/egg/ - Engineering Games General - Formerly /svgg/ - /vg/ (#526645648) [Archived: 1023 hours ago]

Anonymous
6/8/2025, 1:50:46 PM No.526645648
Solar sweep
Solar sweep
md5: e6bbe5b451cfae3ca186b60e09241124๐Ÿ”
Fine, I'll do it myself Edition

Previous Thread: >>525971338

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 (https://fromthedepthsgame.com/)
>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
>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 theyโ€™re not on steam, trailers, /egg/ conquered/hosted servers, and other shit can be found in this pad:
https://hackmd.io/e6SPFz8VSRmpV91t8bmkWw
Games that are not /egg/:
>Minecraft
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
>Stationeers
All IPs are in the pad for security reasons.
Replies: >>527260297
Anonymous
6/8/2025, 2:10:43 PM No.526647184
1637145366940
1637145366940
md5: 4182b28dec6fe28c957346d40ef807de๐Ÿ”
Finally.
Anonymous
6/8/2025, 2:14:47 PM No.526647467
25-06-08_22-08-10_y201_pop1252
25-06-08_22-08-10_y201_pop1252
md5: 2ef646a72387b037ee6faa07dfea6cb0๐Ÿ”
In Captain of Industry, how can I start leaping forward in production? I run 2xAssIII of Construction Parts 3 but it is really just a trickle in the scheme of things, when there are half a dozen things (ie Blast Furnace 2s) I need to build that cost 100s of them.
I am just about to start making Electronics II.

Should I be leaning on trade contracts, and leapfrogging up the export techtree as I go? I've not touched any of them at all, despite having some excess capacity in Cement, Vehicle Parts and just recently Food Packs. Just running 2 notches of an Oilrig out in the world, nothing else.
Replies: >>526648152 >>526650189 >>526654413
Anonymous
6/8/2025, 2:23:48 PM No.526648152
>>526647467
Can't you just, like, stockpile them until needed?
It's not like you need them all the time, unlike household goods or food.
Replies: >>526651101
Anonymous
6/8/2025, 2:43:42 PM No.526649581
1737560447781125_thumb.jpg
1737560447781125_thumb.jpg
md5: 2004c9eb6e78a9760e54215e6f9e98da๐Ÿ”
Replies: >>526649923 >>526653591
Anonymous
6/8/2025, 2:48:14 PM No.526649923
file
file
md5: e0c3824af11deca8422eb12689a9c519๐Ÿ”
>>526649581
Always be prepared, I guess.
Anonymous
6/8/2025, 2:50:04 PM No.526650049
file
file
md5: 9e58db395727098b6c76fb04c452ba10๐Ÿ”
Almost.
I tried a direct descent profile, it melted my heat shield, but only part of the probe, which means I am only a few hundred m/s off from surviving the drop. Figuring out how to get the things to deorbit, and how to prevent balancing issues when I launch one of six radially mounted probes, I realized I have three radially mounted engines on the side of the return stage, that I can mount the Eve probes onto, I originally planned to move all their fuel into the return stage, before removing them. Now to figure out the best descent profile.
Replies: >>526657383
Anonymous
6/8/2025, 2:50:28 PM No.526650078
1745690013566405
1745690013566405
md5: dc67a6792c209d8f60bcef89fc612dc1๐Ÿ”
Do you ever think maybe you're trying to cram too much in at once?
Also fuck these recipes.
Replies: >>526650690 >>526725131
Anonymous
6/8/2025, 2:51:57 PM No.526650189
>>526647467
Comments on this

-Don't stack the stone, dump it in the ocean to create flat land (you can belt it over for efficiency if desired)
-Likewise, flatten out some land where it's almost flat, it's usually just a thin layer of dirt.
-The rail is not doing anything right now, pre planning is good, but they are expensive.
-All the concrete is unnecessary at this point and expensive

All in all though I don't see that as a bad start but putting a bit of resources to the wrong things
Replies: >>526651101
Anonymous
6/8/2025, 2:58:39 PM No.526650690
>>526650078
We need 2x2 giga-inserters.
And 2x2 conveyors while we're at it, with whole of 4 lanes.
>but how do you fill it?
Splitters, both for loading and unloading from it.
Replies: >>526651158
Anonymous
6/8/2025, 2:59:29 PM No.526650760
Elevated belts
Replies: >>526651125
Anonymous
6/8/2025, 3:03:41 PM No.526651101
25-06-08_22-53-31_y203_pop1252
25-06-08_22-53-31_y203_pop1252
md5: 135525859c1b2e2befafbff6f1f42d81๐Ÿ”
>>526648152
I want more, to be able to get more bigger more quickly.
>>526650189
The stackers were just for small scale 'unclog the sorter right meow' issues. Most is getting dumped properly, but it feels like it's not adding up fast. There's only been 1 small excavator chipping away the the hills around the harbour though. Do you guys usually dedicate a lot more to terraforming? I was more focused on getting rail over to the copper in the very top left of this screenshot, which took a fair bit of digging and ramping. Upgrading the ship's Bridge Weapons and Engines took hundreds of steel lately, maybe the accumulation of those kinds of spends are what is killing my steel and therefore mat3. My storage buffer of 400 rails should have probably been paused the moment I connected the new copper mine.
I feel like Construction Parts IV is going to be a sad trickle all over again.
Replies: >>526653987 >>526654887
Anonymous
6/8/2025, 3:03:59 PM No.526651125
>>526650760
Second elevation rails
Replies: >>526654110
Anonymous
6/8/2025, 3:04:19 PM No.526651158
1730000482021722
1730000482021722
md5: 76daafdfc0472c0c19e949dda63f91a1๐Ÿ”
>>526650690
I don't think that would help. There's infinite tech to increase inserter capacity, I've done a few of those as a cope solution to increase inserter throughput.
But the reason I need so many isn't because they each need a massive amount of one resource, it's because they each need several different resources. A 2x2 giga inserter might help me load paper into this for example, but every other machine only needs 1 inserter to fill its needs, it just needs an inserter for 3 input products and 2 output products, so that's 5 minimum per machine, which puts me at 20 for the bottom 4 machines already. Then the red wire machines need about 260 paper per second total which is almost 4 saturated green belts.
I've seen people use loaders for this mod which will just insert stuff from the belt to the machine at the belt speed, but I think that's too cheaty, bob's inserters allowing this kind of nonsense is already pushing the limit, but without doing this the modpack would be near impossible due to the complex recipes.
Anonymous
6/8/2025, 3:34:17 PM No.526653591
>>526649581
Flying robots are allowed? Come to think of it, has anyone done drone fights?
Replies: >>526664664
Anonymous
6/8/2025, 3:39:45 PM No.526653987
20250608092235_1
20250608092235_1
md5: 9ead2b8d6ab31a32af90a88fcf60f4fe๐Ÿ”
Almost works

>>526651101
I'll devote as much as I can to terraforming early on, just to have some flat docks available

> I was more focused on getting rail over to the copper in the very top left of this screenshot, which took a fair bit of digging and ramping
I'd say that was too early to go for - good to have the path ready, but no need to build out the rails yet. You know about planning mode (B)?

I can't tell from screenshot but do you have settlement water and power? If you have both, that gives you +50% unity.
Replies: >>526656016
Anonymous
6/8/2025, 3:41:38 PM No.526654110
>>526651125
Seconding this. I was PROMISED that elevated rails meant I wouldn't have to deal with intersections any more, but on fulgora all my rails are elevated so I still have to make intersections anyways
Anonymous
6/8/2025, 3:45:27 PM No.526654413
>>526647467
Early trade contacts are hard because of the diesel and unity cost for everything besides oil which is far more expensive if you stick with the oil rig. I wouldn't touch them until you have advanced oil distilling and cracking. However if you can get iron, copper, coal, and oil done and trading then you can easily scale up production as long as you have workers. The contacts should be resource positive even if some are less efficient compared to later ones like servers for ore.

So yeah, trade for oil if you want more unity but do at least an iron/coal contract at the same time or you might fall behind on production. Food pack for oil probably isn't bad but scaling it might be a pain in the ass when it comes to water, workers, and space. Basedbeans murder fertility so you pretty much need fertilizer to make them worth it. Meat and eggs aren't bad to get but again you need tons of extra crops for feed and also a decent amount of water.

Personally I build 4 assemblers for each construction part which is reasonably quick once you get assembler 3's and even better at 4. I would stick with the cheaper iron recipe because it will save you an absolute ton of iron.
Anonymous
6/8/2025, 3:51:50 PM No.526654887
>>526651101
I just noticed your start position. Do you have access to the next available copper patch yet? If not then you should start working on it asap.
Replies: >>526656016
Anonymous
6/8/2025, 4:06:08 PM No.526656016
25-06-08_23-59-22_y205_pop1252
25-06-08_23-59-22_y205_pop1252
md5: 2953f9610d82beb6deee28784a7fde4c๐Ÿ”
>>526653987
My settlement can poo in the loo. I don't have water treatment yet, but groundwater and a little bit of trash-fuelled desal had been generous enough.
>>526654887
I am very aware of how tiny that first copper deposit is, so the new mine is ready and a long haul train from the top-left of that other screenshot is now being assembled, at a painful cost of 170 vehicle mat2 + 580 steel. It's going to struggle up the steep limestone hill, but that will need to be dug away and replaced sometime soon anyway, and I have 1/2 made the alternate route up behind my train depot already.
Replies: >>526663903
Anonymous
6/8/2025, 4:23:12 PM No.526657383
file
file
md5: ab4594971979f61c9a9997841c2e780d๐Ÿ”
>>526650049
I don't want to talk about it... the direct descent model it didn't work. I went back to the areobreaking approach after I learned the you can turn RCS on with-out an antennae. The fact that I don't need a fairing past Kerbin's atmosphere means I can remove power and coms from the landing stage, which will make the probes cheaper.
Anonymous
6/8/2025, 5:34:43 PM No.526663903
>>526656016
When you get more space redoing oil should probably be a priority. 4 sets of distillers should take you into the endgame but you'll probably need more than that if you go REALLY heavy into shipping and mega vehicles.
Replies: >>526765498
Anonymous
6/8/2025, 5:42:32 PM No.526664664
>>526653591
I assume it's a case of "Yeah it's allowed but why would you", considering there's no firearms or (intentional) explosives to be had
Replies: >>527135497
Anonymous
6/8/2025, 6:08:53 PM No.526667210
I think I'm ~15 iq short of understanding factorio
Replies: >>526667593
Anonymous
6/8/2025, 6:12:13 PM No.526667593
1698540380895485
1698540380895485
md5: b18fd9848b40d3fab7ddd18d8e4333e6๐Ÿ”
>>526667210
I promise you that you can eventually master trains and circuit networks. It might just take you actually a thousand hours of on-and-off fucking with the same save file. I got gud by wasting an entire summer on Spexploration.
Anonymous
6/8/2025, 6:25:16 PM No.526668991
>>526627827
>vulcanus - ran out of coal somehow
This is common on Vulcanus and I can only think it's an attempt to limit Vulcanus' insane production capabilities since everything else is free
Anonymous
6/8/2025, 6:29:46 PM No.526669512
>>526627827
Just wait until you find out that pumping like fuckin' 10k sulfuric acid a second somehow still isn't enough
Replies: >>526710765
Anonymous
6/8/2025, 6:38:45 PM No.526670470
2025-06-08 17_37_23-Factorio_ Space Age 2.0.55
2025-06-08 17_37_23-Factorio_ Space Age 2.0.55
md5: aec258ecf4dc2154eb806b2ff5a54b5d๐Ÿ”
What do you guys think of this advanced circuit design?
Replies: >>526671046 >>526672165 >>526676150 >>526676749 >>526683835 >>526700379 >>526716627 >>526815292
Anonymous
6/8/2025, 6:43:55 PM No.526671046
>>526670470
Perfectly adequate, but I prefer to output using long-handed inserters because the output rate is so low. That way the equal input rate of plates/chips and wire get a blue inserter each. You can either output into a central belt or an outside belt that joins at the end of the assembly.
You'll need the red belts on the input, not the output. Red chips print unbelievably slow.
But this is just pointless optimization
Anonymous
6/8/2025, 6:54:03 PM No.526672165
>>526670470
You need about 10000x more than you think you'll need.
Anonymous
6/8/2025, 7:29:40 PM No.526676150
>>526670470
DEATH TO LONG ARMS
Anonymous
6/8/2025, 7:35:26 PM No.526676749
>>526670470
Red circuits are pretty much the only build you want to directly insert because the copper takes less space on the line than the copper wires.
Replies: >>526676835 >>526677629
Anonymous
6/8/2025, 7:36:21 PM No.526676835
file
file
md5: c123adb9f68b49718e7a2a285c0cdb4b๐Ÿ”
Officially it's a long-handed inserter
Which is dumb because the hand isn't long, the arm that has the hand is long.
>>526676749
eh that's more important for green circuits
Anonymous
6/8/2025, 7:43:58 PM No.526677629
>>526676749
The copper cables takes up as much space as the green circuits + plastic so it makes perfect sense to use a belt for them, unless you want to use the other half of the copper belt for the output or something.
Anonymous
6/8/2025, 8:34:03 PM No.526683835
>>526670470
Not very advanced.
Anonymous
6/8/2025, 9:00:42 PM No.526687010
Screenshot (600)
Screenshot (600)
md5: 65a846207dd8cf7e389485f2e37347bd๐Ÿ”
ded truck
what do people even do with all this fucking dirt? I don't want to dump it into the ocean when it could serve to pave shit over for farms some day, nor void it by turning it into fertilizer, but my hoarding instincts are starting to turn this into a problem
Replies: >>526687383
Anonymous
6/8/2025, 9:04:08 PM No.526687383
>>526687010
I have it in dozens of huge silos for when I get done flattening mountains. Dirt is a pain in the ass to make so it's better to just save it all for later. If you already have a shitload of flat farmland then saving dirt isn't as big as a deal.

Alternatively there's a contract to buy dirt now so it's less useful to save it if you have no space.
Anonymous
6/8/2025, 10:55:12 PM No.526700379
Screenshot 2025-06-08 225615
Screenshot 2025-06-08 225615
md5: f31ed38712ac375970f8611b0ef0acaf๐Ÿ”
>>526670470
i would swap the copper wire lanes with output.
swap red belt for inputs, yellow belt for output.
leave the red circuits for red inserters. materials for blue inserters.
because in my design the central belt lane is now a copper wire input i would change the placement of the blue inserters to be one belt tile per inserter. when 2 inserters take items from the same one belt tile they tend to fight over the resources and the loser ends up stalling.

also keep in mind the ratios for production and consumption.
red circuits need 2 green circuits, 2 plastics and 4 copper wire.
that is 2 iron plates, 5 copper plates and 2 plastics in raw materials.
for assembler ratio you have to keep in mind the crafting time and crafting speed.
blue assembler has crafting speed of 0.75
chemical plant has crafting speed of 1

picrel is my early game module for equal ratios without any production, speed or inserter capacity modifiers:
>red belts for input
>yellow belts for output
>3 chemical plants for plastics (6 per second)
>4 blue assemblers for green circuits (6 per second)
>10 blue assemblers for copper wires (40 per second. 6 assemblers for green circuits, 4 for red circuits).
>24 blue assemblers for red circuits.
Replies: >>526706482 >>526716627
Anonymous
6/8/2025, 11:15:47 PM No.526702705
new zachies!!!
https://store.steampowered.com/app/2275490/Kaizen_A_Factory_Story/
well actually it's "many of us worked at zachtronics at some point" but I'll take it
Replies: >>526709079
Anonymous
6/8/2025, 11:49:38 PM No.526706482
For quality, do you upgrade the base components then craft everything at the same quality level, or do you raise the quality gradually with each intermediate product?

>>526700379
I never saw someone stack long inserters like that and I hate it.
Replies: >>526707198 >>526707410 >>526752041
Anonymous
6/8/2025, 11:55:57 PM No.526707198
>>526706482
>I never saw someone stack long inserters like that and I hate it.
It's even better when one is an exit inserter.
Replies: >>526752041
Anonymous
6/8/2025, 11:57:43 PM No.526707410
>>526706482
calling the Earendel hotline right now to ask him for an inserter arm collision mod
Anonymous
6/9/2025, 12:04:16 AM No.526708119
In Factorio is there a way to dump the contents of a pipe into the ocean?
Like I just want to pipe the light oil straight into the ocean rather than try to deal with it which just entails building a massive storage tank array
Replies: >>526708374 >>526709273
Anonymous
6/9/2025, 12:06:32 AM No.526708374
>>526708119
there's a mod
Anonymous
6/9/2025, 12:13:12 AM No.526709079
1707068521976803
1707068521976803
md5: 848bc3bde55da8af93c42f05a8779c83๐Ÿ”
>>526702705
>Planned Release Date: To be announced
Fuck you. Got my hopes up.
Replies: >>526709547
Anonymous
6/9/2025, 12:14:54 AM No.526709273
>>526708119
Build a pump and connect a green or red wire between it and storage. You can now tell the pump to turn on only when X is greater or lower than Y. Now you can ensure you always have heavy oil for lubricant and always have some light oil for rocket fuel. Everything excess can get turned into petroleum.
Anonymous
6/9/2025, 12:17:28 AM No.526709547
1711989333342286
1711989333342286
md5: f5bcae609af333c1bbf3ac4cb03c6ecb๐Ÿ”
>>526709079
they did make some other shit before so at least it's unlikely they'll go under before releasing it
Anonymous
6/9/2025, 12:19:43 AM No.526709768
my factorio ship sucks so much ass. i might just copy someone else's blueprint bros...
Replies: >>526710602
Anonymous
6/9/2025, 12:20:40 AM No.526709862
captain of industry
>"fertilizer needs oxygen and ammonia"
>"you can manufacture ammonia with nitrogen in a pinch"
>hmm, what if I use the same air separator to feed both?
>let me set up a junction to prefer sour water ammonia , and another to vent any nitrogen I'm not using
>wait what's that, you need far more nitrogen than oxygen so my set up clogs up?
>sure, let me set up a junction to vent any excess oxyg-
and now I have an air separator just pissing 400kW worth of oxygen and nitrogen into the air most of the time
do I really have to set up two separate air separators? really wish there was an equivalent to factorio combinators or something here
Replies: >>526710792 >>526714206
Anonymous
6/9/2025, 12:24:56 AM No.526710328
Do you concrete?
Replies: >>526710616
Anonymous
6/9/2025, 12:27:24 AM No.526710602
>>526709768
is it a straight or a slash ship?
Replies: >>526711415
Anonymous
6/9/2025, 12:27:32 AM No.526710616
>>526710328
I got the stable foundations mod and it MADE me concrete
Anonymous
6/9/2025, 12:28:57 AM No.526710765
>>526669512
fusion everywhere
Anonymous
6/9/2025, 12:29:15 AM No.526710792
>>526709862
Steal all the wasted nitrogen you have by your steel setup. 99% of the recipes only care about oxygen so you should have plenty of nitrogen around your base.
Anonymous
6/9/2025, 12:35:11 AM No.526711415
>>526710602
a crack one...
Anonymous
6/9/2025, 12:56:27 AM No.526714206
file
file
md5: bf0f2defc4bc58b9f8874cf10644056c๐Ÿ”
Train won't unload its back half if I have this track switcher in front. Even if I remove the "don't stop" mark.

>>526709862
I think that's just how it is until you get super steam cracking, then oxygen gets really cheap.
Replies: >>526714808 >>526714881
Anonymous
6/9/2025, 1:01:55 AM No.526714808
file
file
md5: 8fad69ed07988d525061950e0e6e0a97๐Ÿ”
>>526714206
Strangely though, similar things work, doesn't seem to like the split after the station.
Anonymous
6/9/2025, 1:02:36 AM No.526714881
>>526714206
Yeah they recommend not having junctions at stations. Easiest fix is to just have one for each wagon or much earlier.
Anonymous
6/9/2025, 1:17:44 AM No.526716387
Loading captain of industry or satisfactory for the first time finishing them and then moving to the other what am I in for which should I start with?
Replies: >>526719557
Anonymous
6/9/2025, 1:19:55 AM No.526716627
Capture
Capture
md5: b4ce03034cbd8a4a0306d3c7ba711a2a๐Ÿ”
>>526670470
I don't think wire should ever touch a belt. Also the craft speed on reds is slow, you don't need all those fast inserters. A bit ambitious with that red belt.

>>526700379
>making greens and plastic on site
>all those long inserters
absolutely unhinged

Anyway, here's mine. I feel like it's pretty solid, but I'm kind of afraid I'm going to get roasted now.
Replies: >>526730189 >>526752041
Anonymous
6/9/2025, 1:49:36 AM No.526719557
>>526716387
In satisfactory you can hold the button to gather bushes and grass automatically to use as fuel as you move around and thank god for that because that's going to be all you do for like 5 hours.
Replies: >>526725027
Anonymous
6/9/2025, 2:12:48 AM No.526721967
screenshot-tick-14190208x8
screenshot-tick-14190208x8
md5: 2ef0b1e205273a636470830c40cea368๐Ÿ”
just fucking execute me
Replies: >>526722147 >>526723215 >>526730454 >>526750917
Anonymous
6/9/2025, 2:14:35 AM No.526722147
>>526721967
I can see the labs processing science, so it's a win.
Replies: >>526723215
Anonymous
6/9/2025, 2:25:14 AM No.526723215
>>526721967
>>526722147
I am not hopeful for his ability to make chemical science
Anonymous
6/9/2025, 2:43:44 AM No.526725027
>>526719557
I wonder if there's a mod use lets you skip straight to coal power. Fuck manual harvesting. The tractor was going to be able to automatically harvest plants using waypoints but they cut it because of some dumb fucking reason. The vehicles in satisfactory are awful so one having a real use would have been neat.
Anonymous
6/9/2025, 2:45:02 AM No.526725131
1723985064918915
1723985064918915
md5: ccf989e252d9f3c7eb8f92784e604499๐Ÿ”
>>526468181
>>526650078
My 75/s purple science, dealing with the insane paper requirements is a nightmare.
Looks like scaling up pink science to this level will be more straightforward since it has no waste products and doesn't need 500+/s of anything.
Replies: >>526771161
Anonymous
6/9/2025, 2:48:52 AM No.526725479
>>526725328
I think you're lost m8, I don't see any eggs there
Anonymous
6/9/2025, 2:49:08 AM No.526725503
>>526725328
Hey buddy I think you got the wrong door
Anonymous
6/9/2025, 2:49:54 AM No.526725590
57db045648c14c0085b7883c4134079f28898e0f039671c1714aaa08cab32243
>>526725328
what's the automation value of a your self insert dude, three elven and one human onahole?
Replies: >>526727000
Anonymous
6/9/2025, 2:52:11 AM No.526725834
this is what you fags get for allowing oni posting
Replies: >>526726942 >>526727714
Anonymous
6/9/2025, 3:03:10 AM No.526726942
77462e0f27f3665c9839cd4c2b9f6d55
77462e0f27f3665c9839cd4c2b9f6d55
md5: 0f02fcb2a5b03ce72a6483ce7dec3ce2๐Ÿ”
>>526725834
You got a fucking problem with that?
Anonymous
6/9/2025, 3:03:41 AM No.526727000
>>526725590
the sum of the total amount of clothing, bricks, and bullets they can produce within a given year minus the amount of sustenance they need to not starve
the human factor is only for trade negotiations as the elves are racist and everyone is also racist towards elves, this would hamper production otherwise
Anonymous
6/9/2025, 3:10:31 AM No.526727714
>>526725834
Wait people were posting oni?

Since when?

Can I post oni?
Anonymous
6/9/2025, 3:21:26 AM No.526728879
man you need like 10 billion biter eggs to make enough of this gleba landfill wtf
Replies: >>526729382 >>526729679
Anonymous
6/9/2025, 3:26:50 AM No.526729382
20250607205107_1
20250607205107_1
md5: 7f739d935e8900fce8b69cb66bd178c7๐Ÿ”
>>526728879
Build your deathcamp, my dude

The limiter will always be seeds anyway
Replies: >>526729679
Anonymous
6/9/2025, 3:26:53 AM No.526729384
i hate gleba
it takes so much energy to make sure everything is working that i lose steam for doing other shit
Replies: >>526730623 >>526732851 >>526735305
Anonymous
6/9/2025, 3:29:53 AM No.526729679
file
file
md5: dbb11dc499598d718e707c965943d75e๐Ÿ”
>>526729382
>>526728879
Anonymous
6/9/2025, 3:35:50 AM No.526730189
>>526716627
>I don't think wire should ever touch a belt.
nice, you saved 1 belt in exchange for 4 tiles of extra assemblers, probably more enegy requirements and pollution.
Belt effiency is not an end to itself, only as a proxy for space efficiency.
Replies: >>526730428
Anonymous
6/9/2025, 3:38:15 AM No.526730428
>>526730189
copium
you're just retarded
wire should always be direct inserted
Replies: >>526730642
Anonymous
6/9/2025, 3:38:31 AM No.526730454
>>526721967
I'm at almost the same point, it will be a fucking pain to get robots working from here
Anonymous
6/9/2025, 3:39:02 AM No.526730501
Screenshot 2025-06-09 033754
Screenshot 2025-06-09 033754
md5: 874356b5f50f0603a4e30de2bcbc60ca๐Ÿ”
furthest i've gotten now, but I'm feeling a restart. My transport lines are bad, not enough space, can't do trains with this little flat ground and everything is starting to get really spread out.
Replies: >>526733636 >>526738738
Anonymous
6/9/2025, 3:40:14 AM No.526730623
>>526729384
I love Gleba. It's unique and rewards foresight

Also I just love the atmosphere of it and it's the only other planet with hostile aliens
Replies: >>526730910 >>526731474
Anonymous
6/9/2025, 3:40:25 AM No.526730642
>>526730428
Oh, I misremembered the ratio, you are right.
I thought you needed vastly less assemblers for wire than for red circuits
Anonymous
6/9/2025, 3:43:18 AM No.526730910
20250608184109_1
20250608184109_1
md5: ceebd2a5330ec29c36568cdc6170521a๐Ÿ”
>>526730623
Anonymous
6/9/2025, 3:49:46 AM No.526731474
>>526730623
i don't have foresight
Replies: >>526731793
Anonymous
6/9/2025, 3:49:57 AM No.526731490
file
file
md5: b041ac85f9587b62a1593f65384215b0๐Ÿ”
>500 dudes sharing 4 pieces of paper and 4 calculators per month

That's like 1 assembler, weird. I guess the real cost is the people.
Replies: >>526733775
Anonymous
6/9/2025, 3:53:10 AM No.526731793
>>526731474
Oh

Oh no
Anonymous
6/9/2025, 4:04:16 AM No.526732851
>>526729384
Never let your belts stop moving. Now Gleba is easy.
Replies: >>526735305
Anonymous
6/9/2025, 4:13:03 AM No.526733636
>>526730501
What the hell man, half your power must be going to big grinders. Do you really need 24 of the things? I don't even see gold processing which admittedly takes a bunch. Build more mega excavators and like 6 T3 belts of stone to wherever you're expanding your island and you should be able to get more space at a decent rate. Alternatively you can stop burning waste and use it as landfill for quick and easy expansion.
Anonymous
6/9/2025, 4:14:34 AM No.526733775
>>526731490
And power. 94 Tflops isn't cheap.
Replies: >>526735779
Anonymous
6/9/2025, 4:30:45 AM No.526735305
>>526729384
Do you want my Gleba Heartโ„ข blueprint?

Hook it up to your spoilage belt, yumako mash belt, and bioflux belt and it'll never ever stop making nutrients so long as you have at least spoilage going there

>>526732851
This. To the point I have recyclers that exist purely to eat excess bioflux. I really, REALLY wish we could burn bioflux or burn nutrients but alas I have to throw it into a woodchipper. I'm planning an OnlyGlebsโ„ข run sometime in the future and actually turning bioflux into nutrients to put on a long belt to spoil and turn into burnable spoilage sounds like fun but I have a nuclear reactor so I don't need power
Replies: >>526735510
Anonymous
6/9/2025, 4:32:44 AM No.526735510
>>526735305
Err I meant Yumako belt. Not Yumako mash belt.
Anonymous
6/9/2025, 4:35:21 AM No.526735779
20250608223347_1
20250608223347_1
md5: 269d71aa085208d417e62b6cd712d281๐Ÿ”
>>526733775
If pre-nuclear sure, but it's only about 3MW for that many flops.
Replies: >>526736117
Anonymous
6/9/2025, 4:36:29 AM No.526735887
ruw46ujhfrykw46u
ruw46ujhfrykw46u
md5: 922f0c50afec1a5f53a9fb39f2660526๐Ÿ”
glebbin out of my freaking gourd rn
Replies: >>526735981
Anonymous
6/9/2025, 4:37:24 AM No.526735981
>>526735887
Based. Gleba is what is best in life
Anonymous
6/9/2025, 4:38:45 AM No.526736117
>>526735779
But will another 500 workers even get you 20% more efficency?
Anonymous
6/9/2025, 4:54:13 AM No.526737669
Do I need 360 degree coverage on a spaceship or just the front? For turrets
Replies: >>526738475 >>526738940
Anonymous
6/9/2025, 5:02:42 AM No.526738475
>>526737669
mainly the front but you'll want some side turrets. when you're parked in orbit over any of the other planets aside from nauvis, you'll sometimes get asteroids coming at you from the side. nauvis is safe though
Replies: >>526740237
Anonymous
6/9/2025, 5:05:11 AM No.526738738
>>526730501
Why not rebuild in a new area?
Maybe you could kick everyone off the island, deconstruct everything into boxes of construction material?
Anonymous
6/9/2025, 5:07:07 AM No.526738940
Can you use stack inserters for spoilable stuff in Gleba without getting fucked by spoilage/ore getting stuck in the hand, by using a signal to change the stack size to 1 as to flush whatever it's holding.

>>526737669
If you're moving, Asteroids will come from the front.
My ship that was almost as wide as a common gun turret only needed a column of 2 gun turrets at the front center and the only issues were going too fast or not enough gun damage (I keep damage research at 6 because otherwise I'd be designing something that only works from say, damage 10).
Replies: >>526740237
Anonymous
6/9/2025, 5:19:47 AM No.526740237
Untitled
Untitled
md5: 7ead24cd4e6a061e97c43e8494489652๐Ÿ”
>>526738475
>>526738940
Thanks. Does this spaceship look okay?
I just don't want to send something out to have it immediately be destroyed because I had no idea what I was doing.
The factory makes ammo.
Replies: >>526740408 >>526740556 >>526741153
Anonymous
6/9/2025, 5:21:33 AM No.526740408
>>526740237
probably need more electric furnaces for more iron plates for more ammo production, and more solar panels
Replies: >>526742424
Anonymous
6/9/2025, 5:23:00 AM No.526740556
>>526740237
>3 engines that you're going to run full throttle
>4 front turrets
It can work if you use a pump to throttle the engines, will save you from running 12 chem plants on solar that can't keep up.
Replies: >>526742424
Anonymous
6/9/2025, 5:28:41 AM No.526741153
>>526740237
I would go with like 8 furnaces unless you have a bunch of turret damage upgrades.
Replies: >>526742424
Anonymous
6/9/2025, 5:41:46 AM No.526742424
>>526740408
>>526740556
>>526741153
How much ammo do they go through? I have 10+11 /s shooting speed and 5+4 damage on yellow ammo with a bunch of red I'm sending it out with that's 8+6.4.
I also added some laser turrets that have similar levels of upgrades but will drain the few accumulators I slapped on real fast
Anonymous
6/9/2025, 5:54:46 AM No.526743602
I think I liked Gleba but I might install a mod that makes it so the science doesn't spoil that shit sucks ass
Anonymous
6/9/2025, 7:23:05 AM No.526750917
>>526721967
soul
Anonymous
6/9/2025, 7:39:28 AM No.526752041
heyaslongasitworks
heyaslongasitworks
md5: 81ff81657933bf467a84bb2dc86a9ada๐Ÿ”
>>526706482
>I never saw someone stack long inserters like that and I hate it.
when i built it i had more red inserters in my inventory than blue and yellow ones. pretty much working with what i had at the time.
>>526707198
>It's even better when one is an exit inserter.
picrel

>>526716627
>making greens and plastic on site
this is just how i do buses. the consumption of green circuits and plastics is too small to build seperate modules for them.
creating universal bus lanes for green circuits and plastics would end up wasting more space with useless lanes.
it's just easier for me to wire the input with the same base materials instead of trying to weave an extra plastics/green circuit lane.

yours looks clean.
Anonymous
6/9/2025, 8:14:24 AM No.526754539
Okay so I just figured out how foundries work after taking ~20 minutes to even figure out how to unlock it (at which point I gave up and googled it).
What the fuck is the point of going to another planet?
The cost (particularly in time) of getting started makes it seem like a complete waste. I'm definitely going to reload a save from before I went and regret even making the spaceship.
Unless you've played before there's just no way you'd know what to take with you on the ship and it's so fucking painful to make shit from scratch.
Am I missing something?
I have to admit I was really hyped for the space expansion and put off playing it until after I'd graduated college and am very disappointed. I feel the main game has a great progression and tutorial system but there's just none for space. I've felt completely lost every step of the way, from when to build a platform or spaceship to how the basic mechanics even work, including not needing power poles or how to even actually send the ship to another planet.
I'm sure there's probably a good system once you understand it but the learning curve is abysmal compared to the base game, almost like they had a couple key designers/testers leave.
Replies: >>526755454 >>526758887 >>526759104 >>526803253
Anonymous
6/9/2025, 8:24:20 AM No.526755237
factorio_xytxU1Dirx
factorio_xytxU1Dirx
md5: bd50fd70af67115a2ecb4e0ea6c70a78๐Ÿ”
My intersections are looking a little semitic
Anonymous
6/9/2025, 8:27:06 AM No.526755454
>>526754539
the only requirement for vulcanus is researched medium power poles. the rest you can build from scratch. if your Nauvis base cannot survive on its own you shouldnt have left for another planet in the first place.
the wost thing is making sure your ship can survive not only the trip but also staying in the asteroid field. i got stranded on Fulgora on my first trip. the asterouds destroyed my ship and it took 4 tries and some speed building just to get a new ship up and running in orbit.
Replies: >>526756293
Anonymous
6/9/2025, 8:40:16 AM No.526756293
>>526755454
My Nauvis base and ship in orbit are both fine, but it'll take me many hours to 'profit' off of going to Vulcanus. And if I'd just stayed on Nauvis and continued investing there I'd get more out of it I think.
Basically my complaint is that I spent a ton of time and resources going to another planet only to realize that it's a barren shithole and there was never any reason to leave my comfy planet in the first place. I realize now instead of reloading I can just drop the two roboports I brought with me and fly home, then eventually if I want I can send a spaceship back and drop supplies to have the colony build itself.
But I don't see why I would ever bother. Which makes me feel I have to be missing something. Why set up factories there when I just have to ship it back to Nauvis when I can just make more stuff on Nauvis instead?
Replies: >>526758887 >>526759605
Anonymous
6/9/2025, 9:23:18 AM No.526758887
>>526754539
>>526756293
its not that complicated.
>load up ship with supplies.
>go to planet.
>automate rocket and science packs.
>go back home.
>add new science pack to your research.
>build a mule ship.
>have it transport science packs.
>repeat.
Replies: >>526759479
Anonymous
6/9/2025, 9:26:38 AM No.526759104
Untitled
Untitled
md5: b44654ff612708da32ac328f8480bdb1๐Ÿ”
>>526754539
I played every single planet from scratch because I missed the tutorial that said you could drop shit from your ship onto the ground. The only one that was annoying was Gleba because of the weird iron/copper mechanics. After I had a landing pad I just shipped whatever I needed to the planet.

I'm kind of confused about why you couldn't figure out how to unlock foundries. Did you read the technology tooltip or look at anything at all?
Replies: >>526759479 >>526760430
Anonymous
6/9/2025, 9:32:29 AM No.526759479
>>526758887
The problem is that you have no idea what supplies you'll need, and or when you'll need them. I think my main issue is that space is unlocked much earlier than you seem to be intended to go to it, but I'm not even certain either. I'm not unlocking any new technologies, just incremental improvements. I also don't see a way to unlock new technologies. So I just went to another planet since it wasn't clear what to do. But it seems they intended for you to spend an hour looking at the tech tree instead of playing the game in order to figure space out.

>>526759104
The technology tooltip is wrong. You actually don't unlock it by crafting tungsten carbide, but by mining calcite.
Replies: >>526760062 >>526760621
Anonymous
6/9/2025, 9:34:51 AM No.526759605
Factorio 2500%speed_thumb.jpg
Factorio 2500%speed_thumb.jpg
md5: f1015cda18a0ec2edfe1258f1e1f4296๐Ÿ”
>>526756293
Because the technologies you get on other planets make assemblers look like burner miners in comparison. Your 45 items a second blue belt is pathetic compared to a 240 item a second quad stacked green belt. A single foundry replaces hundreds of beaconed electric furnaces. The rewards are absolutely insanely powerful even without talking about quality. Gleba flat out doubles your science per minute. Fulgora allows buy two get one free module production which saves an insane amount of resources in the long term. So if you're looking at raw numbers then the rewards for going to a planet are through the roof no matter where you go.

That's not to say that it isn't a good idea to build up your Nauvis base first but you'll be tearing most of it down anyway because it gets obsoleted by the incredibly good new tech instead.
Anonymous
6/9/2025, 9:42:24 AM No.526760062
Untitled
Untitled
md5: 10f8025d26ad5339af391adb6827c381๐Ÿ”
>>526759479
That's clearly listed as a prerequisite tech. Those lines leading to the foundry mean that both are required for the subsequent research (like the beacon in pic related)
I'm pretty sure every tech in the game has those lines showing you what you need to do first.
Replies: >>526760430
Anonymous
6/9/2025, 9:48:55 AM No.526760430
>>526760062
As you showed in this >>526759104 screenshot, it just says "Craft [Item: Tungsten carbide]."
The calcite is only shown on the graphical map representation on the righthand side, not in the tooltip. I only ever read the tooltips. Additionally, it shows "Researched: 100%" after doing the tungsten alone.
While the information is available it's contradictory and I'm definitely not the only person to have had the problem, since when I googled it I found a plethora of bug reports from people having the exact same confusion. It's misleading at best, but I'd just say it's wrong.
Replies: >>526793275
Anonymous
6/9/2025, 9:52:14 AM No.526760621
>>526759479
>no idea what to bring.
wdym no idea? generic base building shit. Inserters, assemblers, furnaces, miners, belts, solar panels and batteries and electric poles.
How the hell can someone have no idea what to bring with them? Its a barren planner with no infrastructure. Obviously you bring the infrastructure with you to avoid building it from scratch The idea of going to another planet without any prep or planning in itself is retarded.
Replies: >>526760943 >>526761001
Anonymous
6/9/2025, 9:58:02 AM No.526760943
>>526760621
Someone earlier recommended I bring lots of extra ammo, so I had about half the ship's inventory as ammunition and a stack of turrets. Which seems to be entirely useless.
The stacks of assemblers I have are also useless. However I didn't bring pumpjacks or miners since the tips and tricks mentioned getting your resources from lava and that there was no oil.
Replies: >>526761001 >>526793535
Anonymous
6/9/2025, 9:59:11 AM No.526761001
>>526760943
Just send the ship back for another load of items.
>>526760621
I was in a bunch of /v/ threads during SA release and the amount of anons that flat out didn't build bots on Nauvis really surprised me. Maybe they were going for an achievement but there were easily dozens that couldn't send supplies to the planet they were on because they had no way to load the ship back up.
Anonymous
6/9/2025, 11:16:28 AM No.526765498
250 of these are definitely worth a shipful of ammonia
>>526663903
I have an /egg/sando->Ammonia (->ferti->bread+egg) Contract loop running now.
I'll probably put up a dock for Eggsando -> Oil and then alternate between them as-needed, and put a second small (but expandable) refinery to be next to that. The current system is holding up fine though- my truck consumption is stable enough, ships are on Heavy Oil, power is mostly woodchips and T2 generators aren't far away so that's comfy too.

It hasn't run many times but I expect to have a lot more fertiliser than I'll use, so that'll open up an opportunity for at least some snacks and fruit. I think contracts really might be a lot more important than I was giving them credit for. It feels like I have a proper footing to step upward from now.
Anonymous
6/9/2025, 12:45:31 PM No.526770342
hehe
Anonymous
6/9/2025, 12:55:43 PM No.526770994
so when and why to switch to hydrogen vehicles? are they faster? have better fuel consumption? cheaper?
Replies: >>526772174
Anonymous
6/9/2025, 12:57:58 PM No.526771161
1740050662366974
1740050662366974
md5: 14825e94a764031c4ddef21023a8b6ca๐Ÿ”
>>526725131
Pink science is stupidly simple by comparison.
Anonymous
6/9/2025, 1:13:52 PM No.526772174
>>526770994
Hydrogen cars is how you have your cake and eat it too. Onions cucks get their gay virtue signalling bullshit and people who actually like cars can still have their 400hp rumbling v8.
Anonymous
6/9/2025, 1:39:53 PM No.526773781
1638961100910
1638961100910
md5: ad165b966a18ea804230d20a08116f74๐Ÿ”
>want to play
>don't want to go through the early game
Every time.
inb4 cheats
Replies: >>526775263 >>526781035 >>526781086 >>526878263
Anonymous
6/9/2025, 2:03:52 PM No.526775263
>>526773781
just make a game out of speedrunning bots
Replies: >>526775513 >>526781730
Anonymous
6/9/2025, 2:07:21 PM No.526775513
>>526775263
More like install that mod (I dunno if they made it for 2.0) which gives bots from the start
Replies: >>526781730
Anonymous
6/9/2025, 2:32:47 PM No.526777140
1720619111626046
1720619111626046
md5: 8c19ab4ba27d0fc84c001267787d4405๐Ÿ”
snibedi snab :DD
Anonymous
6/9/2025, 3:27:24 PM No.526781035
>>526773781
If you know what you're doing, you can have bots in 90 minutes
Replies: >>526781730
Anonymous
6/9/2025, 3:28:03 PM No.526781086
>>526773781
load an old save
Anonymous
6/9/2025, 3:31:14 PM No.526781323
Why did the KSP devs decide to make it so the entire tech tree can be researched off the local Kerbal System?
Replies: >>526785998 >>527008648
Anonymous
6/9/2025, 3:36:16 PM No.526781730
>>526775263
>>526775513
>>526781035
Botheads on patrol today
Anonymous
6/9/2025, 4:00:33 PM No.526783708
Oh... I thought Gilly would be similar to Phobos, but Gilly is 10 times as large and 10 times as massive, with 10 times the gravity
Anonymous
6/9/2025, 4:13:01 PM No.526784752
1735386465525463
1735386465525463
md5: b81ea96d22befc52ad37e331c8a4b6a9๐Ÿ”
I chose the third wood production TURD for the inherent 50% productivity but then I realized just how much ash this thing needs and the ironic thing is that there's no real efficient way to create that much ash from nothing.
Replies: >>526784892 >>526785446 >>526797917 >>526798191
Anonymous
6/9/2025, 4:14:34 PM No.526784892
>>526784752
Yeah, best thing is to burn dirt but that's only really viable once you have a sick ass coke production.
Replies: >>526785783
Anonymous
6/9/2025, 4:20:24 PM No.526785446
>>526784752
The one that doubles wood output from the wood processing unit is effectively 100% productivity (stacking multiplicatively with actual productivity from modules), so if you were after productivity then you should have went for that. I'm not sure what the ash TURD is for, maybe wood-based power production since it reduces energy consumption.
Replies: >>526785783
Anonymous
6/9/2025, 4:23:53 PM No.526785783
>>526784892
I've already tested in edit mode that composting seaweed to get biomass to burn dirt is the most optimal solution in a vacuum but even then you only get 0.66 ash and you need x4 times as much *per forestry*.
I thought I thougth this one through enough but I really haven't. The easiest way to get ash for free from flue gas is behind logistics, too.
>>526785446
>The one that doubles wood output from the wood processing unit is effectively 100% productivity
I've tested this already and you get more wood, faster with less, compared to the x2 wood production one which was the one I went for the first time. The tradeoff is the insane ash requirement.
Replies: >>526785986
Anonymous
6/9/2025, 4:24:35 PM No.526785852
https://www.youtube.com/watch?v=Lfq2OZ8lpA8
My ears when bionic duplicants are defragmenting.
Anonymous
6/9/2025, 4:26:02 PM No.526785986
>>526785783
It seems to me like with the +50% productivity and +50% speed you have 225% wood production compared to 200% for the doubled wood TURD, which isn't a huge improvement, especially with the lower productivity. Am I missing something?
Replies: >>526787058
Anonymous
6/9/2025, 4:26:08 PM No.526785998
>>526781323
Because inter-planetary transfers were never implemented well. To this day I pretty much have to eye-ball my injection burn by holding a piece of paper with the correct angle against my screen. Going to other planets is a thing that you can /do/ but it's basically a bonus that it exists and this is a game about going to the moon and the other smaller, nicer moon.

This is most apparent when you realize that predictive orbit lines have a significant margin of error, especially when planning a maneuver. When you pass into a new sphere of influence the math re-runs itself and what was a perfect trajectory is now wrong, with the error compounding every additional SOI that you pass through until it no longer resembles your initial flight plan. And you're just supposed to... put up with that I guess.

Also let's be real, at maximum time warp it takes a REALLY long time to get a transfer window lined up correctly, and the process is entirely manual.
Replies: >>526786734 >>526787058 >>526813053 >>526813770 >>526815827
Anonymous
6/9/2025, 4:33:51 PM No.526786734
>>526785998
Why do ions exist then? You do not need the dV Ions provide for local system transfers.
Replies: >>526787046
Anonymous
6/9/2025, 4:37:12 PM No.526787046
>>526786734
Making a dozen trajectory adjustments due to incorrect instrumentation with an ion thruster is... kinda tedious. Also ions and nuclear engines are basically cheat items, they really shouldn't exist in a proper simulator due to being speculative technologies. And I guess that mars-return trips would be in the realm of speculative ventures anyway but it's just another reason why it would fall outside the bailiwick of "normal play"
Replies: >>526787317 >>526788629 >>526815827
Anonymous
6/9/2025, 4:37:21 PM No.526787058
>>526785986
Actually, post-logistic science maybe you could just not use the ash recipes, since you don't lose as much of your wood production proportionally?

>>526785998
Having to do correction burns mid-course is "realistic" (happens for different reasons), but it would be nice if vanilla had better tools for planning interplanetary transfers
Replies: >>526787786
Anonymous
6/9/2025, 4:40:14 PM No.526787317
>>526787046
Ions exist, the ions in KSP are cheat because they're several orders of magnitude more powerful than real life ions. Though if you give them realistic output like in realism overhaul then they become useless gameplay-wise. Nuclear engines I think could be justified since there were ground-tested engines, and KSP is not meant to be a hardcore simulator anyway
Anonymous
6/9/2025, 4:45:17 PM No.526787786
file
file
md5: 0326cba59b172d83687662583a798394๐Ÿ”
>>526787058
The issue is that all TURDS are esoteric at best and they all feel like traps, so when presented with the obvious "x2 wood per wood" choice I needed to look deeper into it, especially given that you'd expect wood to be the foundation of your factory.
The problem being that the Ash TURD nets you 405 wood/ minute while x2 TURD nets you 360, but with *thrice* the ash requirement.

basically, sometimes the obvious solution is obvious for a reason. C02 moondrop and x2 wood.
Everything else is just weird and probably not worth it.
Replies: >>526797917
Anonymous
6/9/2025, 4:54:37 PM No.526788629
>>526787046
That's dumb. Saying simulators shouldn't cover things that are obviously mathematically possible, but haven't happened because of lack of political will. Anyway there are dozens of interplanetary flight profiles that aren't theoretical. Voyager did the grand tour after all, NASA's Dawn made three orbits, two of which were outside out local system.
The cold war never went hot, but nobody criticize Milsims set in a Coldwar gone hot.
Replies: >>526789143
Anonymous
6/9/2025, 4:59:49 PM No.526789143
>>526788629
I'm not saying that there isn't a place for "what-ifs" on the menu, just that KSP was basically cold-war NASA pornography and it's treatment of SCO and space-planes was always... poor as a result.
Maybe Kitten Space Program will dip into sci-fi technology more, I'd actually rather like that, but it has a lot of homework to do before that becomes a good idea.
Replies: >>526789284 >>526790980
Anonymous
6/9/2025, 5:01:20 PM No.526789284
>>526789143
>SCO
I meant SSTO, I'm Elite Dangerous brain-fried right now.
Replies: >>526790980
Anonymous
6/9/2025, 5:20:46 PM No.526790980
>>526789143
>>526789284
Good SSTOs are bad, 52 years since humanity has left Earth. Space planes should be portrayed as hit because they are.
Anonymous
6/9/2025, 5:45:26 PM No.526793275
>>526760430
his factoriopedia is obstructing the tech tree
Anonymous
6/9/2025, 5:48:11 PM No.526793535
>>526760943
it's so you can kill the big bad and get access to a tungsten patch
Anonymous
6/9/2025, 6:04:40 PM No.526795093
Screenshot_20250608_111544
Screenshot_20250608_111544
md5: 488d957e2fa31e50f0ce222a53d58a0e๐Ÿ”
hello again lads, let there be fire

I just started playing again this weekend, and by god, all my other priorities went out the window

I went with that elongate map, so trains definitely are on the menu,
one thing I'm wondering tho, seems like mixed cargo is a thing, can you potentially get mixed cargo into trains?

also, how do I get gud into cool looking roads?
Replies: >>526797980 >>526803253 >>526805195 >>526853773
Anonymous
6/9/2025, 6:33:37 PM No.526797917
>>526784752
>>526787786
I think your TURDS are different from mine since I'm playing on an old version and I simply do not have that which you speak off. You are talking about the fast wood forestry right or the wood processing unit one which I think I don't actually have? My third option slashes the ash requirements to a third.
But one thing about turds in general is that most of them are at least "good", few of them are straight up traps though and only few of them are mandatory per say. I think which one you go for really depends a lot on how you want to play and not just on what is technically optimal which I like a lot. Personally I prefer the ones that simplify the recipes over most everything else but the ones that make the recipes more complex tend to be better if you actually play around them though with some it's best to wait before unlocking those since the item may be expensive without further techs (like the plastic bottle for the chlorinated water or what ever it was)
Replies: >>526798191
Anonymous
6/9/2025, 6:34:17 PM No.526797980
>>526795093
>how do I get gud into cool looking roads?
Paint placed concrete tiles. You can use the available patterns to get quite close to actual road markings. And make them a lot more ... road-y.
Anonymous
6/9/2025, 6:36:25 PM No.526798191
>>526797917
>>526784752
Also if you are looking to make ash, just burn coal for power. Like have 100 boilers burning raw coal off to the side somewhere next to a coal patch, makes tons of ash very quickly and reliable and easy as balls to setup. The actual electricity benefits quickly fall off as you get to molten salt based power or start using renewables or something but the ash generation is nice and the power still helps for a long time.
Anonymous
6/9/2025, 7:27:15 PM No.526803253
>>526754539
>Unless you've played before there's just no way you'd know what to take with you on the ship and it's so fucking painful to make shit from scratch.
It's the type of stuff that grows hair on your chest.

>>526795093
>one thing I'm wondering tho, seems like mixed cargo is a thing, can you potentially get mixed cargo into trains?
No idea on that one, but I'd recommend to start off with a single ore sorting plant for several things then to have individual ones on your mines as the building itself costs 80 parts.
Anonymous
6/9/2025, 7:45:48 PM No.526805195
>>526795093
Mixed cargo on trains works fine if you use filters on your wagons. Just keep in mind that trains can't currently pick a station based on their current cargo and will happily try to serve a station that doesn't need what they are carrying. Make sure your destination stations always have an unload for any item that train might have on it.

So if your train carries iron and copper make sure the destination can unload BOTH iron and copper.
Replies: >>526809860
Anonymous
6/9/2025, 8:06:00 PM No.526807405
Screenshot20250609-20021700000
Screenshot20250609-20021700000
md5: fd47cd0d88ace76c6d7bef99d88aab91๐Ÿ”
Gents I humbly ask you for some minor, tips in my first Satisfactory playtrough. Pic related, I just set up fuel generators and have everything done up to and including phase 5.
I have tons of excess copper and iron, but tons of steel related bottlenecks as I simply don't have enough coal, even though im not using coal energy and not using coal for anything else but steel.
I'm going in dry and wiki-less, but I'm simply a bit overwhelmed as to what side optimizations I could get on the side.
Replies: >>526808483 >>526808554 >>526809908
Anonymous
6/9/2025, 8:16:42 PM No.526808483
>>526807405
Use blueprints
Build on foundation
Overclock miners
Some alternative recipes are must have like diluted fuel and heavy oil residue or iron wire, some are trash and some are just meh
Shop has some great buildings like ladders, pipe holes and attachments and more
Set up hypertube cannons for fast movement between factories
Replies: >>526814529
Anonymous
6/9/2025, 8:17:25 PM No.526808554
>>526807405
If you lack coal just go and find more or switch to more coal friendly recipes. Maybe go and hunt for some alt recipes if you haven't in a while and see if you get anything good. In satisfactory in particular "side optimizations" aren't really worth it since all nodes are always infinite and there's no productivity which means a line that uses the entire nodes output can be thought of as finished and final for the most part. The only real upgrade there is higher tier miners which I guess if you don't have or aren't using you could go for and use on the lines that are in shortest supply.
Replies: >>526814529
Anonymous
6/9/2025, 8:30:22 PM No.526809860
>>526805195
I mean actual cargo mixed in the wagons, like for example, you mine mixed stuff but take it to a central location for ore filtering

or another example, mixing food stuff from a remote farm, specially flat beds, given how food is relatively low volume I think it hardly justifies using a single wagon for each respective thing

speaking of which, given how trains can reverse without problem, anyone tried making a reverse stop?
Replies: >>526816614
Anonymous
6/9/2025, 8:30:55 PM No.526809908
map
map
md5: 449791d36a4137583fb0bad758efc69f๐Ÿ”
>>526807405
Do you mean tier 5? Phase 5 means you beat the game.
Tier 5 is when you really need to start branching out more, because your need for materials is greater than what is around you. You can either wait for tier 6 and use trains to ship raw materials in, or set up smaller factories around the world and connect it to your space elevator I prefer the second one just massive train networks make my head spin, and I like making themed factories anyways. If you have radar towers unlocked (it's in the maam) you can use them to find resources easier, picrel is a screenshot from my completed game, I've been using it for reference on my current playthrough. There is also a website where you can upload your save and it will have the same effect but I've never used it.
Another thing, is maybe take the time to find hard drives and sloops if you're having a hard time with one specific resource. No matter what you will need lots of steel, but different alt recipes use different resources - for example the solid steel ingot recipe uses 2 coal to make 3 steel, withe the tradeoff of needing more iron. This compounds the more recipes you use, since pretty much every recipe in the game has multiple alt recipes. Unfortunately the way you get new recipes is literally a gacha pull system so you need a lot of hard drives to get what you want unless you get lucky.
You don't want to rely on sloops too much because you will need them in the late game but they can help in a pinch, or if you just don't want to bother with something like heavy modular frames.
Replies: >>526811004 >>526814529 >>526814529
Anonymous
6/9/2025, 8:40:43 PM No.526811004
>>526809908
Someone else here, please do not use trains, it's absolute cancer to build trains in any capacity in satisfactory
Replies: >>526811483 >>526811652 >>526814529 >>526825070
Anonymous
6/9/2025, 8:44:40 PM No.526811483
>>526811004
Trains are good as long as you have set of rail segments blueprinted, building manually is cancer tho
Anonymous
6/9/2025, 8:46:08 PM No.526811652
>>526811004
Yeah they suck, but they can be worth it sometimes if you need a large amount of materials. I basically only use them like drones, sending things from one place to another, instead of connecting them and sending them to multiple places - it's a lot easier if you think about it that way.
Also, in 1.1 train tracks are slightly easier to place, so there's that at least.
Anonymous
6/9/2025, 8:59:42 PM No.526813053
>>526785998
The game tells you when transfer windows are open, you donโ€™t have to guess
Anonymous
6/9/2025, 9:06:48 PM No.526813770
>>526785998
In my experience predicted trajectories are generally accurate, however I think thereโ€™s a bug where using โ€œwarp to maneuverโ€ can mess up your trajectory, to prevent this you have to make sure youโ€™re already warping before using a warp to maneuver
Anonymous
6/9/2025, 9:14:10 PM No.526814529
>>526808483
>>526808554
>>526809908
>go find more recipes
>use MAAM
got it, both things i've neglected
>>526809908
thank you, and yes, I basically the phase just before trains
>>526811004
no way, I quite literally got the game because I was in a "I'm going to fucking master trains" mindset, why do you suggest to avoid them?
Replies: >>526815485
Anonymous
6/9/2025, 9:21:43 PM No.526815292
redc
redc
md5: 28f7a3d7922033919007541a9cf2dbea๐Ÿ”
>>526670470
Replies: >>526815765 >>526822139
Anonymous
6/9/2025, 9:23:54 PM No.526815485
>>526814529
NTA but they take so much space and train station are slow as fuck, no way to speed them up
Otherwise they look great
Replies: >>526816620
Anonymous
6/9/2025, 9:26:36 PM No.526815765
>>526815292
I like how this looks except you feed the green and plastic on the wrong end for the flow
Anonymous
6/9/2025, 9:27:09 PM No.526815827
>>526785998
>>526787046
Yeah sure but ground based driving is hell in KSP, and Lunar rovers are real and were in the space race. In fact there was an electric car on moon, which is crazy because that was only one month after the birth of the inventor of the electric car.
Anonymous
6/9/2025, 9:34:30 PM No.526816614
>>526809860
>I mean actual cargo mixed in the wagons, like for example, you mine mixed stuff but take it to a central location for ore filtering
No, loose stuff you can dig from the ground needs to be taken to a sorting plant.
The game won't do "this belt or train has 20 packages of 10% stone 90% ore", trucks being the exception
Replies: >>526821669
Anonymous
6/9/2025, 9:34:32 PM No.526816620
>>526815485
The train station really isn't that slow considering the fact that once the animation is done it unloads everything all at once, plus it has 2 inputs and 2 outputs. It's mainly for transporting large amounts of materials over long distances, the bigger and farther you go the better they become.
Anonymous
6/9/2025, 10:05:25 PM No.526820160
2.1 when
Anonymous
6/9/2025, 10:18:19 PM No.526821669
>>526816614
I see, I really though I saw something about mixed cargo in old preview posts, so probably I'm misremembering
Replies: >>526824252
Anonymous
6/9/2025, 10:22:20 PM No.526822139
>>526815292
>elf modules
fuck you
Replies: >>526823697
Anonymous
6/9/2025, 10:35:56 PM No.526823697
>>526822139
sorry guy, didn't manage to set up my legendary prod 3 factory yet
Anonymous
6/9/2025, 10:37:14 PM No.526823846
int
int
md5: 74d3602b001ad637c029e07165d0de83๐Ÿ”
Neat.
Last time I did intermetallics it took me 75 hours.
Replies: >>526824183
Anonymous
6/9/2025, 10:40:08 PM No.526824183
>>526823846
did py get a graphical update? looks great
Replies: >>526824351
Anonymous
6/9/2025, 10:40:40 PM No.526824252
>>526821669
They probably meant mixed wagons of different materials. I really wish we could poor mixed ore into a train and have it attach to the new giant ore sorter. Not only would that look cool but it would make logistics far simpler. Coi desperately needs some logic systems nowc that trains are in the game. The current station settings are too basic to make things efficient.
Replies: >>526827524
Anonymous
6/9/2025, 10:41:29 PM No.526824351
>>526824183
It must be because I'm using a mod that cut off the fucking textures to fit in the collision box.
Replies: >>526826448
Anonymous
6/9/2025, 10:48:02 PM No.526825070
Satisfactory blueprint connect_thumb.jpg
Satisfactory blueprint connect_thumb.jpg
md5: 3e958529443c231760b1895118d8d1c5๐Ÿ”
>>526811004
Building trains was cancer before one of the latest patches that actually allows you to connect blueprints automatically. Now building rails with pillars works just like pic related and can be done in seconds. The trains are still dumb but having an island spanning network is still very handy.
Anonymous
6/9/2025, 11:00:10 PM No.526826448
Stationeers up
N: Green /egg/s and ham
P: Corneroids
Looks like if we want to have people spawn at the new base we have to make a invincible spawner, and do some funk.

>>526824351
>decapitate building
>looks better
cities BTFO
Anonymous
6/9/2025, 11:10:04 PM No.526827524
Screenshot_20250609_180834
Screenshot_20250609_180834
md5: ad349359d0cd6487c1a0ce3763d17f97๐Ÿ”
dear god, can anyone suggest a better calculator here?

>>526824252
what kind of logic are you thinking of? stuff like factorio logic circuit?
Replies: >>526828818 >>526829771 >>526839945
Anonymous
6/9/2025, 11:22:12 PM No.526828818
>>526827524
Ehh do you really need a calculator? How many distillers do you actually plan on having? Also if you're going to be making power from oil the only thing that matters is how many tier 1 distillers you're using since medium oil is by far the best for making steam. Naphtha and fuel gas aren't enough on their own to keep the loop going. With pipe balancers you can unsure that their steam gets used first though which saves coal. Don't forget to run a double balancer to ensure that the fuel gas/heavy oil/naphtha get used in cracking before getting turned to steam though.

I like to break it down into machines per distiller. Like how you need 1 sour gas stripper per 2 tier 1 distillers or 1 gas boiler for heavy oil per 3 distillers. When you throw cracking in the mix things get muddied since you won't always be needing X amount of rubber for electronics once your construction parts are filled up. I plan around maximum consumption and accept that some cracking is going to be dormant at times when I'm either not using enough diesel or rubber/plastic isn't getting used as much.
Replies: >>526833973
Anonymous
6/9/2025, 11:31:21 PM No.526829771
>>526827524
>What kind of logic. More advanced station logic. Right now you can only request a train either if every module is full or empty with nothing in between. I want to be able to request trains based the amount of ore stored in a silo instead of the amount of ore stored in a module. I might have a train with 20 wagons and If I have multiple pickup stations with 2 modules I'd rather it go to the one with ten thousand ore behind it instead of the one with only 480 in the modules. It gets even worse when you use a small number of loading modules and want to use multiple trains. If I set a station to only call trains when the modules are full but set the train capacity to 3 I can end up with three trains all hauling ass to pick up two wagons full of ore. I just want to be able to make it dynamic and based on total available ore so I can cut down on uneeded traffic.
Replies: >>526832490 >>526833973
Anonymous
6/9/2025, 11:40:15 PM No.526830754
1734920311932057
1734920311932057
md5: cb826f0d5f530618fc3f0ea25aaf0467๐Ÿ”
Replies: >>526913113
Anonymous
6/9/2025, 11:57:01 PM No.526832490
file
file
md5: 04b4ba6c36bd50fb3f03e13b21930c79๐Ÿ”
>>526829771
>Right now you can only request a train either if every module is full or empty with nothing in between. I want to be able to request trains based the amount of ore stored in a silo instead of the amount of ore stored in a module.
Have this (WITH even inputs) inbetween your unloading station and the storage then set the thing to request when empty.
Anonymous
6/10/2025, 12:11:09 AM No.526833973
Screenshot_20250609_185629
Screenshot_20250609_185629
md5: f6036278a14e9d5da4aae35484d12893๐Ÿ”
>>526828818
yeah hecking I want to make the math to see if it can handle everything
I think I finally got it, but goddamn, this would benefit from having a merge priority kind node
so as it turns out it seems to be quite efficient, both coal and water wise
its true distilling light oil makes it way less efficient but at the same time you kinda need all of that tasty side products

>>526829771
I kinda get what you're coming from, definitely this game is more geared to having fewer specific line trains rather than the madness that is factorio
Replies: >>526859562
Anonymous
6/10/2025, 1:06:54 AM No.526839945
>>526827524
Which city metro is this?
Anonymous
6/10/2025, 1:14:22 AM No.526840646
beachfront property
beachfront property
md5: c5bbe1ccd9ba13491449548713d15fbf๐Ÿ”
It is now year 500 of me fucking around in my sandbox save. In a fit of madness, I have given my citizens a beach, moved my office somewhere nice and central, and made the beacon into a landmark, and no longer merely a forgotten relic
No I am not procastrinating from figuring out a good petrochem layout
No I am not dreading going back to buildings eating my clicks when I'm trying to deal with the spaghetti I wedged between them

I hate how little I can zoom, and how much the game likes to snap to whatever it *thinks* you're trying to click
Replies: >>526843396 >>526852416
Anonymous
6/10/2025, 1:18:29 AM No.526841025
1726740234218593
1726740234218593
md5: 47701990b6441b722b253e7873d8adfb๐Ÿ”
Do you ever just sit back and admire the healthy glow of nuclear power?
Replies: >>526841274
Anonymous
6/10/2025, 1:20:54 AM No.526841274
1732112484414833
1732112484414833
md5: 5267fe023d876f0168aa8578f0cec530๐Ÿ”
>>526841025
>Player-color painted non-military entities
Oh boy, am I about to find out about an existing feature that it's embarrassing for a long-time player to not know about?
Replies: >>526842719 >>526842742 >>526843396
Anonymous
6/10/2025, 1:35:20 AM No.526842719
1739628863432839
1739628863432839
md5: 9d6306a55ef32cecdbb8e7d90bd1375e๐Ÿ”
>>526841274
If you mean the buildings being green it's just a mod.
Replies: >>526842813
Anonymous
6/10/2025, 1:35:40 AM No.526842742
>>526841274
that looks like seablock machine tiers
Replies: >>526842813
Anonymous
6/10/2025, 1:36:13 AM No.526842813
>>526842719
>>526842742
phew
Anonymous
6/10/2025, 1:42:26 AM No.526843396
>>526841274
Press alt+f4 for the spraypaint tool
>>526840646
based screenshot taker
Anonymous
6/10/2025, 2:21:59 AM No.526847263
Are other py players playing with spoilage on? I'm not, since I don't have the DLC, but py+spoilage sounds awful to manage
Replies: >>526848850 >>526881186
Anonymous
6/10/2025, 2:38:09 AM No.526848850
>>526847263
No. I'm almost tempted to see what it does, but it just sounds like it would take py from the realm of cock and ball torture to the realm of snuff.
Replies: >>526851892
Anonymous
6/10/2025, 2:59:17 AM No.526850864
https://store.steampowered.com/app/2275490/Kaizen_A_Factory_Story/ demo
Replies: >>526860448
Anonymous
6/10/2025, 3:09:53 AM No.526851892
>>526848850
From what I read, in addition to bio stuff, it adds nuclear decay as spoilage recipes, which is interesting, but probably is much harder to deal with than normal spoilage because it's difficult to dispose of radioactives.
Anonymous
6/10/2025, 3:16:00 AM No.526852416
>>526840646
>No I am not dreading going back to buildings eating my clicks when I'm trying to deal with the spaghetti I wedged between them

The way they intentionally delay the display of what you're trying to build is so annoying. They have it render at like 10 FPS and you have to wait until it displays to click or it will build the previous thing it displayed. There is no reason to do this.
Anonymous
6/10/2025, 3:30:43 AM No.526853773
roads
roads
md5: d2e5a416d79c3230cf850c724be23e94๐Ÿ”
>>526795093
>also, how do I get gud into cool looking roads?
Cobble, border lines and a dashed center will do the trick for your roads.
I think I shot myself in the foot going for 6-wide roads, you may want to go for an odd number instead. Oh, and I do like to leave 3x5 loading bay areas at any factory inputs or outputs, like picrel, it looks nice.

Also for the love of god do not build diagonal roads. There are no diagonal lines. Best you'll be able to do is some jagged or squiggly looking mess with either the corner or curve decals. You will hate it and hate yourself.
Were diagonals really that much to ask for? Or crosswalk decals that connect, so they don't have to be only 1 tile wide?
And that set of crisscrossing diagonals that doesn't tile properly and makes some weird mosaic instead? Some of the decals are outright mystifying.

Just make sure to keep it simple with simple straight lines and dashes, anon. And don't forget you can copypaste sections of decals, so you don't have to waste a million years painting that road
Replies: >>526859562 >>526926494
Anonymous
6/10/2025, 3:58:57 AM No.526856376
arqad queen
arqad queen
md5: 1fd7b7c8d063ec84a59b0d7d1fae674e๐Ÿ”
Well, it only took about 77 crafting cycles to get the arqad queen from scratch. Not terrible. Now I just have to see if I can breed another one before this one dies and I have to go back to getting eggs from genetic engineering.
Anonymous
6/10/2025, 4:35:11 AM No.526859562
Screenshot_20250609_211015
Screenshot_20250609_211015
md5: b47a6e5c95280450b62dd9deb00b0771๐Ÿ”
>>526833973
Yeee it works
goddamn, I could've benefitted quite a lot by having a little bit storage for the oil as buffer

>>526853773
now that's what I was talking about, pretty damn good looking anon,
I thought about using the cobble for roads but somehow it felt strange using anything other than concrete slabs for roads
also a pia about diagonal roads, I guess the concrete blocks work well enough to prevent trucks going slightly off road when they don't need to

tomorrow I'm gonna try a fairly straight country road
now if I could only figure out what to do with that huge pile of dirt
Anonymous
6/10/2025, 4:37:25 AM No.526859790
Screenshot_20250609_213714
Screenshot_20250609_213714
md5: 2643ad58ffb32a1443c5e95ba1cc0e63๐Ÿ”
>all of that handpainted glory in midst of the spaghetti
I applaud your autism anon,
meanwhile my shitass looking favela
Anonymous
6/10/2025, 4:45:06 AM No.526860448
>>526850864
This shit is so ass...
Anonymous
6/10/2025, 4:47:38 AM No.526860671
https://mods.factorio.com/mod/TUSFactorio
Replies: >>526874618
Anonymous
6/10/2025, 5:19:34 AM No.526863486
20250609231905_1
20250609231905_1
md5: 4495db5f1ed3dd8209209c68e4e1ea2f๐Ÿ”
Let there be sosij
Replies: >>526866654
Anonymous
6/10/2025, 5:56:27 AM No.526866654
>>526863486
Are you doing mixed crops or mono crops? Jamming belts make me nervous.
Replies: >>526867467 >>526868102
Anonymous
6/10/2025, 6:06:16 AM No.526867467
>>526866654
>Afraid to have a farm outputting multiple crops at the same time
If only there was a building that processes all excess organic matter generated by farms.
Replies: >>526867554
Anonymous
6/10/2025, 6:07:32 AM No.526867554
>>526867467
>all
Replies: >>526867661
Anonymous
6/10/2025, 6:08:45 AM No.526867661
>>526867554
I'm NOT counting saplings
Replies: >>526867690
Anonymous
6/10/2025, 6:09:07 AM No.526867690
>>526867661
1/2
Anonymous
6/10/2025, 6:14:07 AM No.526868102
file
file
md5: d8d961da479adb0b7434a7bbe0ba8cc6๐Ÿ”
>>526866654
The majority of the farms are like this so they output to 2 belts. Some are just to make animal feed and switch between corn and potatoes. I have the wheat farms just making wheat.

It all works and doesn't deadlock
Replies: >>526869036 >>526869308 >>526885450
Anonymous
6/10/2025, 6:25:52 AM No.526869036
>>526868102
back my previous save,
all I remember is always scrambling to balance all the multicrops, trying to match timing and all that crap
and by god, because of how complex the food industry is, it was always such a pain to balance
Replies: >>526873896
Anonymous
6/10/2025, 6:29:11 AM No.526869308
>>526868102
Ah you're mixing flat and loose so they don't jam? I overlooked that as a simple solution. Doing corn/potatoes makes sense when it's just for animal feed. Once my pier is finished I'll be able to reorganize my island and hopefully have it look good while being neat and organized.
Replies: >>526873896
Anonymous
6/10/2025, 7:31:57 AM No.526873896
>>526869308
Yeah it has the 2 independent lines, though I think towards endgame it's not a big deal to get rid of crop rotation and just apply more fertilizer.

>>526869036
Sounds like quite a hassle
I considered trying to have a system of balancers to create close to the correct ratio, and any extra would get recycled, but what I did seemed simpler in the end.
Replies: >>526885615 >>526896951
Anonymous
6/10/2025, 7:42:36 AM No.526874618
>>526860671
>Education
Do people really use games to show a controlled simulation for school? I'm pretty sure there is plenty of much better softwares and resources to do that.
Replies: >>526875470
Anonymous
6/10/2025, 7:54:22 AM No.526875470
>>526874618
yeah, games are a decent way to show off different situations. Plus, if you're a management engineering student, managing a simplified game of Factorio with your groupmates should be doable.

https://class.admin.tus.ac.jp/slResult/2024/japanese/syllabusHtml/SyllabusHtml.2024.9974519.html
Anonymous
6/10/2025, 8:38:33 AM No.526878263
maxresdefault(2)
maxresdefault(2)
md5: 9cbbf432495c3092b7ac10b9cd75a9bc๐Ÿ”
>>526773781
Anonymous
6/10/2025, 9:25:31 AM No.526881005
Feh
Feh
md5: ed0692c7195355dc2605710f06e433b1๐Ÿ”
Problem:
Py1 gives you access to liquid iron, which is vastly easier to move around long distances with iron pipes, but requires a solid ingredient: borax

Solution: find an iron vein 15 kilometers away that's close enough to be readily available
>???
>loadsairon
The only snag is the requirement of solid fuel from the oxygen furnace, but that's easily fixed with a forestry since each oxygen furnace requires 150 wood a minute to run.

Molten aluminium is slightly more annoying because of the graphite electrode requirements, but again it's just a matter of finding a close enough borax+aluminium ore vein, wood->coal->coke->graphite.

The other snag is you do need borax to turn the molten stuff into plates, but then again that's much less of a hassle to find a borax vein near your base and belting it there compared to finding one near a specific ore vein that you need, and the requirements are vastly lower.
Replies: >>526881942
Anonymous
6/10/2025, 9:28:32 AM No.526881186
>>526847263
It seems like it adds interesting stuff here and there with the new nuclear decaying mechanics etc, and it doesn't seem as unforgiving as you'd think because the spoiled byproducts are still mostly useful, but I can't imagine micromanaging raw meat spoilage to your dig-o-sauri just for novelty's sake. Also like all new features that's gonna need a couple years of finetuning.
Anonymous
6/10/2025, 9:41:36 AM No.526881942
>>526881005
I don't know why you think moving iron in a pipe is the move desu, the casting still needs multiple ingredients and with the amount of fluid ingredients you will find that pipes aren't that convenient after a while, especially for a commonly used product like iron that has to go everywhere. I guess you can do that if you like but honestly it never occurred to me to even try. I would just make plates from that immediately and then just hook that with belts to where you were using iron or use trains. Especially since you need the same stuff for most other plate casting so it's convenient to have the casting done in one part of your base and then just ship out the finished goods.
Replies: >>526883471
Anonymous
6/10/2025, 10:07:32 AM No.526883471
tap
tap
md5: a1fa908930b04b47b12c8a4db5f05a49๐Ÿ”
>>526881942
>I don't know why you think moving iron in a pipe is the move
molten iron *is* the move my man
think of this
pipes take iron to make iron
moving iron literally just costs iron
and again, there is basically no other requirement for molten iron other than borax
trains are still HELLA expensive by py1 and require you to set up fish farms, on top of tin and lead for the rails etc
this is far, FAR cheaper by this point in the game and also
>pipes aren't that convenient after a while
I think when I'm at that point where you're going to make more than 1200 units of molten iron a second I'm gonna have bigger fish to fry, but I do look forward to having a tailings storage pond of molten iron though.
>honestly it never occurred to me to even try
trick here is that you gotta remember belts take copper AND iron (and in fact I have to set up a new copper mine right about now because I'm fresh out of my starter patch and the closest one is 500+ meters away and that one is going to be annoying) while iron? Moving molten iron over long distances just costs iron.
Replies: >>526884651
Anonymous
6/10/2025, 10:21:58 AM No.526884269
1719469408887653
1719469408887653
md5: 2bfa293c5e4a6e5d56e8dc9d5f863b8f๐Ÿ”
>But borax requires syngas to mine.

Hmm yes you know what I may have forgotten that part
Anonymous
6/10/2025, 10:28:45 AM No.526884651
>>526883471
>trains are still HELLA expensive by py1
You don't need to move things far if your base is small, belts do fine for that and if you got to PY1 you already have an iron belt going to everywhere iron is needed, it's free.

>I think when I'm at that point where you're going to make more than 1200 units of molten iron a second I'm gonna have bigger fish to fry
It's not the throughput that's the issue, the issue is that if you proceed with this idea you need to run dozens of pipes across the base and pipes can't be woven and you still need the local area to have all the items needed to print out the plates
Replies: >>526884908
Anonymous
6/10/2025, 10:33:04 AM No.526884908
okay that's fine there's also a raw coal patch relatively close by and I can just move the syngas by pipe so no biggie

it's still a good choice because syngas is literally just raw coal + water and the requirements for it are basically nothing, a single destructive distillation tower of raw coal to coal gas gives you enough syngas for 12 crystal miners.
I have to wonder how many fawogae plantations you'd need if the requirement is so low.
>>526884651
> and pipes can't be woven
oh, I've got elevated pipes, that's fine.
Replies: >>526885910
Anonymous
6/10/2025, 10:42:37 AM No.526885450
>>526868102
>The majority of the farms are like this so they output to 2 belts.
Oh that's fucking clever. Avoids the monoculture problem without having to rely on green manure, and splits the belts at the origin so one product backing up can't affect the other, like a sorter-based approach would. The farm simply voids what overflows its internal buffers, and everything keeps running forever.

I'm going to unashamedly steal this idea from you, anon.
Means rekitting my farm block - but: worth it to do it now, before I scale it up further.
Anonymous
6/10/2025, 10:45:19 AM No.526885615
>>526873896
>any extra would get recycled
You actually still might want to do that. Free natural gas and organic fertilizer, the latter of which could also be used with the improved recipe for fertilizer 1 for 1.5x yield, if you really wanted to. The only difference is you won't need to have an overflow to void it. Natural gas and organic fertilizer just become a freebie sink, tacked onto the end.
Anonymous
6/10/2025, 10:50:10 AM No.526885910
>>526884908
apparently fawogae are absolute trash compared to wood even if wood has the lowest coal gas yield, go figure
mostly because you can make coal out of wood and coal to coke gives you three times as much coal gas and wood to coal
Replies: >>526890125
Anonymous
6/10/2025, 11:53:22 AM No.526890125
>>526885910
Fawogae is a zero input recipe for the autists that insists on doing it like that or for pyblock runs, it's not very good when you have the resources available on the ground
Replies: >>526890242
Anonymous
6/10/2025, 11:55:12 AM No.526890242
>>526890125
I mean, even logs literally just cost water and if there's anything that pyblock has it's water
Anonymous
6/10/2025, 11:58:03 AM No.526890446
did-you-know
did-you-know
md5: 767bf7fa7d7bb8716ae241c2bedaddeb๐Ÿ”
For the fellow anons playing CoI and having to do the occasional ratio breakdown: see picture.
It comes with a built-in calculator. There's a small tip in the loading screen that occassionally calls it out, but it's oh-so easy to miss.
Replies: >>526896951
Anonymous
6/10/2025, 12:05:03 PM No.526890934
blink
blink
md5: 546e2a17816dc1138b8e384c4997e0d8๐Ÿ”
>300 hours later, TIL
Anonymous
6/10/2025, 12:17:00 PM No.526891725
Why do COI goals suck so much, easily one of the worst features of the game
>'tutorial' but you can't disable it
>'you don't have to do them' but early game is balanced around having the resources they provide
>gated behind each other so you have to do every single one of them to finish them
>extremely specific like 'connect kiln to rainwater harvester' or 'build two assembler I's to produce construction parts I' so you have to plop it down for 5 seconds even if it doesn't fit into your factory, because the materials gained are more than you lose from building and deconstructing right away
Just why
Replies: >>526892827 >>526893950
Anonymous
6/10/2025, 12:33:48 PM No.526892827
>>526891725
>gated behind each other so you have to do every single one of them to finish them
The worst offender of which easily is the 'have to flare light oil and heavy oil' task on the advanced oil goal.
If you build a proper initial advanced oil that recycles the light and heavy oil to fuel gas boilers, flaring either throws off the ratios of whats in the pipes and leads to jams.
Anonymous
6/10/2025, 12:49:38 PM No.526893847
1721631718557172
1721631718557172
md5: b1b67ebb5dc5e09fe3b37bfd8329eabd๐Ÿ”
why is it so hard to make nice retaining walls
Replies: >>526897104 >>526967652
Anonymous
6/10/2025, 12:51:07 PM No.526893950
>>526891725
And don't forget the permanent UI button that you are stuck with for the whole duration of the game, even though it's going to be useless once you finish the tutorial missions.
Anonymous
6/10/2025, 1:35:17 PM No.526896951
Screenshot_20230620_195850
Screenshot_20230620_195850
md5: 7915edbf937b59155d9417826ccee399๐Ÿ”
>>526873896
oh I see what you did there
>Sounds like quite a hassle
it was definitely a massive hassle,
pic related was my last setup, and of course I had it set in a such a way than any left over turns into animal feed and munched back into fertilizer,
but the thing is, farms have quite a big foot print, and are very water and fertilizer hungry, so it was essential to make the most out of them

>>526890446
nani the fuck?
tho still, just a calculator isn't really that useful when you're mingling dozens of interconnected side products
in-game graph planner calculator when?
speaking of which, I just noticed the one we normally use is outdated
Anonymous
6/10/2025, 1:37:19 PM No.526897104
Screenshot_20230620_224618
Screenshot_20230620_224618
md5: 534bb2b51e6e1b627e7f5f82d3972461๐Ÿ”
>>526893847
truly the pain we all share
to give you an straight answer, because of difference in edges when you either mine or dump material
Anonymous
6/10/2025, 2:39:43 PM No.526901863
20250610142157_1
20250610142157_1
md5: 0183365019eb84f88d25ebd5ab6853f0๐Ÿ”
Sometimes you have to do terrible things.
Replies: >>526902395
Anonymous
6/10/2025, 2:46:06 PM No.526902395
>>526901863
I don't even understand the logic behind this.
>14:21:57
is it giving you the time of day in seconds or is that the playtime
Replies: >>526903136
Anonymous
6/10/2025, 2:55:25 PM No.526903136
>>526902395
Probably time of day, you can turn on time display in the f4 menu but playtime requires a mod
Replies: >>526904843
Anonymous
6/10/2025, 3:17:02 PM No.526904843
>>526903136
I don't see the point in giving the time in seconds unless the actual real life clock time considering just how fast factorio days go

that would actually be an interesting thing to have in-game so you can keep track of how fast your life has spiraled out of control in fullscreen mode
Replies: >>526907451 >>526911297
Anonymous
6/10/2025, 3:46:48 PM No.526907329
bald fuck mcgee at least told me about the existence of a new company https://youtu.be/bz4aTO6M4Ho
Replies: >>526909796 >>526922026
Anonymous
6/10/2025, 3:48:07 PM No.526907451
>>526904843
>keep track of how fast your life has spiraled out of control
Joke's on Wube then. I already pawned my life to a dozen other games before I discovered factory builders.
(I think Diablo must be the first one to have an IOU to my soul, or something -- which seems kind of ironic given that game's lore...)
Anonymous
6/10/2025, 4:13:51 PM No.526909796
1748988614998668
1748988614998668
md5: 7e3192ab08738be91a2f391345988368๐Ÿ”
>>526907329
>Thorium is a the miracle element that will solve the energy crisis
-some guy every 5 years for the last 50 years
Replies: >>526909976 >>526910418
Anonymous
6/10/2025, 4:15:52 PM No.526909976
fards
fards
md5: 11f0bc60914165cb38f6d9a1e4fb6bc4๐Ÿ”
>>526909796
>Plasma fusion is 20 years away
-Every nuclear physicist for the past 60 years
Replies: >>527113550
Anonymous
6/10/2025, 4:20:11 PM No.526910418
Screenshot from 2020-11-27 17-18-09
Screenshot from 2020-11-27 17-18-09
md5: 01433dbe88d9c172487f30e39d1f91f6๐Ÿ”
>>526909796
Yeah and the separation of u-232 is a pain in the ass and the cleanup of molten salt is never addressed other than the fact that "it leaves nuclear waste that only needs to be looked at for 300-500 years" but at least they're on the right track
>so you know all those difficult steps that we can't fix? How about we don't actually fix it, we'll just throw the entire thing away after 3-5 years of continuous work because things break after that

They catch about this is that it's more like a big,<cheap*> RTG that you recycle for the important parts later, and also, you get more fuel than you started with.
>*Cheaper than the other options presented
It's interesting, really. And a very realistic approach.
Replies: >>526910618 >>526913470
Anonymous
6/10/2025, 4:22:39 PM No.526910618
pepe-bomb
pepe-bomb
md5: 55e01d1acb19cba3e8c51fe4a74faa58๐Ÿ”
>>526910418
Can Thorium reactors produce weapons grade fissile material? If not, hey guess what's not getting publicly funded.
Replies: >>526910748 >>526913953
Anonymous
6/10/2025, 4:24:10 PM No.526910748
>>526910618
I mean, technically.
Anonymous
6/10/2025, 4:30:51 PM No.526911297
>>526904843
>I don't see the point in giving the time in seconds unless the actual real life clock time considering just how fast factorio days go
It's the real life time clock yeah. I guess in case you're in fullscreen and can't see the time in your taskbar
Replies: >>526911916
Anonymous
6/10/2025, 4:32:32 PM No.526911426
shipping container mod like W&R? Would let your trains travel in parallel with loading/unloading
Anonymous
6/10/2025, 4:38:36 PM No.526911916
>>526911297
very nice, I didn't know that was a debug feature
Anonymous
6/10/2025, 4:52:32 PM No.526913113
1734920311932057
1734920311932057
md5: 360f36268a6e05c96aee9f45cf89b7f0๐Ÿ”
>>526830754
Anonymous
6/10/2025, 4:56:39 PM No.526913470
>>526910418
>the cleanup of molten salt is never addressed
just throw it into space
Replies: >>526915010
Anonymous
6/10/2025, 5:01:36 PM No.526913953
>>526910618
It can produce *comically* dirty fissile material depending on your ill intent as a state actor

which depending on your state's "rogueness" and "terrorism" levels may or may not be desireable
Anonymous
6/10/2025, 5:13:47 PM No.526915010
>>526913470
Molten salt also has the important stuff you want to recollect, mr P.Jett
Anonymous
6/10/2025, 5:27:47 PM No.526916212
dgf
dgf
md5: bbee3030754e854ff8ce3132e5c01489๐Ÿ”
>adds new feature
>screenshot shows an existing feature
Anonymous
6/10/2025, 5:58:42 PM No.526919218
>moonlet cluster start
>have to rocket travel and colonize another asteroid to have sustainable metal
Fuuuck me dude
Anonymous
6/10/2025, 6:04:28 PM No.526919851
Factorio Space Exploration
How viable it is to make everything in Navis and only place small mining outposts on other planets/in space to mine and ship stuff you cant find on Navis?
Replies: >>526920231 >>526920990 >>526921076
Anonymous
6/10/2025, 6:05:59 PM No.526920005
file
file
md5: 4034f7b363b18102a270b45fa1d01880๐Ÿ”
I'm doing an SLS thing in KSP. Right now its doing a bit of a Starship thing, too.
Replies: >>526924413
Anonymous
6/10/2025, 6:08:14 PM No.526920231
>>526919851
That's perfectly fine and probably what most people do anyways because you can only build biolabs on nauvis. Shipping in calcite for foundries on nauvis is super easy.
Replies: >>526921167 >>526922382
Anonymous
6/10/2025, 6:16:25 PM No.526920990
iridium plant_thumb.jpg
iridium plant_thumb.jpg
md5: 5e3836aec1d5d800385441c9e32ef618๐Ÿ”
>>526919851
On-site processing of the ores is generally advisable, particularly for iridite which has an absurdly low stack size so it pretty much needs to be processed first due to the cost of shipping the raw ore by rocket. A motherfucking train wagon can only carry like 200 of the fucking stuff and that's not enough for a plate.

You'll want to keep individual outposts small because biters exist and therefore you'll need to account for defending against them in your logistics for most planets. Thankfully interplanetary logistics are strong in Spex and that can be automated using circuit logic for supply rockets. Your biggest concern is actually supplying the fuel and rocket parts needed for exporting the products themselves, thankfully rockets are partially recyclable and become more so over time. To the point that rocket parts sometimes end up becoming a waste product that have to be dealt with on their own. But don't be afraid to import a product from another planet in order to simplify the processing of an ore on-site rather than trying to source the materials locally. Import/Export is kind of the entire point of Spex, unlike Spage where it was the single most discouraged practice.

Especially once you get to the space elevator you'll have the ground of nauvis making most sundries while nauvis orbit receives product from your empire and turns it into all your science.
Replies: >>526921167 >>526921603
Anonymous
6/10/2025, 6:17:02 PM No.526921076
>>526919851
I thought that was the best way, I only did the first pass of refining on each outpost planet.
Replies: >>526921167
Anonymous
6/10/2025, 6:18:04 PM No.526921167
>>526920990
>space elevator
Oh cool, i didnt know SE had them...
t. absolute scrub
>>526920231
>>526921076
Good to know its viable.
Replies: >>526921909 >>526922382
Anonymous
6/10/2025, 6:18:50 PM No.526921257
Didn't get around to playing Space Age until now, and my takeaway after finishing Fulgora and Vulcanus, and having a concept done for Gleba (not implemented, but pretty much solved), is that the planetary mechanic wasn't as fun as I imagined it would be.
Building ships and setting up interplanetary logistics is kinda fun, because that's really just another version of trains. But the way each planet is so autistically and specifically tuned to be different and provide a unique experience actually annoys me. The way the tech tree is arranged behind them also makes it feel like a normal vanilla playthrough is now crazy bloated in playtime required (sure you can kinda rush some things, but generally all the systems are set up to incentivize you not to do so). Looking forward to see what full conversion mods we'll see in the next few years though.
Anonymous
6/10/2025, 6:21:55 PM No.526921603
>>526920990
>unlike Spage where it was the single most discouraged practice
not true tho? rockets become free and you need to import massively for Aquilo
Replies: >>526921909
Anonymous
6/10/2025, 6:24:43 PM No.526921909
Spess elevator_thumb.jpg
Spess elevator_thumb.jpg
md5: 73a212f4ea20d42c367f0d9c30ab109e๐Ÿ”
>>526921603
That's great mate, now pull your imports from that landing pad. Oh you only get one? And you have to sacrifice inserter space for more inventory capacity? Oh and you can't send a rocket to another planet? You need a platform for that, which takes time to travel and can't respond to circuit signals from the surface? How tragic
>>526921167
Space trains were TOO FUCKING BASED for Kovarex to handle.
Replies: >>526922351
Anonymous
6/10/2025, 6:25:53 PM No.526922026
>>526907329
pack it up bros, lftrs are pozzed now
Anonymous
6/10/2025, 6:28:42 PM No.526922351
>>526921909
>you only get one
what's wrong with central import hubs?
>sacrifice inserter space
just use bots
Replies: >>526922967
Anonymous
6/10/2025, 6:28:55 PM No.526922382
1719794003856753
1719794003856753
md5: 51745027c1f4ce0ce0d1ae34641f5d0a๐Ÿ”
>>526920231
>>526921167
Oh wait I'm dumb and read space exploration as space age. What I said applies to space age, I've never played space exploration.
Anonymous
6/10/2025, 6:33:23 PM No.526922915
I love how now thave I've unlocked oil burners I can replace 32 mining drills mining for ~30 boilers and feeding destructive distillation and tar processing plants with... 4 electric mining drills and 2 oil burners.
Anonymous
6/10/2025, 6:33:50 PM No.526922967
>>526922351
>What's wrong with central import hubs
Throughput and capacity
>Just use bots
Throughput and capacity

In Spex you can slap a landing pad ANYWHERE and change the name to "Iron pad" and someone SOMEWHERE will instantly mail it 250,000 irons plates worth of iron ingots. The rocket cost 500 times more than a Spage rocket but had 500 times the capacity and is at least 40% reuseable. Meanwhile spage rockets can carry one stack, maybe, and is fully expendable and has travel time.

And exporting is also bottlenecked by the animation. You need so many fucking rocket silos in Spage because you need to send 500 rockets to export the same product as you would in Spex but the launch animation is irreducible by productivity or speed modules and beacons.
Replies: >>526923765 >>526924079
Anonymous
6/10/2025, 6:41:13 PM No.526923765
>>526922967
>Throughput and capacity
I mean use bots to load into trains nearby
Replies: >>526941302
Anonymous
6/10/2025, 6:43:53 PM No.526924079
>>526922967
>and someone SOMEWHERE will instantly mail it 250,000 irons plates
idk, sounds like cheating
> spage rockets can carry one stack, maybe, and is fully expendable and has travel time
as I said, they are free
>And exporting is also bottlenecked by the animation
the cool thing in factorio is you can fix anything by just building more
Anonymous
6/10/2025, 6:46:58 PM No.526924413
file
file
md5: 7fe4b39eea5c093a6e60aac6dcb245be๐Ÿ”
>>526920005
I stopped it doing a starship thing, but I didn't make it to LKO, partially because of my terrible ascent profile, but I wonder. I'm going to attach fuel ducts to the probes, and steal their fuel in an emergency. I strictly speaking only need one of these probes, to land to save the space agency. I get one shot, to save my career save, I'm all in on this over budget pile of garbage.
Replies: >>526925178
Anonymous
6/10/2025, 6:51:07 PM No.526924834
Are any of the planet mods for Spage any good?
Replies: >>526925021 >>526926587
Anonymous
6/10/2025, 6:52:41 PM No.526925021
>>526924834
Fulgora is kinda boring and cramped, but the rest are great
Anonymous
6/10/2025, 6:54:11 PM No.526925178
file
file
md5: c451c6de7154912c6c0cde18917a0c5b๐Ÿ”
>>526924413
That's a cool failure mode, I turned too quick and the solid fuel boosters broke apart, but some of them stayed going up while the return stage and some of the probes were dropped. Hopefully more struts will fix that.
Replies: >>526927882
Anonymous
6/10/2025, 7:06:04 PM No.526926494
>>526853773
God-DAMN -- that's some impressive roadwork, anon.
Anonymous
6/10/2025, 7:06:50 PM No.526926587
>>526924834
I mean the mod ones, like Maraxis, etc.
Anonymous
6/10/2025, 7:19:43 PM No.526927882
file
file
md5: 50af57b228cec1f95b37025e8308e330๐Ÿ”
>>526925178
It's time.... to reduce mission scale. No more six probes. I'm a full km/s away from LKO, the upper stage has barely enough DeltaV to run it's mission, if it started from LKO. I would need many more boosters
Replies: >>526936249
Anonymous
6/10/2025, 8:03:19 PM No.526932408
file
file
md5: f24deaf092c87608fc6daa74ff7b5913๐Ÿ”
/egg/?
Replies: >>526933087 >>526937336 >>526945891
Anonymous
6/10/2025, 8:10:02 PM No.526933087
1695697545141
1695697545141
md5: a5e721d67fd862867d344e897a63cbc9๐Ÿ”
>>526932408
>repairing Pico
Now this is the /egg/ we all need.
Replies: >>526936373 >>526942313 >>526976105
Anonymous
6/10/2025, 8:41:30 PM No.526936249
file
file
md5: f671291834d95c67a9e4d3e4f004b70c๐Ÿ”
>>526927882
New on the right old, old on the left. Even after deleting 66% of my probes and adding an additional booster I am nowhere to the DeltaV needed. Time to take aat least a full month break from KSP.
Replies: >>527000341
Anonymous
6/10/2025, 8:42:41 PM No.526936373
>>526933087
should I watch this anime?
Replies: >>526936649
Anonymous
6/10/2025, 8:45:09 PM No.526936649
>>526936373
Sure. Second OVA (Pico to Chico) is the best.
Anonymous
6/10/2025, 8:51:37 PM No.526937336
the eggmans instinct to just mall it the fuck up
the eggmans instinct to just mall it the fuck up
md5: 1229f2e6e3e5c20c039520b5eb0132ea๐Ÿ”
>>526932408
aight after giving the demo fair ~2ish hours, it's a lot more stardew valley than factorio, but still kinda fun so far
I do hope the game opens up a lot more as it goes on though
Replies: >>526945891
Anonymous
6/10/2025, 9:27:10 PM No.526941302
file
file
md5: 4f5bd35eac7157fb6454f2184a096c09๐Ÿ”
>>526923765
>use bots to load into trains
Anonymous
6/10/2025, 9:36:23 PM No.526942313
>>526933087
I can't tell if they are boys, girls or the combination of aforementioned.
Anonymous
6/10/2025, 9:38:59 PM No.526942578
yes
yes
md5: e8df19d4e43072bb79a1847e1977de1f๐Ÿ”
Leave it to /egg/ to deride tiddy anime but enjoy boku no pico
Anonymous
6/10/2025, 9:46:46 PM No.526943439
coal
coal
md5: 2ee8c040e45378046abe707b19fb8b42๐Ÿ”
>oh boy oh boy oh boy I can finally redo the crappy coal setup I was working with before
How is this the bare minimum to balance the byproducts of a SINGLE belt of raw coal.
I swear I'm falling for some kind of noob trap here, especially since I'm producing 16 coke a second just from pitch which I will have to turn into acetylene to POWER THE GODDAMN OIL BURNERS in the first place

processing pitch with steam feels like a joke, I should just burn the damn thing for antimony since it's marginally more useful than voiding it
Replies: >>526952798 >>526953498 >>526965882 >>526995906
Anonymous
6/10/2025, 10:08:35 PM No.526945891
>>526932408
>>526937336
most likely not /egg/, but what is the name of the game?
Replies: >>526952436 >>527024062
Anonymous
6/10/2025, 11:03:17 PM No.526951949
220200_20250610145922_1
220200_20250610145922_1
md5: c310c6208c0a17ba6d3d43af8f3a14ad๐Ÿ”
Finally giving planes a try, but this guy always seems to veer to the left almost the second I turn the engines on. Could it be the landing gear? everything else was placed symetrically placed symetrically
Replies: >>526952598
Anonymous
6/10/2025, 11:07:54 PM No.526952436
>>526945891
https://store.steampowered.com/app/2451100/Little_Rocket_Lab/

the other games I clicked on nexfes but haven't really checked out, mostly eggish
https://store.steampowered.com/app/3380310/Regex_Game/
https://store.steampowered.com/app/3528840/Pragma_Twice/
https://store.steampowered.com/app/2114100/ReWire/
https://store.steampowered.com/app/3747960/Shuffle_Farm_Demo/
https://store.steampowered.com/app/3447670/Block_King_Demands_Red_Squares/
https://store.steampowered.com/app/3576710/Star_Birds_Demo/
https://store.steampowered.com/app/3547010/Occlude/
https://store.steampowered.com/app/2451100/Little_Rocket_Lab/
https://store.steampowered.com/app/3384560/Pastopia_Demo/
https://store.steampowered.com/app/2939600/Tower_Networking_Inc/
https://store.steampowered.com/app/3024370/NebuLeet/
https://store.steampowered.com/app/3136490/Echoes_of_the_Architects/
https://store.steampowered.com/app/3660060/Cal__Bomba/
https://store.steampowered.com/app/3689020/MoteMancer__Demo/
https://store.steampowered.com/app/3679960/Factory_Planner_Demo/
https://store.steampowered.com/app/3727120/Super_Loco_World_Demo/
https://store.steampowered.com/app/2305210/Skyformer/
https://store.steampowered.com/app/3648920/Cubactory_Demo/
https://store.steampowered.com/app/3447670/Block_King_Demands_Red_Squares/
https://store.steampowered.com/app/3757230/Mine_Make_Escape_Demo/
https://store.steampowered.com/app/3212630/Rogue_Factory/
https://store.steampowered.com/app/3681680/Age_Of_Warbots_Demo/
https://store.steampowered.com/app/3729960/TerraTech_Legion_Demo/
https://store.steampowered.com/app/3473610/Bridge_Constructor_Studio/
https://store.steampowered.com/app/2954590/Musgro_Farm/
https://store.steampowered.com/app/3636940/Island_Robot_Farm_Demo/
https://store.steampowered.com/app/2022890/Diode_Arena/
https://store.steampowered.com/app/3323260/Planeturem/
https://store.steampowered.com/app/694110/Build_a_Bridge/
https://store.steampowered.com/app/1866300/Dawn_Apart/
Replies: >>526955280 >>526978283
Anonymous
6/10/2025, 11:09:30 PM No.526952598
>>526951949
>but this guy always seems to veer to the left almost the second I turn the engines on.
In the runway? There's a bias because of the scale of the planet, which makes planes favour one direction than other as game calculates a straight track on a spherical body.
Use SAS, steerable wheels (IIRC these wheel don't have steering) and keep a profile low to the ground to prevent rolling.
Replies: >>526954521
Anonymous
6/10/2025, 11:11:23 PM No.526952798
>>526943439
>waah coal processing byproducts
You can turn some of those into creosote which can be used to increase the fuel value of wood (ashless fuel, can be sent to oxygen furnaces along others) then once you get gas furnaces you can get rid of most shit with barely any waste.
Replies: >>526953498 >>526965882
Anonymous
6/10/2025, 11:18:25 PM No.526953498
>>526943439
Alright so it looks like the only serious option is to store tar (for overflow reasons), gasoline (from processing anthracene and light oil), aromatics (same, and also because it's used for zinc) and creosote (for obvious reasons)
Pitch is so energy poor but so plentiful that it can actually power a couple of antimony drills on its own without a problem and it will solve itself out that way.
It's technicalyl wasteful because You could \theoretically\ use 8 destructive distillation towers to turn that into 16 coke a second and then use 12 of them to make acetylene to burn some more oil burners, and also get 80 acetylene/sec as a byproduct, but you know what also does that
a single electric mining drill into a high pressure furnace with mining productivity 2 shitting out 2 coke a second out of raw coal and hot coke gas, which has the same energy density as acetylene, and the excess coke can be turned into acetylene itself.
Pitch is only good for asphalt and getting voided in one way or another.

>>526952798
no shit sherlock I'm talking about pitch
Replies: >>526956708
Anonymous
6/10/2025, 11:28:31 PM No.526954521
>>526952598
Hah, it was the SAS. Appreciate ya.
Anyone know of any good youtube guides? I used to be alright at KSP and even posted in here about a wacky space plane I made a few years ago, but I haven't played since.
Anonymous
6/10/2025, 11:36:13 PM No.526955280
>>526952436
https://store.steampowered.com/app/3168110/SkyRig/

Something that probably got lost amidst a lot of announcements (and cringe hosting segments) in the PC Gaming Show. Harvesting a Gas Giant? Sure, why not.
Anonymous
6/10/2025, 11:39:14 PM No.526955601
Would a good way to practice achieving orbit be making a rocket with exactly 3200 delta V or 3600 or whatever the number is? And I seem to remember there being a number somewhere in the VAB that tells you roughly how much weight you can attach to a preexisting rocket, is that still the case?
Anonymous
6/10/2025, 11:49:59 PM No.526956708
coal
coal
md5: c6989b75a1e8918dafd26f5fbf2c411d๐Ÿ”
>>526953498
Vastly oversimplified build
wasted too much time on this one, I'm just gonna reload a save from hours ago
I should have done this in editor mode from the start
now that I know the ratios and the complete uselessness of pitch I can rebuild this in a tenth of the space
Only things that build up over time are gasoline, aromatics and tar (I produce 121 but use 120 so there's that 1/s which I'll just overflow valve in 50 hours I guess) but overall it's self-contained and it won't cause any problems. I can standardize these as the requirements for 1 belt of raw coal. The ~80 creosote/s make me very happy considering the requirements for 1 treated wood/s are 50/s and sand casting eat another 20/s, so I can safely add tack both of them on.
Anonymous
6/11/2025, 12:05:46 AM No.526958318
Has anyone played the new shapez 2 update? I ended up stopping my first playthrough of it (right around EA launch) around trains, and want to start another playthrough if things are meaningfully different
Anonymous
6/11/2025, 12:14:52 AM No.526959262
Captain of Industry Train tunnel_thumb.jpg
Captain of Industry Train tunnel_thumb.jpg
md5: 89680ed75598be88b8eae4e1147ea6ed๐Ÿ”
>Fixed elevated train tracks that were not collapsing when buried under terrain
Train tunnel bros... It's over.
Replies: >>526966452 >>526971893
Anonymous
6/11/2025, 1:17:40 AM No.526965882
>>526943439
>all those tailings ponds
I fell for that same trap in my first playthrough (ended at logistics bots)

If you want burnable fuel before py science 1, just use raw coal, or if you don't want to deal with so much ash >>526952798 Yes, coke has higher energy density per unit. I don't personally think it's worth the effort to use it as anything other than a crafting ingredient, until you get the coke/coke oven gas recipe. Even then, it's still a net negative in energy (30MJ of raw coal -> 20MJ of coke), but at least the coke oven gas recipe is simple enough that you can justify making coke for fuel to take advantage of its higher energy density.

>just burn the damn thing for antimony
Never mind, you're already at py 1. At this point, your raw coal distillation is there to make you a trickle of coal for rubber stoppers and maybe 1 or 2 other recipes, coal gas/syngas/aromatics for mining, creosote for treated wood/sand castings, and gasoline to power your glassworks/smelters/fluid miners. You will probably still need to supplement with some other fluid fuel from time to time. Quenching excess tar to supplement saline water production is nice. I processed my pitch down to coke and fed that back into the coal gas/tar processing. Takes a lot of buildings, but you can just void the pitch if you prefer.

If you need extra steam production for crafting (or power, but hopefully you've got enough geothermal to cover that) I'd recommend a separate coal distillation stack (raw coal -> coal -> coke -> coal gas/tar) to make syngas/tar and just burn those 2 fluids in oil burners. You get like 6 times the steam per unit of raw coal processed compared to simply burning the raw coal.
Replies: >>527001834 >>527044524
Anonymous
6/11/2025, 1:22:55 AM No.526966396
I think quality killed factorio for me. the effects of quality buildings are so ridiculously strong I feel stupid not going for them, but I also don't find it fun to do so
Replies: >>526969962
Anonymous
6/11/2025, 1:23:34 AM No.526966452
>>526959262
Imagine pulling down a whole mountain, building a rail and rebuilding the mountain over it, that's like those old polish jokes about changing lightbulbs.

But where do you see that patch note?
Don't see it https://store.steampowered.com/news/app/1594320?emclan=103582791469798938&emgid=497197576207990879
Anonymous
6/11/2025, 1:37:26 AM No.526967652
>>526893847
durt heaby
Anonymous
6/11/2025, 1:47:42 AM No.526968556
KSP_x64_O6VcX84jN5
KSP_x64_O6VcX84jN5
md5: 3102b7a1f7e826785df1161f5be9556c๐Ÿ”
Tried a fusion drive from the interstellar extended mod and did a brachistochrone path towards the mรผn (pointing at it, burning halfway there, then flipping around and burning the opposite way to slow down)
Took 30 minutes and something like 10k fusion pellets, not that impressive compared to what it's based off (Epstein drive from 'The Expanse') but it's still super impressive compared to what you get in KSP, definitely can't use it for the weeks/months long brachistochrone trajectory shit they do in the TV show but it's still a highly efficient drive
Anonymous
6/11/2025, 1:56:39 AM No.526969462
hmm maybe I should start a ksp-ro run alongside my pY run
Anonymous
6/11/2025, 2:00:22 AM No.526969807
LittleRocketLabDemo_2025-06-10_19-58-08--964
LittleRocketLabDemo_2025-06-10_19-58-08--964
md5: 01c43e5f1ee8c8446eb1844cf50993e4๐Ÿ”
how is it not egg?
belts, miners, assemblers, trains, research, you build a rocket
Replies: >>526972515 >>526975730
Anonymous
6/11/2025, 2:01:57 AM No.526969962
>>526966396
You don't have to use quality though.
You can even disable it when you're not playing SA, and most mods encourage you to do so.
Anonymous
6/11/2025, 2:19:39 AM No.526971719
Screenshot_20250610_190714
Screenshot_20250610_190714
md5: c409cffb24f0576673c611c6243f5203๐Ÿ”
Ok, turns out you can use virtual storage as a means funnel all the output
this is the second stage refinery, seems like fairly sustainable and even water positive

>tfw wrote this an three hours ago, but so distracted its still here
Anonymous
6/11/2025, 2:21:36 AM No.526971893
>>526959262
speaking of
buried pipes are still a thing I hope
what also can we do with that?
Replies: >>526973971
Anonymous
6/11/2025, 2:27:44 AM No.526972515
>>526969807
Looks too reddit to be /egg/ so it doesn't count. Same as ONI
Anonymous
6/11/2025, 2:32:26 AM No.526972969
1738163574867359
1738163574867359
md5: dfca17ac5cdde92544cc8af117fa7ccb๐Ÿ”
Yellow science is kind of expensive to make
Replies: >>526977392 >>526981558
Anonymous
6/11/2025, 2:43:50 AM No.526973971
>>526971893
Roleplaying a Frostpunk run where you run Steam underground
Anonymous
6/11/2025, 3:02:22 AM No.526975730
>>526969807
an engineering setting and automation are not enough to make an egg, the player has to do actual engineering

I haven't played it, but based on the pics I'm imagining it's basically going to be Forager with belts
Replies: >>526976194
Anonymous
6/11/2025, 3:06:10 AM No.526976105
>>526933087
Yoo...
Anonymous
6/11/2025, 3:07:13 AM No.526976194
>>526975730
ok so factorio isn't an egg either got it
this makes total sense
Replies: >>526976337
Anonymous
6/11/2025, 3:08:34 AM No.526976337
>>526976194
ok so you've never played factorio
Replies: >>526976814
Anonymous
6/11/2025, 3:10:40 AM No.526976558
220200_20250610190917_1
220200_20250610190917_1
md5: 69fd40b356cd54e14658c22828c799bd๐Ÿ”
Not really sure what's going on. This rocket used to get me to the Mun and back no problem. Has there been a big update in the last year or two? Or have I just forgotten how to play?
Anonymous
6/11/2025, 3:13:26 AM No.526976814
file
file
md5: 8db06b81b5dd01902e891724413733a1๐Ÿ”
>>526976337
i think you've never done engineering
factorio barely has anything more difficult than paint by numbers
Replies: >>526977123 >>526977360
Anonymous
6/11/2025, 3:16:43 AM No.526977123
>>526976814
>Time played
Replies: >>527001624
Anonymous
6/11/2025, 3:19:05 AM No.526977360
1342949732915
1342949732915
md5: b6abbd83af675f2c72d6583b2030c1a9๐Ÿ”
>>526976814
ok so vidya is not engineering so Forager is an egg got it
this makes total sense

>20 hours spent handcrafting
>mfw
Anonymous
6/11/2025, 3:19:22 AM No.526977392
1731646443080839
1731646443080839
md5: facbc75ad731b4420372f15f565757d3๐Ÿ”
>>526972969
4.5k tier 3 beacons better be enough
Replies: >>526978383 >>526981558
Anonymous
6/11/2025, 3:28:06 AM No.526978283
file
file
md5: 9ae167b4becc188b1a26dfb0a0b73547๐Ÿ”
>>526952436
>Diode Arena
>Huh, the name implies something like Robocraft
>...this...
>...this is Robocraft
Are we finally going back?
Replies: >>526978684
Anonymous
6/11/2025, 3:29:11 AM No.526978383
>>526977392
Did Seablock update to 2.0 yet? I know Bobbingabout finally updated his shit
Replies: >>526978684 >>526980986
Anonymous
6/11/2025, 3:32:30 AM No.526978684
>>526978383
Seablock groomcord's post
>Bob's mods have been updated! Yes, the OG overhaul mod pack is still around! No, Angel's mods and Sea Block haven't been updated (yet). Why not try a pure Bob's playthrough?
>This update includes Factorio 2.0 compatibility (obviously) as well as support for Quality and Elevated Rails mods. While Bob's mods do load with Space Age, integration hasn't been completed yet. This will come in a future update. Until then, Bob's technologies won't use the new science packs. You'll see some duplicated items (tungsten, top tier belts).

>Bob has retired from modding. Maintenance and updates for the mod pack are now done by me Kiwi Hawk plus other volunteers.

>So, what's next? This is just the beginning. Development roadmap for me:
>Update Angel's for 2.0
>Update other mods for 2.0 (Circuit Processing, Science Cost Tweaker, Landfill painting, etc)
>Update Sea Block for 2.0
>Add Space Age integration to Bob's mods
>Add Space Age integration to Angel's mods

>>526978283
Not looking forward to fighting endless waves of polish children running bricks with guns
Anonymous
6/11/2025, 3:48:12 AM No.526980228
file
file
md5: ccc4f940623d45e80245074340a23424๐Ÿ”
>trying to get the theoretical limit on how much ficsonium rods I can make thinking the limiter was uranium
>turns out if you want to use all the uranium in the world the limit is actually SAM, and by a lot
here's the funny chart
Replies: >>526989219
Anonymous
6/11/2025, 3:56:25 AM No.526980986
>>526978383
Nope, but it looks like angels is nearly ready.
Replies: >>526981305
Anonymous
6/11/2025, 3:59:28 AM No.526981305
My beloved
My beloved
md5: 80bbff22001642540df8464de9172d2f๐Ÿ”
>>526980986
>it looks like angels is nearly ready.
Anonymous
6/11/2025, 4:02:09 AM No.526981558
1735969488482867
1735969488482867
md5: d1b7519d7ab8525b86c9138702e8b387๐Ÿ”
>>526977392
>>526972969
Using over 30GW to do the last 2 research
Replies: >>526983115
Anonymous
6/11/2025, 4:19:10 AM No.526983115
>>526981558
>five and a half thousand turbine mk5
Replies: >>526989929
Anonymous
6/11/2025, 4:24:03 AM No.526983571
1740035198998237_thumb.jpg
1740035198998237_thumb.jpg
md5: 2dc55090849c4717d16b8eb0ca0b2c76๐Ÿ”
>game about extracting finite resources and refining them for use in escaping the planet
>manage the game's only threat by limiting construction
>everyone plays it as a balls-to-the-wall megafactory simulator
Anonymous
6/11/2025, 5:24:55 AM No.526989219
file
file
md5: 480d1a5bd91015001b18a05296de39fa๐Ÿ”
>>526980228
I completely forgot that you can use somersloops, tho I still need to work on everything that isnt sam or uranium since I kinda just threw around the recipes without really thinking, I'll work on it for my actual save. Most likely than not wont use ALL the somersloops in this one thing since I also want to do a decent amount of space elevator parts
Replies: >>526992870
Anonymous
6/11/2025, 5:33:52 AM No.526989929
1737564057386691
1737564057386691
md5: 787066b9d8f8cd4cf93f49310b824616๐Ÿ”
>>526983115
I need a lot of power
Replies: >>526990516 >>526990779
Anonymous
6/11/2025, 5:41:35 AM No.526990516
>>526989929
look at all that clean energy
Anonymous
6/11/2025, 5:44:27 AM No.526990779
>>526989929
How many shoes does this produce as a byproduct?
Replies: >>526991884 >>527020330
Anonymous
6/11/2025, 5:57:45 AM No.526991884
>>526990779
Zero
But it should have
Anonymous
6/11/2025, 6:09:51 AM No.526992870
>>526989219
Too bad there's no reason to actually make nuclear at all.
Replies: >>526997038
Anonymous
6/11/2025, 6:28:01 AM No.526994424
>Want to make some janky shitty space platform
>Brain keeps making rectangles
Oh well
Anonymous
6/11/2025, 6:40:29 AM No.526995314
427520_20250610223949_1
427520_20250610223949_1
md5: 1ab45d6428fbe50aa5a07a81abf27631๐Ÿ”
how do I git gud at this game
Replies: >>526995494 >>526997819
Anonymous
6/11/2025, 6:43:02 AM No.526995494
>>526995314
I dunno man what's the problem?
Anonymous
6/11/2025, 6:49:01 AM No.526995906
>>526943439
>he doesn't use a mechanical inserter powered latch to decide which overflow product to send to the sushi gas-power pipe
Honestly 2.0 fluid mechanics made dealing with the by-products a hundred times easier; in my 1.0 attempt I barrelled every fluid overflow with a sushi belt carrying them to every place needing fluids to burn.
Replies: >>527001834
Anonymous
6/11/2025, 7:06:12 AM No.526997038
1544814657502
1544814657502
md5: f6e75976f7c66a187ebbebe9d5d15abd๐Ÿ”
>>526992870
it's about having fun !
Anonymous
6/11/2025, 7:16:58 AM No.526997819
>>526995314
use generic trains
Replies: >>526997860 >>526999054
Anonymous
6/11/2025, 7:17:40 AM No.526997860
>>526997819
what are those
Replies: >>526998009
Anonymous
6/11/2025, 7:19:47 AM No.526998009
>>526997860
https://factorio.com/blog/post/fff-395
Replies: >>526998292
Anonymous
6/11/2025, 7:24:07 AM No.526998292
>>526998009
>cheats
Im good thanks
Replies: >>526998434
Anonymous
6/11/2025, 7:26:06 AM No.526998434
>>526998292
How is that cheating?
Replies: >>526998498
Anonymous
6/11/2025, 7:27:09 AM No.526998498
>>526998434
trains make the game too easy
Anonymous
6/11/2025, 7:35:29 AM No.526999054
>>526997819
Am I the only one that give every item it's own separate rail network now that elevated rails exist?
Replies: >>526999318
Anonymous
6/11/2025, 7:39:14 AM No.526999318
>>526999054
probably
that sounds like a pain to scale up
Anonymous
6/11/2025, 7:54:45 AM No.527000341
file
file
md5: 757e9c9f92c1fd4eeb03bd5169efef82๐Ÿ”
>>526936249
Fuck it I just slapped an other solid fuel booster, to push me towards orbit. I'm sending it, if it fucks up I'll start a new career save if it doesn't work. I put the probes through extensive testing they have enough DeltaV to land on Eve from Gilly, or to go from Eve's orbit to landing on Gilly, which means I can separate them as soon as I stop the Eve escape, I don't have an exact flight plan, I plan to play it by ear.
Replies: >>527001146 >>527001653
Anonymous
6/11/2025, 8:09:11 AM No.527001146
>>527000341
Liquid boosters are superior to solid boosters in every way besides cost and complexity, especially if you asparagus stage them
Replies: >>527001653
Anonymous
6/11/2025, 8:18:11 AM No.527001624
>>526977123
>Time played
>Yes
Anonymous
6/11/2025, 8:18:29 AM No.527001653
file
file
md5: ef22c869625adb838d1a58c97e87d92a๐Ÿ”
>>527000341
It's at Eve, I got like 1500 m/s with the probes on, I'm going to drain the Eve probes tank, and take a little off the top of the Gilly probe to maximize DeltaV on the return stage.
>>527001146
Thrust, at least at the point of the game.
Replies: >>527147636
Anonymous
6/11/2025, 8:20:55 AM No.527001801
Capture
Capture
md5: 970c87d27a96b2a2750ce60d3bb72488๐Ÿ”
It definitely is an egg. Here's basically my entire final factory.

The demo is pretty frustrating. It feels like 2 hours of hand inserting shit in the burner phase of Factorio, and right when it seems like you're actually going to get to automate shit it's over.
Like you can't input more than one type of item at a time into the research building until basically the last research and then it's just a few hundred items you already have buffered in a chest which can all easily fit in your inventory. Absolutely infuriating.
Would be pretty sick if after you finished the demo there was just an infinite research that did nothing just so you could use everything you have unlocked to make a real, decent spm factory.
One thing I feel the need to point out is the iron ingot to iron plate recipe is retarded and completely pointless. A single crafter consumes a full belt of ingots to make a full belt of plates and literally nothing requires ingots other than plates. You could just remove plates and make everything take ingots and all that would change is I would replace that one crafter with a belt.

Also it is very gay and reddit, it literally has a girl with a hijab, and the main character is the dev's blatant white korra lesbian self insert.

Still the full game will probably be pretty decent and I'm planning on playing it.
Replies: >>527003585 >>527003619 >>527004136 >>527103049 >>527104521
Anonymous
6/11/2025, 8:21:24 AM No.527001834
old
old
md5: cf5ae258066b0c7251106684e4addc55๐Ÿ”
>>526965882
Oh yea I never actually bothered with dealing with the byproducts *properly* before, I just needed steam and coal to go where the steam and coal where needed
to give you an idea this was the setup I was working with before I got oil burners, and that was the *slightly modernized* setup because I needed to divert stuff for antimony. I was burning middle and light oil instead of just cracking them and just voiding coal gas because I thought it was too much of a hassle to bother with, and it did run for ~20 H which just shows how free coal is overall, so net negative of coal to coke never bothered me (and I don't think it should bother anyone, considering your starter patch has ~50 million raw coal and this one close by had more than double, before even applying mining productivity)
I never bothered with cracking the byproducts properly, and really, the issue was and still is, pitch. When properly dealt with it manages to create much more power than it requires because the acetylene produced from coke, but it requires a lot more infrastructure to crack than every other hydrocarbon because of the 250 Cยฐ steam requirement, which means 3 oil burners, 8 acetylene gasifiers, 8 destructive distillation columns and 5 high pressure furnaces just to process the byproducts. It's just so much infrastructure for something so essentially useless that you're much better off burning it neat and not dealing with that headache for peanuts. Pitch rhymes with bitch.
>>526995906
and by the time you get the power house, you can just make combustion mixture out of all the different crap to get energetic jungle juice with a bunch of overflow valves too.
Replies: >>527051304
Anonymous
6/11/2025, 8:48:26 AM No.527003585
file
file
md5: 90837ee8214f720e2ca73b1a19ef8da8๐Ÿ”
>>527001801
thank you for the nice review
Anonymous
6/11/2025, 8:48:52 AM No.527003619
>>527001801
So basically like the demo of factorio except it cuts at the end of level 3?
Anonymous
6/11/2025, 8:58:22 AM No.527004136
>>527001801
i think you get the chutes when you unlock tier 2 which was the second research I even did
thing that bothered me the most was the camera angle hiding things behind the crafting stations
i was adding coal to a furnace and it put a coal on the belt and it was completely hidden which broke everything
also the hammer doesn't always seem to hit what you want to hit
the walk speed is also pretty slow for the distances but you can buy coffee every day I guess
an infinite research doesn't make sense because the ore patches are limited
i'm guessing you get ship/rail deliveries of ore later because the train has a bunch of coal and ore
Anonymous
6/11/2025, 9:18:02 AM No.527005241
parking lot
parking lot
md5: 31c611f5885ae3da33c27ec3659e5fcc๐Ÿ”
Finishing the narrow parts of the pier took longer than the giant square. The water is so damn deep.
Anonymous
6/11/2025, 10:02:23 AM No.527007651
science shieeeet
science shieeeet
md5: edc4045b1c551c8b636d49d25e972ecc๐Ÿ”
I remember there used to be a tool for Factorio that would help you draw production flowcharts and determine how much shit per second you needed to build a given quantity of products per second. I also recall it was customizable and could be fed recipes from other games.

What the fuck am I thinking of
Replies: >>527009092
Anonymous
6/11/2025, 10:06:01 AM No.527007868
1723956069912476
1723956069912476
md5: 4a65e135b0c19f758489ed05e48f3917๐Ÿ”
The new level crossings are too fucking fat
Replies: >>527030930 >>527031304 >>527032215
N3X15 !!LAkH/H4NMXh
6/11/2025, 10:19:33 AM No.527008648
1461874842675
1461874842675
md5: 25fa05e33f996e93279d418315ec580a๐Ÿ”
>>526781323
Because we never really had a chance to iterate on it a second time before the boss embezzled the company into bankruptcy.
Anonymous
6/11/2025, 10:27:11 AM No.527009092
>>527007651
factoriolab?
Anonymous
6/11/2025, 11:00:48 AM No.527010908
the legendary fish achievement was surprisingly easy
Anonymous
6/11/2025, 11:21:47 AM No.527012187
Is there a specific reason why the deconstruction planner cerates a new copy of itself to clutter your inventory and you need to manually remove every single goddamn time you use the shortcut? I swear that's the most annoying thing ever
Replies: >>527012395 >>527012407
Anonymous
6/11/2025, 11:25:27 AM No.527012395
>>527012187
press q after you use it and don't place it in your inventory
always nice to have new players btw
Replies: >>527012581
Anonymous
6/11/2025, 11:25:42 AM No.527012407
>>527012187
you can just upload it to game blueprints and leave it on your toolbar, or just use ctrl-z like a normal human being
Anonymous
6/11/2025, 11:28:27 AM No.527012581
>>527012395
>press Q after you use it
wait what the fuck
>always nice to have new players btw
I HAVE PLAYED THIS GAME FOR 2 THOUSAND HOURS
Replies: >>527014191
Anonymous
6/11/2025, 11:57:57 AM No.527014191
>>527012581
checking the controls tab takes two minutes
Anonymous
6/11/2025, 12:09:37 PM No.527014895
Factorio Interstellar_thumb.jpg
Factorio Interstellar_thumb.jpg
md5: c0ca952b689947a9c7c65425f88227e3๐Ÿ”
How many planets is too many?
Replies: >>527015026 >>527016257 >>527017012 >>527025904
Anonymous
6/11/2025, 12:12:01 PM No.527015026
>>527014895
2.
Anonymous
6/11/2025, 12:32:58 PM No.527016257
>>527014895
It's not a matter of too many. It's a matter of them being absolute SHIT.

Maraxis and cerys are the only ones worth playing with right now. The ones from metal and stars seem a bit silly but they might be interesting.
Also, too many fucking stars in a single system that are literally less than 1 AU away. That's not even a three-body problem in the making that's just a "everything is collapsing on itself" problem
Replies: >>527018919 >>527093189
Anonymous
6/11/2025, 12:45:49 PM No.527017012
>>527014895
>we want the space exploration fanbase
every time
Replies: >>527017671
Anonymous
6/11/2025, 12:56:53 PM No.527017671
>>527017012
I hear SEx is quite popular among the factorio fanbase, but not a lot of people are doing it right now, on account of earendel hiding the betas behind his onlyfans.
Replies: >>527017747
Anonymous
6/11/2025, 12:57:55 PM No.527017747
>>527017671
>sex is quite popular among the factorio fanbase
I doubt it
Replies: >>527017874
Anonymous
6/11/2025, 12:59:53 PM No.527017874
>>527017747
popular as in: sought after.
Replies: >>527018079
Anonymous
6/11/2025, 1:02:57 PM No.527018079
>>527017874
I'm trainsexual
Replies: >>527019740
Anonymous
6/11/2025, 1:15:47 PM No.527018919
>>527016257
>that's just a "everything is collapsing on itself" problem
I mean- lorewise that might just serve as a decent case to give the engineer the agency to escape the system rather than settle it -- right?
Anonymous
6/11/2025, 1:28:30 PM No.527019740
>>527018079
The fuel goes in
the loads come out
and my life exists on a path laid before me without my consent.
Replies: >>527019882
Anonymous
6/11/2025, 1:30:39 PM No.527019882
1736463069969193
1736463069969193
md5: 954f32037a8433e2e47113a9d6c77890๐Ÿ”
>>527019740
Anonymous
6/11/2025, 1:37:48 PM No.527020330
1730489850758547
1730489850758547
md5: f0f00c93fcbec5c72f9d824ccd46040c๐Ÿ”
>>526990779
Listen that's just the most efficient shape okay? It's not my fault this is nature's perfection.
I have a similar one for fusion power.
Replies: >>527020726 >>527020956
Anonymous
6/11/2025, 1:43:58 PM No.527020726
file
file
md5: b976cf93577831fd5b6cd91b12f021cb๐Ÿ”
>>527020330
This isn't even the first time this has happened.
Anonymous
6/11/2025, 1:47:11 PM No.527020956
>>527020330
Why do you even that muc power when the humble bean is just enough
Replies: >>527022078
Anonymous
6/11/2025, 2:04:22 PM No.527022078
1729841111617869
1729841111617869
md5: e5717e90638b9798b41200ed9efa3e6b๐Ÿ”
>>527020956
56GW of beans would destroy your UPS.
I actually tried to build a gigantic solar panel field but quickly realised that I would end up spending hundreds of hours expanding just to place them all, nuclear solves both problems.
Also since I started this run I upgrade my PC and my new CPU doesn't have any UPS issues at all and I can run at almost 3x time warp, but it's pointless to revert to beans now that I have thousands of nuclear fuel cells stockpiled.
Anonymous
6/11/2025, 2:34:22 PM No.527024062
>>526945891
boku no pico
Anonymous
6/11/2025, 2:55:30 PM No.527025576
when does superstore roll over
Anonymous
6/11/2025, 2:59:54 PM No.527025904
>>527014895
1. Install Platformer.
Anonymous
6/11/2025, 3:04:32 PM No.527026231
1730565257698316
1730565257698316
md5: fc3fd715618ac788452867867c0742b3๐Ÿ”
It's finally fucking over.
Replies: >>527026638 >>527028167 >>527028942 >>527063058
Anonymous
6/11/2025, 3:10:11 PM No.527026616
I need ChoDE 2
I want plausible futuristic space combat
I want to design another autocannon that shoots 600 mini nuclear bombs every minute at you
I need to strap fusion engines to an asteroid and launch it directly at Tel Aviv
Anonymous
6/11/2025, 3:10:25 PM No.527026638
>>527026231
when did you start it?
Replies: >>527027053
Anonymous
6/11/2025, 3:15:36 PM No.527027053
>>527026638
I think after the dosh video, but I took a long break without playing it for 6+ months because of UPS issues and hoping 2.0 would fix that, then I realised it would take longer for the mod to be updated for 2.0 than it would for me to finish it normally and I got a new PC that fixed the UPS issues anyway.
Also playing 2.0 spage vanilla gave me some ideas on how to do things better in seablock so I decided to go back to finish it.
Anonymous
6/11/2025, 3:31:05 PM No.527028167
1720067356804017
1720067356804017
md5: 95ca111e816f1fc2dad1296841494709๐Ÿ”
>>527026231
The final base
Replies: >>527028434 >>527030246
Anonymous
6/11/2025, 3:34:42 PM No.527028434
>>527028167
kinda empty innit
Replies: >>527028638
Anonymous
6/11/2025, 3:36:07 PM No.527028521
can I run the big overhaul mods with 3gb of vram? i remember playing k2 and getting slight frame drops occasionally, so i had to lower the textures
Anonymous
6/11/2025, 3:37:47 PM No.527028638
>>527028434
A lot in the top half was old stuff that I deleted because it was trolling my train network, I filled in some of them with newer production blocks but didn't need to use every block because beaconed production was far more space efficient.
Anonymous
6/11/2025, 3:42:00 PM No.527028942
>>527026231
>1500 hours
Some of the longest-running games I enjoyed reach less than 200~ total playtime
Anonymous
6/11/2025, 3:59:07 PM No.527030246
>>527028167
look at all those... windmills of power
Anonymous
6/11/2025, 4:07:24 PM No.527030930
>>527007868
>bridges are 6 tiles wide
>crossings are 7 tiles wide
REEEEEE
Replies: >>527031607 >>527055339
Anonymous
6/11/2025, 4:10:05 PM No.527031151
Playing CoI. Figured out the retarded awesomeness of the sulfur -> sludge contract to get rid of waste sulfur from exhaust gas scrubbing and getting sludge and thus natural gas - trivially crackable to hydrogen - in return.
Only problem? ... I already had an inland central handling area full of anaerobic digesters including an annex for handling sludge from the settlement waste-water treatment. Now I need to expand it, and figure out how to get all that sludge from the shore to there.

...
...
Guess I'm going to be the conductor of the poop-train.
Replies: >>527058782
Anonymous
6/11/2025, 4:11:48 PM No.527031304
>>527007868
The new level crossings are ass. They should have made ramps one tile wider instead (Something people have been asking for since they introduced surface painting).

Rail crossings are limited to straight runs only and all this does is restrict their use in tighter areas. Ramps have no placement restrictions. When they went live on experimental I immediately ran into multiple sets of tracks where the crossing was now one tile too big to fit in some areas.
Replies: >>527031795
Anonymous
6/11/2025, 4:15:06 PM No.527031607
>>527030930
This was fixed in the latest patch version.
Large crossings are 8 wide now, with the actual road area of the crossing being 6 wide; same as vehicle bridges.
Replies: >>527055339
Anonymous
6/11/2025, 4:17:22 PM No.527031795
>>527031304
>(Something people have been asking for since they introduced surface painting)
Which people? The same people that are too dumb to look into what the game actually provides and realize that one can use two adjoined 'border' glyphs to create a heartline dividing driving lanes?
Anonymous
6/11/2025, 4:22:04 PM No.527032215
>>527007868
There should only be 1 size of crossing. The small one is more than wide enough for mega vehicles.
Anonymous
6/11/2025, 4:31:27 PM No.527033028
file
file
md5: 1379a36c44e35a45a80029534d9c65de๐Ÿ”
The mod that saved Space Age
Replies: >>527033452
Anonymous
6/11/2025, 4:36:12 PM No.527033452
>>527033028
i want a mod that just removes "you are only allowed to produce this item on X planet" and "you can only place this building on X planet" restrictions.
Replies: >>527042582
Anonymous
6/11/2025, 4:49:20 PM No.527034585
Is there a chance some CHAD creates a compatibility patch for IR3 and modern factorio
Replies: >>527037207
Anonymous
6/11/2025, 4:52:43 PM No.527034887
my laptop died so i'm suck with something that has an AMD Radeon R5 255
how do i make factorio run on that on it well
because so far with setting almost everything in the graphics menu to lowest value or disabled the game barely runs 30fps
Replies: >>527035050 >>527035361 >>527035969 >>527037323
Anonymous
6/11/2025, 4:54:22 PM No.527035050
>>527034887
disable biters
Replies: >>527035121
Anonymous
6/11/2025, 4:55:20 PM No.527035121
>>527035050
I forgot to mention, that it even runs bad if I host the game on a server
Replies: >>527042465
Anonymous
6/11/2025, 4:57:56 PM No.527035361
>>527034887
Graphics doesn't make Factorio lag, it barely makes any performance difference at all. The limiting factor is updates. It's all in your CPU/RAM. If you have a shit CPU the game will just run like shit, simple as.
Replies: >>527036016
Anonymous
6/11/2025, 5:05:01 PM No.527035969
>>527034887
Ingame or the animation menu? I got a low end integrated CPU and some menu animations are very laggy, but the game runs 60 fps most of the time.
Anonymous
6/11/2025, 5:05:31 PM No.527036016
>>527035361
well, the CPU is very crummy
it's an i5 4210U
Anonymous
6/11/2025, 5:14:23 PM No.527036739
I play on i3 and it runs fine.
Anonymous
6/11/2025, 5:19:37 PM No.527037207
>>527034585
Cannibalistic humanoid Androginous Douche?
Anonymous
6/11/2025, 5:20:50 PM No.527037323
>>527034887
download more ram bro
Replies: >>527037409
Anonymous
6/11/2025, 5:21:58 PM No.527037409
>>527037323
i have 16GB of DDR3 so that's not a problem
Replies: >>527037864
Anonymous
6/11/2025, 5:27:05 PM No.527037864
>>527037409
It is a problem if you have a small CPU cache, since without being able to store things in the cache it'll fall back to RAM which is much slower, and RAM is orders of magnitude slower than CPU cache. Factorio UPS is IO limited, the more you can negate IO the more UPS you can have in Factorio, the best way to negate IO is to keep everything in the CPU by having a CPU with a large cache.
The biggest upgrade you can get for Factorio is a CPU with a 3D cache, it's a night and day difference for performance. All the CPU benchmarks for Factorio put 3D cache CPUs at the top consistently.
Replies: >>527058634
Anonymous
6/11/2025, 5:44:17 PM No.527039470
Done with Spage
What should my next run be?
>Vanilla deathworld
>Vanilla megabase
>Krastorio 2
>Krastorio 2 + BZ mods (giga spaghetti)
>Something else
?
Replies: >>527039830 >>527050895 >>527235093
Anonymous
6/11/2025, 5:48:14 PM No.527039830
>>527039470
I did K2+BZ and I just got bored. BZ just isn't good, it's just microcrafting and extra ores without too much planning behind it (also if you enable silicon wafers it literally softlocks your run beacuse it requires hydrogen chloride for red circuits BEFORE you can unlock hydrogen chloride so lol, lmao) also the recipes aren't updated to k2 so you get 1:1
also also, BZ unlocks the electric mining phase immediately so you're actively jumpstarting it

also new k2 is actually kinda lame, I'm not liking the new changes, it needs a lot of TLC

play py
Replies: >>527040316 >>527050895
Anonymous
6/11/2025, 5:52:45 PM No.527040316
>>527039830
>not liking the new changes
what are the changes?
Replies: >>527041812
Anonymous
6/11/2025, 6:02:19 PM No.527041341
I enjoy Factory Town
Replies: >>527041541
Anonymous
6/11/2025, 6:04:14 PM No.527041541
>>527041341
please throw yourself into a recycler
Anonymous
6/11/2025, 6:06:56 PM No.527041812
>>527040316
mostly the biters
it's still the same k2 but on 2.0 without spage compat, and k2 as a standalone never really was too interesting
the number of configs has been completely assguttered
biomass yield is minuscule
air filters requiring biomass to recharge which literally makes them from beyond overpowered to completely useless without a middle ground, and completely surpassed by a fucking row of greenhouses with speed 1 modules which is literal joke tier tech

K2 had some problems but the rework is completely retarded and I don't plan on playing it again
Replies: >>527042024
Anonymous
6/11/2025, 6:09:15 PM No.527042024
>>527041812
>air filters requiring biomass to recharge which literally makes them from beyond overpowered to completely useless
but the tile absorption was buffed massively with 2.0 so why even use them
Replies: >>527042318
Anonymous
6/11/2025, 6:12:03 PM No.527042318
>>527042024
burner phase? I don't know, they're there and they've just been nerfed into the ground

The fact that k2 adds 50 bajillion hyperweapons while keeping regular biters AND adding ways to reduce pollution made me want to add enemy mods and play death world, but the whole point ended up being that enemy mods suck ass and deathworld is just a chore
you can't even disable the weapon tech
Anonymous
6/11/2025, 6:13:27 PM No.527042465
>>527035121
Well yeah it still needs to run locally.
Anonymous
6/11/2025, 6:14:34 PM No.527042582
>>527033452
Sounds like it would be easy to make yourself. There's not all too many recipes like that.
Anonymous
6/11/2025, 6:15:43 PM No.527042697
the dude who made the 1.1 recipe editor said he's eventually going to switch to a 2.0 version and not to lose hope
that's nice
Anonymous
6/11/2025, 6:33:32 PM No.527044524
>>526965882
I always like using coke simply because it has higher fuel value per belt and the coke oven gas is very useful fuel as well. That being said that's just me and the simplification of fuel logistics from having one belt that snakes trough the entire base and still has enough umph in it is crucial with the way I play.

>pitch
Most of that should really be going to bricks, if you want to void it then make some pitch based tiling for your base. Having an overflow to go for the coke conversion is good to have still tho. Not sure if that recipe is unlocked at py1 won't be checking that.
Replies: >>527051304
Anonymous
6/11/2025, 7:15:42 PM No.527049001
should I get Pyanodons Alternative Energy
by pyanodon or Pyanodons Modpack
Replies: >>527050679 >>527051304
Anonymous
6/11/2025, 7:29:28 PM No.527050679
>>527049001
I think the only practical difference is the Modpack has a few more optional dependencies.
>Milestones
>Cybersyn
>Not Enough Parameters
Anonymous
6/11/2025, 7:31:33 PM No.527050895
>>527039830
>>527039470
Maybe BREAM + quality biters?
Replies: >>527051130
Anonymous
6/11/2025, 7:33:28 PM No.527051130
>>527050895
>BREAM
Ah yes, the 1+ year old mod with 500 downloads and AI thumbnail, fine choice
Anonymous
6/11/2025, 7:35:00 PM No.527051304
>>527001834
I ended up burning the coke from pitch cracking in regular old boilers at one point. Made a shitload of ash, but I think it was just slightly steam negative from the whole process. Despite all of py's absurd complexity, there is a good amount of room for different design choices depending on what you want to prioritize.

>combustion mixture
Hmm. FNEI shows the fluid as present, but I don't see any recipes to craft it, and nothing in the tech tree about it. Am I missing some py mod?

>>527044524
Yeah I think we pretty much agree on using coke, I just don't think it's worth making a belt of it to use as fuel until you get the coke oven gas recipe. After that, absolutely. It's a net energy loss as far as burnable fuel goes, but raw coal may as well be infinite, and with the coke oven gas recipe you get a very useful byproduct, without which you're giving up essentially a free 20% productivity on casting with hot air, and it's a much simpler production chain than coke from distillation.

>>527049001
Not sure if there's really a difference. I'm using the one by pyanodon et. al.
Replies: >>527052729
Anonymous
6/11/2025, 7:37:14 PM No.527051537
Pyanodon isn't hard, it's just time-consuming
There, I said it
Replies: >>527052729
Anonymous
6/11/2025, 7:47:10 PM No.527052729
>>527051304
>Am I missing some py mod?
ye
https://mods.factorio.com/mod/py_liquidfuel

It's a decent alternative to sushi pipes if you don't really feel like voiding gases but still want to unify most garbage into a single fluid
it's actually kind of a trap because 99% of the time you're better of straight up voiding shit and to hell with it on top of it being partially energy inefficient in the transformation but still, it's relatively useful if you're overbuilding for something like coal and don't have any real uses for the enormous amount of coal gas/syngas you're using and want to just slap a tailings pond of the stuff instead of putting together 4 250 KL tanks
it's versatile

>>527051537
I don't think anyone ever genuinely said that pyanodon is *hard*
Py isn't hard
Nullius isn't hard
Seablock isn't hard
Ultracube isn't hard
they are factorio mods
py mostly hinges on microcrafting and intermediates
Replies: >>527054412
Anonymous
6/11/2025, 8:02:53 PM No.527054412
>>527052729
Ah, I see. It's more of a utility add-on than a core py mod.
Replies: >>527054876
Anonymous
6/11/2025, 8:07:05 PM No.527054876
>>527054412
yeah, as the mod says It used to be a core feature but it got axed and it's a legacy item.
Anonymous
6/11/2025, 8:11:18 PM No.527055339
>>527030930
>>527031607
thank fucking god
Anonymous
6/11/2025, 8:40:31 PM No.527058634
>>527037864
>All the CPU benchmarks for Factorio put 3D cache CPUs at the top consistently.
Not true when the base becomes really big, then any system becomes memory bandwidth limited.
Replies: >>527058838 >>527070116
Anonymous
6/11/2025, 8:41:44 PM No.527058782
Just checked the ratios on sour water stripping in CoI. Interesting. If you break down the ammonia to nitrogen and hydrogen, then you get more than double the hydrogen needed to fuel a gas boiler to supply the stripper with steam. The water returned is in excess of what's needed for the boiler as well. Which means the whole thing is self-sufficient on steam generation.

Sour water goes in - sulfur and ammonia come out.
If ammonia is capped, it gets electrolyzed into more hydrogen (and nitrogen) than the boiler needs and the sour water stripping starts supplying hydrogen. If the hydrogen is capped out as well, it either gets force-exported to boilers for power generation - or it just gets straight-up flared, because it's pollution-free anyway.
If sulfur is capped, it goes into the trade contract for sulfur->sludge, as per >>527031151 generating free fuel gas. (which can again be trivially cracked to hydrogen if need be).

Best part? slag-> sour water contract. Everything in your metal industry will be outputting it in stupid amounts anyway...

Those two contracts are massively complementing and basically solve all your early-game waste-products as well as hydrogen / fuel-gas need.
Replies: >>527066862 >>527128568
Anonymous
6/11/2025, 8:42:09 PM No.527058838
>>527058634
>The biggest bases possible will cause everything to kneel, your precious 3D disney XD processor included
true
anyways the benchmarks still place the faggot processor at the top, do you not understand what a fucking benchmark is
Anonymous
6/11/2025, 8:49:36 PM No.527059726
If you built a main bus, you did not beat the game
Replies: >>527060417 >>527061701 >>527061887
Anonymous
6/11/2025, 8:55:41 PM No.527060417
>>527059726
Fuck off Kovarex, not going to spaghetti stuff just because it's "visually interesting"
Anonymous
6/11/2025, 9:07:06 PM No.527061701
>>527059726
If you CAN build a main bus, you don't have enough mods installed.
Anonymous
6/11/2025, 9:08:42 PM No.527061887
>>527059726
>if you did X you didnt beat the game
I fucking hate this forced faggot meme almost as much as the "le Fallout New Vegas is le tranny game teehee" forced shit.
I hope you and your entire bloodline perish.
Replies: >>527062642
Anonymous
6/11/2025, 9:15:02 PM No.527062642
>>527061887
Cheater: identified
Anonymous
6/11/2025, 9:18:44 PM No.527063058
CHEAT CALCULATOR
CHEAT CALCULATOR
md5: af8833b31889e4a1905e9021f55016c3๐Ÿ”
>>527026231
1511 hours, impressive, very nice even, !HOWEVER!

YOU
DID
NOT
BEAT
THE
GAME
Replies: >>527069749
Anonymous
6/11/2025, 9:19:25 PM No.527063127
who cares
Anonymous
6/11/2025, 9:53:52 PM No.527066862
>>527058782
Took a further look at this, and it's actually possible to fully optimize this and create a closed loop, because the amount of ammonia you need electrolyze the hydrogen to keep the process in a steady loop is EXACTLY half of what the sour water stripper produces each cycle.

So you can chain two balancers on the ammonia pipe; the first does forced even splits, half moving into the electrolyzers with priority. The other half moving into the second balancer. The second balancer outputs with priority into the ammonia tank, and has another output rejoin the pipe into the electrolyzers.

There's also a perfect ratio in machines: four strippers against three electrolyzers.
Replies: >>527128568 >>527135003
Anonymous
6/11/2025, 10:11:58 PM No.527068783
>abusing the "mechanic" of compensatory adaptation
>playing factorio with an intact prefrontal cortex

you did not beat the game
Anonymous
6/11/2025, 10:16:34 PM No.527069296
test
test
md5: ef8d44274abc93b94ff3a65b988eb48a๐Ÿ”
finally unlocked blueprints mark 2 and started very slowly refining my factory, started with some coal energy
i did the water consumption math wrong though, need to get one more fluid train (yes i deliver water by train)
Anonymous
6/11/2025, 10:20:15 PM No.527069749
>>527063058
>1.5 K H to beat seablocks with default settings
>impressive
Anonymous
6/11/2025, 10:23:34 PM No.527070116
>>527058634
No, it's ESPECIALLY true when the base gets really big. https://factoriobox.1au.us/results/cpus?map=9927606ff6aae3bb0943105e5738a05382d79f36f221ca8ef1c45ba72be8620b&vl=1.0.0&vh=
Look at any benchmark on this site, CPUs with 3D cache are always at the top.
Anonymous
6/11/2025, 11:28:01 PM No.527077229
ss_74b87ab05aebe2cc117ac3fd9746ceaf5de4b133.1920x1080-3223597315
Thinking of starting a new planet based Space Engineers run
What's the absolute highest gravity multiplier I can get away with before it's impossible to play?
Replies: >>527078356
Anonymous
6/11/2025, 11:38:31 PM No.527078356
>>527077229
Define impossible to play
Anonymous
6/12/2025, 12:31:39 AM No.527084216
Shattered planet is an expansion bait, no?
Replies: >>527084782
Anonymous
6/12/2025, 12:37:27 AM No.527084782
>>527084216
There will never be another expansion
Replies: >>527087248
Anonymous
6/12/2025, 12:37:59 AM No.527084842
Screenshot 2025-06-11 173702
Screenshot 2025-06-11 173702
md5: 6ce8ed1ec0998b0172a3715b4c9ea435๐Ÿ”
Thank goodness I found a big island, I'm only just now getting enough power to sustain the night.
Replies: >>527085617 >>527124837
Anonymous
6/12/2025, 12:45:09 AM No.527085617
>>527084842
Looks like a solid start. If you're running out of space for accumulators: you need accumulators for electromagnetic science anyway, so putting some quality modules in the electromagnetic plant that's building the accumulators and skimming off the quality ones to user for power storage can really help. Accumulators scale way better per quality level than most other items: uncommons store 10MJ, rare 15MJ, etc.
Replies: >>527087154
Anonymous
6/12/2025, 12:59:04 AM No.527087154
Screenshot 2025-06-11 175600
Screenshot 2025-06-11 175600
md5: 61c50315a987e2ee65af6bf659f4b6a9๐Ÿ”
>>527085617
Yeah, I have one quality accumulator setup on the side (although I have 4 that are mostly dedicated towards science). I still didn't want to put too much quality in, since it messes up science too much.
I might make a separate base for quality like I did in my 30x run (picrel science setup is actually just copy-pasted from that since I didn't want to remake it), but I might wait for foundations to go big.
Anonymous
6/12/2025, 1:00:00 AM No.527087248
>>527084782
they're going to add a space block expansion
Replies: >>527090187
Anonymous
6/12/2025, 1:09:58 AM No.527088287
are cerys and maraxis even worth downloading? the rewards from the planets don't seem that interesting
Replies: >>527088998 >>527092416
Anonymous
6/12/2025, 1:16:50 AM No.527088998
>>527088287
Cerys is a self-contained puzzle planet
It gives bigger nukes and better train fuel, both can be useful
Maraxsis is a bit of a pain, but still the most polished planet mod, it requires you to really mess with quality and gives rewards that make that easier

Both are worth checking out
Anonymous
6/12/2025, 1:28:35 AM No.527090187
>>527087248
>spaceblock
No planets, expand from a small space platform using asteroid collectors and solar as your only resources.
Anonymous
6/12/2025, 1:36:15 AM No.527090962
20250611005103_1
20250611005103_1
md5: 6574226a54ba1fa65b56498beed82d02๐Ÿ”
I'm in danger haha...
Replies: >>527092230 >>527093997
Anonymous
6/12/2025, 1:49:33 AM No.527092230
>>527090962
No you aren't, you have plenty of water
put two electrolyzers near the top.
Anonymous
6/12/2025, 1:51:21 AM No.527092416
>>527088287
i don't think if you are downloading these mods you care about what they unlock on other planets or your logistics
Replies: >>527094529
Anonymous
6/12/2025, 1:59:03 AM No.527093189
>>527016257
You know, it would be neat to make a mod that turns the planets into moons of a gas giant instead, just visually. The shattered planet would be the sole exception. You could even pretend the ultra dense asteroid fields are rings.
Anonymous
6/12/2025, 2:07:36 AM No.527093997
>>527090962
>15 dupes
>cycle 157
I'm at 2112 and only have 9
Replies: >>527094210
Anonymous
6/12/2025, 2:09:54 AM No.527094210
>>527093997
Moonlet cluster scenario. I need multiple small colonies exchanging resources to survive.
Anonymous
6/12/2025, 2:13:34 AM No.527094529
>>527092416
true. I think maraxis looks interesting but the graphics really clash imo with the default factorio stuff and it bugs me
Anonymous
6/12/2025, 3:40:34 AM No.527103049
>>527001801
the dev on d*sc*rd said that they wanted to have the demo carry over but he made too many changes that don't work
so no real need to optimaxx the demo
Replies: >>527104742
Anonymous
6/12/2025, 3:55:40 AM No.527104402
Screenshot 2025-06-11 205432
Screenshot 2025-06-11 205432
md5: 022e245b11c13b7b528c19d0de224016๐Ÿ”
No dice today, better luck next time
The uncommon power armor is barely better honestly, it only gives you slots for 1xn or nx1 stuff like solar panels or batteries
Anonymous
6/12/2025, 3:57:03 AM No.527104521
>>527001801
why would I want to play factorio buy gay and reddit with less content?
Replies: >>527104742
Anonymous
6/12/2025, 3:58:35 AM No.527104661
I now have a carpal tunnel splint.

I won the game.
Anonymous
6/12/2025, 3:59:34 AM No.527104742
>>527103049
I didn't want it to, or think it would carry over. I just thought it would be fun.

>>527104521
I already played Factorio a lot.
Replies: >>527104847
Anonymous
6/12/2025, 4:00:45 AM No.527104847
>>527104742
but you're playing the same game but with a new coat of paint? Does it do *anything* unique?
Replies: >>527105509
Anonymous
6/12/2025, 4:08:42 AM No.527105509
>>527104847
how many other factory games have cute anime lesbians?
Replies: >>527105664
Anonymous
6/12/2025, 4:10:26 AM No.527105664
>>527105509
The problem is an anime lesbian tells you exactly who made the game.
Replies: >>527105930
Anonymous
6/12/2025, 4:13:13 AM No.527105930
>>527105664
a couple of autistic straight white guys who everyone thought was going to be the school shooter in high school?

I feel like they would fit in pretty well here tbqh
Replies: >>527106537
Anonymous
6/12/2025, 4:19:44 AM No.527106537
>>527105930
That's what it would have meant 20 years ago.
At this point, every man who would have been a SA goon now wears thigh highs
Anonymous
6/12/2025, 4:34:39 AM No.527107852
file
file
md5: 851aca2aa357c7bbf3adda9d5e6560f1๐Ÿ”
Is the thing where you use splitters with "even inputs" as to send say, [3 parts, 1 electronics] down a single input useful or is this a worthless gimmick?
Replies: >>527109410 >>527109917 >>527121089 >>527128568 >>527143779
Anonymous
6/12/2025, 4:52:52 AM No.527109410
>>527107852
It can be useful when unloading ships to make sure none of the containers empty before the others. Otherwise I'm pretty sure neat rows of conveyor lifts will take up less space than some mixed belt monstrosity. Eat the pop cost and just build another assembler instead of wasting time/unity.
Replies: >>527109917 >>527121089
Anonymous
6/12/2025, 4:58:57 AM No.527109917
>>527109410
>>527107852
it's only really useful if you for some reason need more inputs than the ports can handle, saw someone post about the rocket silo needing trillions of inputs but I don't know how accurate this is
Replies: >>527121089 >>527124541
Anonymous
6/12/2025, 5:03:24 AM No.527110327
>Almost done with Aquilo ship design
>Realize as I'm compressing my build I fucked up asteroid crushers and they get clogged with asteroid chunks
AHHHHHHHHHH
Anonymous
6/12/2025, 5:37:27 AM No.527113291
Screenshot_20250611_182723
Screenshot_20250611_182723
md5: ee69ab40ff9bbcd5fbf2e89081eff064๐Ÿ”
fuck me using these dumpers are so tempting, but they always come back to bite me in the ass

speaking of, I'm also tempted to building the big ass ore sorter directly as the input for my central smelting place
this way I can fine tune each mine number of trucks to how far the mine is from the sorter,
I just got the big storage too, tho I get a feeling it might be a big mistake
Replies: >>527114864 >>527124712
Anonymous
6/12/2025, 5:39:30 AM No.527113458
Screenshot_20250611_221705
Screenshot_20250611_221705
md5: be4561e19eaaf8d9772355798e132c0a๐Ÿ”
also, let the buried pipe madness begin
Anonymous
6/12/2025, 5:40:32 AM No.527113550
>>526909976
Fusion has been 20 years away forever because the oil and gas industry have too much of a stranglehold on civilization. You'll never get the manhattan + moon landing + f35*1000 budget required to do it in the west. You're literally spending trillions to undermine the petrodollar.

You'll only see the Chinese do it or Europe doing it as a reaction against Chinese attempting to do it.
Replies: >>527113669
Anonymous
6/12/2025, 5:41:41 AM No.527113669
>>527113550
Fusion is always 20 years away because it is an investment scam.
Replies: >>527113761
Anonymous
6/12/2025, 5:42:54 AM No.527113761
>>527113669
No, the logic behind it is sound, but it's not profitable. Nonprofitable things don't get made.
WW3 might kickstart a serious attempt at it, or when oil and gas reserves start to become too heavily contested to where the trillions+ investment to leapfrog development happens
Replies: >>527114554
Anonymous
6/12/2025, 5:52:07 AM No.527114530
>want to post factory
>"posting images from this ip range is temporarily banned due to abuse"
I really hate this feature
Replies: >>527115221
Anonymous
6/12/2025, 5:52:28 AM No.527114554
>>527113761
>The logic of magically making a technological that requires material science decades beyond us to even start makes sense.
Anonymous
6/12/2025, 5:54:04 AM No.527114674
20250612055307_1
20250612055307_1
md5: 5e52697d90f7904f3091d05831d83de8๐Ÿ”
I HATE NOT HAVING NATURAL SAND I HATE NOT HAVING NATURAL SAND I HATE NOT HAVING NATURAL SAND
Anonymous
6/12/2025, 5:56:24 AM No.527114847
20250611235128_1
20250611235128_1
md5: 397e3ada0c42e7a22dcdac00c564ea00๐Ÿ”
I launched a space station but we have not invented cameras yet so it's an artists representation, and a pretty good one.
Replies: >>527117353 >>527140120
Anonymous
6/12/2025, 5:56:40 AM No.527114864
all you need
all you need
md5: 73b5b9d5754d04541cf49b616a58fd7b๐Ÿ”
>>527113291
>Using cope stackers to dump and dig materials A SECOND TIME instead of sending shit to storages handled by trucks
Replies: >>527115974
Anonymous
6/12/2025, 6:01:06 AM No.527115221
>>527114530
Stop posting CP then, dumbass.
Anonymous
6/12/2025, 6:10:03 AM No.527115974
>>527114864
and what will the truck that, uh? just dump it somewhere else
get the problem?
Replies: >>527117171
Anonymous
6/12/2025, 6:23:42 AM No.527117171
>>527115974
Yes, the truck that moves 20ft away to drop shit near the ocean without having to use stackers nor giant excavators like the ones you're using.
Replies: >>527144016
Anonymous
6/12/2025, 6:25:35 AM No.527117353
>>527114847
if you haven't invented cameras why is there a lens flare
also the difference in brightness of sol and the other stars means they would likely not be viable
seems about as accurate as a medieval drawing of a cat
Replies: >>527120425
Anonymous
6/12/2025, 7:01:20 AM No.527120425
>>527117353
>if you haven't invented cameras why is there a lens flare
The artist must be highly smart and anticipated the lens flare that would exist in compound lens solutions that would be invented to reduce aberration, but also smart enough to incorporate some representation of lens flare due to internal reflections and stray light, which he knew would happen but could only calculate with a pocket calculator.
Anonymous
6/12/2025, 7:10:34 AM No.527121089
file
file
md5: afe8cd789490ccfbb9cde5890ef1c79a๐Ÿ”
>>527107852
Expected this to break but it didn't. Seems like there's a couple use cases where it could be done such as vehicle parts because who needs tier 1s?
>>527109410
I love figuring out retarded tech.
>>527109917
Got it.
Replies: >>527143779
Anonymous
6/12/2025, 7:18:53 AM No.527121658
is Mindustry /egg/?
Replies: >>527122457
Anonymous
6/12/2025, 7:31:04 AM No.527122457
>>527121658
No and neither is factorio or satisfactory.
Replies: >>527122609
Anonymous
6/12/2025, 7:33:23 AM No.527122609
>>527122457
name an egg game
Replies: >>527122776 >>527123592 >>527123729 >>527124513
Anonymous
6/12/2025, 7:35:56 AM No.527122776
>>527122609
Minecraft and stardew valley.
Replies: >>527123909
Anonymous
6/12/2025, 7:47:07 AM No.527123592
>>527122609
getting a bachelor's in mechanical engineering
Replies: >>527123909
Anonymous
6/12/2025, 7:49:14 AM No.527123729
>>527122609
angry birds
Replies: >>527123909
Anonymous
6/12/2025, 7:52:08 AM No.527123909
>>527122776
>>527123729
>>527123592
give respective opinions
also
>education
>game
Anonymous
6/12/2025, 7:59:44 AM No.527124376
ezgif-5-38bab08a37
ezgif-5-38bab08a37
md5: a14ba31a6782a1512f8249894762f4a0๐Ÿ”
>ratio between smelters and iron construction parts is 1:2,66667
>ratio between smelters and steel construction parts is 1:2
Replies: >>527124446
Anonymous
6/12/2025, 8:00:57 AM No.527124446
>>527124376
>ratiocels
embrace overproduction
Replies: >>527125241
Anonymous
6/12/2025, 8:02:01 AM No.527124513
>>527122609
https://fold.it/
Anonymous
6/12/2025, 8:02:31 AM No.527124541
>>527109917
The rocket launch pad does have like 7 different resources and only 5 input ports I think. One of them becomes obsolete leaving 6 resources.
Anonymous
6/12/2025, 8:05:18 AM No.527124712
Glowing rock waste
Glowing rock waste
md5: f5db1a1e9349ab7e05f1bc17de4ee874๐Ÿ”
>>527113291
Use them to expand your island. You can set the height too so it comes up to exactly the right height and then stops. Alternatively just dump shit off a cliff and don't worry about it for a hundred years.
Replies: >>527144016
Anonymous
6/12/2025, 8:07:32 AM No.527124837
>>527084842
>bot sorter
stop cheating dude
Replies: >>527125287
Anonymous
6/12/2025, 8:13:58 AM No.527125241
>>527124446
it's just that it's a shitty way to make people want to use the steel recipe given that it's an objectively shit recipe
Anonymous
6/12/2025, 8:14:45 AM No.527125287
>>527124837
doing fulgora with bots is a more interesting challenge than using belts and splitters
at least for anything other than a small base
Replies: >>527125352 >>527125643 >>527125724
Anonymous
6/12/2025, 8:15:55 AM No.527125352
>>527125287
I don't think it's a challenge per se, I just think it's literally the ideal use case for bots. Many different items, constrained space, and very easy power that's inherently surge-proof.
Replies: >>527128382
Anonymous
6/12/2025, 8:20:42 AM No.527125643
>>527125287
logi bots should be a crutch, not the entire solution
using them for everything does not follow the spirit of factorio
Replies: >>527128586
Anonymous
6/12/2025, 8:21:55 AM No.527125724
>>527125287
Yup. A big main bus loop on Fulgora is the most boring shit imaginable
Anonymous
6/12/2025, 8:42:05 AM No.527126975
FdQ98AAX0AAPGTI
FdQ98AAX0AAPGTI
md5: 50dd885a4b2f52517b9744c1c418f8a7๐Ÿ”
WHY THE FUCK IS ANGEL'S NOT UPDATED FOR SPAGE
Replies: >>527127842 >>527129790
Anonymous
6/12/2025, 8:56:47 AM No.527127842
>>527126975
nothing is updated for spage, just 2.0
and probably nothing will, as the devs will soon stop all updates and people tend to lose interest in a dead game pretty quickly unless they release the sourcecode as promised, but they never will
Replies: >>527128112
Anonymous
6/12/2025, 9:01:13 AM No.527128112
>>527127842
>the devs will soon stop all updates
Factorio 2.1 is still coming with quality updates and after that development is going to ramp down, like it did in the years between Factorio 1.1 and 2.0 when the devs were working on Space Age without much outside communication about it. During which they still released a lot of bugfixes and small improvements to performance, the ergonomics of the modding API, etc.

I'm expecting the initial post-2.1 year(s) to not be much different. There probably will still be a trickle of patches, while Wube works in silence on their next big thing until it's ready to announce and start back up dev-blogs about it again, to bring the hype train back up to steam.
Replies: >>527128395 >>527128614
Anonymous
6/12/2025, 9:05:05 AM No.527128382
>>527125352
the AI on them is still awful and it is easy to have a large group of bots waiting to charge at a single roboport even though there are dozens of free charging ports on roboports right next to it
they then sit there waiting to charge until they completely run out of power
you don't have many options to wrangle bot behavior and things like using higher quality bots/roboports actually makes things worse
using belts/splitters is very easy to design, scale, debug, reason about
literally the only thing that is harder with belts is it is more tedious to place them
Anonymous
6/12/2025, 9:05:22 AM No.527128395
>>527128112
>Quality updates
you mean nerfs
we're getting a bunch of nerfs to shit deemed too fun. I doubt they will add anything significant like fixing the distance between planets.
Anonymous
6/12/2025, 9:08:21 AM No.527128568
>>527107852
Even inputs is less useful than even outputs.
Even outputs are at least an absolute necessity to create proper balance for some recipes which need to internally recycle part of a product until its stock has maxed out, at which point it should start recycling all of it. Unless you want to create entire duplicated production lines - one dedicated to the recycle loop and one to the overflow.

E.g. the sour water -> ammonia/hydrogen loop described in >>527058782 and >>527066862 is one of these.
Anonymous
6/12/2025, 9:08:35 AM No.527128586
>>527125643
your personal preference for what you enjoy is not a universal maxim
the whole point of factorio is researching new technologies that improve on old ones and replace the old way of doing things
there is no logical reason to add "except belts xDDD" to that and limit them to throughput upgrades
Replies: >>527128871
Anonymous
6/12/2025, 9:09:03 AM No.527128614
>>527128112
2.1 will probably add some nice small stuff, but after that we won't get anything besides bug fixes that don't affect anybody
I doubt we'll get truly great mods for SA
>Wube works in silence on their next big thing until it's ready to announce and start back up dev-blogs about it again, to bring the hype train back up to steam
yeah, but that would be another game, and it's not guaranteed to be any good
well, I just hope at least SE and SeaBlock are getting updated to 2.0 after all
Replies: >>527129225
Anonymous
6/12/2025, 9:13:43 AM No.527128871
>>527128586
>the whole point of factorio is researching new technologies that improve on old ones
the point is more like "build more"
I've seen some bot bases and while I suppose they worked fine, they were the most soulless things imaginable
they also have bad throughput, of course
Replies: >>527129168
Anonymous
6/12/2025, 9:18:16 AM No.527129168
>>527128871
This anon gets it. Every time I see people just cheese the game with bots/trains I get angry.
Anonymous
6/12/2025, 9:19:12 AM No.527129225
>>527128614
>well, I just hope at least SE and SeaBlock are getting updated to 2.0 after all
SE already has a closed patreon beta that's 2.0 compatible. Quezler's SE tweaking mods are already being updated for it. So it's a thing; and it's coming.

SeaBlock, we know KiwiHawk is working on it. They're doing the upgrading for Angel's mods (and iirc Bob's?) first, as those are dependencies. As soon as Angel's mods are updated, we might actually also see work done on e.g. Nullius for 2.0

I think the only major mod that's dead and buried is actually IR3.
Due to the usual Deadlock-dramaqueening; where they publicly announced they're giving up on porting it, because they're tired of Factorio, doing the work on the mod is too hard, blah blah blah. (Deadlock literally did the same song and dance before with IR and IR2 and then again with IR2 and IR3. He will likely be back eventually for IR4.)
Replies: >>527129790
Anonymous
6/12/2025, 9:28:01 AM No.527129790
>>527126975
Because archangel actually stopped developing his mods, along with bob, which means both projects are now public forks.
>>527129225
I hope he stops for good.
Anonymous
6/12/2025, 9:31:24 AM No.527129981
did the hardmode py guy give up? last episode is over 2 weeks old
Replies: >>527130491 >>527131431
Anonymous
6/12/2025, 9:40:18 AM No.527130491
1719011324266155
1719011324266155
md5: 9e2b031ecd8be7d4053e95693dacd186๐Ÿ”
>>527129981
maybe read the comments of the retard you're watching.
Replies: >>527130634 >>527130789 >>527130867
Anonymous
6/12/2025, 9:42:47 AM No.527130634
1729883155489648
1729883155489648
md5: 6d876fe2066c7341d1c7577cd245e82b๐Ÿ”
>>527130491
>simonplays 314
>simonplays ฯ€
Replies: >>527131356
Anonymous
6/12/2025, 9:45:19 AM No.527130789
>>527130491
I did, I was just shilling him
Replies: >>527131108 >>527131431
Anonymous
6/12/2025, 9:46:35 AM No.527130867
>>527130491
least autistic py player
Anonymous
6/12/2025, 9:51:10 AM No.527131108
1459159417144198
1459159417144198
md5: 90f940d41169d5e5f0953582e0c8bb3a๐Ÿ”
>>527130789
>shilling a german guy who does 1 hour long py streams that couldn't sound more dead if he tried
oh, you're more retarded than him if you think anyone's going to watch that shit
Replies: >>527132000 >>527162048
Anonymous
6/12/2025, 9:55:41 AM No.527131356
>>527130634
that little girls needs a nap.
Anonymous
6/12/2025, 9:56:58 AM No.527131431
>>527130789
>>527129981
Buy an ad.
Anonymous
6/12/2025, 10:06:16 AM No.527132000
>>527131108
you are in the factorio general, of course people are going to watch that
Replies: >>527132064
Anonymous
6/12/2025, 10:07:21 AM No.527132064
>>527132000
No. The last time I tried I literally fell asleep and I'm playing py on the side.
Replies: >>527132127
Anonymous
6/12/2025, 10:08:12 AM No.527132127
>>527132064
sleeping is good for you
Replies: >>527132228
Anonymous
6/12/2025, 10:09:47 AM No.527132228
>>527132127
if your content puts people to sleep you've either got a possible aid for insomnia I suppose
Anonymous
6/12/2025, 10:50:42 AM No.527134464
Screenshot 2025-06-12 035012
Screenshot 2025-06-12 035012
md5: 6573f086afb9f74ebdeeec1e184a7cac๐Ÿ”
Can I pause a biochamber making eggs with the circuit network and effectively keep them in stasis forever?
Thinking about ways to cold-start without needing to visit.
Replies: >>527134617 >>527134771 >>527135197 >>527135352 >>527141652
Anonymous
6/12/2025, 10:53:29 AM No.527134617
>>527134464
planning to fail means failing to plan
Replies: >>527135235 >>527135352 >>527155867
Anonymous
6/12/2025, 10:56:00 AM No.527134771
>>527134464
No but you can remove the recipe as to force flush biochambers while keeping a backup that keeps running forever.
Anonymous
6/12/2025, 10:59:45 AM No.527135003
>>527066862
I had been doing some oil math trying to figure out the cheapest production chains to know what cracking chains to prioritize, and was about to call you silly for forcefully wasting ammonia like that instead of just the excess but you might actually be onto something.
Electrolyzed hydrogen costs ~91.24kW from crude to hydrogen (each steam unit being +250kW):
((3/(48 + 12 + 18) * 36 + 2) / (9 + 9) * 12) * 250 + 300) / 12 = 91.2393...

Compare with the costs of reforming gas (~68.10kW) or cracking naphta into hydrogen (~52.09kW) and it definitely seems suboptimal. However, take into account the free steam from looping back (that +2 becomes a +0) and the cost drops down to ~44kW. Not that it's a meaningful number since that hydrogen isn't being exported, but it cuts down on the cost of amonnia by association, from ~47kW to ~19.23kW

Does that make sense, mathematically? Just crossing out that +2 because looping things back makes it free steam? Now I wonder where else I could apply this to. Cracked heavy oil's gas to a reformer to hydrogen to feed back to the heavy oil cracker?

Thanks for making me see the light anon, but also fuck you because now I have to redo all my math and scrap my petrochem plans yet again.
I think I'll procastrinate a little first making more neat little roads and parking areas instead.
Replies: >>527144187
Anonymous
6/12/2025, 11:02:57 AM No.527135197
>>527134464
wdym? you can't pause the spoilage
Replies: >>527135325
Anonymous
6/12/2025, 11:03:37 AM No.527135235
>>527134617
My first save's factory had a bunch of failsafes (including alarms for if eggs weren't used in 2 minutes), although they never ended up firing.
I can't have everything perfect on gleba though, because the ag towers aren't consistent in their harvesting rate over the short-term (only the long term)
Anonymous
6/12/2025, 11:05:08 AM No.527135325
>>527135197
My thought was that the input egg has been consumed, and the output egg will not exist until the craft finishes.
Replies: >>527136113
Anonymous
6/12/2025, 11:05:31 AM No.527135352
>>527134464
>and effectively keep them in stasis forever?
Hm.
That is actually an interesting idea, I don't know if spoilage times are inherited after crafting.

>>527134617
It's not even planning to fail, it might literally just be a matter of not wanting gleba to continuously produce spores and not needing to manually go to gleba in-person every time you need to kickstart agricultural science again.
Replies: >>527135662
Anonymous
6/12/2025, 11:07:45 AM No.527135497
>>526664664
What if you fired something like a steel net at your adversaries?
Anonymous
6/12/2025, 11:10:43 AM No.527135662
>>527135352
just make boxes for the science to rot in, spores are a manageable problem and evolution factor is a nonfactor
Replies: >>527135985
Anonymous
6/12/2025, 11:16:21 AM No.527135985
>>527135662
What a terrible idea.
Replies: >>527136482
Anonymous
6/12/2025, 11:18:36 AM No.527136113
file
file
md5: 9b2913b3e1fdfdf8f3a99636a6256c8c๐Ÿ”
>>527135325
maybe if you can time the productivity bar?
Replies: >>527136232 >>527143989
Anonymous
6/12/2025, 11:20:22 AM No.527136232
>>527136113
Interesting, so the spoilage counter does actually take into account the time spent between the beginning of the craft.
Anonymous
6/12/2025, 11:22:56 AM No.527136371
is satisfactory more about how to make it look good than how to make it efficient? seems that it's quite easy to make it efficient
Anonymous
6/12/2025, 11:24:57 AM No.527136482
>>527135985
why
Replies: >>527137036
Anonymous
6/12/2025, 11:34:04 AM No.527137036
>>527136482
Because it's inefficient.
Imagine you go to gleba first.
You go to gleba first because you want biolabs to get x2 science per science as soon as possible.
Problem.
Gleba has pentapods and you don't have artillery from vulcanus.
Solution.
Small bases are left mostly undisturbed by pentapods, especially if you don't create spores.
Make a barebones base that only gives you the bare minimum to get as much agricultural science as you can.
You are required to go to gleba at least twice in person to do this. That can be bypassed if you "freeze" an egg.
Biolabs get.
Move on to vulcanus.
Replies: >>527137548 >>527138469 >>527139293
Anonymous
6/12/2025, 11:43:02 AM No.527137548
>>527137036
you need so little science before aquilo anyway, why would you even care about biolabs to the point of torturing yourself?
Replies: >>527137601
Anonymous
6/12/2025, 11:43:56 AM No.527137601
>>527137548
speedrunning.
Anonymous
6/12/2025, 11:58:48 AM No.527138469
>>527137036
>Because it's inefficient.
what the fuck are you talking about, the only inefficiency you're experiencing is the one you are making by causing a circumstance where you're required to go back to gleba.
also it's like you've never even heard of time evolution
Anonymous
6/12/2025, 12:11:23 PM No.527139293
>>527137036
I did go to gelba first. I've played multiple times. I've never shipped artillery stuff to gelba, or telsa stuff.

You can get a lot of work done with turrets and bioflux buffs. Once that's done, iron is infinite You can make walls of turrets,until that stops working, and then you should have access to missile launchers.

Missile launchers are researched using gelban science. They solve the gleban problems(with aid from regular turrets or whatever).

This does not require minimalist base sizes or return trips. Gelban science, processed with biolabs, requires regular rocket launches regardless, meaning that trips to nauvis will be cheep by the time you get off the planet.

You won't actually need green science at all times, meaning you won't actually need to spend your fruit on eggs at all times, meaning that there will be more than enough resources to generate way way more metal weapondry than you actually require.

So long as you have a roboport with access to roboports and robots, and a machine that cycles and burns eggs for freshness, you shouldn't have to return. Just push the nests back with normal turrets before you leave.
Anonymous
6/12/2025, 12:24:11 PM No.527140120
>>527114847
What game?
Anonymous
6/12/2025, 12:46:27 PM No.527141652
>>527134464
the egg still spoils when the crafting is paused
Replies: >>527145259
Anonymous
6/12/2025, 12:56:07 PM No.527142570
file
file
md5: 96a6fccfeb36478d8853289e1c6bdc92๐Ÿ”
Any mods that can liquefy science?

I need more toobs.
Replies: >>527145292
Anonymous
6/12/2025, 1:06:05 PM No.527143224
So how's space engineers 2?
Anonymous
6/12/2025, 1:13:23 PM No.527143779
Screenshot_20230711_234359
Screenshot_20230711_234359
md5: 7d17318a47e02c9eb1748712e94f5655๐Ÿ”
>>527107852
>>527121089
this was actually pretty useful for big crusher when you don't actually need the through output of one

pic related from a couple of years ago (and no I don't even know what I'm doing there)
Anonymous
6/12/2025, 1:16:35 PM No.527143989
001
001
md5: 762354925b5a92232299e1e6a4d4bb42๐Ÿ”
>>527136113
god I just fucking hate Kovarex at this point. Everyone thought Earendel was bad for stone byproduct but incorporeal, non-recoverable items spoil in Spage just so you can't get around a bullshit mechanic no one asked for that can break in a hundred ways that you don't actually have the tools to account for.
Replies: >>527144686
Anonymous
6/12/2025, 1:16:53 PM No.527144016
>>527117171
>>527124712
> and dumping all your dirt in the ocean like a pleb
I'll say, my biggest weakness in this game is trying to preserve the shores and then do some landscaping
Replies: >>527199479
Anonymous
6/12/2025, 1:19:13 PM No.527144187
>>527135003
>Thanks for making me see the light anon, but also fuck you because now I have to redo all my math and scrap my petrochem plans yet again.

Just remember your Daft Punk, anon:
>Harder, Better, Faster, Stronger
Anonymous
6/12/2025, 1:26:12 PM No.527144686
>>527143989
Why can't we read spoilage of items currently in the tank anyway
Anonymous
6/12/2025, 1:33:54 PM No.527145259
>>527141652
Does it still spawn a pentanigger even if it's mid craft?
If so that's retarded it can spawn something but you can't recover it. It disappears into the ether and then an ayylmao pops out of the ether.
Anonymous
6/12/2025, 1:34:25 PM No.527145292
1748545322766396
1748545322766396
md5: f0e05fdf38c9cec15a04ccddcfa91dd7๐Ÿ”
>>527142570
Replies: >>527145746
Anonymous
6/12/2025, 1:41:10 PM No.527145746
>>527145292
Devilish
Anonymous
6/12/2025, 2:07:32 PM No.527147636
file
file
md5: aaddb2937bab0344eb9e88bb90d91f8f๐Ÿ”
>>527001653
10 of the 12 relays meant for Eve made it along with the main ship. I've got the other two with manuvers that will have them return to Eve half a KSP year from now.
Both Early Interplanetary Probes are free, and have began maneuvering towards destination... Now then, the Nave Nuovi Orizzonti is in a position, if I cancel the Gilly orbit part of the mission, I can do the return trip absolutely fine... but I should be able to return to Kerbin with an alternative flight plan if choose to orbit Gilly.
Instead of fishing for just any encounter with Kerbin, I can ensure that intersect with Kerbins nice atmosphere and skip the DeltaV needed to pull back into Kerbins orbit. I also considered some orbital refuel non-sense but that's gay. I could have made a much better ship if I used orbital assembly or orbital refuel.
Replies: >>527148712 >>527159963
Anonymous
6/12/2025, 2:22:48 PM No.527148712
file
file
md5: 6a0318e74c045cba0988f48646e59b0a๐Ÿ”
>>527147636
Deorbiting the critical probe, next pass. Probably the second most stressful thing in the mission.
>10 of 12 relays
One I accidently blew past it's encounter while in time warp because I didn't set alarms.
One I forgot to perform the Normalizing maneuver because I accidently set another probes maneuver alarm twice.
Replies: >>527149358
Anonymous
6/12/2025, 2:30:39 PM No.527149358
file
file
md5: 75d1071328f3bbefa81dc6f47afa4a09๐Ÿ”
>>527148712
Down we go.
Replies: >>527151178
Anonymous
6/12/2025, 2:53:40 PM No.527151178
file
file
md5: 8667dfb73c8f51300ec50a081e395b7f๐Ÿ”
>>527149358
We did it, all that probe testing payed off. It wouldn't stand up though. It transmitted 7 experiments back to Kerbin, meaning the Eve contract is 2/3rds complete, just need to return the Nave Nuovi Orizzonti to Kerbin.
Anonymous
6/12/2025, 3:53:16 PM No.527155867
nod
nod
md5: 0935a729004ce3a20f5c2f2918821c4e๐Ÿ”
>>527134617
A good pan will not fail the eggs.
Replies: >>527156147
Anonymous
6/12/2025, 3:56:32 PM No.527156147
>>527155867
but the person holding the pan can fail both the egg and the pan
Replies: >>527157281
Anonymous
6/12/2025, 4:11:01 PM No.527157281
>>527156147
Pan a man, eggs the plan.
Anonymous
6/12/2025, 4:15:16 PM No.527157645
089466fe25d40c8cf5211b89c234067688b4aa34
089466fe25d40c8cf5211b89c234067688b4aa34
md5: 5cc6525252a60fe0407a945f65acf319๐Ÿ”
ใƒ‘ใƒณ!
Anonymous
6/12/2025, 4:18:08 PM No.527157892
Sans titre
Sans titre
md5: 59ea709fc2bc093c3824e5865a5ac4d9๐Ÿ”
Almost done reorganize my entire island
You can see the spaghtet nightmare at the back
Replies: >>527158764 >>527159820
Anonymous
6/12/2025, 4:28:16 PM No.527158764
>>527157892
>a quai
https://www.youtube.com/watch?v=jsDz4D6ZJbk
stupid french faggot you die now
Replies: >>527161252
Anonymous
6/12/2025, 4:37:19 PM No.527159538
I have two months holidays until I start my studies in August
Is it enough time for a Pyanodons run?
No plans but lifting & playing Factorio
Replies: >>527159738 >>527174787
Anonymous
6/12/2025, 4:38:30 PM No.527159628
Unbenannt
Unbenannt
md5: 5525fbba14876970a6cc8792f463bf02๐Ÿ”
Alright just got back into factorio after getting filtered by it in 2019, just leaving this here to see if anons that have thousands of hours will enjoy my ignorance. I did make it a bit farther than I am at now so have some knowledge but I am running space age and kinda gave up on my old save right around when I got trains to bring oil in set up.
Replies: >>527161023 >>527172269 >>527205341
Anonymous
6/12/2025, 4:40:03 PM No.527159738
>>527159538
>Is it enough time for a Pyanodons run?
Yes, but also no.
Yes, because you'll give in a few days in.
Anonymous
6/12/2025, 4:40:56 PM No.527159820
>>527157892
Very cozy

Where's ur trains doe
Replies: >>527161283
Anonymous
6/12/2025, 4:42:32 PM No.527159963
>>527147636
>10 of the 12 relays
what the fuck, do you have a realistic mod or something?
I find that 3~4 relays per planet is enough
Replies: >>527160385
Anonymous
6/12/2025, 4:47:21 PM No.527160385
>>527159963
Polar and Equatorial requires three each that's six, two bodies in the Eve system 12.
Anonymous
6/12/2025, 4:51:50 PM No.527160787
>add sane AAI loaders
>AAI still calls for lubricated vs unlubricated
>price is still divided between expensive and lubricated
>add x10 cheaper AAI loaders mod
>the loaders are still the same price
what gives that wasn't the case before
Replies: >>527161312
Anonymous
6/12/2025, 4:54:31 PM No.527161023
>>527159628
looks good
Anonymous
6/12/2025, 4:56:58 PM No.527161252
>>527158764
https://youtu.be/lUjuv24_jYs
It appears my superiority has led to some controversy...
Anonymous
6/12/2025, 4:57:22 PM No.527161283
the absolute state of titanium production
>527158764
filtrรฉ
>>527159820
first gayme of Col so i rush everything to understand the mechanic, next save I promise
Anonymous
6/12/2025, 4:57:44 PM No.527161312
>>527160787
Oh great it's py that's doing it
Replies: >>527161610
Anonymous
6/12/2025, 4:59:46 PM No.527161492
Is this the right place to ask if I should get anno 1800?
Replies: >>527162672 >>527180468
Anonymous
6/12/2025, 5:01:05 PM No.527161610
capture
capture
md5: ca2bdd63c2bafd2924ec3b2fdb69822f๐Ÿ”
>>527161312
looks like it overrides all mods
That's annoying but it can be fixed manually I guess
Anonymous
6/12/2025, 5:05:40 PM No.527162048
1654179940873
1654179940873
md5: fe05008fd809c6173dc9c8173d2443f4๐Ÿ”
>>527131108
I will watch it, but I am also german...
Replies: >>527163632
Anonymous
6/12/2025, 5:06:44 PM No.527162153
any guide I should consult before trying out py?
Replies: >>527162247 >>527162303 >>527162447 >>527174787 >>527179790 >>527187030 >>527227339 >>527228617
Anonymous
6/12/2025, 5:07:44 PM No.527162247
>>527162153
you should consult a therapist first
Replies: >>527162714
Anonymous
6/12/2025, 5:08:09 PM No.527162303
>>527162153
Read the Holy Bible and try to find Jesus.
Replies: >>527162714
Anonymous
6/12/2025, 5:09:01 PM No.527162380
Happy 1 million, /egg/!
Anonymous
6/12/2025, 5:09:43 PM No.527162447
>>527162153
ask yourself why there's an ebb and flow in py posting in /egg/ every time there's a lack of available overhauls and they never report back months later with a 500+ hour base
Replies: >>527162714
Anonymous
6/12/2025, 5:11:59 PM No.527162672
>>527161492
/civ4xg/ might be a better place
Anonymous
6/12/2025, 5:12:21 PM No.527162714
>>527162247
>>527162303
as far as I know you can't death spiral like in CoI and you don't even have biter so what's the issue? I know it's long
>>527162447
there's not a lot of base posting in general
I barely see any mega bases here
Replies: >>527162940
Anonymous
6/12/2025, 5:14:36 PM No.527162940
>>527162714
>there's not a lot of base posting in general
don't fool yourself
I've yet seen a single person post a py2 milestone, let alone chemical science
and that's half of py
Replies: >>527227339
Anonymous
6/12/2025, 5:21:35 PM No.527163632
>>527162048
I'm sorry
Anonymous
6/12/2025, 6:26:09 PM No.527169854
enemies on or off for science cost multiplier run? sounds annoying having to clear that many nests with gun turrets.
Replies: >>527170321
Anonymous
6/12/2025, 6:30:50 PM No.527170321
>>527169854
2.0 makes biters harmless
and you can clear nests with destroyers or poison capsules
Anonymous
6/12/2025, 6:44:09 PM No.527171746
glass
glass
md5: 372d820185cbbd620e1244b477ecab5a๐Ÿ”
Speaking of py, I'm learning a bit of sushimancy.
I've got a surplus of both syngas and acetylene, and I'm just dumping the excess in my glassworks. Only issue is I don't have enough of either to keep the working at all times. I've got a steady stream of gasoline coming but if I dumped it in the glassworks it'd take priority, and I'm storing it in a tailings pond so I can't use an overflow valve. So what I'm doing here is prioritizing syngas (since there's always an excess) with a check valve and since I haven't unlocked combinators yet I'm making sure to use two pumps to use as a gate. One checks for the valve to see if there's less than 5% syngas in the overflow system, in which case it locks a portion of pipe. The other exists as a way not to backflow into the first pump to create a portion of gasoline that's can be partitioned from the rest of the pipeline. So syngas takes priority, is consumed first, and if there's no more syngas in the system, the sluice is unlocked and it lets the gasoline through until there's a backlog of syngas again. I've timed it and it seems that 5% is more than enough not to fully load the overflow pipe with backed up syngas: 10% works too but it gets >90% full and I'd rather not test it.
The second pump also adds as a secondary gate whenever there's acetylene: when there is at least 1 unit of acetylene in the check valve, it stops pumping, holding the gasoline back.

I should have just voided both acetylene and syngas and used just the gasoline but still, it makes me feel smart
Replies: >>527198675
Anonymous
6/12/2025, 6:49:18 PM No.527172269
>>527159628
All the deliberate twists tell me you're full shit and you only want to trigger some autists, actual new players wouldn't build like that.
Replies: >>527172805
Anonymous
6/12/2025, 6:55:02 PM No.527172805
>>527172269
>played until trains+oil
I'm not full new
Replies: >>527182013
Anonymous
6/12/2025, 6:57:20 PM No.527173049
Screenshot_20250612_130457
Screenshot_20250612_130457
md5: bcbd4a4876cc086871fa97480bc5835a๐Ÿ”
I'm taking waaay to long with this, send help
Anonymous
6/12/2025, 7:12:44 PM No.527174787
>>527159538
It's good to reserve 1000 hours for a PY run so 2 months isn't enough unless you consider yourself a fast player or can play at least 16 hours a day

>>527162153
There's no point going into PY with a guide, just play. If you can't handle the start then you will quit anyways soon enough.
Anonymous
6/12/2025, 7:40:32 PM No.527177774
With kerbalism is there a way to have a relay store and retransmit data? For example a relay in orbit retransmitting data from a lander which might have a weaker antenna or be on the far side of a tidally locked moon.
Anonymous
6/12/2025, 7:52:11 PM No.527179145
Satisflattory 1.1 is out. A while bunch of nothing but the Personnel Elevator is kinda ok I guess. Hypertube Junctions look useful. Blueprints now autoconnect.
Replies: >>527179625 >>527182151 >>527183465
Anonymous
6/12/2025, 7:56:35 PM No.527179625
>>527179145
>Blueprints now autoconnect
Fucking finally, connecting them manually was annoying
Anonymous
6/12/2025, 7:58:08 PM No.527179790
>>527162153
No, however.

If you want a good tip for the start - the first stage's gimmick is that most of your fuel is going to create one unit of ash as a waste material.
If you use half a belt for fuel then the other half can extract the ash. You can use a perpendicular underground belt as a filter.
Replies: >>527186940
Anonymous
6/12/2025, 8:04:45 PM No.527180468
536
536
md5: f1cae2c0073c7f6b7087812ee2d6ca88๐Ÿ”
>>527161492
https://www.youtube.com/watch?v=sJtPxC3dJSE
>you've been playing for 2 hours
>how about a cup of coffee
It didn't become as popular as it is for no reason. It has an old game's soul, it's rich and fat with city building. Don't expect logistic gameplay though.
I think it beats SimCity 4 in almost every aspect on the same playing field so please rescue it from ubisoft's launcher.
https://www.youtube.com/watch?v=pECXXQQxUJU
Anonymous
6/12/2025, 8:18:10 PM No.527182013
>>527172805
Then stop fucking around with pointless bullshit when you haven't seen even 15% of the game
Trains and oil are literally nothing lmao
Anonymous
6/12/2025, 8:19:20 PM No.527182151
>>527179145
>Blueprints now autoconnect.
Finally. Finally the game may call itself *satisfactory* ...
Anonymous
6/12/2025, 8:23:13 PM No.527182615
what's the best way to unload a train? a line balancer for each wagon followed by a belt balancer for thr the whole train? this setups works fine for me and everything is perfectly balanced with max throughput, but I see most people use circuits for unloading and cannot find a reason why. it's not even more compact. am I missing something?
Replies: >>527183376 >>527184823
Anonymous
6/12/2025, 8:29:48 PM No.527183376
>>527182615
>Most people use circuits
I doubt that most players use circuits period. Chances are your balancer will work just fine unless you have extremely uneven belt draw.
Replies: >>527183569
Anonymous
6/12/2025, 8:30:33 PM No.527183465
>>527179145
It's the most downloaded QoL mods integrated into the game except the proper BP implementation.
The fact remains that the developers cannot and will not complete it even once and are now moving on already.
Replies: >>527184152
Anonymous
6/12/2025, 8:31:26 PM No.527183569
>>527183376
>unless you have extremely uneven belt draw
but that's why I use both line and belt balancers, so no matter the draw, everything is even
Anonymous
6/12/2025, 8:36:53 PM No.527184152
>>527183465
At some point I hope they just leave the game alone so mods can update without breaking and you can just use all the qol shit you want without worry. I'll play the game with alts unlocked from the start and a giga blueprint box. I still have no fucking clue why they decided to add three tiers of blueprints that aren't compatible with one another.
Replies: >>527185719 >>527305120
Anonymous
6/12/2025, 8:43:01 PM No.527184823
>>527182615
>but I see most people use circuits
Where are these elusive "most people" you talk about?
Also you have to merge belts no matter what so lane balancers are pointless.
Replies: >>527185830
Anonymous
6/12/2025, 8:50:59 PM No.527185719
>>527184152
>At some point I hope they just leave the game alone so mods can update without breaking
That's probably what's gonna happen now, i'll be shocked if this game ever sees a proper content update that isn't some novelty bullshit like trying to ape Space Age or something of the sort, specially considering everything around Coffee Stain and how the game started.
Replies: >>527305120
Anonymous
6/12/2025, 8:52:10 PM No.527185830
>>527184823
>Where are these elusive "most people" you talk about?
I often see stations with combinators connected to inserters
>so lane balancers are pointless.
without lane balancers, if you draw comes mostly from a single line, the chests unloading to that line will empty first, leaving you with half the throughput if you have no train in the station
that can be fixed with stackers and more supply trains, but it can be annoying in some situations
Replies: >>527189093 >>527192292 >>527196120
Anonymous
6/12/2025, 9:01:37 PM No.527186940
>>527179790
How about this one? https://docs.google.com/document/d/1KfoEFVTMYV0LAUR7M1yXrR8QV8_mW01YpW6X1IvP-z8
Replies: >>527187215
Anonymous
6/12/2025, 9:02:29 PM No.527187030
>>527162153
Try to bumrush py1 by handfeeding. You can take your time after that but unlocking the first 100 bottles of py1 gives you access to infinite energy + electric miners and hyper-fast furnaces that use liquids with no ash byproducts. You can do it in ~10 h but it might take you ~30 in your first run.
After that I'd rush intermetallics and then just stop immediately and plan your base with trains.
Anonymous
6/12/2025, 9:04:00 PM No.527187215
>>527186940
>This guide was written in March 2023 and updated in March 2024
migh as well be another game entirely
Anonymous
6/12/2025, 9:21:24 PM No.527189093
>>527185830
>leaving you with half the throughput if you have no train in the station
This isn't actually true. If you don't balance your lanes and run into this issue it's a train throughput issue. If you "fix" it by balancing your lanes then the boxes run out faster but more evenly and then the belts simply spend more time empty. If on the other hand the supply trains come around frequently enough to keep at least one of the lanes full then balancing won't help. The amount of items going trough the station is exactly the same in both scenarios with or without lane balancing.
Replies: >>527190552
Anonymous
6/12/2025, 9:34:22 PM No.527190552
>>527189093
>the boxes run out faster
if until then a train comes into the station, that's not a problem. and even if you have another train in the stacker, you still produce and interval where the belt is not saturated
Anonymous
6/12/2025, 9:50:57 PM No.527192292
>>527185830
>if you draw comes mostly from a single line
How did you achieve this exactly? Might as well show your setup, looks like you're shooting yourself in the foot with overdesign maybe? At any rate i just merge 2 inserters into one lane and never have this problem
Replies: >>527193334
Anonymous
6/12/2025, 10:00:43 PM No.527193334
>>527192292
inserters prefer the near lane, so depending on what you produce at that moment that may happen
Replies: >>527196120
Anonymous
6/12/2025, 10:25:54 PM No.527196120
>>527193334
Thinking back i guess i saw this happening once or twice but it's not nearly enough to warrant the complexity and space costs of a lane balancer per chest, which is what i'm assuming you're doing, thinking back even harder what i do is merge 4 chests to one belt, 2 chests per lane, an also use Cybersyn so trains always empty out, although if i didn't i'd be controlling stations via circuit anyway. So i guess the best way to empty trains is to make sure there's always enough space in the station for a full train load, which is easily doable in vanilla btw.
Also i forgot to answer this:
>>527185830
>I often see stations with combinators connected to inserters
They're either using LTN/Cybersyn, using mixed wagons or multi-pickup/drop stations, in other words some kind of overengineered abomination.
Anonymous
6/12/2025, 10:26:17 PM No.527196178
>no-overhang cuts off elevated pipes
>even if you disable cutting off storage tanks
>even if you disable it from assemblers
>go by exclusion

Turns out that, apparently, elevated pipes are furnaces.
Anonymous
6/12/2025, 10:48:19 PM No.527198675
>>527171746
It took me way too long to realise that the truck, sand boxes and assorted gas tanks are collectively a mining drill. And of course it has a sign.
Anonymous
6/12/2025, 10:56:05 PM No.527199479
>>527144016
>Caring about dumping dirt
I'm guessing you didn't bother looking at the contracts.
Replies: >>527205028
Anonymous
6/12/2025, 10:57:39 PM No.527199638
Does anyone have a link/screenshot to where the devs talk about the upcoming quality changes in 2.1? I've heard that it involves blacklisting quality modules in asteroid crushers and removing the quality setting from LDS casting (since the recipe is almost entirely fluid), but I can't find where that was said even with some searching.
FWIW I do think both changes make sense, but some people treat it like the end of the world.
Replies: >>527199865
Anonymous
6/12/2025, 10:59:53 PM No.527199865
>>527199638
>>>/v/712258810
Replies: >>527200047 >>527200062 >>527200326 >>527204689
Anonymous
6/12/2025, 11:01:51 PM No.527200047
>>527199865
Thank you.
Anonymous
6/12/2025, 11:01:58 PM No.527200062
>>527199865
By "removing casino" does he mean that they'll add a way to get something like quality LDS besides stuffing things into a recycler?
Replies: >>527201163
Anonymous
6/12/2025, 11:04:32 PM No.527200326
>>527199865
>haven't posted in this thread yet
>get a (you) and notification
scary stuff
Anonymous
6/12/2025, 11:12:21 PM No.527201163
Untitled
Untitled
md5: c1e652760789e98add08a9f4849e0ac9๐Ÿ”
>>527200062
Well, this would only be the LDS casting recipe - the normal LDS recipe would still be able to be used with quality, and the foundries themselves could still likely take quality modules
Also, for what it's worth, the normal LDS recipe is actually more efficient on everything but plastic (including picrel setup with ass2s with prod2s in them, it gets much better the better modules you have) - the casting recipe really only makes sense on vulcanus, where plastic is much more expensive comparatively.
Anonymous
6/12/2025, 11:21:50 PM No.527202197
[2025.06.12]T(17.17.34)1749763054790_{factorio;Factorio_Space_Age_2.0.55}
Is there a way to be able to toggle blueprint automatic cliff destruction on/off with a mod or something? Sometimes I wanna keep the cliffs for their nice visuals or invulnerability
Replies: >>527202431 >>527203927
Anonymous
6/12/2025, 11:24:05 PM No.527202431
>>527202197
Either disable the box or only allow spidertrons to carry cliff explosives.
Replies: >>527203343
Anonymous
6/12/2025, 11:32:35 PM No.527203343
>>527202431
Disable the box?
Replies: >>527203683
Anonymous
6/12/2025, 11:34:11 PM No.527203518
why
why
md5: dfc39c5d1eb46dfea4424b119061a887๐Ÿ”
I don't know what this is, but it is sick and it needs to be stopped.
It makes 900K acetylene an hour. To get rid of the coke. Because I want the gas.
I'm currently using 30K an hour. Both to mine and as fuel for the excess. I was voiding it for a bit because all my other processes stop if I don't.
What are you even going to do with 900K acetylene?
Power all your boilers and void every other power fluid so your entire base doesn't clog up?
If I were to burn that in a string of oil burners I'd get something along the lines of 350 MW.
Pyanodon doesn't make any sense.
I hate this.
Replies: >>527204065 >>527224817
Anonymous
6/12/2025, 11:35:52 PM No.527203683
>>527203343
Your passive provider. You can turn logistics chests on/off in 2.0
If there's no option in the settings that probably what you're going to have to do. Another option would be to keep some in a tank that you can remote control and drive out to whatever cliffs need to be destroyed. You can keep the cliff explosives in a separate bot network for filling your tank/spidertron.
Replies: >>527205064
Anonymous
6/12/2025, 11:38:02 PM No.527203927
>>527202197
>right click the deconstruction planner
>switch to blacklist mode
>add filter for cliffs
Replies: >>527205064
Anonymous
6/12/2025, 11:39:18 PM No.527204065
>>527203518
Oh, and it can run for 70 hours uninterrupted before mining productivity. On the closest coal patch next to the starter patch.
What is the point of this mod?
Replies: >>527224817
Anonymous
6/12/2025, 11:45:04 PM No.527204689
>>527199865
The hallmark of a good mechanic is needing to have random exceptions applied to it.
It makes sense, but fuck them, I'll mod it back in anyways.
Anonymous
6/12/2025, 11:48:33 PM No.527205028
Screenshot_20250612_082743
Screenshot_20250612_082743
md5: 664dfffdee975cc5677ba3f5b0b28527๐Ÿ”
>>527199479
I was not the only one it seems, but in any case, it isn't in any of earlier contracts you get
Replies: >>527205351
Anonymous
6/12/2025, 11:48:54 PM No.527205064
>>527203927
Unfortunately it's not the decon-planner I'm having trouble with, I can't blacklist it from the shift-click blueprints or rail planner.

>>527203683
Ahh the chests, maybe? Though I don't want to deal with the accidental cliff explosive in a storage chest (And preferably be able to use buffer chests so they are centralized)
Maybe I can make a mod that can toggle that part of the technology on and off, would be handy to have it as one of the shortcut buttons in the bottom right. Same goes for the rail planner and preventing it from using elevated rails at will. It felt like the kinda thing I'd expect there to be a mod for already.
Replies: >>527205479
Anonymous
6/12/2025, 11:51:45 PM No.527205341
1736910986202141
1736910986202141
md5: c70db38d646c9e6c53d5a04083e0a59b๐Ÿ”
>>527159628
COMFY
Anonymous
6/12/2025, 11:51:54 PM No.527205351
>>527205028
I was talking more about trading manufactured sand for dirt. It's far more convenient than relying on compost and can be scaled up to silly amounts just by digging more. It makes it so you don't have to worry nearly as much about hoarding dirt for farmland later.
Replies: >>527206387
Anonymous
6/12/2025, 11:53:09 PM No.527205479
>>527205064
Ah, well thatโ€™s what I get for skimming your post. You are sort of asking for 2 pieces of functionality that are at odds with each other: clear everything out so these buildings can be place exactly here, but donโ€™t remove cliffs that are blocking these buildings. Your best bet will probably be force building and then undoing the cliff deletion with a filtered deconstruction planner.
Replies: >>527230449
Anonymous
6/13/2025, 12:02:55 AM No.527206387
Screenshot_20230703_222511
Screenshot_20230703_222511
md5: e24e458d8260630451a16d1544325074๐Ÿ”
>>527205351
but that's why I don't usually throw stuff in the ocean either,
building space is not a problem definitely not anymore with the bigger maps
but also I like working around and navigating the terrain, and then later landfill used mines

On another topic, is the mega ore sorter connected directly to my smelting complex a good idea, or is it asking for shit to go wrong by getting it clogged up?
Replies: >>527207317
Anonymous
6/13/2025, 12:12:12 AM No.527207317
>>527206387
Typically the trucks avoid filling the big ore sorter with a single material all the way to full. As long as you get rid of the waste materials fast enough you'll rarely have it clog because of how fast it sorts.
You can disallow single material dumping and then hook up a bucket to your main storage the has priority so nothing gets backed up.
Anonymous
6/13/2025, 1:08:43 AM No.527212920
Screenshot 2025-06-12 180634
Screenshot 2025-06-12 180634
md5: d51b64ea3a4e2fb972ab55069cb35bf9๐Ÿ”
I'm thinking about how to set up gleba. This was my day 1 gleba base - it ran completely smooth, but it's very difficult to expand and only makes 100SPM.
Are there any tips to building better on Gleba at scale? I don't think dedicated nutrient/spoilage belts scale well in my experience. I've been thinking about direct insertion of bioflux -> nutrient into the heavy hitters, but that's about it.
Replies: >>527212991 >>527213326 >>527215905 >>527220693
Anonymous
6/13/2025, 1:09:26 AM No.527212991
>>527212920
>editor
Didn't beat the game.
Replies: >>527213329
Anonymous
6/13/2025, 1:12:47 AM No.527213326
>>527212920
I would just belt your bioflux and yum/nuts around to separate sections. All of those take forever to spoil and you can just convert bioflux into nutrients right where you need them along with mash/jelly where needed. I don't like the idea of belting jelly around at all.

Big long columns with the exits leading towards trash disposal.
Anonymous
6/13/2025, 1:12:49 AM No.527213329
>>527212991
This was straight copy-pasted from my original save, it's in editor since I'm brainstorming and it's much easier to look at.
Anonymous
6/13/2025, 1:39:09 AM No.527215905
>>527212920
>Are there any tips to building better on Gleba at scale?
In my case, I looked at the quantities I would need and decay timers as to decide whether I would direct insert, belt or bot stuff around then built modules that activate on demand (ie. if "RESOURCE < X", send fruits).
Anonymous
6/13/2025, 2:29:56 AM No.527220693
>>527212920
I have it so that bioflux gets immediately sent to science, passes by a provider chest to send to Nauvis, sent to my nutrient core which I engineered to never stop working even if it's only working off of spoilage, and then everywhere else

And if there's overflow after the Nauvis provider chest (which maintains under a full chest and constantly has the oldest bioflux put back on the belt) that gets sent to recyclers that void it so I can always make new bioflux. I wish you could just burn it but whatever
Anonymous
6/13/2025, 3:16:36 AM No.527224817
>>527203518
What are you using the coke oven gas for? Throughout py science 1, my supply was mostly sufficient just from the byproduct from making coke to use as burnable fuel in basic oxygen furnaces and other burners, and for crafting. Mind you, I switched over to the coke oven gas recipe for 100% of my coke demand once it was available, and any coke created in the coal distillation process I just fed back into it. I had just as many high pressure furnaces making coke as you do, though they weren't all running at 100%. I did have a couple of 100kl tanks as a buffer for oven gas and hot air, to help smooth out supply and demand.

>>527204065
>What is the point of this mod?
To make you metaphorically drag your balls through 5 miles of broken glass to get access to buildings that you'd have in 30 minutes in a vanilla playthrough.
Replies: >>527243604
Anonymous
6/13/2025, 3:20:35 AM No.527225181
20250612211203_1
20250612211203_1
md5: 1bf701208d22fb8f080b0a04b98ac997๐Ÿ”
Building smelters as needed, built out more than enough capacity of assemblers.

Everything connected by belts in 2 or 3 new buses. Didn't bother making them perfectly straight. But I do wish I'd left room / built in more small storages to alert if things are low, both on supply side and demand side.
Replies: >>527252602
Anonymous
6/13/2025, 3:25:28 AM No.527225632
what do you guys use fulgora for late game? The planet feels awkward. it's not really useful for quality once you get to vulcanus, and you get all these extra items that feel kinda wasted if you aren't running quality. it's just weird to process and delete all these items just for the holmium chain.
Replies: >>527227309
Anonymous
6/13/2025, 3:45:04 AM No.527227309
>>527225632
You can use it to upcycle quality holmium plate to make quality lithium.
Replies: >>527228874
Anonymous
6/13/2025, 3:45:34 AM No.527227339
py milestones 1
py milestones 1
md5: 25ec994ff571f9ddc9b6338294732bea๐Ÿ”
>>527162940
Enabled milestones just for you bby. Unless you're talking about milestones that can only be reached by producing py science 2, in which case, fair. I did quit last year when I got to logistics bots.

>>527162153
Buffers are your friend. Your production rates for important items like simple circuits are going to be limited at first--initially by poor starting power options, and later by their high cost compared to vanilla. But you'll only need to pick up a stack or 2 every hour or so, so having a chest with a few thousand stockpiled helps smooth things out. Same goes for byproducts like stone from ore processing, and secondary gasses from coal processing.
Replies: >>527227571
Anonymous
6/13/2025, 3:48:07 AM No.527227571
py milestones 2
py milestones 2
md5: 9ce517bbba5620ad3fd4743db8c65a0d๐Ÿ”
>>527227339
And perhaps the more important arqad milestones. Not trying to break any records here, just getting through at my own pace. Even if that sometimes means just leaving it running and staring at something on my second monitor for an hour, or walking around fiddling with things in the base.
Replies: >>527243604
Anonymous
6/13/2025, 3:59:38 AM No.527228617
py production
py production
md5: 1eeafab8de74e724a6ab02c467963715๐Ÿ”
>>527162153
Oh, and don't try to build a mall for all your buildings, at least in the early game. You need so few of most of them that it'd just be a waste of space and resources. Some are definitely worth automating, though. I have 24 steam engines providing power from geothermal. The rest of those have gone into crafting other buildings.
Anonymous
6/13/2025, 4:02:40 AM No.527228874
>>527227309
yeah but that doesn't solve the main issue i'm feeling. Idk, i love fulgora but it also feels useless.
Replies: >>527229846
Anonymous
6/13/2025, 4:13:07 AM No.527229846
>>527228874
>Planet A,B,C useless because planet D exists (it's very easy for me to use)
it's an automation game you fat nigger the gameplay involves figuring out how to achieve a result and you're cucking yourself out of the fulgoran scrap loop and the gleba bacteria generation
Replies: >>527232250
Anonymous
6/13/2025, 4:20:25 AM No.527230449
>>527205479
Ended up making it a mod with shortcut buttons on the bottom right bar. As a bonus I can toggle it off right after researching cliff explosives, I can't count the amount of times I've had to manually navigate my rail planner around cliffs before I had the explosives properly automated.
If anyone cares enough about it I can do more testing and polish it up before I upload it, though I'm unsure how well it'd work in multiplayer, the shortcut technically toggles it for the entire player force.
Anonymous
6/13/2025, 4:36:09 AM No.527231796
Screenshot_20250612_232251
Screenshot_20250612_232251
md5: 3b6f5a7de8d5d2ce08dd25e3e3c5abdf๐Ÿ”
finally got through with my refinery renovation
Replies: >>527235536
Anonymous
6/13/2025, 4:38:11 AM No.527231969
Screenshot_20250612_232231
Screenshot_20250612_232231
md5: a3db07254aaad8496620dce8c585e6de๐Ÿ”
went a bit overkill on the setup, but more of a future proof
Anonymous
6/13/2025, 4:41:19 AM No.527232250
>>527229846
im scrapping 2 fully stacked turbo belts of scrapped and gleba is running on its own. Im looking for projects to use fulgora for but everything seems better done everywhere else.
Replies: >>527234046
Anonymous
6/13/2025, 4:51:06 AM No.527233090
Playing Fulgora without rails on deep oil oceans is exhausting. I fucking hate kovarex and Space "no fun allowed" Age
Anonymous
6/13/2025, 5:01:40 AM No.527234046
>>527232250
>Im looking for projects to use fulgora for but everything seems better done everywhere else.
Ignore the other planets then do it anyways?
Replies: >>527234647
Anonymous
6/13/2025, 5:08:12 AM No.527234647
>>527234046
I am quite literally looking for suggestions for that. I have decided against quality as it only provides a trickle compared to vulcanus, so I was wondering what you all are using your scrap for. I am making yellow science and green/red science but Iโ€™m trying to scale up and even yellow science seems like it wonโ€™t be supportable since LDS isnโ€™t a large % of scrap.
Anonymous
6/13/2025, 5:13:08 AM No.527235093
>>527039470
Ultracube?
Anonymous
6/13/2025, 5:18:19 AM No.527235536
>>527231796
It's nice and clean, though I'd wait for the bigger cooling towers.

Don't think I'll ever have the patience for burying pipes unless it's for a nice minimal build or something.
Anonymous
6/13/2025, 6:40:01 AM No.527241726
IMG_3392
IMG_3392
md5: 36ac8ed36f0784fa037c8da4eeef7bfd๐Ÿ”
Anyone heard of this? Looks like another early access KSP like game https://nulltermio.itch.io/junkyard-space-agency
Anonymous
6/13/2025, 7:07:12 AM No.527243604
>>527224817
>What are you using the coke oven gas for?
I need hot air for logistics and to eke more py1 out of my vrauks. Also for logistics later on.

>>527227571
>120 hours to unlock trains in train game
Jesus wept.

Also, unrelated, but hold the fucking phone for a moment
I've never used py trains and you're telling me
you're telling me that train wagons have the same capacity as a *wooden* chest in pyanondon?

Why?
Why would you do this?
Why would anyone do this?
Replies: >>527245181
Anonymous
6/13/2025, 7:30:46 AM No.527245181
pyrrhic victory
pyrrhic victory
md5: c5129a68e7aa8b18287848957ba1c668๐Ÿ”
>>527243604
>I need hot air
I'd seriously recommend using coke everywhere you can. Fuel for assemblers and furnaces, use it to top off your CO2 production, anything. And only use coke that you make directly with the oven gas recipe. If you're producing coke in the coal distillation process, just feed it back in there for more coal gas and tar. If you do that, you should get enough coke oven gas as a byproduct to mostly cover your needs for hot air.

>>120 hours to unlock trains in train game
>Jesus wept.
Technically I had unlocked them a little while before that, I just didn't have a real need to use them until I had to pull salt in from very far away. That and gearboxes need fish oil, which is really not feasible to get at any kind of scale without fish breeding, on top of locomotives being horrendously expensive otherwise.

>Why?
Because Py is the "I fucking love Factorio, and I hate myself" of mods.
Replies: >>527246360
Anonymous
6/13/2025, 7:50:08 AM No.527246360
>>527245181
I'm mostly surprised by the fact that unlocking trains isn't actually that big a deal considering that belts and pipes do the same thing, cheaper, unless it's really, really REALLY far away. It just feels so odd.
Replies: >>527247150
Anonymous
6/13/2025, 8:03:11 AM No.527247150
py mall cancer
py mall cancer
md5: 65013609423bbda95ab70952b6580519๐Ÿ”
>>527246360
I think, and hope, that trains will at least make logistics a little neater. My base is a nightmare of spaghetti, both belts and pipes, and if that can be simplified by moving to a distributed train base where a rail line can move 4 dozen products around on the same set of rails, and leave a lot of the intermediates in more manageable, localized spaghetti, I'll consider that a win.
Replies: >>527247295
Anonymous
6/13/2025, 8:05:21 AM No.527247295
nullius mall input
nullius mall input
md5: 442eb1cdd4fe22c6d959cc25e183891b๐Ÿ”
>>527247150
And I do have experience setting up something similar in Nullius...
Anonymous
6/13/2025, 9:05:50 AM No.527251048
Looks like 3 turbo belts of scrap is the limit of my fulgora recycler and cannot extend it any more. Should I build a new one somewhere else that voids everything except holmium? That's the only ingredient I keep running out of.
Anonymous
6/13/2025, 9:30:01 AM No.527252602
>>527225181
that's a lot of science, do you even need it after building a space station that can do research?
Replies: >>527253248
Anonymous
6/13/2025, 9:40:13 AM No.527253163
A couple of questions to Py players, how often do you shower? How often do you clean up your home?
Replies: >>527253362
Anonymous
6/13/2025, 9:41:41 AM No.527253248
>>527252602
Not him.
I'd consider 4 science buildings the bare minimum to not have research take forever.
They added infinite science and some of them are very good and worth doing. I don't know if there's any infinite space science projects though.
Replies: >>527255119
Anonymous
6/13/2025, 9:44:00 AM No.527253362
161303714754500
161303714754500
md5: 5d30f3c0f7865748b4b35711fa27829b๐Ÿ”
>>527253163
>how often do you shower?
Daily
>how often do you shower
I usually sweep the floors every few days and do a more thorough cleaning once a month, but I had sex last week so I cleaned the house properly ahead of time.
Why?
Replies: >>527253498 >>527253668
Anonymous
6/13/2025, 9:46:31 AM No.527253498
>>527253362
So you shower twice a day?
Anonymous
6/13/2025, 9:49:38 AM No.527253668
>>527253362
congrats on your first time, it must have been very exciting
how much did you pay
Replies: >>527259269
Anonymous
6/13/2025, 10:13:22 AM No.527255119
>>527253248
4 lab IVs is pretty expensive to run, I was done with all non-space non-infinite research between years 600 and 700 with just one lab IV, or two lab IIIs in the previous tier. It took me longer to clear up the space for a bigger factory to be able run more labs, and now I'm in the process of getting ready to support a tier III space station to get space science.
Replies: >>527256439
Anonymous
6/13/2025, 10:34:20 AM No.527256439
>>527255119
That's because the pre space sciences are almost all half the cost of everything after it. He's clearly going for an end game setup so having 4 end game labs just makes more sense when you're trying to get infinite's done that take 20k~30k science for tier ONE
Anonymous
6/13/2025, 10:53:45 AM No.527257657
20250613105301_1
20250613105301_1
md5: 2fc4862ef100691af4b4733c834ea0d9๐Ÿ”
do grades actually matter?
and what is preferred fuel?
Anonymous
6/13/2025, 11:16:24 AM No.527259269
>>527253668
32 euros
Replies: >>527262875
Anonymous
6/13/2025, 11:29:04 AM No.527260297
Screenshot 2025-01-06 000756
Screenshot 2025-01-06 000756
md5: 7ff53e6789ade4f75fa0023a03040637๐Ÿ”
>>526645648 (OP)
How do I into solar blueprinting? I refuse to use someone else's blueprint, but right now I just spam one that's all solar panels and then another that's all accumulators until I hit ratio. Roboports interjected randomly.
Were I a codefag I'd write a genetic algorithm that finds a good setup for me, alas
>retarded
oh well. Maybe next life
Replies: >>527261282
Anonymous
6/13/2025, 11:40:59 AM No.527261282
>>527260297
It's a simple ratio between accumulators and panels. You know the area you want to cover with them, probably the logistic area of a roboport. Accumulator is 2*2 tiles, solar panel 3*3. Area_accus * ratio + area_solar * 1/ratio = area_roboport or something like that. You might have to make a blueprint of more than 1 roboport area to fit the correct number of buildings.
Anonymous
6/13/2025, 11:54:24 AM No.527262347
I have two options for my CoI mainline
>Go tall and deal with the hassle of descending to ground level every time I want to build a station
>Go on ground level and build crossings slowing down traffic
Both have advantages and disadvantages and I can't decide which to pick
Replies: >>527273940
Anonymous
6/13/2025, 12:01:18 PM No.527262875
>>527259269
I didn't know anon's mom was that cheap.
Anonymous
6/13/2025, 1:27:06 PM No.527269170
Unbenannt
Unbenannt
md5: 433df9951126ea9dee7c69db8b492351๐Ÿ”
I should prob actually tech up considering I am on a deathworld but redesigning my factory is too satisfying.
Replies: >>527270331 >>527272202
Anonymous
6/13/2025, 1:39:49 PM No.527270020
1740435867732075
1740435867732075
md5: 672ecebc904b1a8a9c42edd90ee0ce2d๐Ÿ”
Rock mine is infinite, now that's neat for landfilling entire map
Anonymous
6/13/2025, 1:44:33 PM No.527270331
>>527269170
it takes two assemblers next to an iron belt to automate belts.
Even if you're not automating anything else from the start, belts are just such a huge boon to have automatically
Replies: >>527270815
Anonymous
6/13/2025, 1:51:18 PM No.527270815
Unbenannt
Unbenannt
md5: 7ab2d8b7f8593bb640daed048be987d5๐Ÿ”
>>527270331
All in good time.
Replies: >>527271347
Anonymous
6/13/2025, 1:58:24 PM No.527271347
>>527270815
I like the energy of this base
Anonymous
6/13/2025, 2:10:47 PM No.527272202
>>527269170
Are you doing a challenge run where you can't use straight lines or something? Because this looks like shit and you are going to die.
Replies: >>527274298 >>527280227
Anonymous
6/13/2025, 2:11:22 PM No.527272238
CoI question, is import/export priority global, or relative to the product?

Say, a theoretical:
I've got arc furnaces recycling steel and blast furnaces making new steel, respective warehouses at their default export levels, but I want my trucks to prefer taking from recycled steel over new steel so scrap doesn't build up.
If I up the recycled warehouses, I'm sure it'll be preferred over new steel, but I don't know if it'll make my trucks more likely to move steel around than move say, some much needed glass panes or copper plates around.

If it does, I'd have to leave it as is and lower the new steel warehouse's priority instead, but I have more of those and am likely to build more than I do recycling, and might fuck up eventually and build a new "new steel" warehouse by hand instead of copypasting. And I don't know if, once the recycled steel runs out, my trucks will be more likely to move useless copper and glass around instead of much needed new steel.

don't pull a fucking stackoverflow on me /egg/, don't dare go telling me to "just don't do that, use a balancer at the input instead"
Anonymous
6/13/2025, 2:33:15 PM No.527273940
>>527262347
build rail only 2 or 3 up, and terraform a platform when you need a station?
Anonymous
6/13/2025, 2:38:01 PM No.527274298
Unbenannt
Unbenannt
md5: 41c15ad4d823a50a54fdb4dea9a45675๐Ÿ”
>>527272202
>Why the curvy belts
I just think they're neat.
>You gonna die
The bug will not crush the indomitable human will.
Replies: >>527274542 >>527274668 >>527281005
Anonymous
6/13/2025, 2:41:09 PM No.527274542
>>527274298
I was going to berate you but you're clearly having fun so enjoy it I guess. You're still gonna die.
Anonymous
6/13/2025, 2:42:47 PM No.527274668
>>527274298
actual schizobase
Replies: >>527281005 >>527282061
Anonymous
6/13/2025, 3:41:58 PM No.527279410
red mud reprocessing
y/n?
Replies: >>527280069
Anonymous
6/13/2025, 3:49:28 PM No.527280069
>>527279410
Worth it if you have bauxite processing next to iron processing imo.
Acid is water and sulfur which you will have to get rid of anyways if you clear exhaust and you get free iron
Anonymous
6/13/2025, 3:51:25 PM No.527280227
>>527272202
>Because this looks like shit and you are going to die.
it's quirky.
Replies: >>527280389
Anonymous
6/13/2025, 3:53:09 PM No.527280389
>>527280227
Hey buddy the architecture games general is two blocks down.
Anonymous
6/13/2025, 4:00:07 PM No.527281005
ohmygod1
ohmygod1
md5: 4c0994e3c954de896a49258926fd63b8๐Ÿ”
>>527274298
>>527274668
more like schizoBASED haha amiright?
never change germanon
FUCK MAINBUS FAGS
Anonymous
6/13/2025, 4:11:40 PM No.527282061
Unbenannt
Unbenannt
md5: 76ee3b8194d69af44d73d29c53c53f70๐Ÿ”
>>527274668
Yes.
Replies: >>527282319
Anonymous
6/13/2025, 4:14:44 PM No.527282319
>>527282061
Please press alt
Replies: >>527282661
Anonymous
6/13/2025, 4:18:18 PM No.527282637
does anyone have any tips for train stations in CoI I can use for inspiration?
my mind is drawing a blank
Replies: >>527282846
Anonymous
6/13/2025, 4:18:37 PM No.527282661
Unbenannt
Unbenannt
md5: 7e17dc3162588c98eaa25bf45e2aa363๐Ÿ”
>>527282319
Anonymous
6/13/2025, 4:20:49 PM No.527282846
>>527282637
https://hub.coigame.com/Blueprint/Detail/731
https://hub.coigame.com/Blueprint/Detail/649
https://hub.coigame.com/Blueprint/Detail/743
https://hub.coigame.com/Blueprint/Detail/744
https://hub.coigame.com/Blueprint/Detail/832
https://hub.coigame.com/Blueprint/Detail/688
Replies: >>527283040 >>527283262 >>527291718
Anonymous
6/13/2025, 4:23:10 PM No.527283040
>>527282846
why would you go over the train lines instead of raising the train line by one and going under?
Replies: >>527283247
Anonymous
6/13/2025, 4:25:40 PM No.527283247
>>527283040
aesthetics/big vehicle access?
Anonymous
6/13/2025, 4:25:46 PM No.527283262
1561
1561
md5: bec359c60cc8bb63b3199f7215821345๐Ÿ”
>>527282846
>https://hub.coigame.com/Blueprint/Detail/649
what the fuck is going on here, is the train backing into the station and then driving out?
Replies: >>527287798 >>527294898
Anonymous
6/13/2025, 4:57:19 PM No.527285994
power ranger kinda shit
power ranger kinda shit
md5: 1b668732125f705159187c53c421bd6d๐Ÿ”
I'm beginning to come around to the acetylene-plant-from-coke-gas-byproduct plant
Not only it's giving me all my liquid fuel and then some (for how annoying it is to think I'm voiding everything to keep it from overflowing because power really isn't even an issue right now and I don't wanna bother with setting an infrastructure to burn the excess in oil burners) but it looks like a little stick mecha with a cape to boot and THAT is pretty cool.

Also I just realized I'm going to devote most of my anthracene to rubber production so my first acetylene plant is gonna go bye bye, so that's good.
The nice thing about this setup is it exists in purely liquid form too. So if I wanted to build another one on another ore patch later on, no matter how far, I could do that with a couple of valves.
Anonymous
6/13/2025, 5:16:36 PM No.527287798
>>527283262
Yes
Anonymous
6/13/2025, 5:59:52 PM No.527291718
>>527282846
1-6
At that point you might as well just run a belt. The amount of trains you would need would take more energy than a belt and probably more maintenance.
Replies: >>527293186
Anonymous
6/13/2025, 6:14:07 PM No.527293186
>>527291718
what is that 1-6 supposed to mean
Replies: >>527293959
Anonymous
6/13/2025, 6:16:08 PM No.527293390
1617577569628
1617577569628
md5: eeb28c5fbfc9b87af5cf404687bafcdf๐Ÿ”
>want to play Stationeers
>terrain update is still not out
Anonymous
6/13/2025, 6:21:24 PM No.527293959
long~(1)
long~(1)
md5: d406549a09cd46b03a89a5add0666dcf๐Ÿ”
>>527293186
The configuration of the train. Here's how the devs expect you to use trains.
Anonymous
6/13/2025, 6:29:59 PM No.527294898
>>527283262
Yes which is odd since the train in that Pic isn't double headed. Coi trains can reverse but it makes the speed suffer by quite a bit. I use reversing waypoints to back into one ways if I'm using a single loco.
Anonymous
6/13/2025, 6:35:37 PM No.527295492
Anyone tried the two "Nauvis Moon" mods?
https://mods.factorio.com/mod/lignumis
>You start here before going to Nauvis

https://mods.factorio.com/mod/planet-muluna
>You need to beat this before accessing the rest of Space


Are they good or just filler to extend the game?
Anonymous
6/13/2025, 7:20:17 PM No.527300307
Egg_logo
Egg_logo
md5: ed6f89ea2c9bfa7495d1a81adbc1165c๐Ÿ”
2-game warning for our second innings, we'll be up against /ddg/. Not much to say except their team is pretty red so we'll be showing off some shiny new blue kits on a few players today.
You can watch the two games before us if you want but they're weird weeaboo things so it's up to you: https://cytube.implying.fun/c/vgleague
Anonymous
6/13/2025, 7:22:03 PM No.527300489
How do you resist the urge to restart your playthrough every 10 hours?
Replies: >>527300626 >>527302281 >>527303849
Anonymous
6/13/2025, 7:23:21 PM No.527300626
>>527300489
By knowing that the start is the worst part.
Anonymous
6/13/2025, 7:38:33 PM No.527302281
1673009745671220
1673009745671220
md5: afb07bc9ed49f05d7a0921583ac7148c๐Ÿ”
>>527300489
By fighting your inner demons and restarting ~40 hours in after two planets.
Replies: >>527302510
Anonymous
6/13/2025, 7:40:35 PM No.527302510
>>527302281
I literally just did that last week
Fuck
Anonymous
6/13/2025, 7:42:50 PM No.527302773
>2.1 will kill LDS-shuffle
Once again proving Fulgora upcycling is superior
Glad I didn't fall for the LDS meme
Anonymous
6/13/2025, 7:53:08 PM No.527303849
>>527300489
I stop playing until continuing sounds appealing again
Anonymous
6/13/2025, 7:55:03 PM No.527304057
how tall are trains for the purposes of raised crossings?
Anonymous
6/13/2025, 8:04:42 PM No.527305120
>>527184152
>>527185719
The game is good as is, there's a lot of thought put into the small details in the game and why things are the way that they are
if they continuously try to add dlc or updates to it as many modern games do it will get worse over time
I do not see Coffee Stain doing this long-term, but I forsee 1 or 2 bad updates before they decide to leave it alone
Anonymous
6/13/2025, 8:22:11 PM No.527307034
>>527306942
>>527306942
>>527306942
In before this one dies (again)
Anonymous
6/13/2025, 9:08:13 PM No.527312180
>"My suffering can bring joy to thousands of people, but your suffering achieves nothing"
-D2, 2024
Anonymous
6/13/2025, 9:21:33 PM No.527313648
Bravo, you've killed the /egg/ thread.