to find a use for.)
>>581642574Yeah but Timberborn's whole gimmick is that you need to do stuff with the water.In CoI you do nothing with it, it's just there, you can build things on top of it and that's it, it doesn't move, it doesn't change elevation, you can't move it or interact with it.The only "bug" is that it looks like ass when you flood an area and you see the water surface just popping into existence without any flow, hardly something worth rewriting half the game for
New lumber crew is clearcutting this area on the new island to make way for rail infrastructure. The space further in will need leveling, so it's planned to have the existing hopper trains take it back to the main island to use for land reclamation. A temporary turnaround point will be installed before the main rail line can be allowed to fully enter the space.The area will be set up to allow for coal and iron mining, as well as wood farming. There's a prodigious amount of limestone here too but there's already plans for a mine elsewhere. A vehicle depot will be integrated with a refueling station so that mining equipment can be assembled here.
is SEx up to date for 2.1 yeti wanna do a solo replay but with the less shit fluid handling
>>581643551If it just automatically looped shorter things as you suggest they would almost always be out of sync and break the longer loops that they interact with. You have not thought this through at all. They have to be manually timed.
>>581643682I swear I tried using the repeat instruction more than once per sequence and it wouldn't let me.Anyway it shouldn't even be needed: each arm should have its own instruction pointer and figuring out synchronization would add to the challenge in a natural way.Maybe the developer was going for a clockwork mechanism that uses a cam stack? Barrel cam?>>581645896>You have not X, you have Y.Thanks again, ChatGPT.Yes I have thought it through, see above.
>>581644425>In CoI you do nothing with it, it's just there, you can build things on top of it and that's it, it doesn't move, it doesn't change elevation, you can't move it or interact with it.Someone showed a short clip on here a while back where they dug a harbor and then let it flood. The game engine doesn't really do it well but it could if they rejiggered it.
>>581646538yes, as i said it looks bad when you flood an area, but that's the extent of the terrible bugs of the water system
>>581646376>I swear I tried using the repeat instructionYou mixed them up.>each arm should have its own instruction pointer and figuring out synchronization would add to the challenge in a natural way.It is Zachtronic's most approachable game. Automatically solving sync for you is intentional.
First train crossing to the new world to export a partial load of dirt because I fucked up my station rules. Nice watching it outpace the trucks on the bridge.
>>581646376>You have not X, you have Y.Who are you quoting?
>>581646376>Yes I have thought it through, see above.Your thoughts above are not about what you were just told. Read it again.
Oh my fucking god they're teaching the haul trucks this dumbass maneuver The curse is spreading
Meanwhile, the custom crew working directly behind the clearcutters to prepare this area for construction.
it's a good thing that copper is a room temperature superconductor or running uninsulated cables across a continent might be troubleup to 500mw or so of geothermal now
>>581651848which is a good thing because boron trioxide processing sure takes a whole bunch of poweror it would, if i had hydrogen. but that's fine because i don't really need any right now. mostly i just need the washed boron for uhhhsomething. i don't remember. it's not liquid metals, i don't have that tech yet
>>581642717>All those barriers>Still got stuckHow?
i did not realize just how slow it was to make digosaurs. i probably should've started this earlierat least i've got everything it needs, just dna samples are slow as shit (i will not scale it up)and that does explain the value of the other turd choices, either making it take like 20 seconds per craft or make it not take 150 science packs and 100 biosamples of materialsbut it's fine. i want my extra caravan movespeed, and it's not like it isn't nice on digosaurs
>wasted my initial resources a bitAND NOW I GET TO WAIT A MILLION YEARS FOR MORE COPPERso i started some pyblock shit, might drop it eventually because i dont have the neet motivation anymore
>>581645896No, actually he's right on that point. As I said in >>581643859, the predecessor flash game did independent loops, and had a NOOP instruction to manually pad them. Pic shows arms with 4-cycle loops and 6-cycle loops happily working together.
>>581656989pyblock sucks don't play itor use a speedup modor have the insane patience that our resident pyblock player somehow manifests
>>581645067Check the mod portal.
>>581657319you just increase game speed in console
>>581658616who the hell plays factorio on console
>>581657253The more complicated problems with imbalanced ratios and hex shapes with rotation and whatnot quickly leads to cycles that don't sync up. You have to look at where a cycle is ready to receive and place a different loop there to match manually. There will be dead space. It gets worse when you try to optimize for speed but not purely for speed, not making big fuckoff swinging arms in groups on tracks to pull the maximum rate out of the inputs, because that specifically is where the cycles actually do match up.
>>581639112nice setup, makes me want to boot up again.
>>581658991i play factorio on my ipad
>>581661013Based 5-year-old
>>581652081>washed boron for uhhh>something. i don't remember.Batteries or something to get batteries, I know that's when I started washing boron.>>581656989The start does suck ass honestly. The early game is also kinda shit, and I expect the midgame will be too, but the start was absolutely the worst.>>581657319>or have the insane patience that our resident pyblock player somehow manifestsIt's just a lot of standing around and waiting, or "waiting" while I design something new to make a item. It's also something where I can see progress step by step that ends up being relaxing after getting home from my job at the long day factory.If I don't go crazy by the time I finish this run I could see myself doing another one but potentially either normal py, or maybe trying to do caravans only or something.
which factory planner do you use
>>581666597yafc for any heavy lifting but factory planner when I'm too lazy to use a separate program
it took several attempts to beat hell2i had some very close though, like 1 repayment off or one I would've won if I didn't make a single mistake that temporarily killed my econ
>>581545385Ok, this is like 70 times faster and basically free.I am enjoying quality way more than I thought. When they announced it, I was ready to play the whole game ignoring it, but there is some really interesting challenges with getting quality materials/upcycling and dealing with the speed of legendary machines themselves.
I just got to Vulcanus and want to produce some circuits and trying to figure out the ratios for Coal liquefaction to plastic while accounting for speed beacons is almost impossible, how should I even do this? How do people scale?
>>581630410Why don't you go fuck yourself with a cactus?
>>581672719https://mods.factorio.com/mod/RateCalculator
using single output of machines limits liquid flow? Did not know that
>pollution, -50>spores, -5Interesting that it actually absorbs spores in the first place, but as a matter of fact spores are pollution and pollution is spores here so that's pretty good.Odd thing to add though, considering spaced out adds that one really gay recipe to make sporeless yumako and jellynut in a greenhouse to cut down spore production to 0.
>>581676170They fixed that specifically in 2.1 by making the amounts per batch of acid neutralization 10 times smaller, didn't they?
>>581646849Mark my word, if mafi rework the sea physic it'll be because they want proper rivers, hydroelectric dams, a new system of pumping water and pier retainer walls that allow pumps and outlets to go over them normally as well as passively draining seawater brought over by waves during a storm
>>581633893you remind me of my run in factorio, where I also deemed trains to be inefficient
>>581672719this is going to be my setup, would there be bottleneck issues with too many speed beacons? I'm kinda winging it at this point
>>581677172nigga why you asking me run it and see how the numbers work like fr
>>581657253>>581659487>It gets worse when you try to optimize for speed but not purely for speedYou can see this in the example that started the conversation >>581633438Because the lead must stop to be transmuted, two arms don't fully utilize the one input. The quicksilver does not have the extra movement so there is a pause on those arms to wait for the next round of lead. The meta arms that grab the water and move the assembling product have to track some distance and have a cycle time that fits between 2 and 3 arms, which must be rounded down thus leaving some time in their cycles to wait for each other. So the lead arms are the only part of it that can cycle continuously and be set automatically. Everything else must be manually synced.Maximum speed would use more tooling and take up much more space. I think you would end up with an extra transmuter that runs half as much as the first which has a good chance to all loop continuously but I'm not counting out whether it actually is precisely 33% downtime.
>>581677172the coal inserters will not be able to keep up if you use t3 speed modules in all those beacons
>>581679503but anon, surely he's not enough of a moron to not be able to read the tooltip
>>581676723Are you just saying things you'd like while pretending the devs want the same things?
whelp. shit. not looking forward to this one.
>>581682406>5 hours later it's just pure limestone with bits of soil
I really like that this game kinda just lets you freestyle it with train tracks.I added two more waiting spots to this odd section of track at the wood delivery station, and all I had to do was add a couple funky crossovers right in the bend in the mainline.I've played other train related games that would never let you do something like this.
>>581683252that looks rather standard, along with speed limitation of sharp curves, but maybe im spoiled and only play good train games
Dusty as FUCK
>>581685130but enough about your mother, hows your racist grandpa doing?
>>581685606He's RACING
>>581685130>pop 5.7k>228 vehicles (overworked)>year 626>robotic assemblyI guess I'm doing fine after all
>>581682406>man plays meme mode, regrets choices
>>581676490Can you elaborate? Input/output pipe count doesn't matter anymroe?
>>581685936kino>>581686414many such case but you cannot stop the meme
>>581686538No, the reasonin in that article was that acid neutralization gave you ten times more steam per craft for ten times the inputlet's say it used to give 100 while you inputted 10 calcite for example, with a speed of 1now it's 10 for 1 calcite, with a speed of 0.1and it doesn't incur in throughput limitations because of that
>get robots for the first time>upgrade max number of assemblers that my existing mainframes can support>puts half the existing assemblers out of work because they're that much more efficentThe robots are coming for our jobs...
https://mods.factorio.com/mod/k2so-turret-range wonder if I should nerf k2 turrets by default they have a range of 25that's almost a legendary turretkind of trivializes space platforms
>>581613130alright fuck that let's make another excel sheet for my ratios
It's happening
>>581692929uh
Is there a way in editor to remove all buffered items in chests/belts/trains/platforms/landing pads etc to see how well the factory can boot itself?
>>581695287Deconstruct everything and then Ctrl+ZAt least that's how works in the blueprint sandbox mod I am using.
>>581692929how does he refuel?
>>581696327very carefully.
>>581682406Boy am I glad soil is free in pyblock.
>>581696582they are both free in HM too.muddy water cannot be voided, only clean water, and only into a body of water..you can extract soil from muddy water to effectively void soil if you priority input hard enough..
>>581697004Oop. Didn't notice it was hard mode there. Assuming you don't want to loop your muddy back to the start for soil reuse or it's a byproduct effectively somewhere?
>>581691669There's a convenient midpoint you can stop at before you go full hydrogen and it can help you transition to the new fuel without having to rush or risking death spirals, which is to convert everything to hydrogen except diesel.That way you get like 170ish units of H2 per 120 of crude (two distillation columns worth of consumption), and you still get your 72 diesels that you would normally get, so you have a supply of both fuels while you replace all your vehicles at your own pace.Once all vehicles run on hydrogen, just add a module that further converts the diesel into hydrogen and in the end you'll get something like 260 units of hydrogen from the same 120 crude, which is a massive upgrade and saves a fuckload of crude. Be aware that this full conversion requires a lot of workers and buildingsDon't forget the main ship is the only vehicle that cannot be converted to hydrogen, so either save a trickle of diesel from your refinery, build a tiny isolated distillation column just for that or import it when needed.
>>581698568dont know, refuse to look that far ahead to find out, i fear the future but ill burn that bridge when i get to it
>>581699719Oh well honestly looping the sludge back to use as soil for the process isn't that bad?I haven't seen anything that makes soil or limestone as a byproduct yet, just muddy sludge from the usual suspects.
>>581699525From diesel to hydrogen it's cracking to naptha to fuel gas to hydrogen, right? Also, I can't use the entirety for fuel/hydrogen anyway, a small portion goes for rubber, plastic and other stuff
>>581700636Yes, diesel goes into naphta+gas, naphta goes to hydrogen+gas and both gases go into hydrogen+co2Converting gas to hydrogen is especially convenient because every recipe that takes gas as fuel also takes hydrogen at the same ratios, and you get more hydrogen per unit of gas converted so in the end you have more fuel available for free.>rubberIf you want to keep things easier for yourself, keep your refinery focused only on fuel. Once fully converted it will only have two total outputs (H2 and sour water) instead of a web of unbalanced outputs just to keep rubber online.You only need to stop at distillation 2 to make diesel, so a separate distillation column will greatly simplify your logistics and all its outputs can be used to make its own steam, sustain rubber and have a stockpile of diesel for the main ship while consuming fuckall crude because rubber doesn't cost much to make.Also don't forget both rubber and plastic can be made with ethanol so eventually the only reason to keep diesel around will be to run the main ship and nothing else.
>>581595749>Looking forward to seeing your progress.oh, i'm done with that. My automall is working, although it is more of proof-of-concept. I build little on Nauvis, therefore small mall factory, and am too lazy to upgrade Fulgora mall.
>>581701826>ratiosi've just been building for half an hour without realising i fucked up one ratio sneding me into building something scaled x8... back to the drawing board
>>581677172I've decided to build my molten copper and iron around this lake for aesthetics reason, good idea?Seems like I can only use long inserters for calcite
>>581702820use thishttps://doubleaxe.github.io/daxfb-calculator/?gameId=coi
>>581692929God that looks stupid. Surely there must have been a better way to do this like having ferries to carry them around or something?
>>581666712how did you get yafc to work, gives me an error loading pycoalprocessing
>>581700053>I haven't seen anything that makes soil or limestone as a byproduct yetlimestone crushing is mostly useful once you get the recipe for coarse fraction from soil since you're converting the byproduct back into the inputnot that it's all that important then either since soil is, again, free, and you can just void the other solid outputs anyway
This space on the new island has been marked for development of a reactor complex. My first one ever. The wide open space and nearby access of an unspoiled water reservoir felt like a good choice. The uranium can be brought in by train using the existing hopper trains once the rest of the planned rail infrastructure makes its way in here.>>581705839I would have vastly preferred specialized boats for these types of shenanigans, especially now that ships have pathfinding. Amphibious excavators are real things but I seriously doubt any would survive working in what is essentially open ocean instead of shallow wetlands.Something like barges would be appropriate, they're modular and could not only be an option for inter island transport but also you could have one that an excavator could ride on, perhaps a new one with a super long arm to act as an excavator dredger.Alternatively you could have a full on dredging boat of some description. There's a lot of different takes on the concept.Watching the amphibious vehicles bob around like toys in a bathtub never looks normal.
>>581707813>coarse fraction from soilOh I see it now. I'm honestly a while away from needing any coarse fraction currently, and it does look like I will need it eventually for another way to get copper and I guess py science 3? I can just burn iron for it too if I want, though I'm sure overall that's worse than dealing with the by products.
>>581703660i dont understand how it works but it seems inefficient
>>581701985>although it is more of proof-of-conceptBy all means, expand it.
>>581709069>I'm honestly a while away from needing any coarse fraction currentlyi think the starting point is when you start needing tuuphra around the middle of logi science, since you'll need it for korlex and a couple really nice plastic and melamine recipes
>>581709872>tuuphra around the middle of logi scienceYeah that's primarily what I saw that needed it. I'm pretty close to logi science currently, but I'm still a while away from having a powerful enough base to really want to start getting into it and making it.
>>581709443top left, type in the resource you want, you'll be presented with a selection of buildings that have that resource as either an input, output or both, depending on the filter you clicked.Drag building to board, building tab appears, click building picture to pick recipe, click on + and - symbols to increase amount of buildings.Drag inputs and outputs out of the tab to create a new tab for that resource, pick building and recipe, arrange things however you please and keep connecting until satisfied.If you don't connect a resource to anything, the calculator assumes the full input or output throughput is satisfied.Or, you know, just read the damn instructions.pic related took a minute to do starting from crude on distillation 1 and working forward.
>>581710923oh so it just does ratios, i was trying to copy the "blueprint" into CoI. Calculating ratio is fast enough, building around it isnt
>>581711740Yes it's just a calculator, I'm sure there are plenty of blueprints in the in-game browser if you don't feel up to the challenge.
>>581711909no no it's not what I meant. The time i wasted was building around but I had fucked up a ratio while building. I was thus wondering if you telling me to use this was something creating blueprint ready for the game, but since it's not I rather keep building my way
>>581701985Only three combinators per assembler? How does it work? I've been looking for an automall design that I can understand.
They really made the black beavers vatgrown monsters who breed out of control. What did they mean by this?
>>581706996what error? I haven't used it for py recently maybe some update broke it but I didn't used to have problems with pyIf nothing else the pyanodons disc*rd has a yafc channel they might be able to help
>>581619721this is literally the change that enabled itpreviously your quality rng was getting fucked up by the fish
>>581712640I assumed that by "fucked up a ratio" you meant you fucked up your calculations, hence my suggestion for a calculator.
the demonic things i am forced to do..
>>581717582You will worship the fungus.
mistakes were made
>>581717582I am begging you to not play pyblock
>>581717582have fun getting copper exclusively from ash sorting for the next ten thousand hours
>>581722574just have to vent steamnot even hard
>>581723485it's not a problem of complexity, it's a problem of throughput
>>581724097yea and you have to hand build these ugly looking contraptions that still need ash to be manually removed
In CoI will machines set to multiple recipes prioritize from top to bottom? Like I only want this to make fertilizer without dirt if there is no dirt
>>581726783anon the game will tell you if you mouse over the info iconI've got four of these in an old system using this principle for fertilizer productionthere's precious few use cases for multi recipe productions though
>crushers can be placed on planet>also you can make biomass out of crushed biter eggs and pentapod eggs>also, you get a super special recipe where you can make blue circuits out of pentapod eggswhoever made krastorio spaced out is a fucking moron and I can't deal with this shit anymore, I am going to miss out on the imersite asteroids and casting imersite with foundries but this is just stupid and unfun
Putting down artillery before setting up defences seems to be a bad idea
>>581678138>Maximum speed would use more tooling and take up much more space.Only a little more.>I think you would end up with an extra transmuter that runs half as much as the firstSeems pointlessly complicated.There's a simple, obvious way to speed >>581633438 up from 6 cycles/loop to 4 cycles/loop, pic related (left). Since none of the paths interfere at full throughput, you don't need to change the glyphs or add more -- you just need more arms so you don't have to wait for them to reset.A few adjustments from there (shifting most of the water arms' work to the second group of lead/tin arms, swapping the angles of the lead/tin arm groups and generally snugging things up) revert most of the cost and area increase (right).
>>581729226And it turns out I could just edit the prerequisites in the imersite asteroid mod to undo a tech cycle issue and it just werks.Well, that's nice. Now I don't have to deal with SO's bullshit AND still get imersite asteroids in the asteroid belt for the real onlygleba experience
>>581730238Oops, wrong gif
>>581730352Also for some reason spaced out had buffed heating towers to 50 MW instead of 40 MW and made wood growing in greenhouses require tree seeds in the first placewhack ass mod
>>581728052I'm too used to shit in games being hidden from me, though I will admit CoI does try to be upfront about things normally
>>581726783The top recipe is the one with the higher priority, but if you want this to work with dirt when it's available, you should swap the recipes around so that the dirt recipe gets priority.It's never going to use dirt if you leave it set up like that.I don't know if you are just trying things or doing some weird edge case shenanigans, but organic fertilizer is sort of a trap. The moment you have sour water strippers you should go directly for fertilizer 2, which is a chain of 3 buildings in total and it uses zero water.If you have so much compost available that organic fert is a viable option, then you are either wasting a ton of food (meaning you don't need the fertilizer in the first place) or a ton of animal feed, and you should solve those problems instead.You can use organic fert to boost synthetic fert production but again, compost shouldn't be that much of an abundant resource to begin with.
>>581672202How many miners do you have where you have 8 legendary calcite/s?Or is this pre-2.1
>>581672202I just upcycle belts.
>>581678138As for manually syncing...CoAE programming is sequential, not positional; there's no empty space.If you want an arm to wait (like the water arms in >>581633438 wait a tick for the 2nd tin), you add a NOOP instruction.If you want it to idle before starting a loop, you add a bunch of NOOPs and a start-of-loop instruction. (Start-of-loop is an optional instruction -- if present, the arm loops to the following instruction, if not, it loops from the beginning.)So for the 8-cycle loops in pic, only one (arm 3) would need any NOOPs specifically to sync loop length -- for the others, you already added the NOOPs just to get the 1st cycle timing. Even with explicit NOOPs, the most obnoxious way to set loop length, it hardly ever came up.I'm not praising CoAE's system -- it really was far worse than OM in various ways. Explicit NOOPs in general was one for sure. But the specific case of NOOPs to sync up cycle times really wasn't -- it barely came up, and was dwarfed by the benefit of not duplicating code to fill the LCM loop length.Taking most of Opus Magnum's system for the improvement it is, the mixed-period capability could have been retained at no cost to the user. Give the "Period Override" instruction slightly different semantics, and don't make it globally unique. It must be the last instruction, and it sets the loop length per-arm (not globally). Any arm with a Period Override loops immediately before (not after) the override; any arm without has the same loop behavior as now (matches longest loop).For a mix of 4-cycle and 8-cycle loops, programs would look much like they do now; all the 4-cycle arms would have a Period Override where they now have a Repeat. But for a mix of 4-cycle, 8-cycle, and 12-cycle, as in >>581643859, each 4-cycle or 8-cycle would only need one Period Override, rather than 5 and 2 Repeats respectively, and the 12-cycle arms would have none where they currently have 1 Repeat.Where's the downside?
I see ya all py this and py that. What about Nullius? I fancy smth new, but no mention of nullius makes me wonder about it's quality /complexity..
>>581735485nullius' alright but it's still in the process of being updated
I have a fluid balancer that, while one output is preferred sometimes the other lines get enough fluid to actually activate the adjoining flare stacks. All these pipes are T2 meaning they should be able to handle 200 fluid per minute and the absolute max that should be going through this is 60, but I still see the flare stacks fire anyway
post a picture u poofter
>>581736367I forgetteded but since you commented I'll just post it now instead of deleting it
>>581735485I'm still fairly early in nullius but I like it. Complexitywise it's much more manageable than py but still a huge step up from vanilla. It generally feels more polished and deliberate than py, it feels like someone actually thought out the design of the mod rather than just stringing a shitzillion recipes together with a few new mechanics. On the other hand, there aren't as many meaningfully new mechanics than in py (at least until you get to terraforming goals), it's closer to "the things you do in vanilla but more complicated and you have to deal with byproducts a lot"
>>581713002First, I enter negative number of items i want to have in mall (say -20 speakers) in ConstantThen, I check how many negative item types i have with Decider.Then, I run negative item type array through Selector. In first assembler I take first array item, and so on.Then, item from array goes into recipe Decider (Hm... It just popped into my head that I can remove it probably and plug Selector into assembler directly) And finally Arithmetic to multiply recipe items for faster assembly (5 items at a time)
>>581738135>I can remove it probably and plug SelectorNo, I cant as that Decider convert negative item count to Recipe (count=1)
>>581736874>>581735573thanks
Choo choo.Finally enough of my new base setup to make building a train worthwhile.
I caved.I removed the ramps from this area and installed pipe overpasses. It's objectively neater and better looking but I feel defeated.I will go apeshit if I catch another truck somehow wedged in this area.
>>581734837I would need about 50 big drills(4x leg t3 qual + 1 leg t3 speed leg beaconed) per leg calcite per second at my current mining productivity. This is definitely overbuilt, at least for now, but I just wanted to tune everything to that one molten copper foundry theoretical maximum output.
>>581738135That sounds like it could lead to deadlocks if any of the items you are crafting are depending on each other, or is that not the case?
>>581739587You could bury them instead
My procrastination of doing Gleba has become terminal, I am instead increasing my SPM with quality to keep pollution on Nauvis low
>>581741457AFAIK, there are circular dependencies in factorio.
>>581742113Yu will research ze bugs
>>581742503There are NO. damn phone posting
>>581742113what a silly billy
>>581742503>>581742791I mean regular linear dependencies, it could jam with those
>>581705839>FerriesNopeYou can't even send big vehicles over bridges so you have to teleport them over using unity. It's really fucking lame.
>>581739587>>581741727This
Oxygen not included but the duplicants are all controlled by fly brains.
>>581736257>>581736485Well obviously something isn't working the way you think it does.Whatever is at the end of the priority output is not able to consume all the fluid being sent its way, either because it's lacking some other input or because it has a full output, so the fluid has no other choice but to fill the priority pipe and then overflow to the flare stacks. The pipe can be oversized all you want but if the consumers at the end of it cannot consume all the fluid you give them then you'll always see flares lit up at some point.Follow the priority pipe, click on all the buildings connected to it, click on the efficiency percentage of each building and you'll see a graph that shows a breakdown of idle and active time, mouse over the idle time and it will tell you why the machine was idle.If it's idle because it's waiting for an input, then check every input and check that your pipe is in fact fully T2 from start to finish, if it says the output is full then there's your bottleneck.
>>581739587you could have simply put the barriers against the farm instead of leaving that useless gap for trucks to get stuck into, or fence off the gap entirely if you absolutely cannot live without a neat looking road.
>>581744796It's super fucking annoying, they should just add double width roads that all vehicles can fit on and you would have to sacrifice train lanes making entire bridge width just for vehicles
I do love that in space age, you often have big rocket fields that look cool.Even when I megabased in vanilla 2.0, I only needed two silos ever
>>581745949It's a T2 fluid container that's almost entirely empty every time I see the flare stack go off nowMost of the fluid IS going through it but there's sometimes enough of a backup to trigger the stacks anyway
>>581745041>You bury pipes by literally burying themHere I thought there were special underground pipes
>>581748378Bury trains too (with a slight chance of instant death)
>>581748223Then it means it's not just 60/min of fluid flowing, maybe you are just unlucky and you are getting two bursts from both inputs at the same time that are too much for the single output to handle.Try upgrading the priority output to T3 or, better yet, downgrade the inputs to T1 and that should solve the problem.
>>581739587you could also have made a ramp the whole length instead
Since I'm not going to mass produce rare speed 3 modules as of right now and I refuse to scale this horizontally any further it is, in fact, time for Gleba.
Also here's my rare big mining drills setup. I'm trying to squeeze the most out of the 1.1M tungsten patch I got, so I'm using the uncommon ore for making drills and upcycling those into rare ones. The other uncommon components are basically free at this point and the carbon comes from my space science stations around nauvis, the freighter delivers them along with the plastic and rocket fuel. Once I unlock epic quality I can use my hoard of rare tungsten to upgrade all my drills quickly.
>>581755564the substation grid is doing you more harm than good. the labs could easily share beacons with neighbors.
>>581756549Yeah I'll definitely do that correctly for the biolab setup
>>581736257>All these pipes are T2 meaning they should be able to handle 200 fluid per minute and the absolute max that should be going through this is 60Not how it work, if the flow is 200/min it will go at 200/min regardless of the quantity, that's where your problem lie : not following the strict rule of having equal amount of input and priority output mean you have 2 pipes trying to funnel into 1 priority, if all priorities are busy within a microsecond the intake will shove the product into the next best pipe available which is the non-prio flare exhaustEither downgrade the intake as suggested, combine the pipes into one intake or make a second pipe prio output
HOW THE FUCK DO I TRANSPORT THIS conveyors won't grab it, I can't grab it myself and I can't build mana pipes under the ocean
>designing my first reactor complex>get to a point where I can start finalizing logistics>determine that the acid demand for producing the complex's fuel will require a train>all my acid is produced in a small site far from the rail network in the harbor>only realistic way to connect it is with a highly invasive infrastructure project to remove the old chokepoint near the steel mill and replace it with normal two way mainline track >then there would be enough space to branch a pickup siding for the acid by dragging out a big pipe from the harbor>but I have to shut down the mainline for ??? amount of time>my existing power plant is entirely dependent on constant wood deliveries from the trainsThere's no way this could go wrong right?
>>581759431run a pipe? it's not that far
>>581759431I have absolutely no idea what chokepoint you are talking about but I see two stations in close proximity to the acid vat and a fuckload of space to build an extra station, what is the problem exactly?
>>581759431bro what
Service has been restored after a brief shutdown and frenzy of trucks all converging on this spot. Fortunately there was a large quantity of stone sitting in the export station nearby to use as fill, along with 6 haul trucks.A new station will now be ready to send acid to the future reactor complex.
>>581738592I misread that as 4 days and laughed as I moved on.Then I had to come back and check again.Question about trains vs belts, does a 'perfect' or 'highly efficient' base require zero trains?The benefit of trains are:1. Trains can store many different items at once- You could just add more belts, space is not an issue2. Trains maybe have more throughput than belts?- You can still just add more belts3. Trains can deliver to multiple destinations as needed- You can just send a belt to each destination that will ever need itMeanwhile belts require no energy or fuel infrastructure, and have constant throughput.When do the experts use trains in their bases? Or do they only use them for bringing in raw materials?Even then, belts seem just fine and it would take as much effort to set up the belt line as it would to set up a rail line.
>>581761880>I misread that as 4 days and laughed as I moved on.I wish it only took four days to get trains.Before I get too far in answering anything I do need to note I am the local crazy that's playing pyblock, so this is just going to be relevant to that view currently.>Question about trains vs belts, does a 'perfect' or 'highly efficient' base require zero trains?You could just use caravans and I am using a few, they aren't terribly expensive but they are way more annoying to setup compared to trains.>- You can still just add more beltsI'd like you to look at my the main bus in my old base. It's horrifying. Things also produce byproducts that I'd like to use and doing that in belts is well, hard. Quite a bit easier to do with trains.The big advantage is I can put down anything new into the rail network and it will be able to source the items I need and provide into the network just by using station names, and with py adding a new step that increases overall yield that will require a new part of the chain to be made, this is the easiest to keep expanding.
The summoning.
The fuel hauler is making its first trip out to the new island as the fuel station out there has finally been built. It'll be critical to keeping the future foresters and miners working smoothly as well as serve as a rest stop for trucks delivering to the reactor complex.
>>581764151Oh yeah, I'm only thinking about vanilla.I thought you were playing vanilla and just didn't choose to use trains for a super long time, I've done that accidentally a few times, never building a train before launching a rocket and only using wagons as a 6x2 with slot filtering (underused hack btw).For something like py I imagine that the 'loops' in the crafting makes trains more useful, it sounds cool to have a factory that can't just rely on one type of logistics so easily.I kind of want to try something like that and see what I can do with belt loops and no bus, to simulate trains a bit on a much smaller scale.Maybe I'll test that idea in vanilla first.
The acid train is now active, bringing the total number of trains on the network to 8.It will be a while still before the reactor complex is ready to start up.
The trucks mass to birth another train.The trains will provide.
>wood receiving station too small to dispatch all three lumber trains>need tier 3 parts to fix>wood demand from the power plant has been taking all the wood from the system>reactor complex construction took all the finished parts from the stockpileFUCK
Meanwhile the plant is entering its startup phase and not soon enough. The power demand is almost too much for the existing woof fired plant to handle, and this process itself needs a significant chunk itself.
Reactor A has started for the first time. The system has entered the charging stage. Once the lines are full of steam the complex can actually start to produce power.
>>581775945Can't wait until I can start doing THE BIG infrastructure and production centers and not the dinky shit I'm dealing with right now
Reactor B is starting up. Both reactors are set to run at full power to test the system.Already noticed I made an error setting up the generators and turbines. There's one extra set per shaft. Each reactor can run 6 sets. Once I get things stabilized later I can fix it.
>>581733196>It's never going to use dirt if you leave it set up like that.The hell are you going on about?>but organic fertilizer is sort of a trapYou can use organic fert to boost the other fertilizer productionliterally here >>581728052
>>581736257>>581736485This happens usually because of gaps in production, or something of the by products, even if its supposed to handle it fully,believe happened to me a lot too, and the way to solve it is by adding buffer storage in key places
>>581743271Those can, but that just one time issue. If want red inserters, but you are out of yellows, just add yellows to the combinator, and you set for life.
>>581761880>>581768123Conveyors represent a hard connection, whereas trains are a fuzzy connection.When you connect something via belts, they deliver from that specific place, and you need to manually add and design your belt network for each new expansion to not reduce the throughput, i.e. no side connection and/or balancing lanes and parallel belt lines.When you connect via rail network, you've already done most of the job and need only the station and the (un)loading machinery.Comparing trains with belts is wrong imo, they're closer to pipes, in that they're omnidirectional and can service multiple inputs and outputs.Rail networks have the advantage of supporting the transportation of many different items and fluids, using the same network, much like using a single pipe with filter pumps to move several fluids.Train throughput might actually be lower, with all the stacking and green belts, but they're still easier to connect distant parts of the factory together because you don't have to worry about what goes which way.>fuel infrastructureYou need solid fuel for the rocket anyway. Set aside a small amount and supply a depot with that, trains will wait and refuel there.>When do the experts use trains in their bases?Besides bringing stuff in from distant mines, oil wells, and occasionally water lakes? When I have too much stuff in one place that I have to snake my belts around other belts, turning the whole thing into one unholy pastabomination.Trains let you break apart the production, reducing space constraints and simplifying the output routing.
Has anyone tried this? Laying in bed to play factorio sounds nice
Wait a minuteSo all the garbage I pushed into the ocean has a constant negative pollution effect?Does pollution ever go away or do you just need to come up with new stuff to lessen generation and the effects of built up pollution? Would it be worth digging up the garbage and burning it? Does doing real life landfill shit like filling a pit with garbage and paving over it with stone and dirt do anything?
Is there a general rule for spacing this shit?
>>581787679Wiki says that landfill pollution is temporary. Idk if it's up to date.
>>581789485try and make the heat pipes tile with the buildings
>>581789485everything except train tracks and power poles needs to be adjacent to a heat pipe (corners count)or, what do you mean by spacing
>>581789485why do you keep making stupid questions
>>581786984I use it for remote desktop web-browsing, for which it's kind of ass. The screen tends to shit to black at the slightest radio interference. But the Factorio devs probably made a nice control setup for it, right? But getting it setup is quite easy.
i beat all of the special missions but inferno1 is another huge step up5k+ a repayment is bad enough but it turned into 16k with the tax...
>>581799231uooh
>>581780378>The hell are you going on about?My bad, i was looking at the recipe list on the left and not the one on the right, which is in the correct order>You can use organic fert to boost the other fertilizer productionYes, that's exactly what I said
Sooookrastorio without spaced out doesn't have a way to generate space science. Because it doesn't seem like you can send satellites in space.And apparently I have to add the recipe myself.
A or B?
>>581803914Just one cable inserter per emp? Why not move the beacons to the space between the cable foundries?
>>581804091like this?
>>581803914neither?
>>581804091>>581804398>>581805542 Well, how should I build this then? I'm waiting here
>>581807893use your brain retard
>>581807936Okay then, I'm going with A
>>581803576alright, just adding the recipe fixed it
also on topic of CoI trains somehow we have 60m turn radius going 90km/h easily and then the smallest slope available is 120‰if we try to multiply that for scale we'd have 1200m turn radius and a minimum slope of 40‰ which is still insane (and the other option at 250‰ would turn into 83.3‰ I dont think any adherence train would climb that, especially not freight ones)
>>581813081not sure what you're trying to compare here, do you mean the curved slopes?
>>581813450no just ranting about games never giving us realistic train slopes. autistic rambling really
I dunno why all this talk about CoI out of nowhere, but you guys convinced me to back to my old save.From before the ramps update btw, anything I should be aware of?>>581814307Ah for sure, the slopes are quite drastic in CoI so I guess it can't be helped,but for that matter, I like that CoI takes the extra step in being realistic in at least train acceleration, weight and etc.
>>581799625>Yes, that's exactly what I saidForgive me, but I can't see that if that was what you meant.Also compost is pretty unavoidable to pile up midgame, currently I just keep it to bury for some extra green grass when there is opportunity,
Sir a new train type has hit the network.
I think my oil refinery has been outgrown. The diesel has been basically empty for a long time now, and now the fuel gas is running down too.The hydrogen is just above half as well.Guess I have to finally bite the bullet and double this thing up.
>>581814307Railroader is going to have track-building to your heart's content, with all the 4% hill-struggling you can ask for... when they eventually get the fucking update out god damn. GTA might come first.
>unlock electric trains>consider electrifying the network to address the impending fuel shortage>electrifying this one little section of track costs over 300 electronicsFuck me there's no way. My rubber is suffering from the shortage too. It would take decades to upgrade the entire network.
pic related on the topic of realistic physics for locos>>581816838big boys
On the topic of slag for hydrogen, I even tried to dig up some buried slag and ended up with the three big buckets on the left there, but that proved to be too much for this guy to handle
On the topic of multiple recipes, the golden use
>>581815521In my game I'm also feeding around 3k people and I still have compost from scraps stored in a single small storage bin and dumped on the ground once in a while by a single truck.I try to convert all the food overflow into animal feed and then use all of it for chickens, while the overflow of food that can't be fed to chickens (salad and fruit) is simply kept to a minimum by tweaking fartilizer and crop rotation. The waste water treatment contributes far more to compost than food does.The loop of making excess food, recycling it into compost and turning compost into fertilizer to make more food makes no sense because if you have that much extra food or animal feed to throw away then you don't need the fertilizer in the first place. And if you don't need the fertilizer then you don't need the compost, which means you should simply adjust your farms to minimize the waste and never bother with organic fertilizer in the first place.Of course some compost is unavoidable (especially with water treatment), and sure you can use it to boost the production of Fertilizer 2, but if you manage your farms correctly there shouldn't be enough of it to justify a couple of buildings worth of manpower that will remain idle most of the time. At that point just dump it on the ground and save yourself the effort.I don't know if there are contracts that make the compost>fertilizer loop somehow viable enough to be worth wasting fuel intentionally, but if it's just for domestic use then I really don't see the point when you can just reduce your waste and save on machines and workers.It would be nice if compost dumped on the ground offered a permanent boost to ground fertility instead of being just a greener shade of green.
>>581818093Switch your vehicles to hydrogen and adjust your refinery accordingly so you don't have to double it up. You get almost 4x more hydrogen out of crude than you get diesel, and the worse fuel economy of hydrogen vehicles doesn't even come close to negating that boost in efficiency
>>5818189874% is already borderline too steep. Actually if dealt properly it can make interesting challenges as you'd need to split convoys in order to pull them up steep lines
>Amphibious vehiclesWhat is the use case for these? Building an actual bridge is cooler
>>581824619To dig and build the other end of the bridgehead :)I've never built a vehicle depot on a remote island. Maybe I should try it out. Sounds hard to make it useful if there's not going to be a connection.
>>581824619Terraforming the ground where the other end of the bridge will go, removing material from a shoreline, do stuff that's not worth building a bridge for, build the bridge from both ends.
piece of shit nigger ship LEAAAAVE FUCKING GO GRAB THAT OIL YOU CUNT
>>581827842Sorry, but your tanker picked up that flesh thing from Still Wakes the Deep on the last trip and needs to get blowtorched before it can leave
>>581814307They considered it but it would have made trains even worse have they were at their launch.
>>581814307I think you should direct your autism at the injustice of W&RSR having freight ropeways but not CoI. Or uhhh, mod in Shay geared steam locomotives in all their hill-dominating glory.
>>581827842kek, weak ass rigger gang
>>581832359W&R having TRACK LAYERS too and oh yeah... TUNNELS man it's so annoying to dig out an entire mountain just to go the other side. To this day anyhow I think W&R have the best trains of all those games. Only barely beaten by games whose whole point is trains like A-Train and Transport Fever (and these are terribly lacking on other aspects)
>>581822212that's part of the plan right now, all unassigned trucks are being turned over to hydrogen and a few trains diesel locomotives have been replaced with hydrogen ones>>581824619Exactly this hereThere was no reasonable way to tackle this problem of reaching the uranium deposit that's out in the middle of the water by itselfThree excavators became amphibious and my existing bridge building amphibious trucks joined their mining teamIt's not terribly efficient but they're part of a process that makes power a non issue>>581832967Tunnels would be so nice in CoI. Same with actual roads. Maybe one day.
>>581827842LoL ain't nothing but a bit of panick as you get closer to lack of fuel deathbut anyway... I wonder why that button isn't working, its almost jesting at you>>581821930I get what you're saying anon, my crops are fairly close to demand as well, and very little that goes over is used up, its lowly for sure, but over hundreds of years it just builds up
>>581837624Well sure, but you are just hoarding it, once the buffer is gone you are back at whatever trickle you have. But hey, It's better than dumping it in the ocean I suppose.I haven't done the math on contracts but I've seen there's a couple that give sludge in return, maybe those could give you a reason to ever bother with organic fertilizer, although one of those contracts involves exporting slag and I think that's better spent on getting sour water which enables you to make fertilizer 2 so I don't know,
>>581827842Why are you using the biggest boat when you have 100 vehicles and 1k populations? You cannot possibly need that much crude oil all at once.Huge waste of workers, no wonder it waits forever when you probably still have a 2x oil rig waiting on the other side.
>>581738135i'm glad I shared my setup, because i had to review it when describing. I found a way to remove Deciders from assembler setup. Yay!
>>581837624>I wonder why that button isn't workingas it turns out it refuses to go if the pump stations are paused>>581839710It saves resources?albeit i expected more savings to have a single trip for 8k oil instead of 4, but i only save about 250 diesel on the trips. The boat isnt crewed when i dont need oil either, so my manpower isnt suffering that much
>>581840797The boat stays crewed if you don't pause it, and even if you do, once you unpause it it still needs those 36 workers available when you could be using 12.is it worth having to keep track of oil levels and then manually unpause the boat every time it needs to leave just to save an amount of crude that it's probably in the double digits over many years? You are saving nothing, I mean you had a buffer of like 15k units of crude and still managed to end up in a full fuel emergency so clearly this isn't working.Just downgrade the port and let the small ship run automatically.
>>581841854>>581840797I even forgot to count the workers staffing the port, adding up to the waste of manpower
Finding my system is being strangled by demand for copper.Electronics II have become VERY popular and there's not enough processing capacity of raw copper ore to meet demand.There's a ton of ready and able miners but this system has been running on a single small sorter for ages, which only two max of the haul trucks can deliver to it at once. Combine the unwanted material being sorted out with the copper that is able to get through it, and suddenly this system is only running at half capacity.I guess this is what I get for being lazy and not upgrading or expanding it.
oh.Oh...Yeah that needs to be edited
>>581844439Try switching back to regular trucks instead of haul trucks. You get a more consistent flow of stuff and you can use the sorter to a higher efficiency. I'm sure at that point in your game it doesn't really matter fuel or maintenance-wise, but big sorters cost a ton of workers.
>>581844439Your copper scrap? Your copper ore imports?
That was a first for me, finally a train ran out of fuel mid trip, I guess they changed how it counts the % of fuel, before on steam locos it would trigger on the coal car first.Do you guys by chance know when trains on a network check for fuel, it is always after they complete a delivery trip? Or after they get to the waiting spot?
Feeling the need to switch to network systems, but my lord I don't know to make it work with this mess
Also had my first pick up (nevermind its stone) across the gap, steaming across the bridge
Also managed to run into another odd "problem".To the right of pic, there is slag/sourwater port, the problem is that poop water was coming down when it shouldn't, turns out the sour water was doing so well, and my priority system upstream was clogging up the water treatment plant, causing poop to come out the drainage pipe. Oh well.
>>581821930Nah, if there's excess, it'd be better to turn it into food packs, rather than mulch it for compost.Supplementing your oil rig with traded oil would be a pretty sweet deal, especially since you also get ammonia for fertilizer I, boosting your yields even more.
>>581855541Yeah sure you can do that too, I prefer keeping things closer to the edge of "just enough" when it comes to food because ultimately it saves me some headaches when I want to expand the settlement and I don't want to deal with extra production chains that are there just for the sake of using an overflow that I could simply not produce in the first place.Even in the case of food packs (which you need for the space station anyway) I'd much rather decide the type and amount of food used myself rather than relying on whatever scraps are left after all the other processes have done their thing.Figuring out optimal ratios for crop rotations is already a pain in the dick enough.
How come the ramps in CoI have an asphalt surface but we can't lay asphalt surfaces for roads?
>>581865952I think it's just one step in the direction of creating actual roads in the future.The asphalt surface will come eventually, I don't know why they haven't included it already.
>>581867714Feels like it would take like three seconds to implement. Unless they feel like they need a new resource type to use to make it
>>581867714>>581868536I'm guessing it has to do with pathfinding and getting the model to not look shit. Bridges and the new ramps are basically how roads are going to work. Hopefully it means more truck types and a good speed boost instead of being just visual.
>>581849040Networks are really easy. You just add all the stops and waiting bays and hit go.
>>581848854Pretty sure it's when they leave a stop. I've never seen one redirected to get fuel instead of picking up cargo. That's why I always have fuel stops directly after dropoffs in case they need it.
>>581869898Well the maintenance reduction isn't a bad deal already
Behold. It was a bitch to actually start, havent yet figured out a way to kickstart a nuclear platform without covering it with solar panels and deleting them later.
>>581874493spas 12
Doing Py, looking into Logistics scienceIs Auog food worth the extra complexity?
>>581874493Move your thrusters over <--Width slows you down for no reason in SA so you want things to be as narrow as possible.>waterKeep that thought in mind for the last planet.
>>5818762144 thrusters should be enough once I upgrade all of them. I tacked on that last thruster because I wasnt getting enough thrust. Quality looks to be really good on platforms, Asteroid collectors getting more arms and not needing beacons to make enough fuel with a single chemical plant seems huge
>>581877860The number of them is fine but you're losing a bunch of speed by not scooting it over a bit. It looks like it will line up with your foundry up top.
Starting to think about legendary nuclear fuel since I want to use trains (at least to belt in science to my main base, and move calcite to my science builds).Right now I'm planning on making legendary rocket fuel on fulgora (super easy since the ocean is oil), and then making the fuel proper with legendary u-235. Is the besy way to get u-235 in legendary upcycling nukes? I'll need some eventually for legendary biolabs, and I'd like legendary portable reactors to make legendary portable fusion reactors as well.Picrel is my first design for legendary solid fuel - it seems solid (har har) so far.
>>581876029Just past logistics science myself, though I haven't opened my save in a week or two. I seem to recall off the top of my head that making auogs/manure using auog food was actually more expensive in terms of raw materials per unit output, and the only real benefit was higher output per second per building.
>>581876214>so you want things to be as narrow as possibleMore specifically you want your entire width to be covered by thrusters. You can make wide platforms too, as long as they're lined with engines at the back they can still go fast. Obviously you will need to make more fuel though.
>>581878967yeah nukes are the way to go
been engineering optimal layouts and track designs
>>581882351engineer some rectangular park borders
>>581878967Okay, I realized I completely forgot about rocket fuel productivity as a research - it kind of makes fuel upcycling itself way better.I can also make this on both nauvis and fulgora easily (its light fuel usage is pretty reasonable), whereas the other was kind of bound to fulgora.The build on the bottom is much smaller (it doesn't include solid fuel, but that's 2 machines) and produces double the rocket fuel, even if I ship the solid fuel to aquilo to get the 300% prod in a cryo lab (I'm only at rocket fuel prod 11).>>581881260That's what I figured, thanks for the confirmation.
>>581882351engineer some bitches
>>581882351"Optimal" coasters in RCT are really dumb tiny things that reverse slightly and drop 10 feet down or power launch up a half corkscrew. Balancing function and form is the way to go. Now excuse me while I go make another 17 intensity coaster that nobody will ride.
>>581882351I'm gonna get on the car ride and high five someone on the ferris wheel.
>>581879314Yes, went to check, and the food recipe for auogs ends up using about 1/2 the auog paddocks, 1/6 the reproductive complex (actually a reasonable savings, surprisingly), 2/3 the native flora, and 6/7 the moss, at the cost of adding in sap, ralesias, seaweed, plastic, and steam as inputs. Similar story with manure from auogs, minus the need for reproductive complexes.
Vrauk production is now continuous and should feed py1 production indefinitely, plus I set up some vrauk mk2 production with all the leftovers. All I need to do now is automate batteries and fish oil to start automating bots, and then I can get to making the real city block base.I should really start using caravans for from now on, the only thing they're transporting is meat for the nig-o-saurus so I'm overproducing brains like fucking crazy.
>>581885125Only works on coasters with the reverse incline shuttle mode which unfortunately on openrct2 is a lot of them. You really gotta set self restrictions on this game to make it challenging, I shoot for no duplicate rides and no "microcoasters" at least.
>>581886998Good job. I've been building my trains with a personal roboport which has been... fine.
Also trying to use minimal if any advertising and using park entrance fee with free rides if available
>>581888201I gotta point out that RCT is like Satisfactory in that the aesthetic tools are half the point of the game.
>>581876029basically no, ralesias are just too much of a pain in the ass compared to the feeding them moss and florayou'll want it eventually for the mk 2s and the better recipes do scale up, but the basic auog recipes that take food aren't worth the extra effort
>>581870117>>581870294The thing is that I design this station before networks were a thing. So the trains go first for the refueling and then deliver the cargo, and because of how its laid out its a bit of a mess if I wanted to make a loop around. I guess I could just reverse direction of everything in there
>>581887053You better be measuring scenery's interaction with ride ratings. Trees and such.
>>581887136The only thing that's got me doubting mass producing bots is seeing all the next tiers available. I don't want to waste so many resources making bots that may end up becoming obsolete sooner rather than later.
First patch of the save (many, many hours in) that I've needed to expand to by rail on nauvis, only because it felt like the easiest way to get acid there.Processing everything on-patch though, which I think is the plan going forward. This is also comically overbuilt most likely, but it felt right.
>>581900602I mean, looking at it. Construction bots are py science 2, logis are logstics, and the mk2 of both are past py sci 2 into chemical. Besides, look at the very first indigent in both of them, it's the current mk1 bot.You are going to be a hot while away from mk2s no matter what, and you will need mk1s automated to make them anyway so why not make them?I don't have them automated currently just because I want to get to logi and make a mall for most of this kind of stuff really.
>>581900602a: it's py, you have several hundred hours before the next tier of bots are availableb: the next tier uses the last tier as an ingredient
>>581901390>Logis are logisticsOh wow, I didn't even notice. I thought I was getting that way later for some reason.Also you get logistic system before red belts. The audacity.
>>581902212>Also you get logistic system before red belts. The audacity.Man are you actually filling many yellow belts fully? I've given up on getting many builds to go that high till I get at least the second tier of some machines let alone some of the t2 plat modules to speed up the production.
>>581902630Ash, coal, and coke are the only things really limited by yeller belts
>>581902778It's less limited and more the sheer scale to even make a yellow belt of some items is ungodly painful so I'm just not.
oh lawdy
i love you gasolineyou make problems go away
There are no tools to measure distance is there?I get that on straight lines it easy, but otherwise its a bit of a guessing game
anyone know if feeding mixed burner fuels to stuff in py still fucks up the input feed and ends up piling several thousand coal into a slot that doesn't exist?
>>581876029only if you take the turd
>>581905928>600 pollutionYeah that thing's going in the middle of a lake
Where do you think this pipe leads to
this is probably very overbuilt for a starting antimony setup but it's fineit is definitely about 40% overbuilt for the amount of antimony i'm actually mining oops
>>581913436what used to be the ocean
>>581913436
>>581913637it will take a few hundreds of hours until you get a better recipe for antimony, you're fine
Finally rebuilt my labs, it's set up to be able to consume a fully stacked belt of each type (once I add the other row, and also once I get them upgraded to legendary).I still have gigantic amounts of work to do to get there, but I was already capped on the area I had for my starter labs and figured this is the easiest place to start - after all, all I need is R/G/U/P to get mining prod running very quickly.I also actually need to get around to beating the game and setting up promethium - I just focused so much on legendary stuff that I never even made a victory ship.
>>581432974>no inserters
>>581882351yawn, let me know when you can handle OpenTTD
>>581907094Nope and it's a bit irritating when the train interface uses distance as a metric for performance.The only thing you can do is count grid cells or use the unpause function on unbuilt train tracks to extrapolate the amount of track pieces using the total building cost, sorta like the deconstruction planner trick you'd use in Factorio to count buildings
>>581917303seems excessivehow long have you been playing
>feesh
>>581922865save has 172h, but some was alt-tabbed.I'm trying to get to a full belt of each science (except a half-belt of promethium since the science is twice as slow), since I want to really explore Space Age to sharpen my feedback. The vast majority of what I still need to do is just slam out the builds in the blueprint editor, since I've secured almost every legendary resource I need (the only annoying things are biolabs, anything downstream of quantumprocessors like fusion reactors, and spidertrons).
>>581917303Show me your science production setups
>>581924427I'm still working off of my starter base, just retrofit with legendary stuff to squeeze out ~1500SPM. I have red and green science builds for a belt each working in the lab, just didn't have an incentive to build them until my science wasn't lab capped.I'm going to focus primarily on the 4 sciences I need for mining prod first, and then go from there. I'm assuming the most annoying will be white (working with spaceships is hazy), bio (scaling gleba is always a huge hassle), and promethium (Easily the most challenging - very happy I only need to make half compared to the others).
>>581924853>>581924427Here's the combined red/green science setup that can run off of one miner each of iron/copper btw - space age really is comical for how small it makes builds.
>>581924853Very nice.Most will build a moving platform for space science, but that's not the only way to do it. A small stationary platform in nauvis orbit can easily collect enough roids for ~150spm with no productivity bonus. Now that we have inter-platform item delivery all these roids can be pooled into one large station making science out of them with maximum productivity. The code for spawning asteroids is weird in that it first adds a certain chance of asteroids spawning around the platform regardless of its size before increasing spawn rate further with size. But that initial spawn rate is extremely high compared to the gains of having a large platform, so a couple of tiny platforms will easily outproduce a large one.The other option is to brute force it by collecting ice from fulgora and making carbon on nauvis/vulcanus and using that to hit your science target.
>>581925847I've been running off of my starter white science build (150spm normally, 375 with legendary assemblers) duplicated once. I'm planning on making a ship that just goes back/forth since ship design becomes much easier as the game goes on, but I'll need to sit down and do the work. It's annoying since it doesn't work in the blueprint sandbox, so I need to open up the editor in a copy and toy around there.
>>581924348bit slow for legendary everythingdon't see the point
>Build plane in from the depths>nothing wrong with the flight characteristics>AI still flys away from enemy as if it thinks its built backwards.
>>581926569I didn't really build science at all for like a hundred hours, focused much more on building infrastructure.When I did a vanilla megabase, it ended up similarly - it's even more extreme there since you actually need all of the sciences to run science, so the mining prod trickles in until you've fully built everything.
>>581926569The point of what? Playing the game?
Ok I think this should work. I can picture the engineers look at the station map and going> What fucking demented mind designed this?> I bet this sadistic fuck gets a kick from seeing us suffer
>>581930580making legendary stuff
>>581931375
>>581932157:+1:
>>581923990The fshbines are quite handy for a long ass time.
Zhis shit is ugly, unoptimised, huge and overly complicated. Fuck this I'll rework my entire food production
The best thing about common ships is that they get even better by upgrading themThis one will carry 1k stacks with all rare cargo bays
>>581913436>Where do you think this pipe leads toZihuatanejo
haha benis :DDDD
This is annoying, why doesn't the train just take one of the side tracks?inb4, if I make the mid oneway, it can also have a case where both sides are occupied and a train that doesn't need them gets stuck behind
Also another kinda missing point of Networks, apparently you can't queue more than train per waiting point, even if you allow the train limit up, this can cause problems
Silly bugger number one
>>581933242by allah I have never built a singular turbinethey're an enormous waste of resources for almost no gain whatsoever at a time where everything is hyperexpensiveand now that I could spam them I have infinite power anyway
Silly bugger number two, what even?
Silly bugger three.The one guy who had to go refuel a lonely tree cutter
>>581939285I get the later ones, hawt, wawt or whatever they're called cause they take mechanical parts. But the fish turbine you can just handcraft a dozen while walking to the zinc mine and back. The only annoying part is deploying them without bots.
>>581938778I've noticed trains seem to avoid sidings and stations if they don't need to use them and there's another path around them. A siding in this case is a section of track marked with a waypoint which seems to be the main purpose of waypoints. The siding counts as the track with the waypoint on it and all the space between it and switches. Same goes for stations.I'd bet the train would try to go around if the waypoints weren't there, though I have laid out my network to be two-way entirely throughout so I can't be sure.>>581939002No idea what this means. Waiting bays are for trains with nothing to do so they can get off the main track and or not block a station. They don't use them to queue for pickups.The purpose of networks is to essentially make trains behave like trucks. In my loose material train network, they can pick up any of these materials as long as there's somewhere for them to go. They don't need any instructions beyond that, refueling, and places to park.
Say you finished all the planets and now want to scale to megabase levels, where do you even begin? Quality? what about all the goddamn spaghetti mess you left to get there? Because I'm just looking at my starter base in vulcanus and its enough for me to restart the entire save>fucked up looking mall, fucked up look looking tungsten carbide/plate production I originall wanted to have a liquid bus and isolated production area but as things progress and needing material from everywhere is just not very good looking, I'm thinking I want to make tungsten carbide up north now I have to belt coal up.
>>581942502Clean it up, janny
What do you think the Fulgorians looked like?If Factorio was some quirky indie game there would probably be hidden LORE you could find depicting them as bipedal biters or something stupid like that.
>>581942502I think trains might be able to solve my problem.
>>581942632no clue + don't care + tearing off their archeological remains to make circuits to send one assembler in space
>>581942502I just quit and go play a different game/mod that has fresh content. Megabasing is just the denial phase of grief.
>>581942502my dumbass thought it would be aesthetically pleasing to build my molten metal foundries around the lava lake but guess what I dont even get to see it and now that I need stone it becomes a massive pain the ass (just look at the makeshift bullshit at the corner)
>>581940852I know how its "supposed" to work(b) because there is only one siding because its in the diagonal, tho its long, so I thought trains would queue in the siding (because way doesn't limit number of trains), but it doesn't allow more than 1 and then pic related happens.I get that it try to avoid, but it shouldn't after seeing that path was blocked afterall, and again the game specifically has a setting to block/allow lines to pass through, so it makes no sense that it gets stuck like that, but whatever
Also I've been having some rather inconsistent behavior with refueling, sometimes they will go a refuel after the waiting points which complicate things, and sometimes they will not refuel at all for some reason, soon getting stranded
>>581942502>what about all the goddamn spaghetti mess you left to get there?
>>581943430Brother I can't understand a thing of what you just wrote
>>581945957Wasteful. I just make a blueprint that excludes power infrastructure and roboports and smear it all over the garbage. Then I remove those things afterwards
honey wake up! it's time for your yearly playthrough of factory town!
>>581946031It does read like an MTL from chinese
>>581943625I'll never understand why people don't just put a single fuel module at every station instead of bothering with these dedicated refueling stations and all the train conditions necessary to make it work (when it works).
>>581947521Why on earth would you want to force yourself to deliver fuel to EVERY individual station? Or set up some kind of pipemare so fuel goes to every station?I've been getting on just fine with fuel my fuel depots. Sites where fuel is delivered in bulk by one train for ALL vehicles to use.This is the newest version here. It serves as the unloading station for the fuel train and the refueling point for any train to use. It simply taps into the reserve tanks that are here to distribute to trucks. No extra station required.It requires a single condition. Refuel below 30%. It's zero effort. If your trains somehow run out of fuel and stall, you need more places to refuel or need to increase the percent they go to get fuel at. My fuel depots are at the farthest ends of the network and with one in the middle around the busiest part. I have never had a train run out of fuel.
>>581942502I'm thinking instead of a liquid bus, I'll do a train network, with direct wagon mining, thoughts? 2 wagon single directional trains, it'll be like roller coaster tycoon factory
How do you even make curves that match eachother
>>581946031>>581946320Brain goes haywire with this game, and then my dyslexia kicks in hardTho, how is it hard to understand, its pretty damn obvious from that picture.That being said, it actually worked, but I had to tick that train limit thing in the waypoint window.Otherwise the game would complain "no available waiting spots".Current pic related is how its supposed to work.>I get that it try to avoid, but it shouldn't after seeing that path was blocked afterall, and again the game specifically has a setting to block/allow lines to pass through, so it makes no sense that it gets stuck like that, but whateverthis indeed made no sense, it was meant to be about point (a), the train getting stuck and refusing to go into the siding when he obvious can.>>581947521What other anon, it really needed at all points, plus it gets more complicated if you have steam locos like I do.>But why steamJust cause...
>>581950002Since you are already using a fuel delivery train I don't get why you can't just unload that very same train wherever you already unload it, but instead of using that station just for refueling (or making a whole new station nearby), you simply pipe the fuel to the other existing stations that are literally two platforms over. Hardly a "pipemare".This way trains get fuel automatically every time they stop instead of having to waste time diverting from their regular route, and you don't even have to bother setting up the conditions.I mean it works both ways, but I'd rather have trains refuel while loading or unloading their regular cargo instead of adding an extra stop at regular intervals.
>>581950002Pipemare that work, is always better than pipe dream that doesn't
>>581954347Anon take a break, you are writing absolute nonsense
>>581954202They actually match, I get what you mean with parallel tracks, but then the outer track would have a wider radius. (I guess that's literally what radius means)
Greener Greens>>581955267I am, and I'm going to sleep soon.But how the fuck can't you not understand it?
>>581955561I understand your problem by the pictures and some keywords, it's your commentary that's nonsense.
>>581478585>released to public>48% positive reviews on day 1oh no no no no
https://www.youtube.com/watch?v=n4RiVblVQ90>What if Factorio + Roguelike + Tower defenseThoughts? I don't think it's going to be particularly egg-like, but it look kinda fun.
FUCKING RETARDS 2.1.20 BROKE MY FUCKING MODS AAAAAAAAAAAA
>>581960280looks boring as hell
>>581960007Looks interesting.I've always wanted a factory builder/tower defense where enemies swarm in numbers that make them look like a fluid.
>>581961504You missed creeper world this whole time.
>>581962929Yea, I have seen my friend play that. But it's a literal fluid, you know what I mean.
>>581960007>new factorio derivative>look inside>single lane belts
>>581963837Why double belt?
>>581964039it's cool and fun to play around and opens up so many more design possibilitiesidk if I've seen any other factory game have double sided belts like factorio
>>581960656meant for >>581960007
>>581960280>Replaced ItemPrototype::fuel_category with ItemPrototype::fuel_categories.It sure feels like that's a change that will impact a lot of mods
>>581960007Looks cool, I feel it's sorta what Industrial Annihilation would have looked like if it wasn't a scam and was and PvE
>>581960280You could have waited for the stable release you retard
>>581964312How many other factory games as finished as factorio is have a 2D environment?It feels like two lanes is a consequence of 2D where you can't stack belts like you can in some 3D factory gamesOne could argue that being able to stack belts opens up many more design possibilities too, though in your quoted example I see 3D assets with 2D limitations. Bizarre.Nothing really beats CoI's belt stacking for me though, ever since they added lifts, jamming these things into compact builds is fun.
>>581966258Darksydephil has belt stacking too and more Z-levels to work with as well as vertical belts and even the ability to twist them laterally, though I'm not sure why you'd want to do thatBut they're more simple graphics and don't have supports so they don't look as good
>>581966258Can you manually place supports for elevated stuff now?
>>581967013Yeah but the game will check if you try to remove a support the lines need. You can get around this buy adding supports elsewhere if you want one in particular removed.
>>581967013you can, there's a tool in the transports menu to toggle supports on and off though there are some vague rules around what it lets you do
>>581966927>vertical beltsWhen have they added this?I remember having to abuse blueprint system to create these cursed spaghetti belts.
>>581966927I am very glad to see I'm not the only one that confuses DSP and DSP here.
>>581967185That makes sense. It was pretty annoying before.
>>581967653They've had it for at least a year, but it's an unlock. You can only do slopes initially.
>>581966927God I wish the cross splitters weren't so fucking fat. I bet some people don't even know you can press Tab to change their shape either.
>>581967185>>581967892The easiest way to remove supports entirely is to place a connector on the belt/pipe and it will delete the support under it. I happily use this exploit very often so I don't go insane.
>>581973759Yeah they're a pain in the ass because of how big they are
>>581973965What ho, pipe wizard, might you explain how I can turn the ugly riveted version of this pipe line into the smooth version without needing to relay the entire pipe line manually?
To that one anon who suggested turning the whole fleet over to hydrogen, the process is underway.A new module has been awkwardly plugged into the oil refinery. Its job is to crack diesel into fuel gas so fuel gas can become hydrogen.Also there is now a majority of hydrogen vehicles Diesels are slowly being phased out.Also a site has been chosen for a new oil refinery in the far future.Side note, this plant's old startup boilers actually came in handy. It has three electric boilers which were used for a very tough startup back in the day so the plant could run off its own refined product instead of being coal fired. One of the boilers is now on to supply extra steam to the main steam pipe to make sure the new diesel cracking module can run. Figured it was safe to do so since there's massive power overhead with the nuclear plant.
>>581976119That's a flange.
>>581978760All my knowledge of plumbing comes from Mario games
>>581976119it will disappear once you build itblueprints can have separate "segments" of one point-to-point pipe, but whenever you build a pipe that starts where another one ends (aka they connect) they are merged into one
>>581979729FfffffuggThanks
>>581979553Flanges exist in more than just plumbing.
Build a casino that turns gacha enjoyers into hamburger.
>check if the fag who took 1k hours to get to logistics sci in py+rampant has made any updates>he has>but he has discontinued the seriesunsurprising
always find it funny how these people's shtick is "yeah I started py when I was unemployed"good for him though
>>581985530I played Factorio a few times but my stint of unemployment after my job realized that a bunch of WFH Americans (COVID) were like 5 times more expensive than some goobers in the Philippines was when the proper psychosis took hold
>>581985530good for him thoughi'm laughing at the reasons going from 'i'm employed and own a house now' to 'i didn't set up trains well'