Fine, I'll do it myself Edition
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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.
>>526647467Can't you just, like, stockpile them until needed?
It's not like you need them all the time, unlike household goods or food.
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>>526649581Always be prepared, I guess.
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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.
Do you ever think maybe you're trying to cram too much in at once?
Also fuck these recipes.
>>526647467Comments 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
>>526650078We 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.
>>526648152I want more, to be able to get more bigger more quickly.
>>526650189The 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.
>>526650760Second elevation rails
>>526650690I 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.
>>526649581Flying robots are allowed? Come to think of it, has anyone done drone fights?
Almost works
>>526651101I'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 rampingI'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.
>>526651125Seconding 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
>>526647467Early 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.
>>526651101I 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.
>>526653987My 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.
>>526654887I 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.
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>>526650049I 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.
>>526656016When 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.
>>526653591I 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
I think I'm ~15 iq short of understanding factorio
>>526667210I 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.
>>526627827>vulcanus - ran out of coal somehowThis is common on Vulcanus and I can only think it's an attempt to limit Vulcanus' insane production capabilities since everything else is free
>>526627827Just wait until you find out that pumping like fuckin' 10k sulfuric acid a second somehow still isn't enough
What do you guys think of this advanced circuit design?
>>526670470Perfectly 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
>>526670470You need about 10000x more than you think you'll need.
>>526670470DEATH TO LONG ARMS
>>526670470Red 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.
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Officially it's a long-handed inserter
Which is dumb because the hand isn't long, the arm that has the hand is long.
>>526676749eh that's more important for green circuits
>>526676749The 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.
>>526670470Not very advanced.
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
>>526687010I 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.
>>526670470i 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.
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
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?
>>526700379I never saw someone stack long inserters like that and I hate it.
>>526706482>I never saw someone stack long inserters like that and I hate it.It's even better when one is an exit inserter.
>>526706482calling the Earendel hotline right now to ask him for an inserter arm collision mod
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
>>526702705>Planned Release Date: To be announcedFuck you. Got my hopes up.
>>526708119Build 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.
>>526709079they did make some other shit before so at least it's unlikely they'll go under before releasing it
my factorio ship sucks so much ass. i might just copy someone else's blueprint bros...
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
>>526709768is it a straight or a slash ship?
>>526710328I got the stable foundations mod and it MADE me concrete
>>526669512fusion everywhere
>>526709862Steal 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.
>>526710602a crack one...
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Train won't unload its back half if I have this track switcher in front. Even if I remove the "don't stop" mark.
>>526709862I think that's just how it is until you get super steam cracking, then oxygen gets really cheap.
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>>526714206Strangely though, similar things work, doesn't seem to like the split after the station.
>>526714206Yeah they recommend not having junctions at stations. Easiest fix is to just have one for each wagon or much earlier.
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?
>>526670470I 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 insertersabsolutely 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.
>>526716387In 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.
>>526721967I can see the labs processing science, so it's a win.
>>526721967>>526722147I am not hopeful for his ability to make chemical science
>>526719557I 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.
>>526468181>>526650078My 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.
>>526725328I think you're lost m8, I don't see any eggs there
>>526725328Hey buddy I think you got the wrong door
>>526725328what's the automation value of a your self insert dude, three elven and one human onahole?
this is what you fags get for allowing oni posting
>>526725834You got a fucking problem with that?
>>526725590the 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
>>526725834Wait people were posting oni?
Since when?
Can I post oni?
man you need like 10 billion biter eggs to make enough of this gleba landfill wtf
>>526728879Build your deathcamp, my dude
The limiter will always be seeds anyway
i hate gleba
it takes so much energy to make sure everything is working that i lose steam for doing other shit
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>>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.
>>526730189copium
you're just retarded
wire should always be direct inserted
>>526721967I'm at almost the same point, it will be a fucking pain to get robots working from here
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.
>>526729384I 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
>>526730428Oh, I misremembered the ratio, you are right.
I thought you needed vastly less assemblers for wire than for red circuits
>>526730623i don't have foresight
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>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.
>>526729384Never let your belts stop moving. Now Gleba is easy.
>>526730501What 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.
>>526731490And power. 94 Tflops isn't cheap.
>>526729384Do you want my Gleba Heartโข 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
>>526732851This. 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 OnlyGlebsโข 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
>>526735305Err I meant Yumako belt. Not Yumako mash belt.
>>526733775If pre-nuclear sure, but it's only about 3MW for that many flops.
glebbin out of my freaking gourd rn
>>526735887Based. Gleba is what is best in life
>>526735779But will another 500 workers even get you 20% more efficency?
Do I need 360 degree coverage on a spaceship or just the front? For turrets
>>526737669mainly 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
>>526730501Why not rebuild in a new area?
Maybe you could kick everyone off the island, deconstruct everything into boxes of construction material?
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.
>>526737669If 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).
>>526738475>>526738940Thanks. 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.
>>526740237probably need more electric furnaces for more iron plates for more ammo production, and more solar panels
>>526740237>3 engines that you're going to run full throttle>4 front turretsIt 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.
>>526740237I would go with like 8 furnaces unless you have a bunch of turret damage upgrades.
>>526740408>>526740556>>526741153How 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
I think I liked Gleba but I might install a mod that makes it so the science doesn't spoil that shit sucks ass
>>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 sitethis 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.
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.
My intersections are looking a little semitic
>>526754539the 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.
>>526755454My 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?
>>526754539>>526756293its 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.
>>526754539I 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?
>>526758887The 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.
>>526759104The technology tooltip is wrong. You actually don't unlock it by crafting tungsten carbide, but by mining calcite.
>>526756293Because 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.
>>526759479That'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.
>>526760062As 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.
>>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.
>>526760621Someone 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.
>>526760943Just send the ship back for another load of items.
>>526760621I 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.
>>526663903I 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.
so when and why to switch to hydrogen vehicles? are they faster? have better fuel consumption? cheaper?
>>526725131Pink science is stupidly simple by comparison.
>>526770994Hydrogen 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.
>want to play
>don't want to go through the early game
Every time.
inb4 cheats
>>526773781just make a game out of speedrunning bots
>>526775263More like install that mod (I dunno if they made it for 2.0) which gives bots from the start
>>526773781If you know what you're doing, you can have bots in 90 minutes
>>526773781load an old save
Why did the KSP devs decide to make it so the entire tech tree can be researched off the local Kerbal System?
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
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.
>>526784752Yeah, best thing is to burn dirt but that's only really viable once you have a sick ass coke production.
>>526784752The 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.
>>526784892I'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% productivityI'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.
https://www.youtube.com/watch?v=Lfq2OZ8lpA8
My ears when bionic duplicants are defragmenting.
>>526785783It 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?
>>526781323Because 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.
>>526785998Why do ions exist then? You do not need the dV Ions provide for local system transfers.
>>526786734Making 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"
>>526785986Actually, post-logistic science maybe you could just not use the ash recipes, since you don't lose as much of your wood production proportionally?
>>526785998Having 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
>>526787046Ions 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
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>>526787058The 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.
>>526787046That'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.
>>526788629I'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.
>>526789143>SCOI meant SSTO, I'm Elite Dangerous brain-fried right now.
>>526789143>>526789284Good SSTOs are bad, 52 years since humanity has left Earth. Space planes should be portrayed as hit because they are.
>>526760430his factoriopedia is obstructing the tech tree
>>526760943it's so you can kill the big bad and get access to a tungsten patch
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?
>>526784752>>526787786I 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)
>>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.
>>526797917>>526784752Also 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.
>>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.
>>526795093Mixed 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.
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.
>>526807405Use 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
>>526807405If 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.
>>526805195I 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?
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>>526807405Do 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.
>>526809908Someone else here, please do not use trains, it's absolute cancer to build trains in any capacity in satisfactory
>>526811004Trains are good as long as you have set of rail segments blueprinted, building manually is cancer tho
>>526811004Yeah 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.
>>526785998The game tells you when transfer windows are open, you donโt have to guess
>>526785998In my experience predicted trajectories are generally accurate, however I think thereโs a bug where using โwarp to maneuverโ can mess up your trajectory, to prevent this you have to make sure youโre already warping before using a warp to maneuver
>>526808483>>526808554>>526809908>go find more recipes>use MAAMgot it, both things i've neglected
>>526809908thank you, and yes, I basically the phase just before trains
>>526811004no 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?
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>>526814529NTA but they take so much space and train station are slow as fuck, no way to speed them up
Otherwise they look great
>>526815292I like how this looks except you feed the green and plastic on the wrong end for the flow
>>526785998>>526787046Yeah 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.
>>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 filteringNo, 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
>>526815485The 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.
>>526816614I see, I really though I saw something about mixed cargo in old preview posts, so probably I'm misremembering
>>526815292>elf modulesfuck you
>>526822139sorry guy, didn't manage to set up my legendary prod 3 factory yet
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Neat.
Last time I did intermetallics it took me 75 hours.
>>526823846did py get a graphical update? looks great
>>526821669They 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.
>>526824183It must be because I'm using a mod that cut off the fucking textures to fit in the collision box.
>>526811004Building 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.
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 bettercities BTFO
dear god, can anyone suggest a better calculator here?
>>526824252what kind of logic are you thinking of? stuff like factorio logic circuit?
>>526827524Ehh 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.
>>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.
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>>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.
>>526828818yeah 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
>>526829771I 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
>>526827524Which city metro is this?
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
Do you ever just sit back and admire the healthy glow of nuclear power?
>>526841025>Player-color painted non-military entitiesOh boy, am I about to find out about an existing feature that it's embarrassing for a long-time player to not know about?
>>526841274If you mean the buildings being green it's just a mod.
>>526841274that looks like seablock machine tiers
>>526841274Press alt+f4 for the spraypaint tool
>>526840646based screenshot taker
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
>>526847263No. 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.
https://store.steampowered.com/app/2275490/Kaizen_A_Factory_Story/ demo
>>526848850From 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.
>>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 themThe 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.
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>>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
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.
>>526833973Yeee it works
goddamn, I could've benefitted quite a lot by having a little bit storage for the oil as buffer
>>526853773now 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
>all of that handpainted glory in midst of the spaghetti
I applaud your autism anon,
meanwhile my shitass looking favela
>>526850864This shit is so ass...
https://mods.factorio.com/mod/TUSFactorio
>>526863486Are you doing mixed crops or mono crops? Jamming belts make me nervous.
>>526866654>Afraid to have a farm outputting multiple crops at the same timeIf only there was a building that processes all excess organic matter generated by farms.
>>526867554I'm NOT counting saplings
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>>526866654The 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
>>526868102back 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
>>526868102Ah 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.
>>526869308Yeah 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.
>>526869036Sounds 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.
>>526860671>EducationDo 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.
>>526874618yeah, 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
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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.
>>526847263It 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.
>>526881005I 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.
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>>526881942>I don't know why you think moving iron in a pipe is the movemolten 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 whileI 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 trytrick 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.
>But borax requires syngas to mine.
Hmm yes you know what I may have forgotten that part
>>526883471>trains are still HELLA expensive by py1You 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 fryIt'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
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 wovenoh, I've got elevated pipes, that's fine.
>>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.
>>526873896>any extra would get recycledYou 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.
>>526884908apparently 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
>>526885910Fawogae 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
>>526890125I mean, even logs literally just cost water and if there's anything that pyblock has it's water
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.
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>300 hours later, TIL
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
>>526891725>gated behind each other so you have to do every single one of them to finish themThe 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.
why is it so hard to make nice retaining walls
>>526891725And 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.
>>526873896oh I see what you did there
>Sounds like quite a hassleit 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
>>526890446nani 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
>>526893847truly the pain we all share
to give you an straight answer, because of difference in edges when you either mine or dump material
Sometimes you have to do terrible things.
>>526901863I don't even understand the logic behind this.
>14:21:57is it giving you the time of day in seconds or is that the playtime
>>526902395Probably time of day, you can turn on time display in the f4 menu but playtime requires a mod
>>526903136I 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
bald fuck mcgee at least told me about the existence of a new company https://youtu.be/bz4aTO6M4Ho
>>526904843>keep track of how fast your life has spiraled out of controlJoke'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...)
>>526907329>Thorium is a the miracle element that will solve the energy crisis-some guy every 5 years for the last 50 years
fards
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>>526909796>Plasma fusion is 20 years away-Every nuclear physicist for the past 60 years
>>526909796Yeah 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 presentedIt's interesting, really. And a very realistic approach.
>>526910418Can Thorium reactors produce weapons grade fissile material? If not, hey guess what's not getting publicly funded.
>>526910618I mean, technically.
>>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 goIt's the real life time clock yeah. I guess in case you're in fullscreen and can't see the time in your taskbar
shipping container mod like W&R? Would let your trains travel in parallel with loading/unloading
>>526911297very nice, I didn't know that was a debug feature
>>526910418>the cleanup of molten salt is never addressedjust throw it into space
>>526910618It 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
>>526913470Molten salt also has the important stuff you want to recollect, mr P.Jett
dgf
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>adds new feature
>screenshot shows an existing feature
>moonlet cluster start
>have to rocket travel and colonize another asteroid to have sustainable metal
Fuuuck me dude
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?
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I'm doing an SLS thing in KSP. Right now its doing a bit of a Starship thing, too.
>>526919851That'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.
>>526919851On-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.
>>526919851I thought that was the best way, I only did the first pass of refining on each outpost planet.
>>526920990>space elevatorOh cool, i didnt know SE had them...
t. absolute scrub
>>526920231>>526921076Good to know its viable.
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.
>>526920990>unlike Spage where it was the single most discouraged practicenot true tho? rockets become free and you need to import massively for Aquilo
>>526921603That'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
>>526921167Space trains were TOO FUCKING BASED for Kovarex to handle.
>>526907329pack it up bros, lftrs are pozzed now
>>526921909>you only get onewhat's wrong with central import hubs?
>sacrifice inserter spacejust use bots
>>526920231>>526921167Oh wait I'm dumb and read space exploration as space age. What I said applies to space age, I've never played space exploration.
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.
>>526922351>What's wrong with central import hubsThroughput and capacity
>Just use botsThroughput 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.
>>526922967>Throughput and capacityI mean use bots to load into trains nearby
>>526922967>and someone SOMEWHERE will instantly mail it 250,000 irons platesidk, sounds like cheating
> spage rockets can carry one stack, maybe, and is fully expendable and has travel timeas I said, they are free
>And exporting is also bottlenecked by the animationthe cool thing in factorio is you can fix anything by just building more
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>>526920005I 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.
Are any of the planet mods for Spage any good?
>>526924834Fulgora is kinda boring and cramped, but the rest are great
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>>526924413That'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.
>>526853773God-DAMN -- that's some impressive roadwork, anon.
>>526924834I mean the mod ones, like Maraxis, etc.
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>>526925178It'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
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/egg/?
>>526932408>repairing PicoNow this is the /egg/ we all need.
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>>526927882New 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.
>>526933087should I watch this anime?
>>526936373Sure. Second OVA (Pico to Chico) is the best.
>>526932408aight 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
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>>526923765>use bots to load into trains
>>526933087I can't tell if they are boys, girls or the combination of aforementioned.
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Leave it to /egg/ to deride tiddy anime but enjoy boku no pico
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>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
>>526932408>>526937336most likely not /egg/, but what is the name of the game?
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
>>526945891https://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/
>>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.
>>526943439>waah coal processing byproductsYou 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.
>>526943439Alright 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.
>>526952798no shit sherlock I'm talking about pitch
>>526952598Hah, 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.
>>526952436https://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.
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?
coal
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>>526953498Vastly 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.
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
>Fixed elevated train tracks that were not collapsing when buried under terrain
Train tunnel bros... It's over.
>>526943439>all those tailings pondsI 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 antimonyNever 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.
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
>>526959262Imagine 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
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
hmm maybe I should start a ksp-ro run alongside my pY run
how is it not egg?
belts, miners, assemblers, trains, research, you build a rocket
>>526966396You 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.
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
>>526959262speaking of
buried pipes are still a thing I hope
what also can we do with that?
>>526969807Looks too reddit to be /egg/ so it doesn't count. Same as ONI
Yellow science is kind of expensive to make
>>526971893Roleplaying a Frostpunk run where you run Steam underground
>>526969807an 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
>>526975730ok so factorio isn't an egg either got it
this makes total sense
>>526976194ok so you've never played factorio
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?
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>>526976337i think you've never done engineering
factorio barely has anything more difficult than paint by numbers
>>526976814ok so vidya is not engineering so Forager is an egg got it
this makes total sense
>20 hours spent handcrafting>mfw
>>5269729694.5k tier 3 beacons better be enough
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>>526952436>Diode Arena>Huh, the name implies something like Robocraft>...this...>...this is RobocraftAre we finally going back?
>>526977392Did Seablock update to 2.0 yet? I know Bobbingabout finally updated his shit
>>526978383Seablock 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>>526978283Not looking forward to fighting endless waves of polish children running bricks with guns
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>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
>>526978383Nope, but it looks like angels is nearly ready.
>>526980986>it looks like angels is nearly ready.
>>526977392>>526972969Using over 30GW to do the last 2 research
>>526981558>five and a half thousand turbine mk5
>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
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>>526980228I 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
>>526983115I need a lot of power
>>526989929look at all that clean energy
>>526989929How many shoes does this produce as a byproduct?
>>526990779Zero
But it should have
>>526989219Too bad there's no reason to actually make nuclear at all.
>Want to make some janky shitty space platform
>Brain keeps making rectangles
Oh well
how do I git gud at this game
>>526995314I dunno man what's the problem?
>>526943439>he doesn't use a mechanical inserter powered latch to decide which overflow product to send to the sushi gas-power pipeHonestly 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.
>>526992870it's about having fun !
>>526995314use generic trains
>>526997819what are those
>>526997860https://factorio.com/blog/post/fff-395
>>526998009>cheatsIm good thanks
>>526998292How is that cheating?
>>526998434trains make the game too easy
>>526997819Am I the only one that give every item it's own separate rail network now that elevated rails exist?
>>526999054probably
that sounds like a pain to scale up
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>>526936249Fuck 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.
>>527000341Liquid boosters are superior to solid boosters in every way besides cost and complexity, especially if you asparagus stage them
>>526977123>Time played>Yes
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>>527000341It'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.
>>527001146Thrust, at least at the point of the game.
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.
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>>526965882Oh 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.
>>526995906and 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.
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>>527001801thank you for the nice review
>>527001801So basically like the demo of factorio except it cuts at the end of level 3?
>>527001801i 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
Finishing the narrow parts of the pier took longer than the giant square. The water is so damn deep.
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
The new level crossings are too fucking fat
>>526781323Because we never really had a chance to iterate on it a second time before the boss embezzled the company into bankruptcy.
the legendary fish achievement was surprisingly easy
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
>>527012187press q after you use it and don't place it in your inventory
always nice to have new players btw
>>527012187you can just upload it to game blueprints and leave it on your toolbar, or just use ctrl-z like a normal human being
>>527012395>press Q after you use itwait what the fuck
>always nice to have new players btwI HAVE PLAYED THIS GAME FOR 2 THOUSAND HOURS
>>527012581checking the controls tab takes two minutes
How many planets is too many?
>>527014895It'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
>>527014895>we want the space exploration fanbaseevery time
>>527017012I 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.
>>527017671>sex is quite popular among the factorio fanbaseI doubt it
>>527017747popular as in: sought after.
>>527017874I'm trainsexual
>>527016257>that's just a "everything is collapsing on itself" problemI 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?
>>527018079The fuel goes in
the loads come out
and my life exists on a path laid before me without my consent.
>>526990779Listen 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.
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>>527020330This isn't even the first time this has happened.
>>527020330Why do you even that muc power when the humble bean is just enough
>>52702095656GW 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.
when does superstore roll over
>>5270148951. Install Platformer.
It's finally fucking over.
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
>>527026231when did you start it?
>>527026638I 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.
>>527026231The final base
>>527028167kinda empty innit
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
>>527028434A 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.
>>527026231>1500 hoursSome of the longest-running games I enjoyed reach less than 200~ total playtime
>>527028167look at all those... windmills of power
>>527007868>bridges are 6 tiles wide>crossings are 7 tiles wideREEEEEE
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.
>>527007868The 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.
>>527030930This 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.
>>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?
>>527007868There should only be 1 size of crossing. The small one is more than wide enough for mega vehicles.
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The mod that saved Space Age
>>527033028i 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.
Is there a chance some CHAD creates a compatibility patch for IR3 and modern factorio
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
>>527034887disable biters
>>527035050I forgot to mention, that it even runs bad if I host the game on a server
>>527034887Graphics 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.
>>527034887Ingame 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.
>>527035361well, the CPU is very crummy
it's an i5 4210U
I play on i3 and it runs fine.
>>527034585Cannibalistic humanoid Androginous Douche?
>>527034887download more ram bro
>>527037323i have 16GB of DDR3 so that's not a problem
>>527037409It 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.
Done with Spage
What should my next run be?
>Vanilla deathworld
>Vanilla megabase
>Krastorio 2
>Krastorio 2 + BZ mods (giga spaghetti)
>Something else
?
>>527039470I 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
>>527039830>not liking the new changeswhat are the changes?
>>527041341please throw yourself into a recycler
>>527040316mostly 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
>>527041812>air filters requiring biomass to recharge which literally makes them from beyond overpowered to completely uselessbut the tile absorption was buffed massively with 2.0 so why even use them
>>527042024burner 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
>>527035121Well yeah it still needs to run locally.
>>527033452Sounds like it would be easy to make yourself. There's not all too many recipes like that.
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
>>526965882I 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.
>pitchMost 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.
should I get Pyanodons Alternative Energy
by pyanodon or Pyanodons Modpack
>>527049001I think the only practical difference is the Modpack has a few more optional dependencies.
>Milestones>Cybersyn>Not Enough Parameters
>>527039830>>527039470Maybe BREAM + quality biters?
>>527050895>BREAMAh yes, the 1+ year old mod with 500 downloads and AI thumbnail, fine choice
>>527001834I 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 mixtureHmm. 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?
>>527044524Yeah 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.
>>527049001Not sure if there's really a difference. I'm using the one by pyanodon et. al.
Pyanodon isn't hard, it's just time-consuming
There, I said it
>>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
>>527051537I 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
>>527052729Ah, I see. It's more of a utility add-on than a core py mod.
>>527054412yeah, as the mod says It used to be a core feature but it got axed and it's a legacy item.
>>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.
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.
>>527058634>The biggest bases possible will cause everything to kneel, your precious 3D disney XD processor includedtrue
anyways the benchmarks still place the faggot processor at the top, do you not understand what a fucking benchmark is
If you built a main bus, you did not beat the game
>>527059726Fuck off Kovarex, not going to spaghetti stuff just because it's "visually interesting"
>>527059726If you CAN build a main bus, you don't have enough mods installed.
>>527059726>if you did X you didnt beat the gameI 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.
>>527061887Cheater: identified
>>5270262311511 hours, impressive, very nice even, !HOWEVER!
YOU
DID
NOT
BEAT
THE
GAME
>>527058782Took 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.
>abusing the "mechanic" of compensatory adaptation
>playing factorio with an intact prefrontal cortex
you did not beat the game
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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)
>>527063058>1.5 K H to beat seablocks with default settings>impressive
>>527058634No, 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.
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?
>>527077229Define impossible to play
Shattered planet is an expansion bait, no?
>>527084216There will never be another expansion
Thank goodness I found a big island, I'm only just now getting enough power to sustain the night.
>>527084842Looks 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.
>>527085617Yeah, 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.
>>527084782they're going to add a space block expansion
are cerys and maraxis even worth downloading? the rewards from the planets don't seem that interesting
>>527088287Cerys 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
>>527087248>spaceblockNo planets, expand from a small space platform using asteroid collectors and solar as your only resources.
>>527090962No you aren't, you have plenty of water
put two electrolyzers near the top.
>>527088287i don't think if you are downloading these mods you care about what they unlock on other planets or your logistics
>>527016257You 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.
>>527090962>15 dupes>cycle 157I'm at 2112 and only have 9
>>527093997Moonlet cluster scenario. I need multiple small colonies exchanging resources to survive.
>>527092416true. I think maraxis looks interesting but the graphics really clash imo with the default factorio stuff and it bugs me
>>527001801the 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
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
>>527001801why would I want to play factorio buy gay and reddit with less content?
I now have a carpal tunnel splint.
I won the game.
>>527103049I didn't want it to, or think it would carry over. I just thought it would be fun.
>>527104521I already played Factorio a lot.
>>527104742but you're playing the same game but with a new coat of paint? Does it do *anything* unique?
>>527104847how many other factory games have cute anime lesbians?
>>527105509The problem is an anime lesbian tells you exactly who made the game.
>>527105664a 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
>>527105930That'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
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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?
>>527107852It 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.
>>527109410>>527107852it'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
>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
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
also, let the buried pipe madness begin
>>526909976Fusion 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.
>>527113550Fusion is always 20 years away because it is an investment scam.
>>527113669No, 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
>want to post factory
>"posting images from this ip range is temporarily banned due to abuse"
I really hate this feature
>>527113761>The logic of magically making a technological that requires material science decades beyond us to even start makes sense.
I HATE NOT HAVING NATURAL SAND I HATE NOT HAVING NATURAL SAND I HATE NOT HAVING NATURAL SAND
I launched a space station but we have not invented cameras yet so it's an artists representation, and a pretty good one.
>>527113291>Using cope stackers to dump and dig materials A SECOND TIME instead of sending shit to storages handled by trucks
>>527114530Stop posting CP then, dumbass.
>>527114864and what will the truck that, uh? just dump it somewhere else
get the problem?
>>527115974Yes, 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.
>>527114847if 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
>>527117353>if you haven't invented cameras why is there a lens flareThe 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.
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>>527107852Expected 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?
>>527109410I love figuring out retarded tech.
>>527109917Got it.
>>527121658No and neither is factorio or satisfactory.
>>527122457name an egg game
>>527122609Minecraft and stardew valley.
>>527122609getting a bachelor's in mechanical engineering
>>527122776>>527123729>>527123592give respective opinions
also
>education>game
>ratio between smelters and iron construction parts is 1:2,66667
>ratio between smelters and steel construction parts is 1:2
>>527124376>ratiocelsembrace overproduction
>>527122609https://fold.it/
>>527109917The rocket launch pad does have like 7 different resources and only 5 input ports I think. One of them becomes obsolete leaving 6 resources.
>>527113291Use 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.
>>527084842>bot sorterstop cheating dude
>>527124446it'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
>>527124837doing fulgora with bots is a more interesting challenge than using belts and splitters
at least for anything other than a small base
>>527125287I 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.
>>527125287logi bots should be a crutch, not the entire solution
using them for everything does not follow the spirit of factorio
>>527125287Yup. A big main bus loop on Fulgora is the most boring shit imaginable
WHY THE FUCK IS ANGEL'S NOT UPDATED FOR SPAGE
>>527126975nothing 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
>>527127842>the devs will soon stop all updatesFactorio 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.
>>527125352the 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
>>527128112>Quality updatesyou 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.
>>527107852Even 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.
>>527125643your 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
>>5271281122.1 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 steamyeah, 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
>>527128586>the whole point of factorio is researching new technologies that improve on old onesthe 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
>>527128871This anon gets it. Every time I see people just cheese the game with bots/trains I get angry.
>>527128614>well, I just hope at least SE and SeaBlock are getting updated to 2.0 after allSE 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.)
>>527126975Because archangel actually stopped developing his mods, along with bob, which means both projects are now public forks.
>>527129225I hope he stops for good.
did the hardmode py guy give up? last episode is over 2 weeks old
>>527129981maybe read the comments of the retard you're watching.
>>527130491>simonplays 314>simonplays ฯ
>>527130491I did, I was just shilling him
>>527130491least autistic py player
>>527130789>shilling a german guy who does 1 hour long py streams that couldn't sound more dead if he triedoh, you're more retarded than him if you think anyone's going to watch that shit
>>527130634that little girls needs a nap.
>>527131108you are in the factorio general, of course people are going to watch that
>>527132000No. The last time I tried I literally fell asleep and I'm playing py on the side.
>>527132064sleeping is good for you
>>527132127if your content puts people to sleep you've either got a possible aid for insomnia I suppose
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.
>>527134464planning to fail means failing to plan
>>527134464No but you can remove the recipe as to force flush biochambers while keeping a backup that keeps running forever.
>>527066862I 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.
>>527134464wdym? you can't pause the spoilage
>>527134617My 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)
>>527135197My thought was that the input egg has been consumed, and the output egg will not exist until the craft finishes.
>>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.
>>527134617It'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.
>>526664664What if you fired something like a steel net at your adversaries?
>>527135352just make boxes for the science to rot in, spores are a manageable problem and evolution factor is a nonfactor
>>527135662What a terrible idea.
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>>527135325maybe if you can time the productivity bar?
>>527136113Interesting, so the spoilage counter does actually take into account the time spent between the beginning of the craft.
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
>>527136482Because 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.
>>527137036you need so little science before aquilo anyway, why would you even care about biolabs to the point of torturing yourself?
>>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
>>527137036I 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.
>>527134464the egg still spoils when the crafting is paused
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Any mods that can liquefy science?
I need more toobs.
So how's space engineers 2?
>>527107852>>527121089this 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)
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>>527136113god 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.
>>527117171>>527124712> and dumping all your dirt in the ocean like a plebI'll say, my biggest weakness in this game is trying to preserve the shores and then do some landscaping
>>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
>>527143989Why can't we read spoilage of items currently in the tank anyway
>>527141652Does 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.
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>>52700165310 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.
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>>527147636Deorbiting the critical probe, next pass. Probably the second most stressful thing in the mission.
>10 of 12 relaysOne 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.
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>>527149358We 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.
nod
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>>527134617A good pan will not fail the eggs.
>>527155867but the person holding the pan can fail both the egg and the pan
>>527156147Pan a man, eggs the plan.
Almost done reorganize my entire island
You can see the spaghtet nightmare at the back
>>527157892>a quaihttps://www.youtube.com/watch?v=jsDz4D6ZJbk
stupid french faggot you die now
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
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.
>>527159538>Is it enough time for a Pyanodons run?Yes, but also no.
Yes, because you'll give in a few days in.
>>527157892Very cozy
Where's ur trains doe
>>527147636>10 of the 12 relayswhat the fuck, do you have a realistic mod or something?
I find that 3~4 relays per planet is enough
>>527159963Polar and Equatorial requires three each that's six, two bodies in the Eve system 12.
>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
>>527158764https://youtu.be/lUjuv24_jYs
It appears my superiority has led to some controversy...
the absolute state of titanium production
>527158764filtrรฉ
>>527159820first gayme of Col so i rush everything to understand the mechanic, next save I promise
>>527160787Oh great it's py that's doing it
Is this the right place to ask if I should get anno 1800?
>>527161312looks like it overrides all mods
That's annoying but it can be fixed manually I guess
>>527131108I will watch it, but I am also german...
any guide I should consult before trying out py?
>>527162153you should consult a therapist first
>>527162153Read the Holy Bible and try to find Jesus.
>>527162153ask 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
>>527161492/civ4xg/ might be a better place
>>527162247>>527162303as 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
>>527162447there's not a lot of base posting in general
I barely see any mega bases here
>>527162714>there's not a lot of base posting in generaldon't fool yourself
I've yet seen a single person post a py2 milestone, let alone chemical science
and that's half of py
enemies on or off for science cost multiplier run? sounds annoying having to clear that many nests with gun turrets.
>>5271698542.0 makes biters harmless
and you can clear nests with destroyers or poison capsules
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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
>>527159628All 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.
>>527172269>played until trains+oilI'm not full new
I'm taking waaay to long with this, send help
>>527159538It'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
>>527162153There'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.
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.
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.
>>527179145>Blueprints now autoconnectFucking finally, connecting them manually was annoying
>>527162153No, 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.
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>>527161492https://www.youtube.com/watch?v=sJtPxC3dJSE
>you've been playing for 2 hours>how about a cup of coffeeIt 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
>>527172805Then stop fucking around with pointless bullshit when you haven't seen even 15% of the game
Trains and oil are literally nothing lmao
>>527179145>Blueprints now autoconnect.Finally. Finally the game may call itself *satisfactory* ...
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?
>>527182615>Most people use circuitsI doubt that most players use circuits period. Chances are your balancer will work just fine unless you have extremely uneven belt draw.
>>527179145It'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.
>>527183376>unless you have extremely uneven belt drawbut that's why I use both line and belt balancers, so no matter the draw, everything is even
>>527183465At 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.
>>527182615>but I see most people use circuitsWhere are these elusive "most people" you talk about?
Also you have to merge belts no matter what so lane balancers are pointless.
>>527184152>At some point I hope they just leave the game alone so mods can update without breakingThat'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.
>>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
>>527179790How about this one? https://docs.google.com/document/d/1KfoEFVTMYV0LAUR7M1yXrR8QV8_mW01YpW6X1IvP-z8
>>527162153Try 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.
>>527186940>This guide was written in March 2023 and updated in March 2024migh as well be another game entirely
>>527185830>leaving you with half the throughput if you have no train in the stationThis 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.
>>527189093>the boxes run out fasterif 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
>>527185830>if you draw comes mostly from a single lineHow 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
>>527192292inserters prefer the near lane, so depending on what you produce at that moment that may happen
>>527193334Thinking 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 insertersThey're either using LTN/Cybersyn, using mixed wagons or multi-pickup/drop stations, in other words some kind of overengineered abomination.
>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.
>>527171746It 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.
>>527144016>Caring about dumping dirtI'm guessing you didn't bother looking at the contracts.
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.
>>527199638>>>/v/712258810
>>527199865By "removing casino" does he mean that they'll add a way to get something like quality LDS besides stuffing things into a recycler?
>>527199865>haven't posted in this thread yet>get a (you) and notificationscary stuff
>>527200062Well, 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.
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
>>527202197Either disable the box or only allow spidertrons to carry cliff explosives.
>>527202431Disable the box?
why
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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.
>>527203343Your 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.
>>527202197>right click the deconstruction planner>switch to blacklist mode>add filter for cliffs
>>527203518Oh, 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?
>>527199865The 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.
>>527199479I was not the only one it seems, but in any case, it isn't in any of earlier contracts you get
>>527203927Unfortunately it's not the decon-planner I'm having trouble with, I can't blacklist it from the shift-click blueprints or rail planner.
>>527203683Ahh 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.
>>527205028I 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.
>>527205064Ah, well thatโs 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 donโt 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.
>>527205351but 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?
>>527206387Typically 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.
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.
>>527212920>editorDidn't beat the game.
>>527212920I 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.
>>527212991This was straight copy-pasted from my original save, it's in editor since I'm brainstorming and it's much easier to look at.
>>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).
>>527212920I 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
>>527203518What 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.
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.
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.
>>527225632You can use it to upcycle quality holmium plate to make quality lithium.
>>527162940Enabled 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.
>>527162153Buffers 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.
>>527227339And 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.
>>527162153Oh, 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.
>>527227309yeah but that doesn't solve the main issue i'm feeling. Idk, i love fulgora but it also feels useless.
>>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
>>527205479Ended 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.
finally got through with my refinery renovation
went a bit overkill on the setup, but more of a future proof
>>527229846im 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.
Playing Fulgora without rails on deep oil oceans is exhausting. I fucking hate kovarex and Space "no fun allowed" Age
>>527232250>Im looking for projects to use fulgora for but everything seems better done everywhere else.Ignore the other planets then do it anyways?
>>527234046I 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 Iโm trying to scale up and even yellow science seems like it wonโt be supportable since LDS isnโt a large % of scrap.
>>527231796It'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.
Anyone heard of this? Looks like another early access KSP like game https://nulltermio.itch.io/junkyard-space-agency
>>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 gameJesus 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?
>>527243604>I need hot airI'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.
>>527245181I'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.
>>527246360I 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.
>>527247150And I do have experience setting up something similar in Nullius...
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.
>>527225181that's a lot of science, do you even need it after building a space station that can do research?
A couple of questions to Py players, how often do you shower? How often do you clean up your home?
>>527252602Not 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.
>>527253163>how often do you shower?Daily
>how often do you showerI 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?
>>527253362So you shower twice a day?
>>527253362congrats on your first time, it must have been very exciting
how much did you pay
>>5272532484 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.
>>527255119That'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
do grades actually matter?
and what is preferred fuel?
>>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
>retardedoh well. Maybe next life
>>527260297It'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.
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
>>527259269I didn't know anon's mom was that cheap.
I should prob actually tech up considering I am on a deathworld but redesigning my factory is too satisfying.
Rock mine is infinite, now that's neat for landfilling entire map
>>527269170it 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
>>527270331All in good time.
>>527270815I like the energy of this base
>>527269170Are 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.
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"
>>527262347build rail only 2 or 3 up, and terraform a platform when you need a station?
>>527272202>Why the curvy beltsI just think they're neat.
>You gonna dieThe bug will not crush the indomitable human will.
>>527274298I was going to berate you but you're clearly having fun so enjoy it I guess. You're still gonna die.
>>527274298actual schizobase
>>527279410Worth 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
>>527272202>Because this looks like shit and you are going to die.it's quirky.
>>527280227Hey buddy the architecture games general is two blocks down.
>>527274298>>527274668more like schizoBASED haha amiright?
never change germanon
FUCK MAINBUS FAGS
>>527282061Please press alt
does anyone have any tips for train stations in CoI I can use for inspiration?
my mind is drawing a blank
>>527282637https://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
>>527282846why would you go over the train lines instead of raising the train line by one and going under?
>>527283040aesthetics/big vehicle access?
1561
md5: bec359c60cc8bb63b3199f7215821345
๐
>>527282846>https://hub.coigame.com/Blueprint/Detail/649what the fuck is going on here, is the train backing into the station and then driving out?
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.
>>5272828461-6
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.
>>527291718what is that 1-6 supposed to mean
>want to play Stationeers
>terrain update is still not out
>>527293186The configuration of the train. Here's how the devs expect you to use trains.
>>527283262Yes 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.
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?
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
How do you resist the urge to restart your playthrough every 10 hours?
>>527300489By knowing that the start is the worst part.
>>527300489By fighting your inner demons and restarting ~40 hours in after two planets.
>>527302281I literally just did that last week
Fuck
>2.1 will kill LDS-shuffle
Once again proving Fulgora upcycling is superior
Glad I didn't fall for the LDS meme
>>527300489I stop playing until continuing sounds appealing again
how tall are trains for the purposes of raised crossings?
>>527184152>>527185719The 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
>"My suffering can bring joy to thousands of people, but your suffering achieves nothing"
-D2, 2024
Bravo, you've killed the /egg/ thread.