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Roflcopter Edition
Previous thread: >>582206626

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

List of commonly discussed /egg/ games:

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

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

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

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

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

https://fromthedepthsgame.com/

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

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

Current and recent /egg/ hosted servers:
>Factorio
All IPs are in the pad for security reasons.
>>
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Holy shit did /egg/ finally automate new threads?
>>
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You could be playing Primitier right now.
>>
>>583187113
The solution was always to fuck with the OP so the resident schizo will start baking at 750 posts to get his retarded layout on the board first
Next we learn how to automate dedn'ting the egg
>>
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>>583187525
I'm playing my regularly scheduled suffering.
>>
>>583187525
>vr only
pourquoi
>>
>>583191080
Because.
https://www.youtube.com/watch?v=iq5WMEnUUsA
>>
>>583191080
It wouldn't really work without it, the idea is entirely based around using your hands
>>
FlatOIDs here's something Primiter related for you to enjoy.
https://github.com/66-Bunmeisha/primitier-circuit/releases
>>
>Finally get TF3
>Installation takes a whole hour
>almost eats my free time for the night
>finally boots up the game
>first loading slow, and at spots lag as fuck
>first line is literally a make or brake
>train builder barely shows how train will perform
>>
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>Exhaust filtration, Wastewater Treatment, and Hospital are all basically next to each other
The game really wants you to suffer from pollution for a while and then just gives you all the tools to deal with it at once
>>
>>583203730
I'm at year 1100 and still haven't produced a single medpack
>its just a flu, deal with it
but literally

sewage treatment though is pretty important, as it drastically reduces your needs for water.
>>
>>583206503
Have you finished the ocean map yet? I'm assuming no.
>>
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Man, I love stormworks but can't it do steam better
>>
>>583213406
>condensers this close to heat source this kills the cooling
>large direct drive impellers
And then there's the whatever the fuck is going on with the piston piping.
And the heat exchangers. Like, seriously, what purpose do they serve here?

Impeller pumps need lots of torque, so gearing them down to ~6 RPS would save you a decent chunk of mechanical power.
You've got yourself a train, so you might as well make use of the connectors and have your furnace, boilers and pistons in the locomotive.
While your water recovery sits in a radiator-walled "tender" wagon behind it, along with your water tank.
Possibly with the pumping and desalination setup there as well.
>>
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Wopper
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I'm sticking my nuts in the fire.
>>
>>583226897
i love grilled nuts
>>
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the woman is back on factorio
>>
>>583213406
Boat engine?
>>
>>583229479
woman really can't into logistics
>>
>>583231940
She is arranging her substations into a grid though, which is nice
>>
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Believe in train.
>>
>>583233729
train GODS
>>
>>583229479
Unless her audience is a major problem, or if she is some sort of savant with wild designs, there is no reason to post this. Random vtuber #276 isn't interesting.
>>
>>583235936
Why, does random vtuber #277 also play Factorio and is more interesting or something?
>>
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Hey /egg/ I'm trying to theorycraft an idea for a gameplay scenario in Space Engineers wherein the player interacts with the world solely through remote control. Sort of like how we control Mars rovers in real life.

The premise is that for whatever reason, the player cannot survive in space, in air, on the surface, day or night, they can only survive in the enclosed environment of their drop pod and the little cave they dig out for themselves underground. And they cannot move this safe environment either. There is no way of leaving this bunker.
To interact with the outside world, they must do it through drones, controlled through remote control, cameras, antennas. Building through projectors, merge blocks, etc.

It's an engineering challenge, if you break something, you can't just hop out of your cockpit to go and fix it, you have to engineer mechanical solutions.
Furthermore, without the need for the player, what you build is very different.
There is no need to care about things like oxygen or gravity, no need for any walkways or living quarters.
You become the machine, your humanity forgotten.
>>
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>>583238470
And extention of this idea also includes a multiplayer aspect, where your objective is to kill the other players' human self, which cannot respawn.
But since it is hidden, you must find it, and you'll do that by following the breadcrumb trail of the antenna signals. The one thing that allows you to control your drones and interact with the world, is also the one thing that can lead back to your location.

However, there are some obstacles to be overcome. Some quality of life, and some more essential.
The biggest obstacle I can see at the moment is that asteroids and other things do not spawn outside of the player's range. Remote control or cameras do not count as a player. Perhaps you could stick on an invisible dummy account to any grid you make, but I wonder if a more elegant solution would be to mod the camera or remote control blocks to spoof the effect of a player and allow things to spawn.
There needs to be a modification to the antenna system to allow for this cat and mouse hunting game to work properly.

Some quality of life things would be like, voxel regeneration to hide the initial hole dug by the player, so it's a truly enclosed environment. And also some kind of system that kills the player if they're not in that enclosed environment underground.
It would be convenient if projectors could project onto other grids, perhaps with the tolerance of a merge block.
And it would be nice to have smaller welder and grinder blocks that can work on only one small grid block at a time.
>>
>>583237362
Me? Im a #278 guy personally and I wish more people talked about her
>>
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>>583238819
I've so far experimented a bit with the feasibility of building entirely remotely in vanilla.

To avoid clang I've seperated the various functions of welding, grinding, projecting into multiple ships. Though it would be nice if they were all in one ship with mechanical arms.
You can make a blueprint of every individual block in the game, and then project it onto the projector ship, and then grind it off to make it a separate grid. You can even create blueprints from the camera view which I think was surprising.
You can convert to and from large/small grid by building rotors. And merge blocks can further assist in connecting things together.

Starting from your underground bunker, you would need to build a sort of progenitor ship that has everything it needs to be self sufficient and build all the things needed on its own.
So far off the top of my head you need a small grid and large grid projector, and a welder and grinder that can access the parts of what you project, just enough for you to project probably another ship for more hands to work with.
And of course enough resources to pull it all off while you're stuck underground.
Your human self will eventually run out of survival resources while underground, so your drones will have to find a way to bring in resources from the surface to keep you alive, though it would be minimal.
>>
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>>583239271
I'd love to get any thoughts on this whole scenario idea, I think it has potential to provide a really unique engineering challenge to the game.

But also if anyone has any knowledge of how the code of Space Engineers work, I'd love if they could tell me the feasability of the needed mods to work around the current obstacles like asteroids not spawning.
>>
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The cities in this version of this game really seem to get properly massive.
This growth is just with a supply of fish and broad passenger service.
This population would be beyond late stage city size in Transport Fever 2, but it's still got 5 other products it wants, and the more the city grows, the more passenger service it wants. There's like 8 different tram lines threading half the city.
Also cities have titles in this, this one qualifies as a "large suburb", leading me to believe that it's 100% intended for it to grow like bacteria. It's not even considered a city yet.
>>
>>583238470
finally my stupid obsession with making a satellite array around the planet has a purpose
>>
>>583241318
oh that sounds cool, I just bought the game partly in support to my fellow countrymen and I was wondering how it compares to both 1 and 2
>>
>>583229479
Don't know this woman.
>>
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The trains are getting out of control...
>>
>>583238819
>deathmatch spengies
Nobody wants to spend half a day building something that gets destroyed in 12 seconds
>>
>>583251938
Bro have you not played Space Engineers? For many players it's basically the whole game.
>>
>>583253308
Blueprints are different. They're disposable.
>>
>>583253545
I don't know if you know this... but everyone makes blueprints of the ships they take into battle. Hell even in survival, if you have any good sense you'll blueprint your mining ship before you inevitably crash it into a rock.
>>
>>583253676
Mhm, so apply that to the game concept pictured in the drawings.
>>
>>583253762
I'm not seeing what you're getting at...
It's impossible to build remotely without projectors and therefore blueprints
>>
>>583248656
>>583241318
I was looking forward to the campaign, only to find out its a railroaded tutorial with extra garbage thrown in

The free game isn't bad, there are some mishaps, like a fully featured oil platform and refinery right from 1900 start.
Also its laggy as fuck, nearly unplayable, but I guess its specific to my situation
>>
>>583253953
So how much time investment would each match require before you can start spitting out prefabs?
If it's too much, you'll end up having offline ganking, as it is in spengies today.


>inventing RTS from first principles
>>
>>583254096
Try setting it to fullscreen rather than borderless
>>
>>583254230
Such a scenario would be best done with a degree of dungeon master control and roleplay on the part of the players, not total meta pvp gaming
>>
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>>583213406
>>
>>583254096
featuring, click the alligator

>>583254521
I could try, though I meant my actual situation
>pirated GoG through wine
maybe it runs better with its native linus version
>>
>>583255154
oh wrong picture
>>
>>583254230
I'm pretty sure it's going off 'organised group sessions with friends' rules, not Rust rules
>>
>>583256305
I honestly didnt read any of it
>>
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Optimal production.
>>
>>583199209
They botched it
It was mixed for 2 days, likely wont break out of the 70% bracket which should be the true mixed rating
It's over
>>
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I see the stage of the game where your vast fortune is mostly spent on leveling entire city blocks to upgrade roads to unfuck your networks because of traffic is still alive and well.
>>583265551
I've seen the reviews and most of them were "bad performance" but I've not had any issues myself aside from tuning the game to not demand 400 W of power constantly.
The only reason I'm not playing on the new experimental gigantomaniac 28x28 km map size is because at that point autosaves start causing obnoxiously long hangs. Similar shorter hitches happen when the game tries to spawn new industries, presumably because it searches the WHOLE map to do so every time.
Frankly, TF3 performs better than the previous game for me specifically. Though I don't have like 150 train mods loaded either.
Shit that's worth complaining about is the UI, which is almost universally worse and it wasn't even that good in the previous game. Some elements just straight up break occasionally, other bits are nonsensical, like in the line manager there's 3 separate buttons all in a row that open the same menu. A lot of it requires way more clicks than necessary. There's UI elements that can't be turned off like the floating emojis, and to that point, stuff you have toggled off will temporarily toggle back on if you open the info panel for any vehicle and suddenly your entire screen gets flooded with red expense numbers.
Maybe they'll fix it but I doubt it, especially now with Paradox stirring the pot.
>>
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Is needing to input Limestone and truck out Slag really worth the double-productivity?

I make enough slag as it is and I'll probably need that limestone to neutralize the excess sulfur anyway
>>
Debating what liquid I want to be using for glassworks and smelters. Kerosene is easily the highest value fluid I can make and it's not hard to make, just fairly intensive in power and size due to needing moss. Methane is even easier but It's only got about half the fuel value and I vaguely remember others here saying it's a bit of a bait for fuel.
>>
>>583275712
Methane is really just CO2 and water, right? Look at the footprint and the power required and make a decision.
>>
In COI once all my assemblers are T3 and my ship is using steel for repairs, is there EVER a reason to make Iron ever again? All the recipes look like I can use Steel instead
>>
>>583290331
Full steel is the way
>>
>>583273250
not about productivity but pollution, with limestone you dont make air pollution at all
>>
are there any overhauls where pollution is important and useful?
>>
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Play Prim Slimiter (my knees are in pain and I need more people playing to make blueprints so I don't have to stand at my workshop table building tools).
>>
>>583187525
sorry I don't have vr eeru

https://www.youtube.com/watch?v=l0qqUE1pgXU
i heard you guys are tired of boiling water
>>
>>583273250
Extremely worth it
The places you're going to be using those probably have limestone nearby anyway for other processes.
>Truck out slag
You had to do that anyway when your sulfur overflows.
>>
>>582137729
https://think-twice.me/public/rely/
>>
>>582137729
>deleted
He was too wet for this world.
>>
>>583316051
no it is just a 2 week old post
>>
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>>583284270
Ended up going for Methane, being fully self contained was the deciding factory in the end.
When stuff is running I do chew through it pretty damn quick
>>
>>583320301
>2 week old post
He became too dry for this world.
>>
>>583275712
oh you were talking about py
what do you need moss for in kerosene?
all the nice burner fluids i know come from oil chains and you don't exactly have any oilsands or bitumen around
>>
https://www.youtube.com/watch?v=PAbhe7Ardto
>>
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Tiny train
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well that one's going to be interesting
>>
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>>583338203
>miniature UK
>>
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>>583233729
I believe, brother
>>
>>583255154
Wine or Proton?
>>
>>583343993
wine
>>
>>583327215
You can turn moss into kerogen into shale which eventually leads to kerosene.
I do have access to the oil chains but as usual they are roundabout, bad and have tons of byproducts.
>>
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damn thread's dead af. How do you circuit this hybrid train? Its stopped at outpost because sulfur is not full...
>>
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>>583361940
>>
>>583362117
change full cargo inventory to uranium ore >= whatever the maximum amount your cargo wagons can hold
>>
>>583361940
>>583362117
You should do what >>583363027 said but also have it depart if sulfuric acid <= 0, and have the ship leave the other station when it has <=0 uranium and also>=50k sulfuric acid.
I also tend to use an "or 300s" for something like this in case sulfuric acid production is dead for some reason but I still want the train going back and forth
>>
>>583309107
Sorry, Man. the only reason why i would pick up another engineering game is if i made it.

I've been reading up on how flyout does it's building system.

vertexes in UE5 will be hard.
>>
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>>583290331
You need iron for retaining walls but that's really it. Plus you can just buy it from the trading dock when you run out. The only other place it's relevant is pic related where you use less iron overall at the cost of more trees and concrete. I just use steel.
>>
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chat what is this
>>
>>583373621
don't worry about it (unironically)
>>
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I hate T2 trains, these motherfuckers need a small strip of railway beyond the empty station module to park or else they'll shit themselves over it
>>
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I promise this isn't a unreasonable amount of salt.
>>
>>583382298
if anything it's less salt than you'll need
what do you even do do for sodium hydroxide, saline hydrolysis?
>>
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bros i fucked up nobody wanted to take the boat...
>>
>>583383273
It's just a stockpile of about double what my molten salt loop needs to run which should give it enough of a buffer to keep going?
>what do you even do do for sodium hydroxide, saline hydrolysis?
That's about the only way to make it till py sci 2 so eventually, yes. Looks like I will want to automate it sooner than later as it's got some good uses and good byproducts for me.
>>
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>why, yes, i don't even give a fuck anymore, how could you tell?
>>
>>583392739
but does it work tho
>>
>>583392739
Why didn't Coffee Stain just add physically larger pipes instead of this grind bs
>>
>>583233729
what game?
>>
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Not exactly the kind of people I expect to work on an offshore oil rig
>>583393308
Transport Fever 3
>>
>>583392739
>shapez
>>
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Soon I get to rip up this whole old petrochem setup. I just need to doublecheck and make sure it's not going to ruin anything before I strip it all out.
>>
Good morning /egg/
>>
>>583393636
> oh yes, its the 1900s standard oilrig operation
this kills it for me
>>
>>583418214
maybe they should restrict some industries yeah, like at this stage I have no use for wool for some reason, but oil refineries produce fuel and fertilizer
>>
>>583414983
I killed my love for the game by obsessing over perfecting one blueprint.
>>
>>583421171
Definitely doesn't seem like all industries are there from the start, so it feels like they really didn't think it through.
They could have oil fields for early game instead, or just build designs that change through the ages
>>
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Back on my stupid bullshit again
>2 aquifer drills sealed in at the bottom
>Shitload of water wheels that should offset if not outproduce the power draw
>If not enough, will try disabling one drill
>Large windmill to kickstart process automatically (will replace with automated gravity battery/clutch setup when researched)
>>
>>583421171
new industries will spawn when demand for their respective products appear in cities
>>
>>583423458
Should note: I could easily make a levee + platform version instead, but this uses way less resources (and therefore worktime) and also looks more whimsical
>>
>>583229479
Defile vtubers and castrate their viewership.
>>
>>583392739
What are you even using that much water for? I don't think I've used that much for anything other than a nuclear plant, but seeing the fuel generators I guess that's not what you're doing.
>>
>>583433506
He's making piss, anon.
>>
So are we getting space exploration for spage?
or did the author bail and I should just ai sloppa a janky homebrew instead
>>
>>583447110
Eventually (when his new game studio dies and the patreon money dries up)
>>
>>583447464
>his new game studio
fuckin really?
well i guess its pretty over. I wonder if modern clankers are capable of replacing the entirety of space platforms with spaceEx, and carrying over and implementing all the planetside stuff from spaceEx onto spage planets. It’s just lua so it shouldn’t be that difficult, just tedious, and llms are pretty good at that
>>
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>>583445689
Looks more like he's taking it instead.
>>
>>583423182
i know i'm just saying, it's odd that people require mazut or gasoline or any petroleum fuel before even getting wool clothes. I guess maybe for lighting...

Eitherway at least I'm glad they added stuff to do in the water but yeah oil rig could have come a bit later
>>
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God damn, this thing shits out a net 2000hp at full speed
If I kept adding floors this thing would be postgame material
>>
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Nuclear design bros, did you manage to do the multi-stage fusion bomb for tsar bomba mission? I spent three hours trying different ways to get enough neutrons to the sparkplug; miniaturize the fission bomb, weaken the casing on one side, try to get them closer together,... It would always just fizzle and not make any tritium.

In the end I "cheated", made a regular boosted implosion bomb but with 60kg ring of uranium to encompass all the lithium deuteride needed for fusion yield. Completely impractical irl I imagine.
>>
>>583462819
Is there a reason for putting explosives on both sides of the tamper?
>>
https://www.youtube.com/watch?v=4QzTEoL1lzU
she's back in my algorithm now because you mentioned it
>>
>>583464561
Game could use some better colors. The inside ring is gold, for heat reflection. Probably useless here or excessively thick, but the "hint" it gives you after failing a few times suggested it without any more context.
>>
>>583464763
You will be forcefully jacked in to the animeverse and you will like it.
>>
>>583465028
Makes sense yeah. I haven't reached that mission yet but I assume it's like beryllium you only need a thin layer.
But where's the HEU?
>>
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I started a new base and have been just taking it slowly, ok today I'll setup oil cracking and maybe come back in a few hours to setup a outpost/train network, maybe tomorrow I'll get to flying robot frames, when do I get to space? Who knows, this is day 7 at 26 hours
>>
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>>583392739
>need shitloads of more water
>cool, there's an entire sea right next to me
>hit the map/water boundaries after placing 8 extractors in a line
>>
>>583466098
I've seen beryllium increase the k-value even up to 8 layers, but obviously you get diminishing returns right after the first one.
You don't really need a HEU sparkplug when the Li is already touching supercritical u-235, plenty of neutrons to go around. The official design has the Li and sparkplug outside the fission bomb, but again I just couldn't capture enough neutrons to kickstart it that way.
>>
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factorio x billions
slop or not?
>>
>>583472149
factorio x satisfactory would be more cool
>>
>>583474595
Satisfactorio?
>>
>>583472149
I suspect since it needed to be roguelike it's probably not that interesting on its own.

Wonder if they come out in timed waves, or you're forced to push against the tide to gain more ground. That used to be very annoying in Perimeter, having to build turrets forward then hope they get finished in time and not die at 90%. Or crawl forward one tile at a time.

>>583474595
That's Star Rupture, heard it's pretty bad tho.
>>
>>583472149
We will see when it releases.
>>
>>583472149
looks cool, however
>single lane belts
>>
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>>583237362
>Why, does random vtuber #277 also play Factorio and is more interesting or something?
>>
>>583472149
these vibeniggers really need to stop using the default monospace font that claude insists on using for every single piece of UI in whatever it generates, holy shit it looks so bad
>>
>>583433506
Building a datacenter.
>>
>>583477001
How many lanes should they have? Factorio was flirting with adding a third one in one of the FFFs.
>>
>>583477001
funny how none of the ripoffs implement that, I guess it's difficult
think the only one with two was the underground one with elevators, still just a trailer
>>
>>583187525
The temperature is like 90 degrees where I'm living, too hot for VR
>>
>>583479993
Get out of the kettle my dude
>>
>>583478897
that one is by the dude that made ultracube so actually a factorio player
>>
>>583480085
metric units are for /eg/s, not real life

>>583472149
Looks like a less performant Mindustry
>>
>>583480085
kek it's doubly fun cause Americans don't have kettles either. Hard to run those when your mains power is a measly 120V.
>>
>>583480506
You could just have a kettle that you put on a stove, y'know
>>
>>583480506
https://www.youtube.com/watch?v=_yMMTVVJI4c
>>
>>583480506
>>583480953
I use a kettle, microwave might be faster but I don't want to figure out the timing

>>583480719
My apartment only has a coil-based electric stove so that would be even slower. I think you'd need a good quality gas stove (and you'd waste a lot of heating) or an induction
>>
>>583481271
Electric and induction have the same problem as electric kettles. Takes the same amount of energy to heat water, after all.

They apparently get batteries built into their induction stoves that have to recharge between uses, to workaround this bottleneck.
>>
>>583480953
Thanks, cool stuff. I expected it'd be a lot worse.
>>
it's engineering time
>>
>>583480506
Don't need 240V when you have actual copper wiring instead of aluminum heating elements.
>>
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Is OpenTTD fine here?
I'm having a hard time designing a 3-way junction for a situation like this, pic related: the main line turns, and right at the turn the sub line merges with it. Trains will be consistently 6 tiles large, and the sub line will be quite important (it connects a steel mill to a factory).
Does anyone have an idea on how to solve it? I'm predicting that the one from the pic would jam in no time.
>>
>>583493976
open tower tower defense?

just make the junction a bit larger
>>
>>583495118
>open tower tower defense?
Open Transport Tycoon Deluxe.

>just make the junction a bit larger
I was going to say "this won't work, because of the three crossings" (you aren't supposed to cross tracks unnecessarily), but thinking better on it, you might be right. It should give me enough space for a few tunnels.
Thank you. Perhaps I was over-engineering this shite.
>>
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Judge my labs.
120spm.
>>
>>583496804
Your rail network is built like it's vanilla, but you're playing space age.
>>
>>583496804
Beacons were a mistake
>>
>>583480506
just plug the kettle into two outlets
>>
>>583499098
Oh no, A/C always makes my head hurt. Would this actually help in any way, if you designed a kettle like that? I figure they're still on the same one phase.

My gut tells me this would blow out a fuse, but that's not correct right way to do engineering.
>>
>>583499806
depends on how the inside of the kettle is wired up, if it's two separate resistors and you plug both to the same circuit, it would blow a fuse, if it's a single resistor that connects the live in one outlet to the live on the other it would only work when plugged into circuits with different phases, and do nothing otherwise
>>
>>583498314
How dare I?
>>
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bro what, are you sending your criminals to the gulag or australia wtf is this
>>
>>
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3.86 MB MP4
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>>583499098
kek, i basically did this once, just plugged a fabricobbable plug into a dryer plug and ran both hots into a 120v plug instead of the neutral line.
then took the ground and just clamped it to the steel pipe
>>
>>583508386
Add that to the Helltorio mod list next to burner belts.
>>
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My new train stations are designed to ensure that the fill level of all chests remains consistent at all times, even when only some of the output or input lanes are being used. Those of you with refined tastes should be able to appreciate why I did not simply use conventional belt balancers.
>>
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I simply enable or disable the loaders depending on how the fill level of that chest compares to the average chest fill level. 8 combinators although obviously 5 would have sufficed.
>>
>>583508386
>clean it up, janny
>>
>>583493976
you're using path signals, as you should be, so simply delete the signals inside the junction. signals in and signals out, it'll sort itself out.
>>
>>583511663
loader?
i hardly knower'
>>
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>>583511663
>8 combinators although obviously 5 would have sufficed.
btw, you only need 1
>>
>>583513041
works the same with inserters, just less neat and tidy.
>>
>>583513246
Improbable.
>>
>>583511663
>8 combinators although obviously 5 would have sufficed.
How in the world did you end up needing 8 or even think 5 is fine?
>>583513246
This guy is right in that you only need one and I drug my feet on even using one because they are so fucking expensive in py.
>>
>>583517996
you only need one to control a train station. you need more if you want to use circuits to balance the chests instead of belt balancers.
>>
okay but why did the devs of TF3 thought it was necessary to have this abominable noise when placing rails
>>
All placement sounds should be replaced with reverbed farts.
https://www.youtube.com/watch?v=9FLRHejWAo8
>>
>>583518623
Stimming
>>
>>583493976
If you want to make flat junctions, the key is always to signal them such that trains cannot stop in positions which block any crossings. With path signals the simplest way would be to just signal at the inputs / outputs and leave the interior of the junction unsignaled. This should avoid jams, but depending on your signal gap in the rest of your network it may reduce throughput due to the gap in the junction being longer.

Really though in OpenTTD, given that industry production basically grows constantly, I'd recommend just not making flat junctions at all. Try making junctions with bridges and tunnels, they're more complex and harder to make but a 3-line junction like that isn't too bad and junctions like this are at the same time much higher throughput and also less prone to jamming.
>>
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>>583462819
>Completely impractical irl I imagine
Reminds me a bit of Orange Herald so yes
I couldn't get the second stage to work. My solution was to use plutonium shell to create a fizzle. The pressure generated compresses the uranium pit. The momentum imparted on the lithium deuterite by the fizzle makes it crash against the pit as it goes critical, initiating fusion. The fusion keeps the pit in one piece and the pit feeds the fusion. The result is 80% U-235 burnup and 90% LiD. Virtually all the Pu get wasted however, it's only there to initiate the reaction and blows away instantly.
I could squeeze more yield if I made the Pu go properly critical.
>>
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I am forgotten...
>>
>>583527101
ummm literally who???
>>
>>583472149
Looks neat. I'm not normally a tower defense guy but I did like riftbreaker despite the dumb story.
>>
>>583496804
Have you tried building more labs?
>>
one of you just made a reddit post....
>>
>>583536645
why are you browsing r3ddit in the first place?
>>
>>583537725
I am a redditor. I am not proud of it but I will not deny it
>>
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>>583518396
>you need more
dumbass, divide sum of the chests by the number of chests, if any one chest is higher than that sum, turn off the output, else let it pull.
if you cant wire that with one combinator, an hero.
>>
>>583527101
What's this gay inserter?
>>
in a quest for a factorio "plan" mode akin to CoI's, i think i'm gonna start using these mods:
https://mods.factorio.com/mod/RateCalculatorGhostsAndBeacons
https://mods.factorio.com/mod/disable-construction-robots

in vanilla building and deconstructing/reconstructing stuff normally after i make a mistake is annoying, and using blueprint extensions is also annoying because you have to switch surfaces all the time. maybe those two mods together would streamline the whole process
>>
>>583542562
>blueprint extensions
editor extensions*
>>
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>>583481673
Americans have 230vac, I think, as a separate line for high power needs. Like stoves or tumbler dryers?
As an euroman, I have 3 230 phases on my stove. It's not 400vac, but rather split per stove heater. So I can put 3 kettles on high heat in parallel.
>>
https://youtu.be/drrUvxtT6lU
>>
Finally had my first oil rig run out
>>
After a couple of years the excavator finally arrived to start digging some Bauxite
>>
And with this we finally get some aluminum production going.
Not one to scratch my own sack, but I'll say I'm quite happy at how this port turned out
>>
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>>
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>>583563795
>The open pit mine and its conveyor belt, which carries 2,000 tons of phosphate rock an hour, is so conspicuous in the Sahara Desert that it has attracted the attention of astronauts on the International Space Station
Forget the 'visible from space' bit, the 2k tons an hour is the bit that shocks me. That thing must use a lot of power
>>
>>583564621
Not with green modules!
>>
>>583563795
me hauling all the tungsten with belts because I was too lazy to setup trains
>>
>>583563795
Makes you wonder where all that phosphorus ends up, if we're not recycling it but just mining more.
>>
>>583566629
Too expensive to recycle from dispersed water-runoff/dead plants/waste material compared to the ultra-concentrated stuff they mine would be my guess.
>>
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thots?
>>
>>583567782
>[space-age] Adjusted space platform drag to be based on weight rather than width.

oh sshit
>>
>>583566629
fertilizer
>>
>>583567782
>weight based drag
noo, my pencil ships
>>
>>583568349
I feel fertile already
>>
>>583567782
Meaning you can just add an ultra wide line of engines to eliminate drag without adding any.
>>
>>583567782
makes it so you don't have to do the retarded vertical stacking
>>
>>583567782
big yikes
>>
>>583567782
What a ridiculous change, ALL platforms are now absolutely different speed, causing the whole balance wrong.
It is really too large balance change for just a minor update, should be 2.2.21
>>
>>583569241
2.1 is still experimental
not release
>>
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>>583567782
>drag made weight-based
Aerodynamic fags on suicide watch.
>>
>>583567782
>>583568010
>>583568735
just rotate your pencil ship blueprint 90 degrees
>>
>>583569241
it's a big change, that's why they put it between 2.0 and 2.1
>>
>>583569618
Space drag never made any sense
>>
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>>583566629
>>
>>583570162
More importantly it was never fun
>>
>>583564621
>use a lot of power
mountains are generally higher than sealevel, so it could possibly even be generating power
>>
>>583566629
Upscaling with l3 quality modules, no doubt
>>
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>>583567782
share the game pls :3 gogfile?
>>
>>583567782
>Added quick pipette: pressing key related to empty quickbar slot will invoke pipette and set the slot with the pipette result.
I'm excited about this as somebody who often re-uses yellow-tier shit because I don't wanna rework my hotbars
>>
>>583576372
ugh that's gonna suck
I've been using empty quickbar 2 to empty my hand, for at least a decade now
>>
>>583577197
I guess you just need to make sure you're not hovering over anything
Also, the pipette-hotbar thing works from basically anywhere the pipette works, including the Factoriopedia
>>
>>583577197
Your Q?
>>
>>583575225
what is you talkin about? Enable experimental on factorio in steam
>>
>>583569873
>rotate your pencil ship blueprint 90 degrees
I need a shitload more turrets that way
This is seriously a great change to reinvigorate my 2.1 blueprint push
>>
>>583576372
>>583577197
i didnt understand what that mean, can someone dumb it down?
>>
>>583583983
Have an empty quickbar slot, like 1
Hover over yellow belt
Push 1
Yellow belt is now set to 1 instead of having to choose it manually
>>
>>583569241
>it is too late
space age has been out for a year, it will be out for many many more. it is not too late.
>>
>>583588127
now read it again
>>
>>583575225
cs rin forum has a factorio thread with updated drm-free builds
>>
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>>
>>583588127
Space Age is like two weeks away from being 2 years old
>>
>>583588390
Sorry, that's unjustifiably dumb. 2.1 is literally an experimental release that isn't mainline yet, there's no way you actually think they should increment for this.
>>
>>583589351
>Factorio feels like Factorio
>Space Age DLC feels like Factorio 2
>2.1 feels like Factorio 3
>>
I'll miss my technically-optimal but very ugly ship, but it's probably for the best.
>>
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>>583496804
Your bottom trains may need an escape. Are you sending the top trains out of the way when the bottom ones empty with logic? Consumption of blue/black and purple/yellow isn't 1:1 depending on research.

Also why the fuck bother with 6 to 1 unloading buffers/belts if they come back down to half a belt by the time they're consumed? Just mix the cargo wagons 50-50 with two packs.

>>583567782
>Post pencils you're sending out to pasture.
>>
>>583589352
I don't, I just like pointing out when people make mistakes.
>>
>>583589742
I wonder what the change means for speed design. Guess you would try to minimize empty space, but a lot of people did that anyway even though it was mostly pointless. And then have like a spoiler wing of engines mounted on the back.
>>
>>583590768
my knee-jerk reaction is that you'll want your ships to grow wider with your cargo bay expansions instead of taller, basically turning this horizontal and adding lots more gun turrets.
It takes more ammo, but you already overproduce with asteroids. At a certain point you can use over-turbined fusion plants to power lasers as well, but I don't have high enough laser research for that.
>>
>>583590768
If you're optimizing for speed, you want maximum thrusters for minimal overall platform size
So a horizontal ribbon would work, or an upside-down T
Either way you'll need enough turrets to cover the maximum width, at least with some slight coverage

You'll also want to minimize belts and distance between assemblers, since all of that would need platform foundations, which adds to weight
Ideally you would have a 3x3 block for an assembler, a 1x1 inserter connection, then a 3x3 for next assembler, etc.
>>
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NEW VIDEO JUST DROPPED

https://www.youtube.com/watch?v=p9RUy2ywmXY
https://www.youtube.com/watch?v=p9RUy2ywmXY
https://www.youtube.com/watch?v=p9RUy2ywmXY
https://www.youtube.com/watch?v=p9RUy2ywmXY
>>
>>583592978
dumb dog
>>
>>583592978
this guy rubs me the wrong way and I don't know why
>>
>>583593176
STUPID DOG
YOU MAKE ME LOOK BAD
>>
>>583594612
he sounds as if he was making a guide for roblox/minecaft when everybody watching is like 30
>>
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just noticed pipe-to-ground does not respect the sprite stratification and appears above stacks of ore on the belts so now it's all i can see .... WUBE please fix asap t-t
>>
>>583602931
thats a big fleet
>>
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>>583604352
apparently the new 2.1 build includes changes to how ship velocity is calculated so wider ships are getting buffed. hopefully narrow ships are not nerfed too much. i'd have to redesign & update all the different ship designs im using.
>>
>>583567782
so the new meta is pencil ships but rotated 90 degrees. stunning and brave balance changes
>>
>>583608056
>hopefully narrow ships are not nerfed too much.
they are. only 5 thrusters for that giant heavy ship wont go fast.
>>
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>>583608467
fuk
with legendary engines it currently goes at 450km/s. gonna be very sad to see it become unviable :(
>999.6 tons
>5 thrusters

i use an even heavier 2,700-ton chungus with 13 thrusters for heavy duty freight but im guessing that's cooked too ..... i might just have to accept the fact i should just start a new game when 2.1 drops ....
>>
>>583609228
Don't worry, you'll just spin it 90 degrees and quadruple the amount of engines, and it'll work fine
>>
>>583609470
maybe i should just glue 10 of them together side-by-side!
>>
Is Spengies supposed to be played in creative sandbox? I loaded in whatever wasn't a scenario with free shit and it gave some control tutorials but no indication about what I was supposed to do to be able to do anything.
>>
>>583610379
star system is the one people go for, and depending on where you choose to respawn into, you get different things. Earthlike planet drops you in with a respawn pod, space suit is just a space suit in space, moon has a rover, etc
>>
>>583610379
>>583610607
also you can choose to either play on creative mod or survival mod. Creative mode just lets you build whatever for free, whereas survival demands you mine ore and process it into materials.

The controls of Space Engineers are frankly obtuse and take a while to get used to imo
>>
so im thinking if velocity is based on mass now the optimal shape for ships will be like ... a square, squished, rotated 45 degrees ... like 2 B2 stealth bombers connected at the rear. or that first order super star destroyer!
>>
>>583610804
"Obtuse" is an excessively polite word here.
>>
>>583594612
It's because he very frequently has shit takes but is telling it to you in the tone of somebody who's superior condescending to plebs.
>shit takes
for instance, complaining that a process is too simple and boring because you can deliberately cheese it using an exploit like fluid voiding or space logistics
>>
> - Fixed that planted Nauvis trees created yumako particles when damaged, mined or destroyed.
HUGE
>>
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>>583540757
I may be retarded but I really wanted this slop parameter (+100) in it
>>
>>583616575
>be off-topic
>be banned for being off-topic
>interpret this as a conspiracy against you
mental illness
>>
>>583616575
Take a shit elsewhere please.
>>
>>583611381
How so? I figure if mass is the speed killer, then in order to optimize for speed you want to optimize the mass to engines ratio. More engines and less mass are better, so wouldn't ships need to be wide and short? The greater the width the more engines you can add, beyond that making it as small as possible to reduce mass is the best, but it sounds to me like the optimal design will end up wide no matter what.
>>
Any cool Opus Magnum webms? I just beat it.
>>
>>583264042
non-optimal pole layout
>>
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>>583616575
your not wrong, but this is a factorio (and similar) thread..
fuck off.
>>583615919
deciders dont arithmetic.
the combinator is the compute.
the belts can think too.
>>
GPT Ass Sex combine Doom and Factorio.
>>
I'll let claude make my torio mods when she can beat pyanodons in sub400 hours.
>>
>>583609228
That’s a nice meaty chungus
>>
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>>583628978
I do not put that much effort into power pole ascetics. Mediums are still expensive at this point so I make do with my mess with smalls.
>>
>>583639198
No, Jev.
https://www.youtube.com/watch?v=zltr0m_h1cU
>>
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>>583625817
>>
>>583639824
>Mediums are still expensive
anon.. even with just a trickle you just plop down a chest and next you remember it its full..
>>
>>583589183
what the fuck is this shading?
>>
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>>583563795
>train advocators flabbergasted
holy fuck, I wonder what is even that "shadow" is casts on the line, maybe dust coming off the belt?
Imagine the maintenance it takes, but thinking of it, it must be a quite high value mineral per unit
>>
Man these plandemics are getting bad, I better get off my ass and get on top of medicine production.
>>
Whats the fucking deal with these trucks going all the over my midway stop to fetch materials for construction, when there's plenty of those available right there next to it?

Anyone playing on really big maps figured out how to use logistic zones efficiently yet?
>>
Also figure I'd provide somewhere for my pop to shitpost in, but oh boy this motherfucker takes a lot of data,
Who could tell porn and memes required so much resources.
>>
>>583571629
truly an 'it just works tm' mindset that it was
>>
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>>583644263
Ain't you the guy what told me he never made medical supplies in a thousand years after I posted my corn-based medical supplies?
>>
Stormworks anons

What's better medium steam pistons or large steam pistons? I can get the same power as a large bank of medium pistons but large ones use too much steam and their throughput sucks.

I want to build nuclear but having a firm understanding of what's better for generators or propellers or train wheels would be better
>>
>>583648913
>after I posted my corn-based medical supplies?
I don't remember that, but yeah
mind you, its not that its hard, it just a bit of a pain to make it fit with everything else
>>
>>583655973
Ask any woman, large pistons are better.
>>
>>583656719
So what's the method to getting high throughput and optimise steam usage
>>
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>>583655973 >>583660190
QRD:
>turbines are RPS kings
>pistons are torque monsters
>1 boiler / 10 turbines, pistons idk

>minimize port-to-port connections - it kills throughput
>thus use common pipes and avoid hoses and inline tanks
>impeller pumps need ~6 RPS but plenty of torque, gear them down if you use them
>electric pumps WILL cost engine power for the generator
>electric pumps also act as one-way valves, impellers are two-way

>gearboxes have 95% efficiency, fewer = better
>generators need high RPS & decent torque
>use the medium generator as it's best generation/torque needed

>make sure condensers are not in the "hot" area around heat source, observe the UI flame icon
>nuclear heat source stronk, you can run several boilers off of it
>the extra turbines/pistons will offset the mass increase
>nuclear power plant CAN be compact, doesn't mean it SHOULD be

>helicopter rotors need ~40 RPS
>overcorrection-induced instability when >40 for lighter builds
>ducted fans are cleverly-disguised thrusters running off RPS
>fans have high inertia, never use RPS for attitude control, run them at stable RPS
>use fan deflection or pitch-controlled tail/airplane rotors for attitude control with fixed fans
>fan deflection-attitude control needs lots of joints, prepare for complex logic
>>
egg
>>
i like eggs
>>
>>583660398
Turbines are kinda shit and loud
>>
>>583660398
So large or medium pistons?
>>
i like this game so fucking much. that is my thread contribution
>>
>>583669686
They're good for RPS, not so much for torque.
You'll likely gear them down anyway, which gives the extra torque that can make or break them.
Rotors don't need too much RPS, it fucks with the gyro's attitude control.
Fans can take anything you throw at them, but you may not need so much thrust.

As for the noise, use the headset in the seat properties.
Wish we had an ear protection-something, turbines can be fucking LOUD.

>>583670374
It depends.™ What sort of load do you have?
Big = more torque, but also more steam to run them.
>>
>>583670668
Same, it just kind of fizzles out without a long-term goal. I wish the terraforming mod still worked.
>>
>>583670668
is there still an /egg/ server or did the collaboration die out
>>
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>jack into prime slimeiter
>spend a half hour throwing resources into THE PILE
>legs simultaneously stop existing and are in immense pain
>sit down and regain my legs
>actually start working on shit
>precision anything is almost impossible because because you're larping as Ian Waterman in an episode of Dr. Stone
/egg/ invent a real going into games machine so I don't have to use my zucc goggles for this shit.
>>
>>583672168
There's a new one made from scratch, with supposedly more features. Only it's vibecoded and the guy admitted to not testing it fully.

I guess worth a shot if you're desperate enough.
>>
>>583674205
I guess this post is missing a zeroth line explaining the context of what a slime eater is, and whether it's in a game or in real life.
>>
>>583674597
I'm guessing it's about Primitier, aka a VR /egg/.
>>
>>583674597
>he's never heard of pim slim
https://www.youtube.com/watch?v=NB1mOsJQ-jg
>>
>>583674597
I think anon spent 30 minutes playing something in VR while standing (as you often do when playing VR) and then realized he's in such poor shape that he cannot handle standing for half an hour so he had to sit down.
>>
>>583675673
VR is pretty fun, i primarily use it to play modded nuclear option and vtol vr
i still wish we had real full dive vr by now
>>
>>583675773
>real full dive vr
Would be awesome in theory, but then you realize that full dive VR would require a device to interface with your brain directly, in an input-output sort of way, and surely you are not insane enough to use a device like that when in the real world it would be made by one of the utter filth gutter corporations we have around. I don't like these completely repugnant companies having access to my electronics, so giving them straight access to your brain is inconceivable.
>>
>>583676005
you're probably right
i'd take getting my brain fried by a nervegear than to have subversive jewish propaganda beamed straight into it
>>
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>>583675673
I can walk for hours but sometimes when I jack in/off my legs get fucked up because I'm constantly trying to counteract acceleration that isn't there like a cock trying to keep its head stationary.
>>
>>583671150
Steam train piston power as steam train wheels are hassle to connect up, moving cargo heavy and anything else
>>
>>583678626
Might have to go with the big ones, as you'll need all the torque you can get your hands on.
That said, if your current medium piston setup can handle it without being XBOXHUEG, work on that some more instead.
>>
>>583643120
I really would rather the trickle go to duraluminum for trains and whatnot.
>>
oh dang statsgui got updated to 2.1
nice
>>
>>583187525
>>583674205
I tried this for a couple hours

>get tired of sitting down to bang rectangles together
>decide to make a workbench, build it out of wood
>okay, don't want to chop my table in half with my tools, glue a metal plate on top so I can miss safely
>miss while cutting some wood with my (stone) axe
>the axe breaks
>miss while hammering something with my iron hammer
>cleave through the metal plate and then the table
I don't know what I expected
>>
I just got the DLC and booted up ONI, what the hell should I do for food early game?
>>
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>>583183471
we are gonna play riftbreaker core campaign this sunday at 10:00 CET.

is anyone interested in joining?
>>
good morning eggies
>>
>>583702569
evening cunt
>>
>>583670668
>9 years early access
Why?
>>
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Basically to get around py all you have to do is make caravans
I have 200 caravans now
much more flexible than trains
>>
>>583703897
It's more like continuous development, it'll never be truly finished because you could keep adding stuff for decades. Devs said it's unprofitable, they're focusing on Icarus and this is a mix between passion project a training exercise for junior devs.

If they ever do a 1.0 release I would see that as a red flag, that they need to squeeze money out of it before killing the game for good.
>>
>>583703960
That single mental shift solves 90% of py, just build everything as a separate cell and ship all the inputs/outputs by caravan. It doesn't even have any high-volume stuff that would need a train.
>>
>>583706205
Exactly
If anything I have to limit my caravans to only ship limited amounts a lot of the time
>Yes, send 3 thousand wafers that will take 3 hours to consume and 3 hours to make
>yes send 3 thousand aramid fiber to the one that uses 0.25 a second to make 10 units each
>>
I'm fucking paralzyed with trains in this game. Too scared to put anything but the start and end of the lines

>>583703960
>>583706205
>>583706454
But I like trains
>>
>>583707313
Well, trains work fine.
>>
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>>583707313
Got distracted and forgot picture
>>
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how do i move these arrows to the other belt side?
>>
>>583713592
H
>>
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>>583714706
no
>>
>>583714878
Oh right
you don't
>>
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>>583715680
why would furry do this to me
>>
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>>583716118
wrong overhaul autist I'm afraid, but don't let that stop you
>>
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>>583713592
I don't think you can, at least I couldn't make it work in my quick test
It always outputs to the inner-most lane of the 2x2 sprite

Electric miners can output to either side though
>>
>>583275712
>Kerosene is easily the highest value fluid I can make and it's not hard to make, just fairly intensive in power and size due to needing moss.
Gasoline from wood works as well. It's something like 1 log => 150 gasoline p/sec iirc, and the steam you need for cracking the tar can be gotten from the syngas treated as a disposable byproduct.
>>
>>583713592
you can't, wube only lets us switch belt sides of inserters perpendicular to belts, not parallel for some dumb reason
>>
>>583540757
> dumbass, divide sum of the chests by the number of chests, if any one chest is higher than that sum, turn off the output, else let it pull.

Yup. Just needs the one arithmetic combinator performing the division, projecting the value to a non-conflicting signal and then you set a condition on the loader itself which compares chest content to that non-conflicting signal.

It's better to use at least a constant combinator in addition, to provide a slight value shift though. Otherwise the loader will easily go into hysteresis - blinking on and off the entire time as goods flow. And switching a loader or inserter on or off is what wastes a lot of CPU time compared to just leaving it on.

Doesn't matter a lot on any normal sized base.
But on Py-sized bases? Yeh- every bit helps.
>>
>>583720850
base size, w.r.t. performance, is relative to computer shitness
>>
>>583275712
I think the least hassle is with...acetylene, was it? The one you need for mining lead and titanium. Cause it's just water, coal and power, easily scalable. Oil-based stuff is all heavily tied into either kerogen or the tar line, both of which can easily bottleneck since you'll be changing both the inputs and outputs many times as science progresses.
>>
uhm how do I make sure that biochambers dont use the quality nutrients for fuel
>>
>>583721919
you can middle click the fuel slot to lock it to what's in there
>>
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Speaking of Py
Can you guess how much molybdenum plates this setup makes??
Check the filename
>>
>>583716118
worst tits in the history of mankind btw. Like I wanted to pay for them myself desu desu
>>
>>583721980
and I was gonna start using assemblers
thanks
>>
>>583703960
What do you end up using as food production for feeding that volume of caravans?
>>
>>583721994
bout tree fiddy
>>
>>583722365
first it was jerky (I have not voided a single brain in 200 hours and I am still going to run out in a matter of a few hours for vatbrain cartridges) but I switched immediately to auog food with the sawdust turd when that became an option
first because the innate prod turd will nerfed by half in a coming update but also because auog and manure 2 are the best recipes by numbers alone (because bedding sucks inordinate amounts of ass, auog 3/4/5 are basically a downgrade) and second because caravans can use a food that stacks to 100 a slot and has 4 uses, which means they need to fuel once every 800 trips
best turd in the game

>>583722412
1.5 molybdenum plates. Which credit where it's due, it's a lot, but aramid fiber eats through the goddamn stuff and monolayer needs a few as well. Mostly it's the aramid though. Can't get enough aramid.
>>
>>583721994
There's just not that much meat in that setup

Because it's made of molybdenum
>>
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>>583723198
I'll show you my meat if you show me yours
I tried but it's just too big to fit
>>
>>583690446
Make a solid stone workbench with this shit https://github.com/Seva167/Primitedit then turn it into a blueprint.
>>
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>>583660398
If your looking for the best generator setup for medium steam piston, then look at this.
https://steamcommunity.com/sharedfiles/filedetails/?id=3630258374

It was super optimized for generator.

They did start playing around with large steam pistons but then disappeared.
>>
>>583716118
i don't remember this one
episode number?
>>
>>583726871
Sobbing suckjob is the name iirc
>>
>>583729025
>facial abuse
>not even the old funny guy, it's the substitute
I'd be crying too
>>
>>583706002
>If they ever do a 1.0 release I would see that as a red flag, that they need to squeeze money out of it before killing the game for good.
They were pushing for a 1.0 release in 2020/21. Thankfully they changed plans because some of the best stuff like phase change came after that.
>>
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one-way train tracks are for pussies. build two-way tracks.
>nooo my throughput
>nooo my trains will get suck
skill issues. build sidings and learn to signal
>>
>>583737391
if you don't build enough sidings you'll get slowdown from bypasses
if you do build enough sidings you've reinvented parallel rails from first principles
>>
I couldn't connect to the Factorio server in the linked pad, is it out of date?
Wondering about starting a new playthrough
>>
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>>583719645
>Gasoline from wood works as well.
That's not a recipe I can see anywhere.
>>583721175
It seems to use a pretty decent chunk of coke which is going to produce a decent amount of byproducts no matter what way I got at it.
>>583707313
You can do trains if you want. I'm using trains and it's been not bad so far.
>>
>>583716118
So whats the qrd on this trainwreck?
>>
>>583750164
She got filtered by train signals.
>>
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How come loose storage doesn't have an icon on top like flat and fluid storage?
>Because it's easier to see what's inside
I don't care, I want an icon like the other two

I do appreciate COI's dedication to readability, though. From custom graphics for each product on belts to automagically coloring pipes when fluid is running through them
>>
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>>583725887
>>583660398
I'm still here, I am just working on my own game.

I will take a look at your problem after my 12 hour shift.
>>
>they finally release seablock for 2.0
>start off with 30+ solar panels and accumulators
already at a bad start...
>>
>>583743596
>That's not a recipe I can see anywhere.
It's probably not a pyblock thing? You can't make kerosene from moss in regular py.
>>
>>583767993
Oh no. I was missing out on playing with a x16 multiplier. How horrible.
You do realize you start out wtih wind turbines in regular seablock, right

What I would be interested is seablock, but covering the various planets a la onlygleba where all the planets are gone but you get asteroid resources for their respective planets
>>
>>583743596
wood to coal/gas/tar, then the normal coal tar line
it's in normal py, i'd be surprised if it's not in block
probably pretty good given that wood is just water and co2. do you have co2 from biomass yet?
>>
>>583767993
does bobs mod and angels chem fully integrate onto the dlc now?
>>
>>583770747
No. But there are some mods that strive towards it.
>>
>>583768921
>You do realize you start out wtih wind turbines in regular seablock, right
Yes, that's why it fucking sucks.
>>583770747
Yes, but the faggots have not spread out tech to the other planets very well. 90% of the game is practically condensed to Nauvis and the ground water bore alone breaks the rest of the planets. I have some codes that stops that shit but its part of a bigger overhaulx2 I am doing for it
>>
>>583770960
well gonna wait another few years before replaying bobs then
>>
>>583770960
>Yes, that's why it fucking sucks.
I think you might be both particularly stupid *and* arguing for the sake of arguing, so have fun
>>
>>583770960
Oh and to clarify, angleboobs alone works with space age. Seablock angleboobs does not.
>>
>>583771014
It is cheating faggot.
>>
>>583770592
Okay it is the "normal" gas line. I thought there was something that shortcutted the entire process.
I have it going but overall it makes more byproducts than I would like and it may not run if something else backs up for some reason.
>do you have co2 from biomass yet?
No, that's the next tech pack which I am working towards but I have been redoing my entire base with rails so it's taking a hot minute unsurprisingly.
I did nab the co2 moondrop turd though.
>>
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>>
>>583771354
>it may not run if something else backs up for some reason.
your only outputs should be aromatics and gasoline, and they can share a liquid fuel pipe. coke can be burned for steam that you need for cracking, hydrogen from tar can be vented pretty much freely, and creosote is actual garbage
>>
>>583771781
>molten lithium plus fluorine
>superlative performance
i bet
>>
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>>583772123
>>
>>583772025
Yes you see, I am a idiot that is also playing hard mode ontop of pyblock. I do kinda need to actually do something with all the byproducts and just burning them will create more that I need to use somewhere or have a dedicated area to get rid of.
>>
>>583771781
>>583772178
based
put this on RP-1 NOW
>>
>>583772541
>Yes you see, I am a idiot that is also playing hard mode ontop of pyblock.
Makes sense.
>>
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>>583655973
>>583660190
>>583660398
Alright. So, I gave your large piston problem a whirl.

https://steamcommunity.com/sharedfiles/filedetails/?id=3815671431

You didn't give me specifics instead, I just went with a two stroke setup which you can just scale to your needs.
>>
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>>583772876
HE'S BACK.
>>
>>583772541
alright, then everything burnable goes in the burner pipe and the only problems you're left with are a bit of rust (you should be used to this one from ash handling) and creosote. for creosote, make treated wood and burn that as a steam source for cracking. between that and the coke you'll run a surplus, so if you back up on coke just decompose it into more tar and gas.
have fun with the ash
>>
>>583773770
addendum: this is a lot more annoying if you aren't transporting your burner fluids by pipe and are instead doing it by, say, train
someone on pyserb managed fluid-generic stations though so i believe in you
>>
>>583771781
>>583772178
>t. Pentex Space Division
>>
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>>583772787
I promise it's fun!
>>583773770
>>583773926
I'm just using methane in the end. It's a lower fuel value but it's quite a bit easier overall.
> fluid-generic stations though so i believe in you
My entire train network is generic stops. I do have the stations named differently to keep my sold and liquid generics separate but overall it's working quite well.
>>
>>583773770
alternatively: throw every single burner fluid that isn't gasoline into oil burners, use that as your steam source, decompose all your coal, and enjoy having 10% of the ash and half the wood cost
>>
>>583774235
>I promise it's fun!
No, I have no problem with pyblock, but I've seen hard mode and it's beyond retarded. It's "hard for the sake of hard". It's beyond stupid right off the bat. Py as a whole is still pretty bleeding edge on terms of changes, putting an extra overhual made by some rando on it fucks a lot of stuff up
Also if you wanted more reasons for how bad it is, the creator turned trans and then deleted all his mods.
>>
>>583743596
You can cook coal into coke with the only byproduct being oven gas. Which either boosts glassworks output through the hot brick path, or can be burned in them as fuel.
>>
>>583772123
Look up the Rocketdyne tripropellant design
>>
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bros...
>>
>>583724876
I don't know, isn't it kind of cheating to make a blueprint that you couldn't have possibly made in-game normally
>>
>>583778002
Slight cheating is acceptable if it stops you from getting scoliosis or exploded knees.
>>
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this was a pretty fun one, I hate walls blocking me from seeing and moving freely so the painted beams are nice for color
>>
>>583778630
>green and purple
derivative
you will never be ****
gay ass nigga game
>>
>>583772876
PLEASE PLEASE PLEASE STORMWORK SAGE, TEACH ME HOW TO DO NUCLEAR.

I WANT TO MAKE A REFUELABLE REACTOR.
>>
>>583786345
You start with an L-shaped door...
>>
>>583238819
I like your drawings anon!
>>
>>583778630
The thing that stopped me from buying satisfactory is all the buildings looks the same
>>
>>583790910
The game doesn't have any sort of predefined buildings, if you're seeing things that look the same it's because people just use the basic components in the same ways. If you want to spend time on making shit unique, there is plenty of room to do so.
>>
>>583786345
you copy an RBMK reactor
>>
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>>583793609
>RBMK reactor
3.6 Roentgen
>>
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>>583767993
>they finally release seablock for 2.0
THEY DID WHAT
>>
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>>583795438
>>
>>583669686
>Turbines are kinda shit and loud
Well I can't put steam pistons in a fucking airplane can I?
>>
>>583803128
Not with that attitude
>>
>>583803197
Turbines are already done and the plane has bigger problems
>>
Is Skyformer fun?
>>
>>583767993
You liar
>>
>>583814398
are you the same dumbass who can't into github
>>
>>583815432
I'm literally looking at the github linked with the original, still unupdated pack and there's fuck all there you disingenuous nigger
>>
It seems that everyone else used multiple molecule-sources for each molecule. I did not. As per usual in zach games, the second to last puzzle was hell and the last one was easy by comparison, but only because I attempted a minimalist solution.

I wonder what it's like for other people, when they don't have to spend multiple full gaming sessions on the second to last puzzle because they just use the tools available.
>>
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>gosh, I am running low on sulfuric acid and my bitumen build that uses refined syngas and 15 sulfur a second to make 250 is running slow
>the humble acid fungus
>>
>>583786345
But like how do you get a reactor to work mine just blow up
>>
>>583725887
>>583772876
Wait your not using flywheels? And getting those numbers. How??

How can steam pistons generate that much power all the generators on the workshop generate half or less than half of that.
>>
>>583833714
>mine just blow up
having never touched stomworks reactors, they're obviously overheating
>>
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>a bunch of mods broke AGAIN
>>
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>>583835276
Maybe he lacks feedwater?
>>583835058
Yes, I'm not using flywheels since they are a crutch for inexperience users who lack a critical understanding of how Stormworks functions.

flywheels are just abused to generate absurd numbers that real world engines can't produce.

As for nuclear..
>>583833714
I lack an understanding of nuclear myself, I would like to take a look at that plane someone here built the white avatar shuttle to see how they've setup their nuclear system when they were posting it looked like the system was fairly crude since it was just levers for no real reason.
>>
I just realised you can set reprocessing recipes on asteroid crushers and filters on collectors via circuit. I'll be back soon with a picture for the logic so you can laugh at me and say I only needed 2 combinators.
>>
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Don't make me reinstall stormwanks
>>
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>>583838561
>Don't make me reinstall stormwanks
If i recall it took you months to work up the courage to release your LShape hatch meanwhile some new player built it in a few hours.
>>
https://glinscott.github.io/how-machines-learned-precision/
>>
>>583839320
Play/pause button doesn't do anything
>>
>>583837319
>claude i updated to experimental and it broke my mods. Pls patch the zips in place.
Literally that easy. When the mod gets around to updating, the hacked up zip will simply be overwritten with the official fix.

I've been doing this with great success. Haters can hate, I just want to play with belts, not learn to mod.
>>
>>583839042
You were practically given full instructions to make it yourself on day 1.
>>
>>583841630
He wasn't and I had and build it for him, you posted a non functioning mess when he posted his attempt.
>>
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>>
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>invent belt loop automatic measuring device
>give it 110 belts
>it says 108
What do
>add two
It said 100 was 99. It's the corners fucking me.
Good enough for sushi anyway I guess..
>>
>>583847560
Now do it in Primitier.
>>
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>>583838485
It works. Now someone show me how small it can get.
>>
>>583848929
Is that the game you could make really long crank shafts and pistons, I remember it had 3d models that were really good that looks like somesort of minecraft clone "Primitier"
>>
>>583852190
https://www.youtube.com/shorts/DPsVmg4tu9g
>>
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>>583847118
?
>>
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>>583853016
Your leaving out your first attempt my frien.
>>
What are all these hatches for? Space ship?
>>
>>583854695
Not mine
>>
>>583854961
Underage wanted a waterproof door and a laundry list of other crap, but still has major skill issues.
>>
>>583854961

If I recall correctly, this was what he was building.

>Anon wanted to build an L-SHAPE door from the Gunbuster anime.
>Anon wanted it to be watertight as well.
>Anon wanted it to accommodate containers as well.
>Anon was going to use it for a submarine.

I had to build it for >>583853016 since they couldn't.

>I told Anon, "Why not just use a normal hatch? It's simpler." But he wanted an L-SHAPE door.

I have yet to find a use for this in any of my builds. I came close with an aircraft, but at that point, it was basically a flying box. I haven't played Stormworks in some time, though. I occasionally make steam engines for people if they request them.
>>
>>583859327
Show the finished product
>>
>>583851378
How does the asteroid catcher circuit work?
>>
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>>583860995
>>583859327
Nobody has yet to post their workshop link or an XML file, and a XML would be dubious since that can be faked.
>>
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>>583860995
Le box
>>
With poast being dead how do you view that xshit?
>>
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potato pc sorry for quality
>>
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>there's so many slavs in the primitier discord they have their own dedicated vodka rune channels
>>
splitter-chan is my wife
>>
my wife is a spitter
>>
Your wife split my dick.
>>
anon got split by my wife
>>
>>583878314
my wife kisses me right after a blowjob, thank you very much
>>
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>>583865318
It's a simple arithmethic combinator that subtracts the current asteroid counter from a desired number. I had that decider next to it as a backup in case any asteroid reached 0 but I can just use a constant one
>>
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>>583867829
There's no escaping us, comrade.
>>
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>>583714878
this could be easily be fixed by allowing you to press H 4 times, or more if the building is bigger
>>
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>>583881135
Or you could do this.
>>
>>583883638
but that doesnt work for >>583713592
>>
>>583881135
making pyanodons early game slightly less awful is not worth changing the semantics of a basic hotkey
>>
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I need a new egg game, i'm burnt out. Planet crafters? Satisfactory? Valhiem?
>>
>>583883754
Put it later down the line maybe, preferably when it needs to be a split belt?
>>
>>583771781
>maximum environmental impact
>>
>>583884973
coi
>>
>>583884973
satisfactory is super chill if you wanna relax. Infinite resources means you can just idle with no consequences
>>
>>583889370
Hell it's beneficial even if you sink excess production for tickets.
>>
>>583884973
ksp
Make it happen
>>
>>583884973
>>583891179
ksp but with rp-1
>>
How the fuck do i do nuclear in stormworks? every reactor i build just overheats and explodes despite having feed water.

It generates alot of power well beyond what that reactor should.
>>
i want to play KSP again but the last few times i've tried to play it i've either bounced off of rp-1 for being too autistic or bounced off of vanilla+whatever mods because there's nothing to do
is there a krastorio for KSP
>>
>>583866225
>exact fucking copy
lol
>>
>>583891590
>It generates a lot of power well beyond what that reactor should
that's what they were saying in 1986
beyond general nuclear autism i have no context-specific knowledge, this is me speaking out of turn take it with a pound of salt.
buuuuut it sounds like a case of too much gas, not enough brake. far too much reactivity
beyond layout/design and the choice of fuel and coolant and materials for moderators and absorbers, control rods are the thing reactors use to control reactivity. that would be the first place i would investigate, the control rod situation. you need to lower the reactivity somehow
>>
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https://www.factorio.com/blog/post/fff-448
>>
>>583895626
Why not keep the damage scaling with speed instead of inventing a special case for stationary platforms?
>>
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>>583895626
cute
also this is interesting

good change
>>
>>583895626
A very penis shaped ship.
>>
>>583897934
sometimes a phallus is just a phallus
>>
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>>583897998
What about a pussyship?
>>
>>583897663
>that brick with all engines on one side
>>
>>583898098
I wouldn't trust anyone here to be able to find the clitpit.
>>
>>583895626
>This is closer to the approximately 67 damage
>>
>>583867641
very good, now let's see how it handles rough seas
>>
is there currently an /egg/men Factorio serb? Not obvious how up to date the pad is
>>
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Starting another Py run, for whatever reason. I just want to point out how awful the early game is. Not the ash handling or the complex recipes, that comes later, but having to hand-feed smelters for damn near an hour just to make enough iron for a couple inserters and belts.

Building up this shitty smelter stack took 35mins of brainless clicking, and it makes 1.5 plates per second. That's one tile of conveyor belt, or one sixth of an inserter.
>>
>>583909332
Now I have a 13-min handcrafting queue of only the bare minimum needed to research Automation. What's the point? Just give me five assemblers to start with.
>>
>>583896981
My guess is they don't want people cheesing the asteroids by slowing their ships to a crawl.
>>
>>583912582
You're gonna be there for hundreds of hours, what's a couple minutes
>>
>>583916386
Would that really be cheese? It works irl.
>>
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>>583916556
You vill play the "intended way," und you vill be happy.
>>
>satisfactory announced DLC
>not even a hint of a timeline

What's even the fucking point then? They must have needed to sell that stupid fucking board game.
>>
>>583909332
>but having to hand-feed smelters for damn near an hour
i'm pretty sure i just made coal snakes and set up boxes plus direct miner-to-smelter feeding
so yeah i had to handfeed but like, a few thousand units at a time
not that it was fast, mind you. it just never felt like all that much handfeeding. you have even distribution installed?
>>
>never played transport fever
>pre-ordered 3
>watched some streams
>seems like something I would like
>played for all of 10 minutes
>never launched it again
>refunded the game

Guess it wasn't meant to be.
>>
>>583916440
I suppose you're right, one shouldn't play Py anyway unless he's pretty much done with everything else in life.

Now I'm cutting down trees by hand, you need around 250 whole trees in order to reach forestry tech.
>>
>>583919117
Yes, and far reach. I'm just saying it's unnecessary busywork in an automation game.
>>
>>583909332
>Starting another Py run
dumb
>but having to hand-feed smelters for damn near an hour just to make enough iron for a couple inserters and belts.
dumber
>>
>>583918970
I would've thought they had enough time to bang an expansion out, but I guess that's not the case or else they surely would've had a release date or at least a timeline.
>>
>>583918970
Not even a hint of factory either. The trailer might as well be for a platformer underground.
>>
And with that my second oil rig has ran dry.
Almost caught me by surprise.
>>
Some extra farming organic outpost so I can finally ramp the byproducts production.
I wonder has anyone dared railing in farmed goods yet?
>>
>>583926409
What game, it looks good
>>
>>583927436
Come on now. If it's not factorio...
>>
>>583927436
Carts of Iron 1
>>
>>583927730
Or Satisfactory, or DSP,...
>>
>>583927436
Consuming of Isles
>>
>>583929148
Neither of which sees as much chatter as Carts of Iron
>>
>>583927436
I can't believe it's not death spiral
>>
>>583929330
Is it organic chatter though? I don't trust them ever since they brought in paid shills to depend early access dlc.
>>
https://www.youtube.com/watch?v=PgtVNjZYmZU
>>
>>583931037
if you think anyone gives a shit about a no name forum with like 20 people in it they should probably up your prozac
>>
>>583927436
Industrial Craft
>>
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massmaxxing
>>
>>583931887
Surprisingly enough a lot of companies value the little communities that don't shy from shitting on the games. Dunno about /egg/ but i've seen a few other generals getting spied on by devs
>>
>>583936043
spied and shilled to are very, very different things.
>>
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>>583936043
There's that, and then there's shitposting alongside of the game's top brass in the general
God I miss those days
>>
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>>583932883
>this
>maxxing anything
>>
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>Seablock 2.0 locks landfill from mud behind green science
>Until then all you get is the landfill you start with and a recipe for 50 stone per landfill which comes out to 20 slag for every single tile of landfill
>Picking up landfill is re-disabled
Oh boy
>>
>>583936043
nearly all the warframe developers used to post on /wfg/
>>
>>583940420
>Picking up landfill is re-disabled
un-disable it then.
>>583940615
gooner game, makes sense
>>
>>583895626
So Code Green was the one to get them to change the width=slower shit? lol
>>
>>583949792
The correct solution would be to remove drag and top speed entirely, just thrust/mass=acceleration
But maybe it will be easier for mods to change afterwards.
>>
>>583936518
This bro didn't read the news
>>
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>>583936043
4chan is far more radioactive now than it was a decade+ ago
>>
>>583951189
chinks are now definitely astroturfing in some gacha threads and generals. While the site itself has low traffic, a screenshot of a 4chan post on twitter can get millions of impressions
>>
>>583950928
It would be unrealistic to not have drag in space
>>
>>583951914
good
gachafags suffering should be maximized
>>
>>583949792
yea
I didn't want to say it, but I feel like Wube is in their "George Lucas re-releases" phase since SA came out. Maybe because most of factorio's design was complete by the time it got popular, so they never had to get used to the amount of negative feedback large design decisions can bring
>>
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>Nearly finish my rail line just in time to get a new iron mine in Narnia
>So many trucks go out and stay out that my entire factory starts shidding itself as farms can't offload crops and waste products build up

I need to stop relying on trucks so much
>>
>>583936518
In 2.1, width no longer affects drag on the spaceship
It's purely weight based
>>
>pre ordered transport fever 3 awhile ago
>looking forward to the game coming out
>played maybe 10 minutes and never touched it again
>refunded the game
>sudden strong urge to actually play it

Maybe I jumped the gun on the refund, should I buy it again lol?
>>
I'm actually making enough brains and guts as is for vatbrain cartridges mk1
think I'm gonna wait until I get vatbrain carts mk2 though for the 200% prod bonus, silver production for those is going to kill me and the only way to get it is in chem
for mk2 I'll just start using my backed up deposits though because it's 12 guts 6 brains/s and I cannot sustain that under any way
>>
>>583954425
It's clear that the expansion was rushed when you look at how much was changed just from the lan meetup event by itself. I can't imagine how shit it would have been at release if we had to mine tiny patches of iron and copper on Gleba.
>>
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>>583956336
Just unity build it.
>blue trucks
Kill them all
>>
>>583951189
>>583936043
I suspect indies do it a lot too, even if they just lurk rather than admit they're here.

HEY, YOU, DEV READING THIS RIGHT NOW
Put a ;) in your next Discord announcement/update, I'm in a few servers at this point so there's a chance I'm spying on your side too.
>>
>>583957686
you are never making enough brains for vatbrain carts
you might think you are, but you're wrong
>>
>>583958910
Yeah. I don't know why I've been such a bum about replacing them. Maybe I'm stupid
>>
>>583960636
>HEY, YOU, DEV READING THIS RIGHT NOW
>Put a ;) in your next Discord announcement/update
alright no prob
>>
>>583957278
imo its a bit undercooked atm, I also dropped it quite fast

>>583956336
Time to deal with logistical zones

>>583958910
>Just unity build it.
lame
>>
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https://store.steampowered.com/news/app/3846120/view/689769594581157335
>Next MineMougl update will add sulphur and explosive production
>Which can explode against your will, possibly creating chain detonations
Uh oh
>>
>>583968656
>Time to deal with logistical zones
Nah this was a one-time thing and the mine is going to be purely serviced by assigned trucks. Building it does still need trucks, but they don't need to be assigned to service the area consistently
>>
>>583932883
That ship looks fucked up
>>
>>583977785
Reminds me of Her.
>>
>>583977608
Still logistical zones are good for limiting how many trucks go in those remote spots
or at least I want someone else to suffer the quirks involved with it
>>
>>583936428
>planetside with factoriooid mechanics
Imagine.
>>
Help, I'm dying to radiation in stormworks whenever I test my reactor. Previous meltdowns still have radiation

How do I clean it up?
>>
>>583979949
you wait 1000 years
>>
>>583940615
>there's a non-zero chance some of them followed warbros here
Reb if you're reading this do a colab with Klei, Duplicants are basically just Dollarama Grineer anyway.
>>
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>>583958910
>blue
>>
>>583979738
Oh I never used them and just figured that it was just a big fat selection tool that you could assign trucks to that would never leave the area.

I'm planning on using them someday, but it is not this day
>>
>>583981403
You'll have to learn logi zones if you have a map with islands unless you want your big trucks to spam you 24/7 with "I CANT PICK UP THIS ITEM" because they can't cross bridges. Annoying fuckers. I also had to use them to stop my tree planters from stealing sapplings out of the farm that's miles away instead of the box right next to it. They ignore assigned storage for some dumb reason.
>>
>>583981403
>>583982142
Yeah, logistic zones are kind of a must have in certain cases,
>just figured that it was just a big fat selection tool that you could assign trucks to that would never leave the area
kinda, but as the name suggests, mainly control logistics, like preventing them from fetching stuff in most possible dumb place

there are some gizmos like, being able to assign zones for constructions materials, export/import on specific storage
but with it come some quirks, like pic related for example in >>583644621

I've set a mid point with construction materials, they have two warehouses with one set as import and the other to be freely taken from, both zones have access to it

but then suddenly trucks would only fetch construction from this midpoint, even when there were storage near the production area with plenty of materials to fetch from
>>
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>>583979858
Jesus fuck, no. Construction system is shit as it is, no need to slap half-assed conveyors and shit on it.
When any fuckwit can undo all your work because you're not there every moment to protect it, it ain't worth it.
Not to mention that you'd need like 5+k certs to unlock the basic parts needed for this.
Whole thing needs to be completely rethought from the ground up at this point.
>>
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>>583980421
Reb wouldn't be caught dead among us nerds. Nor does she have the mindset for /egg/ vidiya.
Grinigs vs Corpus would make a decent old-school RTS, with timed contract 10o hirelings a-la Earth 2160.
Infestation can be an episodic campaign enemy, or even an expansion faction.
>>
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>>583980386
>>583979949
If your all having trouble with nuclear. I'll study this thing and take it apart for you. Build something based on levers you can understand.

I need to learn nuclear anyway.

Be potentially useful as a replacement for my steam pistons generators fire boxes
>>
>>583987524
Why is it whenever someone mentions nuclear and stormworks that thing comes up??
>>
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>>583987524
I prefer this one from that one as bigger have used it in my builds as generator as don't understand nuclear but I am going to learn it now.
>>
>>583979858
Sir that's just foxhole
>>
>>583993340
First person Foxhole.
>>
>>583993340
>>583993472
where's the /egg/ regiment
>>
>>583961483
>you are never making enough brains for vatbrain carts
for a standard 4-12 vatbrain-lab setup which gives 100% prod at level 1and uses all available spots, I am
it takes 2 brains a second and I am making 2.2
I have 4 deposits full of brains for vatbrain carts mk2 the moment I hit chem, because those take 6
>>
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Quick mockup in a test world
vatbrains only turn on when science is being researched
it uses direct insertion, so I only read the first two labs, as long as there's at least 2 py2 science packs in them then the vatbrains are automatically switched on
vatbrain carts are caravan'd then delivered by bot
should be foolproof
>>
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>>583999163
and this is with tall building toggle enabled (may it be blessed)
>>
>>583229479
>woman
>>
>>583993523
i'd sign up but we better be making an actual facility with rails straight to a front.
>>
>>584000467
will partisans not immediately fuck up the rail lines?
>>
do not play foxhole, especially if you want to build things
>>
>>584000725
i had fun building my own small stockpile of tanks and clocking in every day to see if any randoms want to have some fun
>>
>>584000514
they dont seem to. railway can be rebuilt in a shorter time than it takes to break.
>>
>>583987524
>>583987524
Would like to see this. I need a refuelable reactor that's high output and for the sake of complexity. I need a reactor that's detachable doesn't have to be the same
>>
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>>584002676
Afaik the reactors never need refueling. Standard container size might be the best option for a removable reactor.
>>
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Did stormworks adjust some things? The shuttle doesn't have enough vtol lift to get off the ground anymore and the solid rocket motors for ejecting the external fuel tanks don't have enough oomf to do their job either.
>>
>>584013087
Yeah, They did make tweaks across the board. I had a steam engine generating 6600 swatts and now it generates 4400 swatts, so i had to optimize it to 5500.

The other thing is the engine can be a bit iffy when it comes to placement like most engines, like if something is at 0.00 X it may have a different value to something at 0.01X

As for your shuttle it may not have good flight features to begin with.
>>
>>584014746
>Fixed gas mass in custom tanks not affecting physics as fluid mass should.
I think this is the culprit.
>>
>>584009071
If one wants a reactor that can be refueled, it's better to use a vertical design for the container imo. Then it's only a matter of using a custom door to hold the fuel rods - no need to flush the chamber.
Stick a rope anchor or a connector in the center, and you'd be able to use some kind of crane to swap the rods, in the unlikely event of them needing replacing.

The biggest issue, by far, is getting the power out of the steam produced by the reactor.
Single-container designs are woefully inefficient, and multi-container design needs lots and lots of fluid connectors.
Torque connectors are a thing now, so you could also chain "turbine containers" to power… whatever needs mechanical power.
I'm kinda stoked by the hydraulic connectors in Anymaker. I really wish they'd port this stuff to SW somehow.
And rigid anchor-based struts would be great too, even if they'd have no collision. In fact, it might actually be preferable, from gameplay perspective.
Multimode gearboxes too. We've got the big ones, might as well use them for that.
Also the mechanical winches, and port the hand crank to Anymaker, while we're at it.
>>
>>584009071
Reactors last about 1 to 10 hours depending on how hard you use the rod.
>>
>>584016845
[citation needed]
IIRC the "fuel amount" property only controls reactivity.
>>
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>spend hours redesigning the flight controls
>plane can't lift off
>assume I fucked up somewhere and troubleshoot for more hours
>turns out the last update made the fuel tanks too heavy for the plane to vtol.

>>584016649
That all makes sense. Interesting.
>>584016845
Do they? I thought I did tests in the past and the fuel amount never went down.
>>
>>584015190
Your shuttle doesn't have like 2 separate reactors?
>>
>>584017554
>Do they? I thought I did tests in the past and the fuel amount never went down.
What's the insertion depth? to the cervix will last longer compared to just the tip.
>>
>>584019161
The original plane had 2 reactors and 2 boilers, one set in each wing. This was changed to a single reactor and boiler in the roof of the cargo bay on the newer space-capable plane.

>>584019254
Do the fuel rods even have depth? The control rod insertion is 0.157
>>
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>one decider to count up the ticks since last the tracer item was seen
>one decider to store that total count
>another decider to store the previous count
>one to detect when both are the same (this prevents transients like the user breaking the belt and then fixing it, delaying the tracer on one lap)
>one decider to hold the last value on which both agreed
>one arithmetic to divide by 8 for ticks to belt length
I was feeling pretty clever, until I noticed that SOMETIMES I get different tick counts for the same belt loop, one off from each other. WTF AAAAAAAA
If I divide by 8 up front this gets washed out but WHY AND SINCE WHEN have belt loop clocks been unreliable???
>>
>>584025672
since forever probably
https://wiki.factorio.com/Transport_belts/Physics#Belt_positions_and_lengths
the turbo belts move 1 item per tick, so 64 length per tick.
the inner lane is 106 length and outer lane is 295 length on a belt turn, so even adding both a left and right turn you don't get a whole number of ticks per lap.
>>
And the pipeghetti grows ever more confusing
>>
>>584027538
ive seen worse
>>
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>>584036081
>hexagram being portrayed as antimatter
this is antisemitic
>>
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>>584036081
>only one belt of gigawatts
>not belt sharing the star core and refined poopenfartium
>>
>>584037034
Honestly, I'd run everything but gigawatts on a sushi belt
>>
post your legendary setups for agricultural science
>>
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>>
>>584037034
If you merge the poopenfartium and star core lanes then you'll be fucked when you have to use the poopenfartium to make poopenshartonium
>>
barreled gigawatts
>>
>>584036081
Looks to me like someone's complaining about themselves not being smart enough to put more belts down
>>
>>584036081
It's a shame so many games fail to understand what makes this progression so great.
>>
I'm gonna do it. I'm gonna force enable landfill from mud in the new Seablock

Locking it behind green science and T2 washing plants is stupid and I'm not pretending it's not stupid

I just need to...figure out how
>>
>>584057961
I belib in your ability to do that as much as my ability to finish pyblock!
>>
>>584036081
maybe i'm thinking too narrowly; but by definition, isn't this essentially the only thing an automation game can be?
no matter how complicated the puzzle of getting there is, once it's solved, it can now be abstracted to a system that transforms some input(s) into some output(s). it all collapses down to a supercombinerthing that you stamp out and feed into another supercombinerthing until your whole factory is effectively a supercombinerthing whose product is the win button.
bonus:
what if we didn't care about the where and why of inputs and outputs, and just worried about correctly transforming them with automated logic? that's a programming puzzle game.
what if we were the "automation" itself, transforming input to output given a set of rules and logic? that's paper's please/iron nest/PVKK/etc.. a puzzle-job-sim.
>>
>>584051267
Why can't we barrel steam?
>>
>>584059972
but you can in liquid form
>>
>>584058417
so you're saying the entire field of automation and logistics can just be boiled down to getting something from point A to point B, and maybe sometimes point C?
woah...
>>
>>584061985
context, anon. that is in reply to a joke lampooning automation games, i'm not particularly interested in being reductive
i'm just stating that, when you *are* reducing it to the fundamental elements, an automation game can't really be anything other than what the meme is depicting
>>
>>584059972
Why can't we put steam in fluid storage?
>>
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>>584058148
https://www.youtube.com/watch?v=V8veP7T8ozc
>>
>>584058417
We will reach Nirvana once we figure out the ultracombiner that turns one lane into 0 lanes.
>>
>>584065468
Welp time to buckle down and keep going.
>>
>>584020848
>Do the fuel rods even have depth? The control rod insertion is 0.157
Yes they do, You use the slider to insert them into the reactor.
>>
>>584063067
I mean you can make pretty much anything sound simplistic once you get reductive enough.
I still want my magic themed /egg/ where the environment has a strong influence on your builds, with the early game being about finding the best way to adapt the design to the environment and the late game being all about adapting the environment to the design with big ass geoengineering projects and the like.
Maybe one day I'll get off my ass and start learning to code in something other than python so I can make it a reality.
>>
>anime girls as assemblers
someone make the mod NOW
>>
>>584036081
The answer is we must combine mechanical /eggs/ with logistic /eggs/.
Like in any decent Minecraft Aeronautics pack.
>>
>>584076901
define strong influence, are we talking obstruction or explicit incorporation
as in, ok imagine a chessboard. if you're building a factory on it, is it a wall on cells E2-5 you need to build around, or is that essentially a natural 'machine' itself that you need to tame and build into
also try harvard's self-paced CS50 course. it's a free high-quality bottom-up introduction to programming in C, or rather programming in any language but expressed through the most influential classic low-level one (if you can dodge a wrench, you can dodge a ball)
>>
>>584075846
I don't know if i should make it refuelable first or just build a working reactor then make it refuelable.

I don't know if the reactor generates the steam or if a boiler does, all the builds i have study has a boiler.
>>
>>584085447
>define strong influence, are we talking obstruction or explicit incorporation
Ideally more explicit incorporation than hard obstruction. The idea would be that natural terrain features like rivers and forests would influence the flow of magic, as would rarer, explicitly 'magical' features. The outcome would be a mix of impacts on efficiency (e.g. you can do this production anywhere but you get a lot better yields in the 'right' environment) to harsher requirements (you need these conditions to make the thing, but there's lots of ways to influence those conditions and the 'puzzle' essentially comes from getting everything in place to meet them).
So a bit of both for the case of your chess analogy, except instead of a wall it might be a river, and 'water' based magic gets less efficient with distance from the river. But it's not a hard limitation and there are ways to divert the river, and in some cases you might need to do so to get a high enough concentration of water mana in one place. At the same time you'd have to keep in mind the potential consequences doing so might have elsewhere.
And yes I'm fully aware this is very "ideas guy"-ish and may well be absolute ass in practice, but if nothing else it's an idea I'm attached to.

>harvard's self-paced CS50 course
Thanks anon I'll check it out
>>
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>>584036081
The ideal egg.
>>
>>584086702
hmm, sounds interesting. kinda makes me think of the art of bonsai in a way, shaping nature through coaxing and trimming to, in this case, achieve some specific functionality.
i'm imagining something like growing and guiding a mystical grove or some shit over to my wellspring so i don't have to make the trip over and over, but shit there's a dune in the way the djinn'll be pissed, but how can i pass up weaving it through the nexus there, that'll halve the build time; and meanwhile the golems are happily digging a trench to feed river water into my wellspring and jesus christ i gotta redo these leylines they're strewn about so haphazardly
anyways, i'd suggest trying to make some 2d prototypes exploring the concept (even if you're envisioning a 3d game in your head), see what works and what doesn't and what problems you'll have to solve, what structure would work best
>>
What thread are we talking about Transport Fever 3 in?
>>
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>>584092403
Might as well post it here. Isn't it a bit shit? Haven't played since TF1, which I found alright, but I'm not really a train autist in that sense.
>>
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>>584087043
>>
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>>584085554
Turns out nuclear power isn't really that complicated in Stormworks. If anything, it's mostly just controlling the rod temperature and remembering which of the poorly named pipes on the boiler are the inlet and outlet. I'm still not sure if the reactor itself has some kind of steam relief system, though.
>>
>>584057961
>I just need to...figure out how
https://mods.factorio.com/mod/recipe-tweaker
>>
>>584077130
was already out years ago
>>
>>584088071
Yeah that's pretty much the idea I'm going for. The hard part will probably be implementing the simulation side of things in a way that doesn't just melt the average PC. 2d will definitely be a must for that reason.
>>
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>>584094194
Hmm, I need to pull the fuel rods out without damaging them and without too many complicated steps.

Do i make a dedicated nuclear reloader?
>>
>>584076901
>you can make pretty much anything sound simplistic once you get reductive enough
one of my friends would always get really mad if i referred to first person shooters as "point and click adventures"
>>
>>584105775
a lot of fps games are point and click to be fair
>>
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I'm having a blast with spengos 2 so far, the speed limit increased is such a QoL it's insane. The monstrosity docked here tends to lose its periferal thrusters when landing (at any speed mind you), and it's FULLY solar powered, courtesy of TWO MEGAWATT solar panels each.
>>
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>>584094194
Color-coding is unironically a must when you start to build a proper nucolar power plant.

>>584103397
Try to keep things simple and have a solid idea how exactly do you plan to (un)load the fuel on the loader. Don't be like me.

Picrel is my quick attempt at making the loader. Proof-of-concept, but can be refined further to be a proper loader.
Fuel is fully detachable, electric cable is used with a medium winch to pass the brake signal through the cable.
Cable instead of rope is entirely optional, can be swapped for a dangling electric connector, so that the passed signal triggers release of the fuel's connector.
The 3x3 sliding hatch lets a 3x3 fuel block through with no problem, reactor layout is 3x3 fuel sandwiched between two 1x3 control rod blocks.

Note the velocity(!) pivot that brings the sliding rail up and positions it on the turret ring, using rail slider to lock it in place relative to core.
This reduces the clearance needed for the thing, while also serving as a way to move the rods out of the core, to whatever would be picking them up.

I slapped 6 boilers and 60 turbines on to make use of the heat released.
NB: you may need to work on the filling/emptying system, as the spawn-filled core will dribble some water out when you open it for the first time.
Personally, I'm using pressurized air, letting the water flow through the fluid relief valve, like ballast tanks on a sub.
>>
>>584107852
Take a look at this. https://steamcommunity.com/sharedfiles/filedetails/?id=3688504796

Gantry crane over your intended thing and reload it.
>>
>>584106967
>the speed limit increased is such a QoL it's insane
Why was it even so fucking slow to begin with? Why limit it to 100m/s when you're in the middle of empty space?
>>
>>584110240
Because the physics engine is ass and stuff would just shake apart. There are mods to unlock it.
>>
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I ran the shuttle for half an hour and checked the fuel rods, they don't seem to get getting consumed. I wonder what kind of scenario actually uses up the rods.
>>
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>>584111829
>>584107852
Are we back to stormworks?

>>584111829
What's your insertion depth for your control rods and how hot are they running? I think they need to be fairly hot and not moderated to be used faster like a thread on /b/ no moderation leads to run away effect.
>>
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>>584112076
>Are we back to stormworks?
Possibly
>What's your insertion depth for your control rods and how hot are they running?
0.157 and 311. This vehicle probably doesn't need to be refuelable but hopefully the other anons continue their efforts.
>>
PID whining incoming
>>
>>584112634
Try running it no moderation and high temp edging meltdown see if that degrades the rod
>>
>>584112714
Your still here? I genuinely would love to see one of your builds one day.

More banter than actual game
>>
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>ducted fans provide zero propulsion in water
Oh come on
>>
>>584114205
Submarine aircraft shuttle? The Bradley
>>
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>>584114315
you jest but if the flight fans had worked in water I think I would have added submarine and boat ability.
>16m underwater and pressure is only 36% over atmospheric
that doesn't seem right
>>
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>>584111829
Fuel = reactivity = uranium cost to spawn the vehicle.
Unless someone links an update post that explicitly states that fuel is used up, assume trolling.

>>584112076
>Are we back to stormworks?
>>
>>583895626
So does mass inside cargo containers count? What about stuff on belts?
>>
>>584115862
All the information regarding stormworks is on the discord

I guess we'll have to start from scratch to research and understand nuclear.

Anyone want to run a reactor for irl day?
>>
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>>584116718
>All the information regarding stormworks is on the discord
Then post a screen of the developer's post that says so.
>inb4: I'm not in their discunt
Then you know fuckall.

Which brings us back to my previous point of:
>assume trolling unless proof of otherwise is posted
>>
>>584093067
https://www.youtube.com/watch?v=6yYxOuHUpDI
>>
>>584119004
i miss TTS
>>
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>run the reactor with the inspection door open
>water level drop from 1955 to 1939 and stabilizes.
These devs aren't even trying are they?
>>
>>584119059
Yeah I miss having a pair in my hands myself
>>
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I love caravans
cherry bars on demand and enough anhydride for 12 chem/m
>>
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>>584116718
Delivering the "reseearch". I just dove into the reactor core to check up on the rods.
Sure enough, anon was right - the rods rods ARE being used up. I stand corrected.
For context, this is >>584107852 anon. Reactor is 3x3 fuel between two 1x3 control rod blocks.

I pity everyone playing career who doesn't have the industrial DLC or didn't yarr-harr their game.
>why?
Because the only uranium deposit in the base game is in a fucking underwater cave.
The uranium processing being in the arctic zone is just salting the wound, again, for the base game.
>what version?
My pirated one is at v1.15.18, can't imagine they changed much about fuel rods, maybe reduced the burn rate.
>>
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GOD DAMMIT WHERE'S THE GIF OF THE DOOM SHOTGUN FACTORY I NEED IT.
AGAIN.
>>
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I have cum from the archives with this ancient meme.
>>
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>>584130210
just search b4k for filename/shotgun%20factor-
>cloudflare captcha
>>
>>584140016
Based and rembereditwasawebmandnotagifpilled.
>>
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>>584140016
>>
n'egg
>>
>>584140016
Actually incredibly useful, since guns are sometimes a requirement for steam engines in randomizer

>>584152189
AAAAAAAAAAAAAAAA
mibh
>>
>>583371606
>>583290331
some surfaces cost iron
>>
>>583696262
mealworms or whatever
>>
>>584158346
The only surface that needs iron is the rusted out shitheap surface
>>
Have any good games come out recently?
>>
>>584159474
factorio
>>
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>Sitting here with my dick in my hand until I have enough resources and research to unlock better algae power
Ah

Seablock
>>
>>584159474
ace combat 8
>>
>>583932883
>maxxing
*minning
>>
>>584161746
>speed multiplier mod
>>
>>584163229
don't xblock packs usually require a fuck ton of waiting
>>
>>584163308
it is deeply homosexual and he should be ashamed.
>>
>>584163229
his favorite youtuber used one, so he has permission to.
>>
>>584163229
Yeah I downloaded it just before that picture because I don't care

>>584163308
Seablock eventually levels out, but early game is a bit of a slog because your resource generation is tied to power but you don't get even shitty power until you get Algae 2 which takes a lot of research.
>>
>>584159474
not strictly /egg/, but order of the sinking star is good
>>
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>>584163229
I also /c game.player.force.recipes["angels-solid-mud-landfill"].enabled = true
>>
>>584163642
He had the decency to be extremley ashamed of his actions
>>
>>584163803
Is it? I kind of cringed at some of the dialog in the trailer and I missed the free weekend
>>
>>584163987
yeah the puzzles are nice, and the dialogue oddly mostly disappears after you finish the tutorial stages anyway. if the writing or the race of the characters is your only concern then you should at least try it
>>
>>584163987
it was a demo silly boy, think it was available for a while
but yeah the dialogue is uhhhhh... not viewfinder tier, but a bit insipid. also the red guy is matt mercer sounding extremely matt mercer
but it's mostly just blurbs at the start/end of a puzzle, and they have a "voices" slider so you can just turn that shit off. as of right now the only piece of strictly gameplay-relevant dialogue i've heard in 7.5hrs is the gem guy's "i can't turn in place" bark (which he only does on the first puzzle as him i think)
anyways i'm having a good time with it, i've already had quite a few great "ahah" moments. lots of clever little tricks and a lot of variety in mechanics, very good puzzles
>>
>>584107852
You have two methods.

1. You have a male reloader which pulls out the rods and stands erect for the female loader to take a separate vehicle.

2. you have a female system that a male loader stabs with to grab the rods, which is more risky.

In either system a winch, I don't think is advisable instead hardpoints would be better as you can just let them naturally link to each other and then use a slider rail system.
>>
>>584163987
>>584166951
oh i should mention i adored the witness (and other so-called "metroidbrania"-esque puzzle games like tunic or outer wilds), so take that how you please
>>
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In seablock related comments. Polybutadiene is fun!
The latex is the part that's going to be shitty because I want a decent amount of rubber for all uses instead of just stoppers but hey.
>>
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Fuck it, Anons.
My gf dumped me, and I'm going into a Hikikomori-lite phase for at least a year.
Recommend me your best Engineering game, the more challenging and detailed, the better. I want my mind distracted to something gargantuan and complex.
Don't worry about the learning curve, my frustration threshold have been upgraded (ㅠ﹏ㅠ)
>>
>>584175903
pyanodons calls
>>
>>584175903
Gregtech new horizons, or if you want less grind, Nomifactory.
>>
Stormworks, unironically. If you want to build an entire supply chain of vehicles just to haul enough cargo in career mode to afford building more vehicles, this is the game for you.

You'll start with a train, then realize you need a support vehicle to refuel and repair it. Then you'll build a cargo loader to automate loading, a truck to transport the loader, a plane to move cargo across the map, and a boat to reach places neither can.

Then you'll need ground support vehicles for the plane, cranes for the boat, fuel tankers for everything, and dedicated transport vehicles to move all those support vehicles around.

Before you know it, you're building an entire logistics network of trains, trucks, planes, ships, loaders, refuelers, repair vehicles, and transporters, all just to make enough money to build the next link in the chain.

You'll give up somewhere between your first train > train support vehicle > cargo loader > heavy transport truck > cargo plane > ground support fleet > cargo ship > port logistics system > and eventually an entire supply chain that exists solely to fund its own expansion.
>>
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>>584175903
This
>>584176213
Py is ultra mega autism with a 1k hour playtime estimate
>>
>>584175903
Amazing Cultivation Simulator

(It might as well be, with all the complete bullshit feng shui and charm design adds into the mechanics)
>>
>>584178436
If your joining us in stormworks then you should consider a boat start as it means you can learn boating first then move to land as land is dead simple.
>>
>>584175903
get a bf
>>
egg thread has been kinda slow lately, i wonder why is it bc factorio EoS
>>
>>584124670
Does it speed up based on how far control rods are inserted or how hot it is running? I run my reactors at 0.3 inserted and 500 temp
>>
>>584175903
That's why a I lov my factory instead
>>
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>>584184586
Shrimply just playing factorio. Working towards logi science currently. Would rather like a bot mall at this point.
>>
>>584092403
>>584093067
So the (pirated) linux version finally came out, and indeed performance seem to be much better for now, enough so I can play some I guess.
I'll be posting more later too.

Also another minor complaint already annoyed the train design window is so bad
>>
Here's my stormworks idea for refuelling reactor.

You have an inserter on tracks that's got a hard point that has two position up or down. In down you insert into core up you can detach it from hardpoint and replace it with fresh rods. The hole insertion piece swings up and then rises upwards with hard pointed rods.

Alternatively you could just have four rope points pull whole thing out.

Unsure how you refuel at sea
>>
>>584185467
I'm at work but I'll draw it up. Hopefully someone can build it. BRB
>>
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>>584184904
>>
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>>584186294
That's how I imagine you refuel a nuclear reactor in stormworks
>>
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>>584189881
I have another idea if the core is buried in an aircraft or needs side access rather than a top system you open a hatch slide out rods and then use a crane like first example.

Interesting thing is if your using a plane with an internal gantry crane you could lift the rods off the rack once it opens and taxi it out using internal gantry crane making reload faster.
>>
>>584191174
>>584189881
As for third choice if cores are non recycleable then this warrents a rocket assisted core ejection system then automatic reload of new rods stored in a barrel
>>
>>584184602
I think it might be going off the temp, but I'm not 100% sure yet.
>>
>>584191312
>DU kinetic missile straight out of a reactor core
>>
>>584192209
I mean if you can build an emergency eject core that would be great.
>>
I'm still not very good at them but god parameterized blueprints are so insanely nice.
>>
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>>584194627
Looking at a side loading reactor setup. I could build a train that unloads like this it's rods
>>
>>584191835
I don't know proper temp either so do let me know
>>
Look at this little cute guy
>>
We're running a decent setup in here
>>
Then I ran into this odd situation.
Oddly enough there aren't any specialized tankers yet in this time.
I have to use these little ferries to carry my oil.
And its fine for them to carry pax on the way over, but going back makes it a little troublesome, but nice to see that you can carry both afterall.
>>
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You will surely get the Dyson Sphere
>>
>>584163987
i played the demo and it was fun
>>
>>584167942
it's fucked up that the latex chain really just never improves, aside from like. faster seaweed and sap
i was gonna ask if you at least have the second rubber recipe yet but that shit's in logi
>>
>>584186343
Wish I still had my collection of those pictures
>>
>>584175903
>>584183608
become the gf
>>
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>>584204136
I've got a couple
>>
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>>584213030
>>
>>584158868
theres no mealworm in aquatic planet...
>>
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>>584213339
>>
>>584184586
too busy playing factorio
>>
>>583696262
god I dislike oni's artstyle
>>
>>584208526
then he'll just end up dumping his bf instead and be back at square one
did you think this through
>>
>>584201559
I am planning to use rubber 2 as soon as i get it. Rubber 1 is so much worse than I expected and I need fairly little for science so I've already cut what I was planning on making into a quarter of that.
Latex I am somewhat increasing with vrauks 2 since the food isn't that hard to make.
Either way I need to get into logi science and get a mall going so expanding is easier and faster.
>>
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siege engineer/combat engineering game when?
>>
>>584219250
from the depths but you can't build anything mobile
>>
>>584201559
>it's fucked up that the latex chain really just never improves
Latex improves though
you get way better rubber recipe-
>but that shit's in logi
anon you are literally at the beginning of the game stop whining
>>
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>>584219390
no
i want to larp as Sébastien le Prestre, Marquis de Vauban
>>
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>>584189881
I built the refueling rod concept for stormworks, this one is really straight foward. Hatch on top then your done. I used a pivot and slider rails and a hardpoint.
>>
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>>584191174
This is my favorite.

I'll explain why, it's the same system as >>584189881
>>584220786
But.. ..this one.. ..You could use a LSHAPE DOOR for the nuclear reactor rods refueling.

DOES ANYONE HAVE IT?
>>
>>584214731
Probably, that's the main reason why I'm not planning to try it.
Factorio with sex or nullius also looks like shit, hello fallout 1/2.
>>
>>584219250
Technically Besiege but the multiplayer has always been a bit clunky, especially since structures/buildings have to be in premade maps and can't be made together on the fly
>>
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Anyone have experience with this bug in Satisfactory where your gloves stretch into the environment and flicker every time you walk? I've tried pretty much everything from reinstalling the games and drivers, to fiddling with all the video settings, and the only thing that seems to help is installing a mod that makes your character (and therefore all tools) invisible. It's very distracting!
>>
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>>584220786
>>584220960
https://files.catbox.moe/uscm65.xml

That's my refuel-able proof of concept. I reckon if, i had the lshape door i could make a functional reactor around it for the meme.
>>
>>584189881
On a carrier we just cut a giant circular hole though like 10 decks and pull up the old slugs and halfnium rods if necessary. Then they just drop new ones in. What are you guys making it complicated for
>>
>>584221467
>L-shape reactor
A cursed design if there ever was one.
>>
>>584220786
>>584220960
>>584221467
Great.
Now show it actually working.
>>
>>584228496
I would really like to know exactly what mental illness the L-shape door/PID/post retarded designs on purpose guy suffers from.
>>
>>584231516
Isn't it always autism?
Though that's become quite a broad category.
>>
Finally some tanker, tho this is some kind of weird tugboat design
>>
The towns be growing
>>
>managed to beat space exploration
>don't feel at all motivated to play space age
am I cooked chat
>>
>>584238340
Take a break and play something else.
>>
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>>584231516
There's at least three of us.
>>
>>584239990
hehe my name is on the list
>>
>>584240456
Hello Alfred
>>
>>584240557
wtf stop doxing me like that
>>
>>584219439
>Latex improves though
it literally does not, you keep the same latex recipes from first unlock til finish
you get better formic, sap, seaweed, and potentially stone, but not better latex
machine upgrades, i guess
>you get better rubber recipes
yes. the /rubber/ recipe improves. the latex part doesn't.
>whining
???
>>
>>583957083
does that mean if I have a really wide ship it's probably gonna go faster and potentially get murdered by asteroids now? because I really don't wanna redesign all my shit
>>
>>584241932
>you get better formic, sap, seaweed, and potentially stone, but not better latex
guess what
latex is only used for rubber
>what do you mean I only get better iron casting recipes what about better iron extraction
>>
>>584244076
remove a fucking thruster
>>
>>584244450
You do get better iron extraction
>>
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Well one half of industrial bug fucking done.
Just the enclosures and it's latex time.
It was painful setting all the basic stuff up in trains but once it's up adding new items is actually so easy.
>>
>>584247343
>that many cocoons
why do people overbuild that seriously early in py
you have shit recipes
stop
>>
>>584248574
unfortunately he's a retard playing hardmode pyblock and cannot be stopped
>>
>>584250383
This anon gets it. I'm a moron that works at a factory for my day job and comes home to play extreme tedious pointless bloat autisum factory to relax.
>>
>>584251020
okay but like, you do not need that many nests in any quantity whatsoever
>>
why is there not a game where you program turtles to do ff14 style boss fights
>>
The music in TF3 is so fucking bad
>>
>never played transport fever before
>picked up 3 because it looked good
>been doing the tutorial
>warehouses and loading stations don't need to be connected and they don't snap together
>cargo just mysteriously transports between the two
>"bus stops" are for literally everything
>there's no last mile transport (that I've seen)
>power and fuel are non worries

I'm not too sure about this game
>>
>>584258968
I never played it either, but it sounds like OpenTTD, which is about building transportation networks.
>>
>>584252125
create it and be the champion the world needs. personally, i approve of anything turtles.
>>
>>583423458
Man, i wish I could play this on Linux, but the mouse cannot drag/select stuff when running on Linux for some reason. I kind of miss the game
>>
but I thought linux was great for gaming?
>>
I thought your mouth was great for gargling nuts as well, yet here we are
>>
>>584261097
>>584261097
>>584261097
>>
auogh
>>
>page 5
>>
aeiou
>>
non retarded edition
>>584263057
>>584263057
>>584263057
>>
I think you're both retarded but I guess let's leave the other to die
>>
Can someone explain the deepest lore in regards to the recent run of doublethreads?
>>
>>584265553
some retard keeps pushing his retarded OP while camping at the bump limit
>>
>>584265553
dumb OP bullshit nobody but nolifers care about pushing or pushing back from
some retards thinks there's a need for a correct thread instead of needing to just use the newly made thread because some people are deeply autistic
it's retarded either way
>>
>>584266079
I'm not using your retarded thread kys
>>
>>584266079
if you let the shitty OP rusher win that just encourages them to do it more
the only real schelling point is to use the default OP still
>>
>>584266254
please get a life, you're both fucking embarrassing
>>
>>584266359
so what
it's the OP
nobody fucking reads the OP
it literally does not matter
the minecraft general has said "minceraft" for the last few months and nobody gives a shit
because it's not important
this is the stupidest fucking hill to die on and anyone involved in it is an embarrassement to the human race and also it's inconveniencing everyone else who does and I can assure you of this, give a single solitary shit but is annoyed by having to deal with two threads at the same time
you're both fucking stupid and annoying
>>
>omg just let him shit in your plate what is your problem
this kind of thinking is the reason why 4chan these days is shit
>>
>>584265553
I can only assume some extremely autismal dude is trying to force some change in the OP such that it soothes whatever mental illness plagues him, so he keeps making new threads early in the hope that people will move to his threads and his version of OP will eventually be picked up by others.

I haven't even noticed what the difference is supposed to be, other than the autist reducing all the game lists to a single line each and making them less readable.
>>
>>584266720
I would gladly let him shit in your plate because it does nothing for me, annoys you and your stupid fucking internet feud is annoying the shit out of everyone else

get a fucking real nemesis
go to waffle house and punch a nigga

this is a fucking travesty, niggas here thinking they're hot shit for defending the realm because they doublepost a fucking thread

jesus fucking christ get a grip you fucking asswipe
>>
still not using your shitty thread
>>
>>584266720
>Literal janny mentality
No wonder you do it for free.
>>584267019
Not everyone is your boogeyman, friend. I didn't know what was happening but now that I realize what the hubub is about I do think this is monumentally stupid.
>>
>>584267095
the janny mentality is doing nothing
>>
>>584266917
why are you posting here?
go and partake of the freshly-shitted thread
>>
Apparently baking eggs is now strictly regulated by the not-janny (he still does it for free though)
>>
ah nice
haven't seen some farm fresh /egg/ drama in a while
>>
RULES OF NATURE
>>
>>584272765
hah



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