Space Country Edition
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>>528094837This thread is dedicated to all games about building machines and systems, in space or otherwise.
List of commonly discussed /egg/ games:
Voxels, blocks and vehicle builders
>Avorion>Besiege>Empyrion - Galactic Survival>From the Depths (https://fromthedepthsgame.com/)>Machinecraft>Robocraft>Scrap Mechanic>Space Engineers 2 +1>Sprocket>Starbase>Starship EVO>Stationeers>Stormworks: Build and Rescue>TerraTech>TrailmakersAerospace
>Chode - Children of a Dead Earth>Flyout>Kerbal Space ProgramLogistics and factory management
>Autonauts>Captain of Industry>Dyson Sphere Program>Factorio>Factory town>Infinifactory>Oxygen not Included>Satisfactory>Shapez>Workers and Resources: Soviet RepublicProgramming puzzles
>Exapunks>Last Call BBS>Nandgame>Opus Magnum>Shenzhen I/O>SpaceChem>TIS-100>Turing CompleteThe full game list as well as information about these games, such as where to get them if theyโre not on steam, trailers, /egg/ conquered/hosted servers, and other shit can be found in this pad:
https://hackmd.io/e6SPFz8VSRmpV91t8bmkWw
Games that are not /egg/:
>MinecraftOP pad for new thread
https://hackmd.io/Z-_iicnWRFi9T8Sm3Ro9rA
WebM for physicians: argorar.github.io/WebMConverter
Reminder: /egg/ has no discord, any discord links posted are from tranny servers.
Current and recent /egg/ hosted servers:
>Factorio>StationeersAll IPs are in the pad for security reasons.
is it time to dunk on earendel again
>>528760394We wouldn't dunk so hard and so consistently if there weren't aspects of his work that had genuine merit.
First for Kerbal Space Program
>>528760508I want to play but if it's just me I realise I don't actually enjoy Py and just go to my Spage sp game.
>>528762530I have been on the server for 3 sessions now and every time someone else has been there too at least some of the time which has been pretty chill. It's legal to just hop in and check if someone is there and play if there are and quit if there aren't or perhaps announce in thread when you intend to play and if someone wants to join you.
The server is progressing pretty nicely, we were on the cusp of unlocking construction bots when I was there last this morning. We also have trains if someone wants to start setting up train based bases.
>>528762630bug for kill, not fill.
>>528762852Not bug, tank.
>>528762852but if we fill the bugs up, then there's more bugs to kill
What settings should I start with for a new Factorio run?
>>528764007Railworld is probably the most comfy
>>528762903I'd fuck an M4 Sherman
Any games like Factorio with
>resource collection
>resource refinement/production
>resource transportation
>building defenses against occasional enemy waves
?
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finally I can plan a factory
>>528760778I am inclined to agree. It does seem like he's cut down on the science numbers at least.
>>528764007Ribbon world
>>528770000DSP is that. If you want more combat less resources then there's various tower defense games that are like that, try creeper world or something though they do have very light resource elements.
>>528770000Age of Empires II
>>528778923>creeper worldthat game is repetitive as fuck
man
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>>528779014No RTS really deals with resource transportation, unfortunately, although I have generally considered Factorio a very similar vibe to those old 90's and early 2000's isometric builders.
Really as a child I would autistically dive into those games and focus heavily on economy and building and never really understand why I would get my shit pushed in by AI who could just ignore economy as a concept and spawn waves of enemies endlessly until I eliminated them in a battle of attrition where I could literally only ever lose.
Factorio still has enemies that build and sends waves endlessly without worrying about economy but at least I can focus on the building since it's now the entire point rather than a consideration.
>Who askedman...
>>528779074That's sort of nature of the combo.
>>528779612>No RTS really deals with resource transportation>those old 90's and early 2000's isometric buildersFor some reason my mind jumped to a TA/SupCom-like RTS with shitton of units.
>resources are extracted by units and/or buildings and must be moved to wherever they're needed>have logistic units move resources between producers, consumers, and buffer warehouses>logistic routes work like ferry order, but not tied to a unit>place start/end markers, draw route with move commands>assign haulers to route, and producers/consumers to start/end>distribution warehouses deliver to multiple buildings, for clustered bases>multiple logi unit types with varying capacity, HP, speed, and combat capabilityA TA-like RTS with extra steps, basically, but I think it's got it's charm.
>>528781493factorio is not repetitive tho
creeper world feels like shoveling slime for 15 minutes per round
>>528770000I unfortunately have an answer and you will not like it.
>>528779074>>528781816There are in theory fun mechanics in creeper world. But everything is so weak and balanced that all you can do is forever move your stuff up one square at a time. No clever tactics are possible and it takes forever.
>>528782227>and you will not like it.The only thing I don't like in dorf fort is the fact you have to micromanage a random number of shmucks like in ONI
colony sims never interested me, I want a factory sim
>>528770000Heavily modded Rimworld and even then it's shit.
>>528782531>micromanagethere's your mistake
DF is extremely hands-off in terms of that shit, once you give them their jobs, at most you just have to make a bedroom for every dorf unless you wanna be lazy and slap an arbitrary amount of beds in a dormitory and call it a day
I've had 400 pop forts where at most I remembered and somewhat cared about a dozen dwarves in them
Does dorf have logic gates?
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>>528782950>you don't have to micromanage, you just have to micromanageyes of course how could I be that stupid
In factorio, how does one get rid of filled belts of stuff when you want to redesign something?
>>528785293It's called playing the game, if your set up takes couple minutes and then just works then that's not micromanagement
>>528785462>>528786520If you drag deconstruct over it the construction bots will manage it
If you hold F and run over the belts then logistics bots will handle it if you set your own logistics requests to trash unrequested.
Doing both speeds it up, but it's still really fucking slow.
>>528785462You can cut the inputs and let it empty out.
>>528783932yes
https://dwarffortresswiki.org/index.php/DF2014:Fluid_logic
https://dwarffortresswiki.org/index.php/DF2014:Mechanical_logic
>>528787147unfortunately, it's coal. hundreds of meters, and I need more steel now. it'll take ages.
I ended up parking a train next to the belt and loading it all up
surely having logibots and requester chests will make a py mall much more manageable
>>528789381It definitely did in my singleplayer. I hand fed the first couple of logi bots and then let them handle bringing the ~10 ingredients required to make more. Still have the old belt-based section of the mall too, but new additions are much cleaner.
>>528789945I just noticed fast inserters requier niobium
There really isn't a god out there is there
>>528790273The god has created the buttons to turn off py if you don't like it so much
>>528790575the god has made the chemicals in my brain activate when science goes up too so it's kind of a tricky balance
>>528790682What a cruel god, innit
>>528790745if I had the chance I'll have him hanged by his figgin
all I know is I wanna beat up whoever decided to make lamps uncastable until py3 and at the same time make them require glass (movable by fluid bus) iron (not movable by fluid bus) and copper (same) as the major driving force around half the game
that and no way to have borax on tap either
Technically, and I say this with a heavy does of quotation marks, you could move blood via pipe, atomically recontrust it to iron ore, crush that ore into processed iron and smelt that iron with a gas furnace near your copper mine and have a molten glass spigot nearby to craft lamps, but you'll still have to fucking move the damn lamps because you're still copper-restrained
If you had a way to have copper on tap before py2 you wouldn't need a goddamn lamp train but nope, you're stuck with that shit
Are there any good mods for space age yet?
>>528791738what are you looking for?
>>528787715I kinda want to learn dwarf fortress to the point I could use stuff like this, but unfortunately I realize I won't be living forever
>>528791738No, not really
>>528791410okay you know what
technically you could actually use coke oven gas and water and make it into soot
and then advance separate that soot both into iron and into copper
and you can pipe glass
and you will already be voiding your extra 100 C coke oven gas
which means you *can* have a trickle of power fluid + copper + actually any ore needed in small quantities and frankly I'm a fucking genius and I do not need to set up a train for fucking lamps of all things
>>528789381It really does!
Were just missing batteries from bots on our server. Things are on the up and up.
>>528795493>Were just missing batteries from bots on our serveranon logi bots come after 2000+ logi science, which requires a few thousand batteries
and the real cost of logibots isn't batteries, it's the gearboxes and the niobium plates
>>528790273Oh there is. His name is Pyanodon, and he hates us.
>>528795908Niobium is easy tho and it's great for the pipes.
I know, i'm just serb posting
>>528797216>Niobium is easy thoMy ASS is easy
bitch needs chromium, steel AND iron just to make the consumable drill bits
then refined syngas which is its own pain in the ass because you either shill for activated carbon which needs zinc chloride which needs zinc AND hydrogen chloride which you only get from FUCKING LAMPS which need iron and copper and glass to be shipped somewhere where you can electrolyze saltwater OR you bother with methanol and syngas and methanol is olefins and organic solvent and the easiest renewable way to get olefins requires destructive distillation of syngas for the comic amount of hydrogen required, nexelit plates from excess tar turned into tailings, while organic solvent is still free from cracking the rest of the tar from naphtalene and carbolic
and THAT will only make the mining fluid
I'm mostly ignoring the extra surplus of organic solvent and hydrogen chloride
nitrogen and salt for the last part because those are less of a hassle but still
organic solvent already eats through your rubber production!
>>528798337Could be worse
>>528799874I mean obviously, you're only at the third science in the game
but it's still a pain in the ass with the limited means you have by logistic science and you burn through the damn thing
Anyway as silly and as slow as it is this outpost does, in fact, make lamps anywhere out of simply water and leftover coke gas and glass and it's really not ratio'd or balanced or anything but I don't completely and utterly hate it for the two places that actually need renewable lamps (fish farm and hydrogen chloride)
I will NOT make a fucking train for lamps and that is FINAL
>>528801953don't be a bitch, make a train that can carry 40 different products on demand.
>>528802319I am 100 hours into the run and I have yet to place a single rail even if I crafted 10 K
mostly because I didn't wanna craft locomotives
they're annoying
Went away for lunch and it still hasn't jammed. I don't think I can scale this up much more without something better for power though. Half my island is already accumulators. I suppose I could spread out to other islands and just recycle literally everything if I'm only after holmium.
Server has now officially unlocked dinobots, logistics is GOGOGO.
>>528806891dig o saurs are needed for logistics?
>>528807237No logistics dinosaurs that do logistics bot things
>>528805726you're supposed to have a shitty fulgora base until you get fusion power
>>528805726I walked around a bunch until I could find a suitable spot, this one had plenty of accumulator space
Most of these accums are uncommon+ too, that really helps.
>>528805726How do you make a video like this?
>>528811093https://mods.factorio.com/mod/item-cam-2
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wat do I pick
>>528819485I don't have a choice __my friends____ made me do it
>>528819097cheap silica
copper alloy
fused quickwire
basic iron
these are all recipes to push supply of a resource further by using other, more common resources to augment first step products. since they're at the bottom of the product chain they're the most useful, in my opinion.
but really depends on what stage of the game you're at and what you already have set up. if you already hve steel set up, steel rods can be nice if you have a reason to use them
We can mine your mums chest for cheap silica lol
>>528819097First: Cheap Silica.
The recipe you want for modular frames is Steeled Frames
Second: Copper Alloy Ingot.
Reduces copper use for an increase in iron use, but iron is overflowing on the map and copper is not.
Steel rods? Rods are really only needed in bulk for screws, and your long-term objective is alt-recipes that get RID of screws.
Third:
Fused Quickwire
Caterium is even more rare than copper, so if you pair it with CA ingot above, you transitively exchange iron for caterium. Good deal.
Fourth:
Steamed Copper Sheet.
ALWAYS.
This is a it's-literally-doubling-your-yield no-brainer.
>>528820217Steamed copper sheet is far better than basic iron ingot. It DOUBLES the output for copper sheets, trading off only power - because it goes into refineries.
Basic iron ingots consume limestone for just more yield on iron ingots. But the map is literally drowning in iron already, and limestone is put to better use as a catalyst accelerating other recipes. E.g. molded steel beams, cheap silica, etc.
>>528820217Im making phase 2, I already have cast screws and stitched plates and they're very good
>twenty(20) ingredients
i thought a botless mall was insane for nullius but this is a whole nother level
Landed on Aquilo like an hour ago and I still don't really have anything going except two assemblers making ice platforms. This heat mechanic is really annoying
>>528824417I loved the heat mechanic, you really needed to make new designs.
Probably my favorite planet, with fulgora a close second. I didn't care nearly as much for the other two.
>>528824410Assemblers have 12 sides and belts have two lanes each so it's possible to build those botless
>>528805726Just use the ice for steam power. Through heat exchangers you can sustain around 2MW per scrap per second processed.
Accumulators are pathetic, a normal qual one can only sustain 50kW between storms, even legendary sucks.
>>528824574NTA
I like the heat mechanic. New designs are good. Designing a remotely restartable base is a nice challenge. At first I didn't like how slow the heat is, but it really adds some inertia that enhances the thawing/freezing feeling.
BUT it's kinda gay that heat drain per building type is hidden away from you. It confuses and fucks over newbies and people who just didn't bother to look it up in exchange for "letting" them make easier bases. If you know the drains of everything it's just a better challenge too, trying to minimize undetground belts and pipes, and long inserters usage.
Eugh. I almost want to make a roboport chain.
>>528829592I've found it's just easier to make more heat than worry about nickle and diming your heat consumption.
>>528720049>Also bring a couple nuclear reactors and the associated boilers and turbines. People will say this is stupid because blah blah solar blah blah free power from burning shit but you know what's better than that? Never paying attention to power at all because you have a reactor and if you're going to Gleba shooting up a few rockets for free power shouldn't be that hard. If you want to get autistic about it you can hook up the burning towers to your reactor's thermal grid and so long as you have a system that throttles fuel input based on temperature it should use burning biomass over burning fuel cells to generate powerMissing the entire point of the planet
A planet that barely consumes any power in the first place because it's building uses pizza power
Like nigger, how difficult is it to have a splitter branching off towards heating towers but with a belt segment that activates if T<600
Go set up the gay nuclear blueprint that you downloaded in Fulgora and Vulcanus while you're at it
>>528829705I want some form of elevated item transport that's not trains
like a cablecar or something. Would be neat to have 1 tile wide minecart rails that can transition to cablecars, and that you can put little electric trams later on.
>>528825080You're forgetting about fuel and ash
>>528833685>Can't use long handed inserters for a tier 3 recipe>Can't have a single output line that leads to a chest or splitter in a closed loop that refills a gas canister>Will also not use wood or other fuels that don't result in ashngmi
>>528827992Kinda makes Fulgora lose some of its charm if lightning is a crappy energy source on the planet.
>>528830752Nah I think he has a good point.
You underestimate other players anon. I had to unfuck my Gleba so many timaes on my first run because I kept having deadlocks from a single tile that I didn't account for. Without backup power my planet would have been fucked because my rocket fuel biochambers would have starved again.
In my second run my reactor has been idle 99% of the time but it's still there if I fuck up and the base dies. I also somehow completely
missed that assemblers could do the seed extraction recipe which would have been a decent way to keep my heating towers topped off on heat.
Now it's less of an issue since I have spidertrons to unfuck things remotely.
>>528835750>underestimateMeant overestimate. Most people are pretty bad at the game (like me). That's why you have dozens of threads about Gleba on the forums.
So here I am staring at a planet I set up quick and dirty for a trickle of science. Time to set it up properly.
God damn it, why didn't I set it up properly from the start? What a goddamn pain.
>>528841376Finally a somewhat relevant use for this image
>>528845045Oh shit. I'll get some miles out of that picture. Thank you.
>>528850574This is a blue board you sick fuck
>>528850574tap any part of it with a hammer.
>>528791738most of the planet additions are retarded
any planet start is goated, fulgora start and vulcanus start are all very different and fun. Gleba start is 100% CBT if you like that
other than that, my modlist is pretty light since all the extra planets are pure jank or overpowered stupidity
Factorio, but all objects are physically simulated.
>>528858424Gleba start might be fine if you get coal synthesis early. Fighting pentapods with 0 upgrade turrets sounds like suicide. You would need a tiny base with nearly no pollution which seems slow and boring.
>>528820326hank you for the explanations
>>528858454That's just old versions
>>528841376did you run out of space (i.e. aquilo)?
can you not craft bots?
is it gleba?
if the answer is no to all, you don't have a problem
when will the furry release SE
>>528868525it will probably be in a limited beta for a bit where you can DL the files on discord or something before it's full release - I know that's what happened for the last big update.
>>528782950Was Steam DF shit? I heard it was shit.
>>528869736will it be on kemono?
>>528870394it will be free on discord, so probably. The only reason it isn't set to the mod portal is that people will start new playthroughs if he does that and will write angry messages if there's a breaking change.
>>528868525Two bloody handfuls
>>528870530oh, I thought you mean the patreon discord
When is quality rolled? Like if a machine is in the middle of a long craft and I stick quality modules into it half way through the craft will it have a chance to roll better or will it be standard as if there were no modules?
>>528870239A severe gameplay downgrade. There was no health report, weapons didn't track kills, tables or farm plots (can't recall which) don't show what's on top of them, alerts and messages were gutted - it was a huge list.
I've got no idea if building stairs up into a mountain is still impossible.
>>528845045>ue5 devsyou just dont get it, its supposed to be shit!
for some reason the brits love the wonky decorative walls
Server officially has construction bots, for the sensitive engineer who refuses to use their hands
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Wasted two hours redoing the piping and wiring and demolishing my starter base almost entirely to remake automation science, batteries and circuits for real
logistic ate through the banked several chests of automation science I made in the last 80 hours, my 16 automation science per minute kludge I made in the first 5 hours of the game is long gone for the world, it's time to make small parts at an industrial scale right now
>>528877728berry nice
>start new space age playthough
>beeline directly to new planets because fuck nauvis
>nauvis base is horribly underfed on basic resources
>nauvis base is tiny due to lack of roboport expansion
>nauvis base supports almost no research or exports to other planets
>nauvis base barely holding back biters with a line of landmines and laser turrets
>nauvis base power generation is just multiple 1x1 reactors stamped together
why am i like this
>>528884954https://files.catbox.moe/v39dkb.jpg
https://files.catbox.moe/1nf6e7.jpg
https://files.catbox.moe/jmqlvi.jpg
>>528884954>>528885651the milk factories must grow
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>>528880330>80 Hours on creative mode>No trains or roboportsDoes PY make things significantly harder?
>>528888724We are at 80h in the server, go check that if you want a reference on the type of mod PY is.
Someone give me some tips on how to set shit up on Aquilo
So Just unlocked my spidertron for the first time and time to remake my spaghetti base properly. question is, is there a stat tracker that tracks efficiency of individual buildings, or building clusters? while the productivity screen is nice, I'd for example like to know if my 3 random assemblers are working at 100% efficiency or not
do I have to calculate it myself?
>>528888724>Does PY make things significantly harder?Yes, but I've soon learned that all you really need around logistic science in large quantities is iron, which I have two deposits of near the base, and copper, which you move one deposit-ful and you're good for 40 hours. Meanwhile the deposit fills up in like 5-10 hours and by the time you actually do need the contents turns out you've got a much easier and less expensive way of making it and moving it.
>>528890152use long inserters to create more room if you're having trouble getting heat-pipes next to a building. Also use undergrounds to create plenty of gaps for the same reason. Bring nuclear, a little fuel can heat a massive area. Bring lots of concrete, it's easy to underestimate how much you'll need. In fact bring lots of spare everything, it's a long wait if you need some minor thing and you don't have it.
>>528890667I just use Bottleneck Lite, which doesn't do that but does let me see which buildings are working / input starved / output blocked at a glance.
>>528890667It's a pointless measure, idle buildings don't destroy resources. Time wasted on trying to get everything just right could be spent on making a base that's bigger.
>>528891572>>528891285the thing is, I'd like to avoid googling to solve my problems, but stuff like - how many electric furnaces for how many of X resources is awkward and time consuming to do myself, considering I cant isolate a production line in the production tab
>>528892093If the lines in the production graph aren't straight then you aren't at 100% What's the use case?
>>528892268well the use case is simple:
I have my first base, it's big, spaghetti and inefficient
I want to create base 2.0, and instead of guessing, I wanted to go over each sector of the base and check out its inputs, and outputs, so I can calculate how much stuff i will need
>>528892374Inefficient how? Idle buildings don't destroy resources.
>>528892428inefficient as in i have wrong ratios of intermediate products, such as overproducing flying robot frames and underproducing low density structures, the base is big and I'm a noob, so knowing how each sector of my base is performing would help me building the base again, but better
>>528892374Oh, you want Factory Planner or something, also there are websites that will calculate production chains for you.
>>528892523Performing how? If your flying robot frames are being produced too fast then they back up and stop being produced too fast, idle buildings don't destroy resources.
If you just want to figure out the ratios it's a basic multiplication of 2 numbers, did you finish 3rd grade?
>>528892523Look man, as long as the final assembler of a line runs at the speed you're happy with, which seems to be 100% uptime, nothing wrong with overproducing lines, so all you need is to shore up your under-performing ones
>>528892565>>528892670i just might be overthinking it, that's what I'll go with, thank guys
>>528892621i dont think i was able to explain my problem properly cause of language barrier
>>528890847What am I supposed to use for power, import nuclear or use rocket fuel in heating towers?
>>528893076Either is viable. Heating towers need a chain of buildings to keep them fed, which requires space to build (remembering you'll have to manufacture ice platform to build on and concrete to cover it) plus your time to design and construct. Nuclear is just one building but needs occasional small cargo drops from another planet. Nuclear is also really powerful and simple which matters when you're trying to un-freeze your entire base after a cascade failure.
Gleba
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this is da wae, i saw this in a screenshot and built my own in about an hour and the cube outperforms my first base that i probably spent 20 hours on
>>528899656Sir, youre planned parenthood?
>>528872406I think it's when the crafting starts, so adding quality modules halfway through won't do anything to that specific craft.
>>528899656Why use yumako for nutrients and not bioflux? is it a ratios thing?
Still, this makes me want to test out other bullshit silos-as-containers builds.
After coming back from playing Oni for a few days I really wish voltage was in factorio.
>>528901613is bioflux better for nutrients? i eyeballed the ratios so itโs not exact
>>5289027724 yumako gives only 6 nutrients.
Meanwhile 5 bioflux gives 40 nutrients, which is way more than using the amount of yumako to make the bioflux by itself.
>>528825080You can also use a double layer or red inserters to duplicate the possible inputs, but having mercy and leaving a single inserter to route out the output, and also discarding sushi for sanity's sake, we have a theoretical max input of ((12 faces*2 layers)-1 reserved output) *2 lanes, meaning 46 possible unique inputs for a single recipe in vanilla
Do we throw foundries and EM plants into this?
>>528829705Just like beat aquilo, bro, then you'll be able to solve these issues man
>>528907101What if you softlock yourself by nuking a lava circle around yourself before then?
>>528907856Then you've earned your softlock
>>528909105Thanks, kovarex
>dismatling my entire factory to unfuck the spaghetti
>>528911503It's easier to build a completely separate factory elsewhere and leave the old one there with no resource inputs
>>528907856>>528909403The good news is that reactor explosions don't make craters like atom bombs do, to my knowledge.
>>528829705I see nothing wrong with this image.
t. Spaghetti enjoyer
https://store.steampowered.com/news/app/346010/view/530976484112728512
>Additive loading actually was developed with the guy who made the original mod
Nice
>Orthographic and snapping camera
Also nice
>finally killed the 50K cellulose backlog I made from my wood and limestone block
Nice, I've got 10 thousand extra py1 and I can finally make it out of sodium hydroxide which I'm getting free from electrolyzing salt water now that I've got a salt mine.
the last few factorio updates were a complete mess. the devs are slipping badly. is the golden era finally over?
>>528920225What didn't you like about them, anon.
You can't just doompost without a proper explanation.
>>528921123yes he can
he posted a frog
that's basically a free shitpost pass
>>528921123well its not a matter of like/dislike. few of them were some broken they broke the game and devs had to roll them back. these versions are erased from existence. next update could delete your save files who knows
>you can turn guts into hydrogen chloride
And here I was burning the excess like a silly person
gosh
>>528922016>he didn't get the secret update that added a million dollars to your bank accountSo that's why you are mad
>>528922016They should act more like CA and release game breaking bugs and leave them in for months before writing a roadmap on fixing it in another 3 months. and then never actually fix it
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why the fuck wont it snap to be actually straight
>>528899656I connected to a random server and saw some nigger using a single train wagon and biochamber to craft everything
What are some 2.0 overhaul mods that Dosh hasn't played yet
>>528928910Py. You can't avoid it.
>>528928910Voidcraft
Baketorio
Warptorio
Omnimatter
Yuoki industries
Nullius
>>528930063I got excited, but Nullius is still 1.0, you liar
>>528920225>is the golden era finally over?well, they are done with the game so I guess
>>528928910One of my viewers really wanted me to play "cubium" but I think that's just a planet that functions like a mini ultra-cube. The mod scene so far seems to be revolving around just adding new planets
>>528927694It was born that way dont judge
>>528931824Yeah cubium sucks on paper and in practice and also someone reposted that whenever the jelly rots in a machine the game crashes or something
>>528930063Those genuinely only suck outside of nullius, which isn't out yet for 2.0
What if the rocket turrets showed a guy sitting inside them
>>528942818They would take rations as an input.
>>528942818Why didn't turrets cost supply if this was the case
If I were to start playing DS1 blind, what would be a good dfficulty
>>528927694The belt's straight placement mode, ensures the belt takes 90 degree angles as much as possible, not force a 100% straight line.
This means the end point can swivel - and the last piece of track has a turn and then a very short straight section to the actual end point of the belt held in hand.
If you want to make it actually 100% straight, hold CTRL.
>>528942818More efficient to use a fish instead.
Is there some way to view demolisher territories while zoomed in? I'm trying to cram stuff into an awkward space, and having to use a relatively wide angled radar map is irritating and imprecise.
>>528950695I place down hazard concrete
Take in mind that they occasionally veer out of their territory a bit, especially while turning, so if you build too close the buildings may get clipped a bit.
Aw yeah only four irl years and I'll be on Gleba.
>>528950695ghost concrete
>>528951548>Building trains around features and forests instead of just going right through themSilly, but I dig it.
>Smelter stack kinked and shifted up a tileSilly, and I don't dig it.
>farming
>no problem
>iron
>no sweat
>medicine
>easy
>magic
>completely spill my spaghetti and lose all motivation to continue playing
why it do be like this? I don't think I've ever been able to finish a factory town map in the 100+ hours that I've been playing it
>>528760508>no graph title>axes unlabeled>grid lines visible
>>528959452>ye olde village>conveyerssomething very unappealing about that.
>>528962216in erik's defense you start off with shitty wooden log conveyors and research your way up to the magic stuff
>>528962707is it possible to play like banished and just have people haul stuff?
>>528959452Embrace the spaghet
>>528965178Yeah that's how it starts. You have to unlock conveyors
>>528943447Silly anon, dark souls doesn't have difficulty levels and isn't an egg game haha. You should ask the dark souls general for your dark souls questions.
>>528966928Is this something you play in 1st grade?
>>528970839He's clearly talking about Death Stranding 1, the first strand-type egg game.
>>528979162I have 18 parallel pipes on oil processing
Many are the same product and that's to handle overflow/imbalance
Attention all tormented souls of the egg pyserb. We have a few of the TURD upgrades available to choose, with a few more in the research pipeline, and it seems like it would be good to put the choice up to something resembling a popular vote, considering we'll be stuck with any given choice until chemical science and the first TURD reselect.
>implying we get that far
For those not familiar: TURD upgrades are unique, permanent (barring the reset techs) upgrades and side-grades to just about every py alien life building. These can range from innate productivity and speed bonuses to the building itself, unique recipes that provide easier access to otherwise difficult materials, or even vast improvements to standard recipes with some kind of drawback as a tradeoff (looking at you, Intentional colony collapse). There are 3, rarely 4, options for each building, and we can choose exactly one, which again, is essentially permanent.
Our options at this point are (you can see these in full detail for yourself in the py codex at the top left of the screen, under the TURD tab):
Fastwood Forestry
>dry storage
wood to fiber recipe takes twice as long, makes 4x the raw fiber, and also produces fiber and biomass
>selective cutting heads
double the wood per log, in 1/4 the time
>internal burner
+50% speed, +50% productivity, -50% energy consumption for fastwood forestries, and in exchange the ash consumption of the log recipes are doubled
1/2
>>5289867972/2
I will also note that leaving them unselected is an option. I think this is the right choice for moondrops, where the copper addition is more hassle than it's worth right now, but the final tier recipe goes from 64 moondrops every 60 seconds, to 128 every 30, and it removes 5 out of the 9 ingredients needed, all in exchange for 10 measly raw copper ore.
Fish
>aggressive selectionall fish-growing recipes produce fish food as a byproduct
>temperature controlfish hydrolysate recipe produces 6x the product, at the cost of a 0.1% chance per cycle to consume a cooling tower (building). also unlocks a unique recipe to turn fish hydrolysate, ammonia, and saline water into cyanic acid and wastewater
>dosing pumpsfish farms take 5x the energy to run, and in exchange all fish egg recipes require pressurized water instead of saline water, and produce useful byproducts (fish oil, hydrolysate, meal, and emulsion
Moondrops
>copper additionall moondrop recipes produce twice the moondrops in half the time, in exchange for 10 copper ore per crafting cycle (same copper consumption even on the more advanced recipes that require a bunch of other ingredients, also simplifies some of the later recipes)
>moon lightmoondrop greenhouses get -50% speed and +35% productivity, also gives a unique recipe to get methane and oxygen from water and a 5% chance to consume a lamp
>carbon capturemoondrop greenhouses get +200% energy consumption, but in exchange get 50% speed, and unlocks a unique recipe to make CO2 from nothing
Again, these descriptions are somewhat limited, the exact quantities etc. of various recipe changes/unlocks are important when considering which option to choose. I'll post for the other upgrades in the pipe (vrauks, moss, creature chamber) when we get them unlocked. Air out your thoughts, and think on it well, because once again, we are stuck with the choice, if we make one, until chemical science. So essentially for the rest of the run.
>>528986797>>528987117My thoughts
>Fastwood forestrySelective cutting heads, take the upgrade now.
Double the wood per log in 1/4 the time is just such a powerful boost to wood production. I could be convinced to go for the internal burner though, because that 50% productivity would also apply to the production of mk2/3/4 trees, and getting mk2/3/4 tree seeds will likely be a real bitch.
>FishNot crazy about any of them, maybe wait to select one until we have a better grip on the position of fish in Py's grand design. Sort of leaning slightly towards dosing pumps, power's not going to be a huge problem, and at higher fish egg recipes we get a trickle of several useful fish products just by breeding.
>MoondropsCopper addition, but do not take the upgrade yet. 10 copper ore to go from 4->8 moondrops in 140->70 seconds is not great right now, but the later recipes are much, much more appealing, and require the same 10 copper ore for much larger yields. I'm also not impressed by free CO2, given how easy it is to make coke, and CO2 out of that. Methane isn't hard to make either, and adding in 1/20 of a lamp per cycle puts me off of the option even more.
Image because it's relevant, and to increase visibility for the discussion.
>>528987117in single player I found the carbon capture moondrop recipe to be great - simplifies a lot of logistics to just always make co2 on-site when you need it
I also took selective cutting heads - the other two are meh, and it's quite nice.
moon
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>>528986797We already talked about this, selective cutting head wins every time because the internal burner is slightly better but uses so much ash it will literally stop being feasible very early on.
>moondropWhat the fuck do you mean you haven't gotten the co2 upgrade 70 hours ago
All the fish ones suck and it's not worth taking anything except temp control IF and only if you get the wohler synthesis for vrauks.
As a general rule all TURDS except for moondrop and forestry are situational
coarse fraction from moss is god but ONLY at py2 because you unlock moss 3 and that one makes the recipe with the biggest yield become positive on coarse fraction and also, you can use that in a vacuum to generate stone literally for free if you wanty and just compost the moss, it's that good
>>528987990>copper additionMy brother in christ, I am going to be frank with you, there is no reason to use copper.
First you don't get renewable copper before py2. It becomes a permanent sink for hundreds of hours for the priviledge of getting more moondrops is a smaller footprint.
Do you know you get twice as many moondrops per building outright by just choosing the c02 TURD because of the 850% building speed increase?
There's people in the py githubs and discord and whatnot that outright declared a fatwah to NERF the c02 moondrop. Also? Moondrops literally only cost power. I have a deposit full of moondrops and a deposit full of seed and that's while making rats.
And this is with the *basic* recipe, with *basic* moondrops, and I didn't even bother with using hydrogen, which is, once again, free as in freedom from water electrolysis. You do that, you get 12.5 K moondrops per hour out of 40 hydrogen a sec, which is
>drumroll2 fucking electrolyzers.
>I'm also not impressed by free CO2, given how easy it is to make coke, and CO2 out of that. Coke is easy to make not easy to ship when you need it
the c02 moondrop saves you several headaches. The real sell is the speed increase.
New Factorio baby here: any way to sandbox build things to test them before I use resources? I just want to build a cheap cargo ship to ferry materials between Vulcanus and Nauvis
>>528998734>any way to sandbox build things to test them before I use resources?Build them in sandbox
>building in sandbox
you didn't beat the game
>building in game
you didn't beat the sandbox
>>528998920No, I mean in the same save. I always see people building stuff in a black and white background training room place and saving stuff for later.
>>528999496/editor twice and do whatever
>>528999404This. Real factories are grown.
Bioclang factory when?
>>528999496it's called editor extensions
>actually played factorio
>didn't just imagine the perfect 1000spm base in your head in perfect detail
you didn't beat the game
>>528982320What game is this? I'm out of the liop on automation games, I've been playing exclusively factorio for a while.
>>528959910>titleunnecessary
>unlabeled axesthe y axis is population, 1 per tick
the x is already clearly identifiable
what's wrong with grid lines?
>>528987117>>528986797>Fastwood Forestrydouble the wood per log, in 1/4 the time
>Fishdon't touch for now
>Moondropsleaning towards co2, by the time we'll have the high-tier recipes that copper ore simplifies we'll have another turd, won't we?
or will the second turd give different options
>>528999496you have mods for that, but making a dedicated sandbox save with lab tiles works just as well
you can also build ships that way, so it's somewhat better
factorio newfag here
is there a lanfill removal mod? if so, can I use wires and roboports to:
IF {rail signal status]
execute {blueprint A} at {X;Y}
else execute {blueprint B}
My idea is to have to have a train going over a large body of water having the rail constructed as it's going, and then deconstructed behind it
>>529003637what makes you think you can't remove landfill?
>>529003113>>529000714>>528999675>>528998920Mmm, guess regular old Sandbox it is. For my first run I dont want to be mod heavy, I just want a cargo ship to mass produce to move packs between worlds. Still gonna rawdog my first ship that got me of Nauvis until the Shatter planet. Im slowly upgrading it to be my personal transport.
>>529003856oh wow, you actually can, huh, in that case, is my idea possible in vanilla or nah?
>>529004391you can't place blueprints automatically, you have to get a mod for that
>>529001429thinking about nullius 2.0 is more fun than playing spage so you're not wrong
>>529003637Recursive blueprints mod.
>melting zinc requires heavy oil
that's downright silly it is
that's 75 units of kerogen per 20 units of molten tin
>so worried about resources being finite in CoI, I'm stockpiling soil and slag rather than just dumping it into the sea
how do I fix this
>>529011053I get stockpiling soil, but why slag? is the sour water contract really that good?
>>529013021idk man I just use slag for concrete production for my construction materials, so I'm afraid of running out
so here I am at 24k slag stockpiled in loose storage
>>529013140just route some of the gravel you're using for manufactured sand into the crushed slag belt with a junction
you are using manufactured sand for concrete instead of wasting perfectly good natural sand, right?
>>529013302I'm grinding quartz from an off-map quartz mine for that
>>529013140Even just producing the maintenance you need to keep everything running will end you up with more slag than you could ever use for construction, so just set your trucks to dump everything in each storage above a certain threshold and you'll always have enough in store.
>>529013390Why would you grind good quartz for concrete if you can use rock instead?
>>529014562>Why would you grind good quartz for concrete if you can use rock instead?because in my mind, I really fucking hate finite resources, and off-map quartz doesn't seem like it's finite as far as I'm concerned
>249 days since space age dropped
>no old big mods ported
>no new big mods created
>>529016047kids these days (me) don't know how to mod, only doomscroll tiktok and watch porn
>>529016047lots of mods depend of bob and angel, and the guy updating them is slow
k2 and py were updated
>no new big modsthat takes years
>>528972295If you're trying to sneer at the graphics, you haven't seen Autonauts
>>529016262i didnt know about k2. is it split between planets or is it all just on nauvis?
>>529016702check the mod page you lazy bum
no mods got split between plantes. that would require a total refactor
>>529016702K2 itself is just Nauvis with 2.0 features. There's an extension mod made by another person that lets it work with Spage content, but I don't know if it's any good or how it works.
>>529016969>Nauvis with 2.0 features.So
no foundries, no calcite, no electromagnetic plants, no fusion power, no pentapods no demolishers, nothing?
>>529017341you get everything space age, but theres no reason to use k2 buildings outside of nauvis
>>528986797Cutting heads is the best wood upgrade, fiber is annoying with extra byproduct and the ash demand is annoying to manage.
>>528987117Fish can be left unselected, none of them are gamebreaking, the food one is probably the best but it's bit of a hassle to manage early on.
For Vrauks the prod one is the obvious choice.
>>528990865>What the fuck do you mean you haven't gotten the co2co2 is essentially free from coke which itself is free from coal which is everywhere, and the copper recipe is extremely good. Copper is renewable by mining it from the ground where it is infinite. The +50% speed of the co2 recipe is good, but that's only 1.5x the output vs 4x. What's more speed is worse than production because 4 seeds is about 1.5 moondrops. So the actual production is only 1.5x2.5 vs 2x5.5 which is actually 3x difference. Even further than that without the copper recipe higher tier moondrop recipes are much harder to use, not to mention the extra speed drops as you go up moondrop tiers for the co2 recipe. All in all the co2 recipe is the best for the early game since the the first copper recipe specifically is pretty bad but immediately after that it just trounces the co2 recipe and in the early game co2 is also easy to access from various byproducts if you are willing to go the extra mile. There's
Unless you are playing seablock there's no real reason not to choose the copper one, it's by far the best one.
Also the copper recipe should be chosen simply because it's the most fun out of the options. The anecdote about having too many moondrops is moot point. You can obviously overproduce anything if you like using any recipe you like, that doesn't mean there aren't better options available. If you just unga bunga the mod then picking co2 is the best one since you can just spam more tier 1, tech 1 recipe moondrops "for free", but if you are actually playing then the choice is fairly obvious.
Anons...
I still haven't beaten Space Age
>>529002982> we'll have another turd, won't we? or will the second turd give different optionsWe can pick one option out of each of them, what is limited is ability to repick the option which needs a reset tech that come later. So we can pick one option for each of the techs we have (forests, fish, moondrops and vrauks for now). We just can't pick 2 options from one category or change the choice once we pick one.
It's also an option to leave it unpicked, some of the options are bad and others are more of a situational upgrade or give benefits later but potential downsides earlier.
>>529020017Then beat it de gozaru
>>529019820>the copper recipe is extremely good. Copper is renewable by mining it from the ground where it is infinite.And pray tell, what are you going to do with 15 moondrops a second at the cost of 21 thousand copper compared to 4 moondrops a second at the cost of nothing
>>529026761I personally wouldn't use the first recipe when I was using 15 moondrops a second.
>ONI, dinosaur edition>Jawbos tame just as fast as Pacu did on seeds>>529026761>Need 15 moondrops a second>Use tier 1 moondrop recipe instead of the higher tier ones that replace 3000 inputs with fucking coppersmart!
>>529026981But what are you going to use the moondrops for
>>529027116What ever moondrops are used for, if we are using the same mod then I suppose the same things you use your 15 moondrops a second for.
>>529027228... what I am asking here is "what's the moondrop sink that will warrant getting more than 4 a second for free vs many more but at the cost of copper"?
>>529027386I don't understand the question. Copper is free.
>>529027440I'm going to mark that as "I don't know".
>>529027541It's your scenario my guy, what ever you are using your moondrops on just 3 times as large. I'm not a mind reader. No I do not know what you have in mind.
>>529027620>what ever you are using your moondrops on just 3 times as large.I... I don't understand.
First of all copper isn't free. There's the digging of the copper, there's the moving of the copper. Copper is free from arthorpod blood later on in py1, when you'll be disposing of the extra stuff, so you might as well pipe it to the moondrop farm.
Second of all, moondrops are quite literally used to make cottonguts and trits, in paltry amounts. So what I *am* asking here and what you're not acknowledging, is what is the value of making several times as many moondrops at extra cost.
I'm sincerely asking what your angle for making tons more moondrops but having to, set up an extra layer of logistics for it, compared to making everything with a power pole and a water line at a respectable 4 a second at the very minimum, when you can get enough cottonguts to make 150 logistic/minute with less than 1 moondrop per second...
Like, what's the use for moondrops!!!
>>529020017What is stopping you?
>>529028410>First of all copper isn't free.Copper is free, you put a mine in and that's it. It's certainly way more free from a single electric miner than it is from fucking precious arthropod blood. Have you not played long enough to realize what a trap wasting that is?
>Second of all, moondrops are quite literally used to make cottonguts and trits, in paltry amounts. So what I *am* asking here and what you're not acknowledging, is what is the value of making several times as many moondrops at extra cost.The build is smaller and the cost is free. The numbers work out the same anyways, 3 times more stuff or the same stuff in third of the space. Of course that's just with the first recipe that you shouldn't use past the early game anyways. It's a better recipe at any scale besides the immediate beginning and honestly at that scale wasting some copper is just a drop in the bucket. Even if you couldn't simply wait until you unlock the second recipe to start adding copper it would still be the better choice.
>Like, what's the use for moondrops!!!Any recipe that uses moondrops. I'm genuinely baffled by this question.
>>529029194>The build is smaller and the cost is free.The cost is not free because you're literally paying a continuously resupplied resource instead of paying once for a resource that is used in minimal amounts...
>any recipe that uses moondropsI literally just explained you that a bulk request of moondrops is genuinely nonexistent even at much later dates
you can make 10 logistic science per second with the input of a single block of tier 1 moondrops using the hydrogen recipe. That's 600 logistic science per minute. That's the main sink of moondrops, and it's literally nonexistent.
You're spending copper to bulk produce a resource that doesn't even need 1/s for bulk production
You're a very silly person my good man
>>529029695>The cost is not free because you're literally paying a continuously resupplied resource instead of paying once for a resource that is used in minimal amounts...Copper is free, takes maybe 2 seconds of effort every 200 hours to swap out few copper miners for the consumption.
>I literally just explained you that a bulk request of moondrops is genuinely nonexistent even at much later datesYou also "explained" to me how copper from arthropod blood is free but not from a mine so I really can't take your posts very seriously. Again the absolute value doesn't even matter, what matters is that the copper recipe is just better.
>copper is free
"um technically copper is free when you reach py1 before th-"
>copper is free
I yield
you're a moron but in a good way
>>529030302Copper from arthropod blood is such a retarded statement that it immediately invalidated the rest of your post my guy. I'm absolutely convinced you are baiting because you simply can't be this retarded.
>>528990865Well, this is why I didn't just select every TURD myself. Playing a multiplayer server in a way that keeps everyone engaged involves at least some amount of consensus and compromise.
>>529002982>we'll have another turdThere is 1 research for each TURD category, which makes all 3 (in a few cases, 4) options available for selection. We can only have 1 selection from each category active at one time, and the only way we can reselect in a given category is by researching the TURD reselect research, which is first available at chemical science (and then py science 3, then production, etc.), and allows us to reselect 1 TURD category 1 time. If we pick a selection, we are, for pretty much all intents and purposes, stuck with it for the rest of the game.
>>528990853>>529002982>>529019820The only reason I'd even consider the internal burner upgrade for forestries is for the innate productivity on the building used for making mk2/3/4 trees, and even then I think it would really only be worthwhile for mk4 trees because mk4 tree saplings take pluripotent stem cells and cobalt fluoride and those both sound like an absolute nightmare. The ash recipes are just a downside we'd have to take in exchange for that potential benefit. I'm all for taking selective cutting heads instead.
>>529026761Moondrops seem to be used for cottonguts and their (quality) food, and trits and trits cubs. Trits cubs are, predictably, just used to make trits. And trits are used to make aerial caravans, numal eggs, and zungror cocoons, which seems to be the most impactful end use of this whole crafting line, as numal ink and zungror cocoons are used in several very high-end materials, including science packs. Though again
>implying we make it that farMostly I just don't see the CO2 recipe as all that impressive. Is it convenient to have a CO2 generator? Yes. Is making CO2 and running it to where you need it so much of a pain that a CO2 generator is a miracle machine? No.
>>529030549We agree to disagree, or at least, we agree that eachother thinks the other is a genuine retard.
>>529030556>building used for making mk2/3/4 treesThat's technically a good idea but in practice those require so many ingredients and take so long that you still have to automate the process and if you automate it the resource drain is so low that ultimately it doesn't matter if you save 50% since you need to leave it to make trees for ages anyways. It's certainly a novel idea. If the recipe was super fast but much more expensive then this would be a great idea since you could just quickly craft a few with a jank build and then the 50% saving would be invaluable.
Another reason to consider it would be if you want to really do ash circulation which is also unique for this mod, but since you already have to do it anyways it's not such an attractive thing to go for.
>implying we make it that farOn a meta level it's smarter to pick the upgrades assuming we will finish than not do so and suffer for it. The co2 upgrade speed saves us maybe 1 moondrop greenhouse and few minutes now in exchange of costing us hours later if we do decide to keep playing. The copper recipe is also more fun to play with because it makes the interesting part of upgrading the recipes more manageable instead of just spamming more T1 stuff or suffering with 9 ingredients for the good recipe.
I can see why people quit if they use arthropod blood for copper tho, a rookie move from our resident retard.
>>529030556> And trits are used to make aerial caravans, numal eggs, and zungror cocoons, which seems to be the most impactful end use of this whole crafting lineThe issue is the speed of crafting required is mostly glacial. Copper moondrops lets you craft a truly ridiculous amount of moondrops for cheap, with the snag being that moondrops really aren't used for anything in bulk.
>>529031573>a rookie move from our resident retard.You know, you'd think that with a niche scene as pyanodon's people would try to get around instead of antagonizing eachother for no real reason but you seemingly seriously seem hell bent on defending the choice to the point you have to be a preschooler about it.
I suppose the issue is that it's a mod for genine autists after all so that's what happens when you try to act like a normal human being around these people.
>>529031935>You know, you'd think that with a niche scene as pyanodon's people would try to get around instead of antagonizing eachother for no real reason but you seemingly seriously seem hell bent on defending the choice to the point you have to be a preschooler about it.I even gave you a hint about it, then you doubled down so of course I will make fun of you.
>>529032135>I even gave you a hint about itbuddy, there's nothing wrong with not being able to handle conversations. It's why we're on 4chan after all. If you like the copper turd because it is more complex and it's less braindead than spamming more stuff, go for the copper turd, nobody's going to make fun of you.
>>529032314Reading comprehension is hard for you I get it. I won't make fun of you on that since it counts under the standard retard package.
I don't know what I expected when I logged in on the serb today but this is fun
>>529031935I've never gotten far enough to run into those later uses of moondrops, so I certainly don't have the experience to say what quantity they are truly needed in.
>instead of antagonizing eachother for no real reasonAt the risk of contributing to that... If you are
>>528990865 I really don't think you have any high ground to speak from
>We already talked about this>What the fuck do you mean>My brother in christI just wanted to start a dialog on TURD options, so people don't join the server, see what's been selected, and go "well shit, I would have picked X instead of Y, what are these rubes doing" and then leave.
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Moondrop gang. Which way new guy?
>>529030764oh hey i actually have a bunch of those figs
>>529033242>it even has the yellow vs red arrowsart
>>529033242kek, well done
>>529033242copper gang copper gang copper gang (copper gang)
contraband contraband contraband (contraband)
https://www.youtube.com/watch?v=VYOjWnS4cMY
>>529033334good taste
>>529030549What's arthropod blood?
>>529033924It's blood from arthropods, insects, crabs, bees that sort of thing. They actually have their own blood.
>>529033924idk
arquad blood?
looks like you need it for vanadium?
>>529034657First gotten from arqads, yes, though later available from 8 different organisms in total
>>529033924>>529034568Relevant
https://en.wikipedia.org/wiki/Hemocyanin
https://en.wikipedia.org/wiki/Hemolymph
Though I think the most well-known example of this, and probably what Py is mostly going for, is horseshoe crab blood
https://en.wikipedia.org/wiki/Atlantic_horseshoe_crab#Blood
>wonder if the increased mining yield affects ores I dump myself
>have a stacker dump 400 coal onto the ground, mine it up
>reasonably, it in fact does not affect them
>end up with 377 coal and 15 stone, for a total of 392 units of shit
>realize there's 8 units of shit less than what I dumped
guess I can very slowly and inefficiently just atomize any excess of loose material I have, neat
how do I set alternative recipes for intermediates in factoriolab (satisfactory)
Pee-pee Poo-poo Egg is fun once you get past early.
>>529045252>someone sets up Vrauk mk2's >leaves server>hour later get the pop up that one was createdheh, just PY things
>>529047075Wasn't even talking about Py, didn't know it had swewage mechanics.
>>529047075i think the v2 pen was just not running for most of the time due to vrauks being backed up
serb dead
host try kicking it?
And the server just crashed
>>529047606I quoted by you accident
>>529047971kicked
>>529048017just a network issue, server never stopped
>>529047647It had actually done about 210 crafting cycles when I looked at it a little more than an hour ago, so it's a bit surprising we hadn't even gotten a single mk2 vrauk. I added another vrauk cocoon breeder, so hopefully that sped things up a bit.
>>529048017Into the chamber you go.
Just like bot worms in Factorio
>>529045252I have 4k hours on it, if you ignore all the low functioning autists, it's a good game
>>529051413yeah I dropped it when it was in alpha because I found the aesthetic for the dupes displeasing but I geuss I just got over it, though I still use a mod to filter out the ugly ones it's pretty fun but has weird decisions (coal power generator doesn't make use of steam, despite steam being in the game).
>>529052312>though I still use a mod to filter out the ugly oneBut then you have nobody to send into the mosquito-powered amber mines or to flip compost bins full of shit.
>it's pretty fun but has weird decisions (coal power generator doesn't make use of steam, despite steam being in the game).Nigger it's fucking simplifications and abstractions for the sake of gameplay, not nebulous "weird decisions"
https://mods.factorio.com/mod/pyveganism
What?
>>529053403For when you can't stomach even virtual, tongue-in-cheek animal cruelty, I guess.
>>529054227>tongue-in-cheekI think you use pretty every part of the animal in py, not just the tongue
>>529052594the abstractions are bad and dumb.
>>529053403And I thought me being a tree lover playing factorio was weird.
>>529054376Well that sounds just offal...
>>529051413>if you ignore all the low functioning autistsDo you mean the dupes or the n/egg/ers
>>529058767I meant whoever overthinks a simple game or also those that don't understand it.
Ranges from those complaining about how any power generators don't involve boiling water, those that have never designed a rocket that didn't have it's walls melted (somehow an easier feat than fitting a great hall, air filtration, dorms and a bathroom, go figure) or those that ignore geysers spitting out FREE resources to instead sit in front of a screen watching a rodent wild planting something every other minute for hours on end.
Don't get me started on cheevo hunting fags which are stuck chasing the dopamine they felt when steam showed them an achievement notification on the corner of their screen.
Not even the chinks are this bad, maybe because they have all those wacky chinese mods to try out.
Did you know you can make formic acid out of tar?
>>529062958>Ranges from those complaining about how any power generators don't involve boiling watercalm down man I just find boiling water fun, game has a more complicated power system than factorio I think hooking up a boiler wouldn't be too complex for it.
>>529063040yeah but extracting/purifying it from the reaction mixture is a nightmare without actual chem lab equipment
same with a lot of fun organic compounds, you could theoretically obtain them from plant matter (raw or pyrolyzed) but without access to professional equipment it's not practical
>Can build stacker on platform made by stacker
Had to rebuild the stackers 9 times to create even terrain to build on. Was hoping I could daisychain stackers after stackers to make a big mountain. But since the stacker is a 3x3 building, it would need a 5x5 flat area of land to build in all the necessary position, so the platform would have to shrink at every level if I'm not mistaken. So I dunno if possible to daisychain.
auogs are HUGE
they have HUGE GUTS
>>529001579Captain of Incessant Risk of Death Spiral
>>529073971you could always just disable the three death spirals in difficulty settings desu
Server is practically at logistics science which is practically the finish line. Mechanical parts, butchery, power and various other upgrades were done today
any egg on sale worth getting instead of pirating?
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This is interesting.
It costs 6 copper plates, 2 zinc plates a minute and 1.25 pieces of shit a second, 100 syngas/s, to make 25 formic acid per second. Later on you can even scrap the shit if you feel like it
I'm almost debating if this is superior to slaughtering vrauks.
in comparison, this is the equivalent of 1 slaughterhouse being fed 6 tier 1 vrauks a minute from 16 pens on moss and native flora, with a bit of extra since you get 25 formic instead of 20 you'd get from 1 slaughterhouse.
>>5290 4075
>logistics>finish linelogistics is kind of the end of the handholding phase
>>529076242how much better are the pens if you're supplying food? i'm not really surprised that the chemistry is better though since you aren't generating chitin/all the meats you don't care about
>>529074075>practically at logistics scienceyeah just have to do all the setup and industry for mouse ingots should be quick
there's also a fourth sample i'm forgetting aside from animal/ground/mouse
>>529074074Can make it easier but it seems like everything is always running on such close margins that a small change (like adding a new traded resource) can screw up the balance and need a lot of fine tuning.
My real complaint is late game trying to be efficient in a large base, it feels like a lot of micromanagement like pausing/unpausing buildings, just doesn't seem like I "beat" the game.
>>529076594>how much better are the pens if you're supplying foodLike, vrauk food or basic flora/moss? With vrauk food the requirement goes from a perfect 16 pens per slaughterhouse to around 6.5 pens to get 20 formic/s. It's technically more expensive in terms of materials because vrauk food is literally just seaweed, moss, wood and fungi which only cost power, and 1 tin plate, but at the same time it's immensely less complex because you do not actually need to supply them with a smogasbord of raw plant materials and it's using a much smaller footprint.
It's not like you can stop breeding vrauks anyway because you need to feed them to the other animals later on, mainly arquads. But I thought it was really interesting. Especially if you actually go for wohler synthesis because it means you can scale this even better if you supply a bit of cyanic acid. You can completely skip the urea-manure-zogna in that case by just pyrolizing wood since the process is extra ammonia positive and it'd require just 5 machines in total and it'd be able to go on a loop as long as you fed it syngas. Also since the main use for the methanol-> refined syngas is actually making acid gas, you can even dip into the refined syngas to make 5 times the acid gas you need by supplying it with a bit of sulfur, drastically cutting the syngas requirements.
mind you, formic doesn't do anything in a vacuum so you're still gonna need the seaweed, stone, limestone, sap nearby that you'd already be using to feed the vrauks if you're producing on site, but still
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Alright, the draw has been drewn so we know who we're up against tomorrow - /wowg/, who somehow have never had a team until this league.
20:20 UTC, convert that to your local made-up time and don't be late!*
*The game itself might be late because games will run into extra time now that we're in full elimination rounds, don't complain if it runs over
>>529083498>Landing Gear on Rotors On Pistons is suspended for this matchthis is a good and sane statement
>>529083973I might have been if he wasn't one of the designated strong players (who normally you can't even substitute out during a match), I've had to rejigger the formation so the other players' positions fit
This 'football' game is weird I tell ya
>>529001845>the y axis is population, 1 per tickif you have to explain that to me after the fact then the original purpose of your graph has failed. A title is mandatory so I know what I'm looking at, and grid lines on graphs are for communists and pedophiles
>>529083498>>529083973>>Landing Gear on Rotors On Pistons is suspended for this matchSo what was the gimmick? Hyper karate kick? Latch on to the enemy and make them spin at 100rpm?
>>529086958Honestly it was kind of a boring one, just slid into a player and made her do a front roll. Didn't even get her sent off, 2/10 not murderous enough.
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How good is Captain of Industry now?
>>528792668Dwarf fortress isn't worth getting into anymore, it's on a different trajectory and is dead now.
>>529099501It's very good. You'll get an easy 100 hours out of it. It's probably one of the most complex of the automation games, so keep that in mind.
>>529101283>it's on a different trajectoryqrd? I last played seriously in 2009. Since then they seem to have added "factions" which demand that I build various highly decorated guild halls and such, I didn't really understand
any island look good for the main base?
>>529105143You got plenty of big honkers just pick one
This map is fucking gigantic. I'm never going to reach either end.
>>529105304I CANT DECIDE THIS IS THE HARDEST PART OF FACTORIO FOR ME
>>529107537there you go anัั
Which is the best visible planet upscale?
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>>529105143This looks good
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fucking around with mods in a cheat save
is this an efficient method of lighting my base?
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>>529048838>I pay to enter your septic tank for an hour at a time - $150
>>529048838>"Peed in the water supply again, huh?">"You like pee so much you're going in the pee chamber"
A shitty ragebait thread on vee gave me a pretty neat idea for Aquilo enemies
They crawl out of the water and onto land. They can't damage your buildings but can climb over them and over walls.
Instead of attacking directly they attach to buildings that carry or produce heat or energy and drain it. This heals them, and the drain rate increases when they're under max HP. And maybe they drink a little from your pipes or give the building -1% speed.
The idea is you could shoot them and defend your base, or eat the heat losses so as to not waste ammo and space for guns. While you can't let them get all over your base, you can be selective about what parts are worth defending as they're pretty harmless unless there's too many of them or they get to your reactor.
>>529114158Generally a good idea 4/5.
>>529114158>They crawl out of the water and onto landAnother planet where the solution is to landfill everything
>>529114158Make them essential. Have too much heat melt icebergs. They have an active feeding cycle but go dormant after they've eaten enough which causes the buildings they are latched onto going from warm/frozen in cycles. The logistics challenge could be as simple as finding the correct temperature for a section to prevent it from being frozen too often but not hot enough to literally melt the ground from under it. Hell, have them give a production BOOST while attached so you're incentivized to have them latch onto everything you can. Otherwise you would just blast them.
>>529115163Anon, you just created more perimeter for them to crawl out from
>>529116126You see a wide perimeter, I see a nice big shooting field
>>529110142It looks like the smaller the island, the richer it's trash piles.
Look for tiny islets when you need a long-term supply.
this seems pretty decent actually
1 forestry, 3 moss (no stone), 1 sulfur mine, 1 copper + 0.3 zinc/s for 75 formic a second
vs
70 moss farms, 40 sap extractors, 13 fawogae plantations, 24 vrauk paddocks, 6 reproductive complexes and 10 seaweed farms and 6 tin plates a second
you can cut down on the sap from 40 to 25 with tier 2 sap trees and 30 moss farms with half a belt of stone to match the same throughput, and halve the paddocks if you use mark 2 vrauks, but as a whole it's pretty stark.
>>5291165456 tin plates a minute**
I'm also ignoring the syngas because I'm venting large quantities of it just to keep my base running and assuming everyone else is too
>>529116738If your syngas is full it's better to just vent the coal gas so you don't waste power making the syngas
I swear we have some kind of poltergeist on the server. I keep finding machines idling because inserters have been configured to pick up or drop off at a right angle when they should be going straight.
>captcha AYYSSAlright, guess it's the ayys then.
>>529116545Yeah I'm venting pretty large amounts of syngas in my singleplayer
>>529116996The only reason I'm not venting the coal gas instead is because I'm making the excess syngas to get more tar out of coal distillation.
>>529117249>The only reason I'm not venting the coal gas instead is because I'm making the excess syngas to get more tar out of coal distillation.Oh, fair, I haven't played recently so I forgot you also get tar
>>529116996I'm already venting a trickle of excess coal gas though because it's not enough to keep an extra syngas gasifier but my line blocks because of excess coal gas if I don't
It's like 10% of a gasifier but it adds up over time, I was using a pump circuit controlled to a small tank that only activated when it hit above 50%.
>>529117249I'm pretty sure this either makes pre-existing slaughtering vrauk setups obsolete or just secondary, but it can only sustain itself if you take wohler synthesis, otherwise it's not a closed loop.
actually vohler is not compulsory but it does simplify things by not requiring manure and zogna to make the urea that you can then turn into ammonia which makes the process not require flora which isn't renewable before smart farms I suppose
Alright, poor alien samples are up, and the meat has been unclogged. Solidified sarcorus requires plasmids which require lab equipment which require rubber, which is fucked right now as per usual, and I'm not dealing with it. That's the final roadblock before logistics science, and it's someone else's problem. Maybe future me, but I'm guessing someone else will get to it first.
I'll write up the stuff about the other 3 TURDS we have available later, and do a final roundup of opinions on the first 3 TURDS.
>>529118132>actually vohler is not compulsory but it does simplify things by not requiring manure and zogna to make the urea that you can then turn into ammonia which makes the process not require flora which isn't renewable before smart farms I suppose>>529119079>lright, poor alien samples are up, and the meat has been unclogged. Solidified sarcorus requires plasmids which require lab equipment which require rubber>I'll write up the stuff about the other 3 TURDS we have available later, and do a final roundup of opinions on the first 3 TURDS
>>528870239Yes, I just play the older versions.
>>529119825post-nerf flamethrower looking rough
>>529119865Yeah but dat offshore pump to steam engine ratio.
>>528884954Where was I when Factorio got this?
>>529121306Apparently frozen in Aquilo
>>528886645>Gleba despite being the farming planet doesn't let you factory farm animalsand no rubbing two eggs together to make a third doesn't count, I want to grow and harvest on-map pentapods.
>>529119636I remember vaush calling Renai factorio's foremost meme mod. But true knowers will recognize that this title belongs to pY.
Want something complex but not made specifically to fuck with you? Install Nullius.
>>529110142That's nothing. My Fulgora spawn had three small islets offshore to the nearest big island, all three of which had scrap piles with upwards of 350M scrap to them.
Completely unreal. I think I actually spent a full 5 minutes just staring blankly at it on screen.
>>529119636You know what I don't understand
there's no way to actually make the nukaravan target nests, and py isn't optimized for biters in any case
>>529119079> Solidified sarcorus requires plasmids which require lab equipment which require rubberWait until you realize you need x6 times the plasmids to make animal samples compared to sarcori.
>>529122847>Install Nullius.I think I speak for everyone when I say we're all playing py because nullius isn't available for 2.0 yet
>>529115794You're overcomplicating it.
But you did touch on the fact that having your aquilo base frozen over is currently purely a bad thing, which is lame. It's like when the sex in a porn game is only in a fail state. I need to see those snowy graphics without feeling bad cause I just lost 30 minutes on jannywork.
Would be cool if there was a reason to let your factory freeze over every now and then.
>>529016047The last wave of big mods happened after the game was not updated for years. All MC versions popular for moddibg were the ones that didn't get updated for a very long time. This shit takes time
>>529119079>Solidified sarcorus requires plasmids which require lab equipment which require rubberWeren't those already done earlier, ill hop on in a bit to check
>>529116545You are losing the free prod on vrauks if you go for that recipe (you also didn't include the prod in the right side). You need vrauks for other animals anyways. The bigger problem is that you lose arqad productivity if you don't pick the vrauk prod upgrade since that goes into the building and that building is also used for arqads. The recipe on the left is otherwise pretty much fine, you just don't pick bad turds for it.
>>529117249The inserter thing probably happens when you use copy paste agressively, I have seen it happen few times too.
>>529128751>You are losing the free prod on vrauks if you go for that recipeWhat prod
oh you mean the vrauk turd
is it worth it to get extra prod for slower vrauks tho
>>528760210 (OP)but what about mancountry?
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>>529128852I think he's saying that arquad maggots are actually produced as a recipe in the vrauk paddock, which means that you get 15% extra productivity on your arquads?
That's interesting.
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>>529129391Fascinating. I never thought about this at all. 15% extra eggs to maggots means you actually become net positive on eggs while you would otherwise have a 1:1 ratio if you did not choose the vrauk TURD. Which is interesting, because you'd think the vrauk turd only touches vrauks.
Does that also means that you become positive on combs and you can re-melt the same ones over and over after a certain point?
That is definitely better than vohler then. You use less honey to make more maggots, which can make more nests, which can make more arquads? What an odd and unexpected interconnection.
Is there a point in making more maggots than eggs if they're used in equal amounts in the recipes? It looks like you need to slaughter around 5 arquads for 50 units of arquad venom to make 18 units of py science 2. I don't know how arquads work, I only know py 2 needs both honey (from sacrificing ulrics) and venom (from sacrificing arquads) so it seems like it would improve the yield on py2 overall.
>>529128852The speed is basically irrelevant, you just put down few extra buildings to compensate. It brings up the efficiency which is the crucial part. It doesn't really matter how slow it is when you get prod to compensate.
>>529129391Yes, the free vrauks is good but the free arqads is even better and highly important part of the vrauk prod upgrade. The gas recipe for vrauks is deprecated very quickly, you can get it easily enough from urea anyways if you want to use the chemical way of making formic acid, which isn't a problem.
>>529130432Vrauk prod would still be the best one even if you considered the fact that arqads just eat vrauks for food, the fact that it buffs the magots diretly is even bigger benefit but often overlooked.
WHEN is the "gleba start space age megabase" video coming???
>>529048838> no liquid inlet pump to use pee as coolantNGMI
Man I really wanna spend hundreds of hours in ONI again, being a wagie sucks big time
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>>529130657I didn't know vrauks and arquads were that deeply interconnected honestly, I knew you needed to feed them vrauks to make more of them but I figured it was mostly just an afterthought
Doesn't this synergy fall off when you eventually just move on to ulric nests though? I see you make nests from other animals and you only get the 15% extra maggots from using the vrauk recipe for mk1 arqad maggots. mk2 are made in an ulric corral and you stop using mk1 maggots, but granted, that's by the time you get to chemical science so you will have had a 15% increase on all your arquads in the meantime before the vrauk recipe gets phased out.
>>529131681Oh, looks like there's another 15% productivity turd for ulrics with the saddle so I guess if it ever comes to that you can use that.
>>529131681That's not the recipe that you use to make arqards, the maggots are only made in the vrauk paddock. The mk2 eggs are for mk2 arqards which is a tier upgrade.
Also even if that wasn't the case, ammonia recipe is already phased out by then, it's already obsolete when you unlock urea, it's an absolute waste of a turd.
>>529132159The formic acid recipe is still good, it's better than the vrauk one up till you get the slaughterhouse upgrade to double the formic acid output, though probably not as convenient since vrauks are a must while the chemical formic is optional. But you need so many vrauks anyways that picking the prod is just a no brainer. Ammonia is very easy to make from urea so you can just use that to make formic acid chemically.
>>529132369Hmhm, yes I just thought vohler would sort of cut out the zogna and manure requirement to minimize the overhead requirements and scale formic more easily, but I can see how the inherent prod module of the vrauk turd is a much better candidate now, even more so with the inherent arqad synergy.
https://www.youtube.com/watch?v=VxUE_C99PAw
>>529132547It sure does that but zogna is pretty easy to make (and you need it anyways) even though it has the cringe lamp in the recipe and shit is pretty easy to make as well. It's not worth giving up the benefits on the vrauks which are generally much harder to make and scale. Simplifying logistics is generally very powerful and shouldn't be underestimated but I don't think that really applies here since even if you do skip the shit for direct ammonia with the turd then you still need the exact same chain for batteries and melamine and what ever else cyanic acid is needed (and ammonia is a byproduct of that process already)
>>529101283Could you substantiate your claim? I know Toady is a giant sellout and wastes most of his dev time on graphics and UX now (despicable), but surely there's at least some good things happening to the game? Also, the ASCII version is still available to play, isn't it?
>>529134782>but surely there's at least some good things happening to the game?You no longer have to look up a forum thread to get images.
You don't have to look at dwarf descriptions and use your imagination because iirc the sprites change based on physical appearances
>Also, the ASCII version is still available to play, isn't it?It's no longer supported so it's fucking dead.
>>Dwarf fortress isn't worth getting into anymore, it's on a different trajectory and is dead now.>Could you substantiate your claim?not him but
https://pastebin.com/EgUAPejy
>>529140215wtf is this real?
>>529149117>drink from one of these>try to patch a rusty steam pipe>get face melted offWhy did Oxygen Not Included lie to me?
>>529149117>hot cooler faucet
>>529134782There are some good things happening, like Toady FINALLY fucking fixing crossbowdwarfs running into melee combat with their crossbows (soon) and adding back the ammo menu (also soon).
>display monitors can post their messages to the global map based on circuit logic
>radars can connect to display monitors
>random tick exists
>can interrogate/grade all of your machines or have them simulate threads/barrens chat
What's the next stage in introversion?
>>529149117>are ya coolin son?
this horror is my first base
can i somehow make it so that every roboport has the same amount of logistic and construction robots? i dropped 3k and 3k in one area and now they're all acting goofy all over the place lmao
>>529126537plasmids are automated, it's just that the rubber supply being nothing means the automation is stopped
they also might need scaling up depending on just how many are used for sarcorus? i didn't actually check consumption rates when setting plasmids up so they just got two assemblers
>>529161430Sarcorus take almost no plasmids just 1 per 3 while animal samples take 1 and the science takes 2 samples and 1 sarcorus. Honestly science is basically ready to be assembled, just missing few production steps of the sarcorus and then bringing it all together
I have been fixing the rubber supply, we are currently aromatics limited on those for some reason.
>>529140215>It's no longer supported so it's fucking dead.Fuck do you mean
have any of you played Icaria? Is it any good or is it fucking trash?
I have just approved the memestone XL pipeline to bring light kerogen oil into the gasoline refineries to fix this aromatics shit
>>529163463>Icariano buy im finna try it out
>>529160323They sort themselves out according to the latest logistics/construction requests.
>>529162725If you want to play the version with all the gameplay/UI features and controls, the one that is lacking the artsy shit then you have to go all the way back to DF 0.47.05 (January 28, 2021).
It literally doesn't matter if you pick the ascii version of of the modern game. It's literally just as shit as the one with graphics because under the hood it's all the same.
All the changes (ie. crossbowmen actually being crossbowmen instead of becoming melee units the moment they run out of bolts, siege rework) will obviously only apply to the old version.
Enjoy being unable to place stairs like you were able to on the 4 year old version because they're too busy working on shit that doesn't matter (better be a woman because all you're getting is baby animal sprites).
>>529160323They sort themselves out according to the latest logistics/construction requests.
>>529162725If you want to play the version with all the gameplay/UI features and controls, the one that is lacking the artsy shit then you have to go all the way back to DF 0.47.05 (January 28, 2021).
It literally doesn't matter if you pick the ascii version of of the modern game. It's literally just as shit as the one with graphics because under the hood it's all the same.
All the changes (ie. crossbowmen actually being crossbowmen instead of becoming melee units the moment they run out of bolts, siege rework) will obviously only apply to the newest version.
Enjoy being unable to place stairs like you were able to on the 4 year old version because they're too busy working on shit that doesn't matter (better be a woman because all you're getting is baby animal sprites).
>>529163506from the northeast kerogen plant? comic honestly
>>529149117>fuck you>*waterfills your SOUL*
>>529164082That's the only refinery that we actually have. I erroneously connected the southern refinery first without realizing it's not making anything and the northern refinery is just making shale and burning that directly.
>>529160323An easy way to keep your ports filled with enough bots is to attach a wire to an inserter feeding the roboport one type of bot. Once the wire is on the port you can click it to see the exact amount of total and available bots of each type. So set up two inserters (one for each type) and only have them insert when there is less than 50 bots available (not total). Now the amount will grow automatically based on demand and this can even be used in seperate your bot networks and have each one fill automatically to the correct amount.
I usually just do X<50 and have a requester chest feed it.
>>529165529well on the plus side any extra drain from the oils will help with saline production since they were backing up from power surplus
is saline still net negative?
https://youtu.be/d1TpqmQ0I7U
>>529155259Toadytime works differently than ours.
He he he.
Happy to report that gasoline and aromatics on the server are in a much better position now. I didn't realize we were powering 16 antimony drills with gasoline. I'll do some more work on that setup to improve it further, later.
For one beautiful moment the rubber worked at 100% output, then it ran out of ingredients again but it was truly a golden time.
In the meantime I set up a corpse burning operation and while I was doing that I noticed that you can in fact burn your ashes so when you burn your stuff and generate ash you can then burn the ash in the same burner. That sometimes generates ash too but then you just burn that ash too. Highly based strategy desu for every scenario that has fuel available, the burner is really compact too
>>529179005You didn't know? That's how disposal burners work. They requrire an extra fiddly belt to burn the ash they create when they burn stuff. It's silly and it's annoying but it's pyanodon.
>>529180143Nah, just have 2 inserters on the output belt with the inserter putting ash out first and then another one putting stuff back in and it eats it's own ashes.
>>529122975>>529110142I love this because it makes it so I can set my Fulgora base to just constantly grind away without fear
ONE MATCH WARNING: after this one starting now we are up for the first win-or-die of the run, against league newcomers /wowg/. This match before us - /fgog/kfg/ - will decide our next opponents if we win, so watch that first if you care.
https://cytube.implying.fun/c/vgleague
>>529140215Okay, I understand why /dfg/ is dead now. Steve Walmsley is my new favourite autistic solo developer now, fuck toady with a rusty fork
>>529140215Rimworld bros we can't stop winning
>>529179005>>529180143Just sort through the ash for soot and through the soot for gold.
>>529181552Good god, the absurd number of goals so far has pushed this back an entire timeslot.
I hope you're still awake because we are UP
>>529187306Good old game of English footy right there.
Looks like we stuck the landing (har har), so now we get to have all our medals playing for the next one - up against a bunch of anime catgirls. And birdgirls. Lots of furries.
>>529188952Thank you, I'm glad DAKKA noticed he was today's gimmick man and... well, tried at least.
>>528979162good luck getting the camera angle back to default
>>529011053>>529013021soil is infinite
game doesn't tell you this but the moment you dump compost on the ground it becomes soil
>>529014660mines still run out though
toady spent the last 15 fucking years working on shit that has nothing to do with gameplay
its really astonishing
like, the one and only thing that actually needed work was to let invasions be smart/dig tunnels/etc
>>529155259>>529174726Yeah, with the glacial pace toady works at we probably won't see that update until two days ago
Oh yeah I did this to celebrate (I looked up what weapon to give him and added it to the model last night because I have no idea what happens in WoW)
>>529190860>game doesn't tell you this but the moment you dump compost on the ground it becomes soilyeah I only today noticed I can just turn excess farm products into compost and then dump it, which is nice, but I also spent the last 2 days completely deleting my soil ziggurats because honestly, it's just dirt, who cares I have the entire rest of the island to get more of it lmao
>mines still run out thoughnot if you put them on infinite in the difficulty settings like I did, does take away most of my stress regarding fuel at least
i'm looking at the butchery ratios for auogs and cottonguts and what is actually needed for animal samples, worker food, and bone meal
and thinking that maybe cottongut butchery might've been a way better choice
oh well!
>>529171480doesn't the thorium chain emit gigafuck levels of radiation, making it impossible to even get near and forcing you to replace the entire core every couple of years
>>529192023well ain't that some egg on my face
Bad news Dyson bros. They're focusing on performance instead of adding more shit to the game.
https://store.steampowered.com/news/app/1366540/view/543361383085900510
>>529195664This is what I want from my factory game devs.
Mods can add content for me, mods can't add performance nearly as easily.
>>529196232you won't see big content mods for 3d games because creating 3d models is too much work
>>528942964>He thinks supply is for the structure staff
>>529197215But the modest modded game in the world is 3D
>>529195664Dark Fog content won't be completed for another year I guess.
>>529197215This makes sense in theory, but in practice it's so wrong that it's kind of crazy
Why won't they add more energy options to Satisfactory. Building a Hydro plant would be awesome. There's like a million spots to do it too.
kay
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>>529195664>Still a gigantic hole in the tech tree>Can handle dark fog on planets fine>Can't do anything else to the dark fog until endgame technology >Year and a half later>HEY LOOK WE MADE GRAPHS>LOOKS LIKE PERFORMANCE IS GETTING BADCome on guys. Shouldn't you fill out your mechanics before you start optimizing? Like if you optimize now you don't really know what kind of corners you're coding yourself into.
>>529211042Are they...landfilling a bunch of windmill blades?
>>529214361Yes. Wind turbines are the worst about that. They always say those blades are easily recyclable but they are almost never recycled and just buried. Its the same thing with k-cups for kurig machines. They say you can recycled them but 99% of those cups are just thrown in a fire and burnt for a little bit of power.
>>529214361Yes. Turns out recycling the fiberglass is a pain in the ass and expensive so a bunch end up getting landfilled.
>>529149117I love da drink my favorite abundant resource!
>>529200262Yeah and it's got 16x16 graphics on 99% of content.
>>529214752>Blades aren't made out of metalThanks for answering my question while I was typing it
>>529214689I was mildly horrified when I found out that a lot of "recycled" plastic gets burned in South East Asia as cheap fuel in food production because it's far cheaper and more reliable than wood
You gotta love Victorian-tier industrial practices taking place all over the world with 100 times more toxic compounds and 100 times more people to serve
>>529215023Recycling is a sham. It's a neat idea but unless it's melting down scrap iron it's just not worth it so it's not done.
Some notable exceptions exist like those prepaid glass bottles but mass recycling of consumer waste isn't going to take off until you're in Neptune orbit or some shit and need to count every atom.
>>529215023>I was mildly horrified when I found out that a lot of "recycled" plastic gets burned in South East Asia as cheap fuel in food production because it's far cheaper and more reliable than woodThat's where most if the plastic in the oceans comes from too. Developed countries are decent at keeping plastic out of the ocean. Not perfect, always room for improvement, but they aren't the problem. Something insane like 80% of plastic in the ocean comes from like 8 rivers. It's all these slums and poor and developing areas with no infrastructure. The only trash collection lots of these slums have is a ditch in their back yard. They go to the store and come home with a bunch of plastic bags and food containers and the only way they can get rid of trash is by tossing it in these ditches that drain into the river and then to the ocean.
>>528949650Captain of Industry? Looks amazing
>>529214689They could easily crush up those windmill blades. IDK why they didn't bother here, probably economics.
>>529220786Why bother? You need a whole machine for that and it'll create a lot of dust you have to filter out of the air. Cheaper and easier to just throw them on the ground, cover them in dirt, and drive back and forth over it with a steam roller.
My game might be fucked and from time to time the room will heat up to 1000+ C as the door will fail to open, or it will appear open but heat will still transfer through it. The aquatuner broke 3 times now. I've set up an alarm, removed a tempshift plate above the diamond pad and routed all of the automation wiring for the temperature sensors through the tiles and not inside the room.
>tfw time to learn how to use the esoteric runes
Anyone know of a nice wild card tutorial thats not 70 minutes of unfocused rambling? If not that's cool. I'll figure them out. Just wondering if anyone knew of a nice little tutorial.
>>529193191You're thinking of uranium 232? That's a different story.
>>529227770The blogpost is pretty much all you need.
https://factorio.com/blog/post/fff-395
Basically the train scans its cargo and will change the wildcard to the icon of that item. So in my case (Wildcard)Unload becomes (Iron)Unload when it picks up iron and will happily deliver to that station.
Here's the dead simple setup I use for basic ore delivery. Every single pickup station in the group is named 1-4 load (1 loco 4 wagons obviously)
All unload stations have their resource icon in the name. When there's no stations available trains park in the depot and wait. You can get fancy and add fuel stops but I find it far simpler to just fuel them at the unload stations.
Hope that helps.
https://mods.factorio.com/mod/pygambling
the fuck is this
>>529220786Recycling fiberglass is basically pointless, the material is essentially inert and thanks to being a composite material it's essentially impossible to separate to start the process over again without extreme effort. It's cheaper and probably more environmentally friendly to just make new ones that to try to recycle the old ones. I don't know why you think they should be crushed, they will be flattened when the dirt gets added on top, it's not like they have huge strength in any direction except along the blade. Crushing makes every problem with them worse like air pollution or leakage of chemicals and it's an additional processing step. You would only do it if you wanted to build something on top which you don't do in a landfill. They are already cut to pieces in that image anyhow.
>>529230036You uploaded it just now with 0 downloads and 0 explanation, who knows. Install and try it.
Do you ever wonder if kovarex didn't add loaders and warehouses to the game because it'd just oversimplify the game
>>529231348>You uploaded it just nownow you're gonna tell me you don't you check the mod page daily
also it's got a hard spage dep
>>529200401>>529211196At least I'm not hyper exited about dark fog in general, I don't play these games to fight enemies but to build bases. The additions fog give are cool and you can clearly see the spots where the content is missing (the space stuff) but personally I would rather have the game capable of wielding the full might of a blue giant than the the enemy update coming faster so I am very happy. My latest base at least pushes to the end of the performance so I would be interested to seeing how that save runs with the update (when ever that actually comes out)
I don't think this will cause any major problems of them "coding themselves into a corner" since it's very non specific optimization on how the game handles multithreading. Could it backfire? I guess but I doubt it will if the numbers they present have any backing in reality a backfire would have to be massive to counteract the gains they already made.
>>529231883Loaders are just better inserters, as soon as you have them there's no real reason to use inserters anymore and inserters are cooler. If you make them expensive to try to balance them then players just waste resources making them.
Warehouses are probably not added because the concept of warehousing is antithetical to the game and frankly a trap for new players. You could do essentially the same thing with a railwagon or even just a box or direct insertion in vanilla, the only benefit the loaders in this case give is that some of those machines just work incredibly fast so there's marginal benefit in getting perfect ratios with them which is more of a PY problem and more or less solved by stacked belts in vanilla too.
there is now more tin being smelted and also northern vrauks are on v2 with more sap and cocoons
still no science though
>>529232364I forgor about stacked belts honestly
and I suppose the wagonmall design is sort of the same thing when you think about it, and the only time it becomes relevant is when you have mods that add really convoluted recipes with several intermediates before you can use requester chests, yes
>>529231938>personally I would rather have the game capable of wielding the full might of a blue giant than the the enemyNicoll-Dyson beam when? Use the might of a blue giant AT the enemy.
I think the dark fog could be super cool if they flesh it out more. Mostly I want them to flesh it out so I have more buildings to play with. I think they mentioned wanting to build in orbit too which would be the dark fog mid-game. As it stands right now though the dark fog is dildoes and I recommend people turn them off until they add some midgame structures. I just want more production chains and to build stuff in orbit or have some kind of deep space platforms to play with. All in all, I just want more toys and it kinda sucks it keeps getting pushed to the back burner. Optimizing is great and all and must be done. I'm not trying to say its pointless. Just a little blue balled. Gimme more shit to produce.
And stop making artifical suns the endgame power. Like we're building a Dyson swarm/sphere. Using that to make antimatter that is more powerful then actually using the energy from the star to make power seems silly. Maybe that's just me and having a tidal locked planet making just antimatter is fine and all, I just wish we could use a little more power directly from the swarm/sphere, yanno?
>>529233234>spoilerThis. Artificial suns are not the way.
More uses for all the collected sunlight/power is. Like, say the aforementioned deep space stuff.
Things like warpgates, which consume power and warpers, and enable building a gate network that doesn't need warpers at every interstellar logi tower.
Starlift mirrors that focus some of the light to harvest stellar plasma for hydrogen and exotic matter or something.
Acceleration gates a-la X3 Terran Conflict to move stuff between planets faster.
Stellar forges that produce and refine exotic materials, or synthesize materials as a late-game answer to (potential) depletion.
I wonder if you could use the lightning rods' circular collection area in a mod as a template for roboport coverage.
>tfw bored at work
Are reactors in Factorio "flow through" with their heat? Like if I have a 2x2 block of reactors can I pull all the heat out through one heatpipe connection or does each reactor need a heatpipe?
>>529230036Something about pY critters getting a chance to turn into enemy mobs (they are all reskinned big biters).
>>529240319>"flow through" with their heat?mostly yes.
Distance is/was a factor but you should be able to use the heat from most your further reactors as long as it isn't a silly number of them. You could easily have a 2 reactors touching and run all your heat exchangers off of a single connection. Either check the wiki or test in game how far heat can travel when heat exchangers are running at 100%
I have no idea what it is after 2.0
>>529119636Is pic a complaint against alternate recipes or against a lack of them?
Looking to get into Py since Angel's stuff is dead now, and they were a big selling point for me.
>>529233234Enemies are definitely worth having in the world because the fog buildings are great. The alt playstyle of farming them for resources is also interesting.
>>529242657Feels wrong to me. You're making all enemies galaxy-wide stronger by farming even just one their bases for resources. Especially when there's no "smart" way to fight in space, it's all just about having bigger numbers.
Are there any mods that go with railworld that put stuff out on the map that encourage you to spread your industry out into different places? Like gigabeacons or something?
>>529243165If you want you can make them super easy with the settings, also it's a production game, just automate the destroyer (or what ever they called the highest tier attack ship) and the land drones, take couple stacks and send em out to kill the base. You take casualties but that's what a mall is for. If you feel autistic just purge the space bases from the galaxy and leave a neutered farming setup somewhere.
>>529230072There's a better way.
The depot should be the only station in the fixed route, with a wait for N seconds condition.
Both the load and the unload should be interrupts.
The products you want to handle go into a constant combinator, value=1 for solid products, value=2 for fluids. Then you have two load interrupts based on circuit value, with conditions [circuit]=1 or [circuit]=2 to split solid and fluid trains and [circuit] having both a load and unload station available.
The game only evaluates interrupts when a train leaves a station. I.e. there's an N seconds dead period where it won't do that - due to the depot fixed schedule stop's wait condition. As it is exceptionally unlikely for all trains to tick-synchronize their arrival into depot, this means the trains will have their interrupt evaluation suitably randomly spread to prevent the stampede problem.
Congrats. You've just recreated a basic version of LTN.
>>529242178>Is pic a complaint against alternate recipesIt's a complaint against py as a whole
also angel's stuff isnt' dead it's ~90% done for 2.0
https://github.com/Arch666Angel/mods/tree/dev2.0
you can test it if you want, last commit was 4 days ago
Ok made it to Gleba and so far I get what the game ask me to do but I cannot get a factory going due to Nutrients shortage. How I mass produce nutrients on the biolab to get things going?
>Camp a Yumako/Nut patch
>farm fruit
>pulp some for mash and jelly
>craft some nutrients by hand
>kickstar the fruit to nutriente production
Is that what I must do? But how I scale it.
>>529245061>wait for N seconds condition.Pretty sure this is what causes trains to constantly open/close their cargo doors right? That shit is so annoying so I switched to a version that made sure that didn't happen.
>>529245535The most important thing is process all of your fruit at the start before they spoil (it's fine if the jelly/mash spoils), and make sure to do it in a biochamber. This ensures you're seed-positive, which is the only real fail condition (other than eggs).
I think the concept I embraced with gleba that worked well on a small/medium scale is that all biochambers have a half nutrient half spoilage belt, and that the priority is making bioflux into nutrients (and then route it around).
Also make sure belts are always moving - it's fine to burn stuff to keep belts moving, because everything is free. Your gleba base shouldn't turn off if x or y condition, it should run forever because all ingredients are free.
I also still have never messed with copper/iron bacteria, I just ship everything in but rocket fuel (which I make and use for power).
>>529246459First time I played Space Age, I didn't realize until Aquilo that you can drop down resources without a landing pad. Would build up the whole production chain from scratch.
>fail condition eggsIf you did Fulgora first, scrapping a Biochamber returns live eggs. So you can keep some in permanent storage.
>everything is freeEverything's causing pollution only to spoil and go to waste aah I'm going insane
should've added some kind of freezer using Aquilo's cryofluid
>>529245535There's a kind of farm tower that plants seeds and collects fruit/nuts, that's your "mining drill"
>>529247613>>529246459My problem is how the fuck you keep a good flow of Nutrients when even Spoil to Nutrients ask for nutrients which in turn spoil really fast.I dont know how to build a factory around that shit.
>>529249113You can make spoilage to nutrients in an assembler. Use that to kickstart the rest of your nutrients production.
>>529249113>Spoil to Nutrients ask for nutrientsuse the assembler recipe if you need to reboot the system, that works off electricity
>>529249407>>529249434>use an assemblerI feel like a really fucking idiot, thanks.
>>529227770https://www.youtube.com/watch?v=G9GWl4X2ln0
>>529218897>It's all these slums and poor and developing areas with no infrastructure. The only trash collection lots of these slums have is a ditch in their back yard.Little libtard thinks "find the pile of garbage in a random street view of India" is a meme because dey don't have dat infruhstruhchya. Lol. No baboon with a candy bar is going to start a recycling program for the wrappers; we should have taken petro-proliferation as seriously as nuclear.
>>529226597I've seen exhortations that such bugs result from not powering the door.
I've never been very happy with geothermal, but maybe I'm due to give it another try.
just finished oddsparks
great little factorio lite game
thanks for telling me to get it /egg/
Due to the player potentially being trapped on one planet and the travel time needed to move between planets, we have given the player the ability to order logistics and construction bots to place or remove items directly from machines.
>Hey cool, can I automate that?
What? No. Fuck you.
>>529255130Kovarex HAET nuclear reactors wider than 2xN!!!!
>>529255130You can't really get stuck anywhere except for Aquilo, at which point you deserve it.
>>529255547Truly stuck no, but it might be a few hours before you can stop that thing from burning down in person.
getting stuck on Vulcan was the best thing that ever happened to me
>>529256039you forgot the anus
How do you even get stuck on Vulcrectum, like, just build a rocket, lmao.
egg for this feel?
https://www.youtube.com/watch?v=zxq60I5RSW8#t=4m16s
>>529245061why is that better
*Ting ting ting ting*. Ahem.
RELEASE THE BEES!
copper 2 produces too much dang gravel.
Logistics science unlocked on the server, this is not a drill.
>>529257607>56 beetas>7,867 rads per cycle>Maximum HazardHassan, the colony needs a volunteer to correct some minor design flaws.
>>529258292No, those look like labs
>>529226597>Has 4 steam turbines giving him 4x850w=3.4mw>Still too cheap to power his mechanized airlockSet the heat exchanger to start on 126C or you know, dump more water into the steam room what the fuck were you expecting if there's too much temperature exchange you just add more mass
>>529223681>Cheaper and easier to just throw them on the ground, cover them in dirt, and drive back and forth over it with a steam roller.It seems dangerous to create a void in the soil, would be worried for the large diameter blades, I think even a massive machine could fall into a sinkhole. Doubt it would be approved to do that with more than 1 layer. Guess one thing is true, they aren't a biohazard and can just be stuck in the ground anywhere.
>>529220786Not recycled. But see above, it's about danger.
I think they could bring in a machine to do it but they are just too cheap to do so.
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>Oh I'll just upgrade copper
>two hours later
There ought to be laws against this sort of thing. Ain't no way this thing processes one belt of copper ore.
It's unsanitary.
>>529259702Anon there's a temperature sensor directly above the heat transfer pad set to 190C, it should never heat up until the steel aquatuner fails.
>>529257607https://www.youtube.com/watch?v=8CvqmD0CZao
>>529263809>there's a temperature sensor and that sensor is TOTALLY going to make sure the heat transfer doesn't go past what it's set atIf you have an unpowered mechanized airlock and steam pressure of <20kg/tile then whenever you inject heat you're going to have a way higher peak temperature than you would at a steam pressure of 200kg/tile
>it should never heat up until the steel aquatuner fails.Yet it did.
tl;dr add mass to increase the time it takes to change temperatures
>>529264325I just checked and there's ~105kg of steam per tile in there. Shit's weird man I'm going to try powering the door.
>>529264325>>529264980I just caught it happening. Every sensor it set to 190C but some odd behavior with the steam causes the top layer to stay much cooler than the bottom layer which is now heating up to 400+ C because the door is staying closed.
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>>529265784>but some odd behavior with the steam causes the top layer to stay much cooler than the bottom layer which is now heating up to 400+ C because the door is staying closed.Throw a casual temp shift or two on those spots
signaling these two layer junctions is a pain but the throughput increase over regular flat rail junctions will surely be worth it
>>529271734Factorio needs a "Cutaway" toggle, like the one present in Open RCT2, because currently if there is an object behind/beneath an elevated rail you pretty much can't edit or interact with it unless the rail is removed first.
>>529230072I swear to satan this shit didnt work like this at launch and I wasnt able to target a provider station with a circuit wildcard
Fuck me that would've made the circuitry abomination I made much simpler
>>529241603nuclear reactors are nothing but a 5x5 furnace+heat pipe
>>529277849I'm so glad that this one blue chest ensures that robots will always remove spoilage from all nutrient slots on gleba!
>>529277849Automate the one in the center with vanilla means
>>529277849it's not about chests, it's about machines having that capacity directly, but it being only doable manually
imagine, for example, if you could have a 3x3 nuclear reactor by having bots insert and remove fuel cells from the inaccessible middle reactor
>>529278271>>529278236>>529278041while this may be good to soothe some efficiency autism, i think it would cause a much bigger UI disaster and be completely unintelligible to new players
>>529278632There are already similarly nested functions that are entirely invisible to new players and many intermediate players don't even know about, like the ability to set an upgrade planner to insert modules into buildings procedurally. Hell, I don't even *know* how the fuck parameterized blueprints work but I know they are super powerful and also so buried in the menus that new players may not even know of the function at all.
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The Final Day has dawned. We're third, but if you're invested you should get in there now since there's only 8 matches, we're third up, and if we beat /kfg/ there's two more games to be had for us.
Our best placement of all time was 7th. Let's reach new heights.
https://cytube.implying.fun/c/vgleague
>>529279905Based. I still gotta watch our last match on the archive. Seems we won even with a medal down.
>>529271734would have been way easier if you did the straight ways on top
also, this intersection is suboptimal. Ideally you'd have trains only stop on exit merges
>>529279905eggman misses his kemono wife..
best way to deal with deadlocks with recyclers once the chests are filled up?
>>529284718go to the funny mushroom planet and get stack inserters so you can postpone this four times as much
>>529279905Previous match finished, time to GET IN, lads
Yo guy who came to the serb, the mod is pretty big but if you need some handholding with something to do, don't be afraid to ask. There's lot of approachable stuff you can tackle.
>>529255279You don't understand it's a PUZZLE how to arrange them it's so much fun, here's the inspiration for all those puzzles kovarex prepared for us
Had a mission to rescue a Kerbal in the Mun and bring back the hitchhiker can they were in. Sent a shuttle with a grabber lander in the payload bay. Was surprisingly fun.
>>529284718Output onto belts or into chests. Only have them kiss if the output is the exact same as the input.
We got servered again Moscow being bombed
Server is down and we are being humiliated despite dominating the game, what a travesty
>>529288917real
especially with fat drones
just set up a place to produce a thing and slap down caravan outposts for stuff that's too far away or you want to export
losing to anime girls might be the worst thing to happen to us, even with the bombings going on
is /egg/ infected with slavs or something
KILL EGGMAN
KILL EGGMAN
KILL EGGMAN
>19 shots
>2 goals
quality recycling for the EPIC ONLY goals
>19 shots
>15 on target
>opponent with 13 saves
What a goddamn match
Sphere legg game but you build the players when?
>>529293734when you build it
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Well shit, we hit a furry wall right when we got our offence woken up. Sorry we won't be going any further this time boys, but this is one of our best runs ever so I don't think we can complain. I just hope you all had as much fun watching as I did! Wait a bit and we'll see if we placed better this time.
Keep watching if you want to see if we did the 'only lost to the winners' thing again, I think they have a good chance at it.
router status: >>>/wsg/5907328
>>529293938why is it called league 24 if we're in the year 2025
>>529294341>He's still going by globohomo simulation dates
>>529294341They have two each year, 27(?) will be the first that finally surpasses what year it actually is
Actually as I say that I might add: in 6 months is the next league but there'll probably be friendlies before then and if I see any relevant themed cups in the meantime I'll alert you guys to them. I put way too much effort into the models to let them sit around for half a year
>>529294948When you join and prove you're better than me
She lumb on my ovagro node till I fig all over her
>>529293938good job mate, better luck next time
>>529293938You guys did good, it was a super fun match!
I hope you're right about that
do people genuinely care about the virtual soccer thing
I swear it's always been one external guy reposting it in the thread for the last decade and nobody other than him ever seemed to mind
LET'S GO EGGERLAND
SCAH SUM FOOKIN GOALS
>A quick guide to xyz /egg/ game
>74 hours of footage
Every time
>>529297848/egg/ tutorials a good job mate
It's easy work
indoors
I guarantee you'll go hungry
>>529297848>watch tutorial series on ONI>get a letter in the mail saying I'm now legally qualified to become an HVAC repair man
>>529297359it's probably the last non-negative cross general (and board) activity left on 4chan after all these years so I tune in every now and then sometimes cheer/discuss about it for the novelty of it
>>529297359it's fun to watch with your local shitposters sometimes
i don't regularly tune in but i do now and then
Good day for the server: logistics science done, plenty of loops upgraded, new additions made, base at record size
>>529299402Cross board Robot Arena rumble when?
>>529299402It's nothing bad, I just always thought it was odd
>>529299732oh it's back? time to
shit i forget what i was about to do
>>529297848Just read the wiki. Make a few truck and bus stops in small towns that are close together, build an airport route between medium cities, and use your newfound infinite money to make the train network of your dreams
>>529297359i don't but there are so few posts about it I don't care
i have literally never followed, watched, cared, or would care if it fucked off
>>529293956Why did he do it?
>>529284718don't recycle multiple items in the same two self-feeding recyclers if you want to void stuff
>>529262809What a viscerally ugly mod.
>>529306814i dont understand how people can play py when it looks like dogshit
That reminds me, since he's focusing on the new space rail graphics, the public release of Spex will probably still have the casting machines with "placeholder" carved on the side.
Working on a family sedan hypercar
>>529306814>>529306906It's even worse on the serb where people are HYPERGRIDING (because you need to with py) so you get a really unaesthetic factory with even uglier sprites too.
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Good lord, basic rare earth processing just drinks sulfuric acid.
>>529306906You get used to it.
>>529308782If I'm going to do the CBT mod I expect it to at least look nice
Because what is the point of doing it except of it being a pain in the ass?
>>529308970>If I'm going to do the CBT mod I expect it to at least look niceHaha.
You expect people who make hyper complex mods to actually have a shred of artistic ability. Earendel is the outlier here. Take gregtech it looks like dogwater.
Even angelbob's textures look pretty bad if you don't add the artisanal reskins mod.
>what is the point of doing it except of it being a pain in the ass?It's fun. It's a really weird kind of fun. It's a very well fleshed out mod.
>>529308680what is hypergriding
is it how we've got shit divided into blocks with lanes between them but they're entirely irregular and lines get covered now and then anyway
>>529310067something I made up since I didn't know what to call it.
>>529310067buzzword for "mod that removes visuals that go beyond the hitbox of a building"
>>529310067spaghettimaxxing
>>529308680you mean the no-overhang?
most of the py sprites are complete ass - having 40% of their pixels cut off makes them 40% less ugly
>>528760210 (OP)I haven't visited this general in like 4-5 years, is factorio still the best engineering game?
>>529312135It's the most polished, supported, modded and optimised so overall I'd say so. There's a few other good ones too but not quite to the same standard
>>529311264>still playing FtD in the current yearGodspeed anon
>>529310384>>529311927no not this, I mean the way the buildings are placed. But I suppose that no n/egg/er really cares about aesthetic factories.
>>529311927I like py sprites for the most part
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why do people love this so much?
So any good modlists for KSP? I just started and I'm 5 hours (moon flyover) in. I'm playing career mode.
how big a ship do I need to collect enough promethium for a full stacked green belt of science?
>>529265997Just wanted to let you know that your suggestion worked like a charm. No more alarms going off, just free and worry-free power. Thank you.
ok I like the autism lizard dlc
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Alright, final report (and a question):
>7th place, matching our highest placement (again)
>Won 2 & drew 1 group matches (again)
>Lost to the ALMOST winners (they came second instead)
Slightly absurd that this keeps happening, but this one is a bit more significant: it won't just be an autopilot diceroll next time. I'm definitely going to eat my words in the future but that graph looks damn cool for now
The questions: we've placed plenty high enough that one of our players is going to be on the /vg/ team when they face other boards. Before now we've sent in CLANG and Mechanically Engineered Autism, but do we want someone different this time? We've got a certain hardworking train I think could use a turn.
>>529322757Thomasformer is very visually pleasing, and Chaos Engine and Square-chan are from recognizable and once popular games. These are to me solid alternatives
>picWhy does Eggman have his knee slapper out
>>529324946The silhouette is an unfortunate result of his silly coattails all lining up with where I positioned his legs (except that one)
>>529315312It's part of recycling rubber and plastic I believe. Either that or diluted fuel. I can't remember but one of them benefits heavily.
>>529284718You ever hear of coal snakes?
Now introducing void snakes!
Gotta wait for 2.1 for hot snakes.
>Watching friend that finally got to space in Spage
>Ships water barrels to his platform
>"Oh okay yeah that helps jumpstart it I guess"
>does not melt ice, just keeps shipping water barrels
>single line of gun turrets at the front
>notice all of them are using piercing rounds
>realization that he's sending all of those up there too
>laser turrets giving coverage of the sides with like 2 accumulators to back them up
>zero elf modules so the entire thing is browning out
>asteroid grabbers spread along the left side and nowhere else
>thrusters are all aligned horizontally with a pipe mangling between them forcing them 4 tiles apart
>barely makes it to Vulcanus and back
I don't even know what to say to him or where I'd start, bless this spaghetti
>>529339810Space platforms were the hardest part for me. At least your friend designed his own instead of giving up and copying blueprints for aquilo / solar system edge like I did
>Love stupid spaghetti designs
>Spaghetti inefficiency kills me desire to continue a save
Why am I like this
>>529339810I wouldn't try to change a damn thing. I might point something out. Give a suggestion. Let him spaghetti things out. Half the fun of thos game was figuring shit out and untangling your own spaghet.
If there is something VERY wrong I might just "build it right" next to their build. Won't even say anything. Just merge the belts and let your friend stumble across it at his own leisure and let him examine it. I had a buddy that was having a great time but was struggling with a few of the general basics. Like had some super weird ways of making half or split belts. I'd set up a block that does the same thing next to it and when he'd run by he'd stare at it until it clicked. Scaling up was also a thing that he struggled with because how he fed his smelters. I set up a nice 2 sided stack that gave a full belt and just left that next to his setup. He didnt even notice it until like two days later and he sent me a message asking about it. Just general newbie hang ups like that. Build it right so they will find it and examine it without the pressure od "No you do this and this." Juat seeing it run for a bit is enough for most players.
>>529339810>shipping up water and ammohe's got Faustian spirit to come up to Kovarex and spit in his eye
>>529340512They're difficult but they're one of the favorite parts for me, it's been a while since I actually redesigned my basic ships, in my first game I made the one on the left and then designed the right one during my second playthrough and I've just been using it since. I should build something smaller scale for the first ship though.
Anyone have any recommendations?
is this a good idea or am I gonna bottleneck even faster?
>>528770000The only thing i can come up with, other than Dyson Sphere Program, is Vintage Story. But that's not like Factorio at all, nor is it a factory building game. Or maybe Satisfactory would be more to your liking, though i don't remember if it has enemy waves.
I guess Factorio really does fill a gap.
>>529349310>Dyson Sphere ProgramShould I play this first or should I play Factorio space age? I just found out about the expansion.
I will probably play Rune Factory first though. waifus>all
>>529349115Scrap recycling is good, since it's free resources.
If you're bottlenecked on clearing out excess stuff, make sure you're using the two tricks (recycle hazard concrete instead of concrete, and steel chests instead of steel).
There's a few others, but those two save you infinity recycler time.
>>529211042Because actually, the reason why is "fuck you".
The developer is a stupid little bitch that wants all players to struggle through destructing the entire environment around them so that everyone's gameplay from then on is a grim desolate shit hole barren of trees and bushes.
They want you to do this for 4-6 hours and build a dozen machines and a mini factory entirely around this mechanic and then almost immediately tear the entire thing down the second you unlock coal power.
Meanwhile you can fucking end the game on coal power if you wish, so once you finally pass the point of bio fuel energy that the devs refuse to change, there simply isn't a need for more power options.
is there a way to spawn items inside a ship in the editor?
>>529351117imo DSP is better game than vanilla Factorio or vanilla space age and if you have played vanilla Factorio then definitely go for DSP for different experience. Factorio shines in modding and honestly SA wasn't that big of an upgrade and mods are yet to update. Better to experience something new in between and then come back to SA. Factorio has more longevity since DSP doesn't have the sort of mods Factorio has and it lacks replayability and scalability once you have played it trough once.
>>528770000Why dont you just play Factorio if you want to play Factorio?
Work is gay. Can someone just like give me 25k?
>>529354960Thanks. I will bump up DSP in my backlog then I guess.
>>529355176Because I've already played the heck out of Factorio.
>>529354960I think base factorio is better than DSP, although I'm not sure space age is an improvement over the factorio base game
>>529322757I vote thomasformer. I've been playing OpenTTD and I love my choo-choos.
>>529355716how many hours
Cu2
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I wouldn't recommend trying to balance the oxygen furnaces running on copper's literal exhaust fumes and a trickle of wood but it seems to be working properly at x64 speed and it's making me acid gas for sulfuric acid for free. It's also making me sand casting for the chromite next door, and free chromite from rich dust to supply the mine. The rest gets voided when the chests are full. The coal dust actually ratios almost perfectly to the 5 oxygen furnaces because I'm not producing a perfect copper 4 ratio, but if I don't have the wood to jumpstart it again, it can deadlock every hour or so that one inserter is vital. I've thought of centrifuging the ash for a bit of extra coal dust but it didn't really seem to be that big of an issue and I'm planning on switching to the gravel->tar and ash-> flue gas->acid gas recipe later on, the chests will last me ~10 hours anyway.
Probably should have just brought some coke by train but this gets rid of all the byproducts in any case and that was the main issue. And the extra leftover chest of logs I got by clearing the space for the build which will last until the ash is filled up so I don't even need to bother with a minimal log automation.
I hope the iron 2 build is at least a bit more compact. The jump in complexity between py1 and logistic ore recipes is somewhat ridiculous. Lead 1 is perfect in every way at the moment but I'm gonna need silver eventually for fetal serum so that's on the list along with tin for the better solder recipe.
>you can't send a cargo pod from one splatform to another, only throw it down planetside
WTF??????
And I looked at mods but the only ones use some janky chest hacks instead of the clean cargo drops of vanilla so this shit is probably hardcoded or else super difficult to mod. What were they thinking?
>>529364850why would you even want to do that
>>529315117they're overdesigned, the py logo being on all of them is annoying and they're all too obesely huge.. but I'd be lying if I didn't think they're pretty cool and unique most of the times.
>>529364850Space Exploration 100% did ships better, doing a pirate boarding mission to unfuck a ship stuck in the middle of nowhere was always really cool.
>>529366895>Space Exploration 100% did ships better, doing a pirate boarding mission to unfuck a ship stuck in the middle of nowhere was always really cool.SA ships are in theory quite cool because you need to make these self-sustaining factories, but in practice they are very annoying to experiment with and making anything more than an aquilo hauler is just annoying (in my experience).
I did prefer building in SE, both in space in general and also the spaceships you made (maybe aside from the victory ship, which I felt was quite anti-climactic after arcospheres).
>>529365795So I can set up an orbital gas station that supplies my other ships with fuel and ammo and I don't have to have production on every one.
>>529369330If you can't appreciate the inherent cool factor of orbital supply depots, what are you even doing with your life
>ill set up nibium pipes and then bounce it will be easy
>oh these needs the drill bits I may as well set that up while I'm at it
>oh this needs the activated carbon which needs kilcalk I may as well set that up while i'm at it
>oh this needs cDNA I may as well set that up...
The server played me once again
At least once these kicalks finish breeding and I saturate the lines it will be satisfying watching the whole line start up.
>>529371446kicalk are literally useless for fiber compared to wood dude
the only serious use for it is animal feed
>woodfarm pollution management
Das ist mane
>>529372042I dunno, need like 5 kicalk farms to make the activated carbon or 25 forestries + the intermediary logistics for the wood is worse since instead of going from 1 kilcalk to 5 fiber you go from 10 wood to 2 fiber. I may as well set these up now since you need them for stuff later anyhow.
>>529373210You need more wood cutting \buildings\, but the kicalc recipe without lamps is much slower
You need 15 kicalk plantations to make 1 fiber/s and a trickle of clay, you can make everything on-site, or half of that if you use 2 lamps a minute. They use 1 MW each and each wood processing unit costs 0.5, so you're using 19 MW.
Meanwhile, if you can use the logistic science ash + carbon dioxide recipe you can get by with 1 forestry to make the same amount of wood to turn that into fiber, 1 nursery and 4 moss plantations.
The only difference is you need 2.5 times as many wood processing units (20 vs 8) but they're cheap and piss easy to craft unlike kicalk plantations which require duralumin and intermetallics. It also uses less power, ironically, because you only spend 10 MW on those 20 wood processing units. So basically you can make fiber out of wood more efficiently, more economically and faster.
>>529372987Plants don't want you to know this but they emit CO2 as well
>>529373645We don't have that recipe yet for the wood, sure it's better but i'm still doing kicalks because we need these eventually anyhow.
>>529373891>not only is it AI slop, it's AI slop that simulates jeet tunes
>>529374182Technology's an amazing thing, innit?
Even an Artificial Indian is within the realm of possible.
>>529373925eh, that's fair. If you've got lamps automated it works better in the long term.
>>529374404we went so far from the mechanical turk.
>>529373891>space after punctuationIs this a jeet thing?
>>529366895>doing a pirate boarding mission to unfuck a ship stuck in the middle of nowhere was always really cool.Yeah maybe the first two times it happened. Afterwards I would just groan in pain each time I would have to drop whatever I was doing and spend 10+ minutes in transit just to replace one wall.
>>529367748One thing I didn't like about the SA ships was how space was unlimited which makes it feel like I'm wasting my time trying to make a good design instead of just making the ship bigger. SE does have its own problems like how you unlock spaceships somewhat early yet it's not worth the bother for the longest time.
>>529375119>Yeah maybe the first two times it happened. Afterwards I would just groan in pain each time I would have to drop whatever I was doing and spend 10+ minutes in transit just to replace one wall.Why would it happen more than once
Why did you not just slap a roboport on the rescue ship
>>529374906that's a normal thing.
but space before punctuation, now that's odd.
>>529378364>mfw I re-read what I wrote
>>529374906>Uncapitalized "i"s>Spacing before and/or after ?, (, /.Reads as if someone that is mentally stunted or schizophrenic (not in the good way) wrote this
>>529379586This is how all Quebecois type like
>>529354960I wanted to try DSP, but it must be very unpopular because I can't find any DDLs for it lmao
>>529379586My life goal is to be schizophrenic in a good way.
in Factorio when destroying your started/mid base, and rebuilding it, what sequence do you go by? ores, then mall, then everything for the mall, then science, or something else?
>>529383009You really should go furnaces > production > sciences > labs but I do it backwards so that production can continue making some shit that I need for the upcoming new base as the bots work to tear it down.
>>529379778hmm, not nearly enough xenophobia
>>529383009I just wire my ores into my existing furnace stacks, upgrade them to red + steel if they're not already, and then eventually wire in stuff like chips (green/red/blue).
That base kind of becomes the de facto mall (except modules) at that point, as I slowly move science to dedicated builds.
>>529383009Generally it's not a good idea to do that, period
if you need to cannibalize your starter base for scraps, you're not ready for a real base
>>529383535what if i just want to stay at the same space but make it an actual base instead of some shoddy favella center
>>529383535Especially in space age, your starter/mid base is just irrelevant and obsolescent after a few planets. Your circuits need to be redone using EM plants, your furnaces need to be foundries, your petrochem needs to be cryo plants, your science needs to be biolabs.
>>529383982Rip it all down and rebuild
>>529383982bots into chests
>>529383009Make a new base then tear the old one down.
Move all your trains to a brand new depot
https://www.youtube.com/watch?v=jjkOeTncNsE
>>529385996>>529386286We really were the Factorio: Age of Space
>>529381398Schizophrenic In The Real Way.
>>529385996This, but sounds are from Stronghold.
>gold stocks are dwindling, my liege
>>529388231>You have underbuilt red circuits, sire
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>>529383009>he doesn't organically grow out his starter base into an amalgamation of pure cancer and horrorngmi desu lol
Turns out that iron 2 is an order of magnitude less complicated than copper 2.
And yet it's impossible to balance the damn things because py alternates odd and even numbers between its buildings.
Alhamdulillah there is no heaven for these people
AHHH WHY IS THE EDITOR SO SHIT
>>529393541I don't get it
>>529393541works on my machine
does anyone else think thrusters not being flippable is retarded and unfun?
I assume it was made so you had to think about how they are placed and you couldn't game it but unless I'm being retarded the reverse V shape is automatically the best configuration
>>529394371Ships look much better as a result of not allowing them to flip, so I like it.
>>529394956mine just always look reverse v shape because anything else is inferior so they all look the same
>>529394656Buildings and biters take damage before the scaffold does.
>>529395172Yeah but reverse V does look cooler than a flat line.
I think they could have achieved a similar effect by fucking with the inputs and without disabling flipping like lazy faggots, but whatever.
>>529395242Just build enough firepower that you don't need walls
>>529393541the elevated rails ghosts are even worse
bloo2
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guys, if you are thinking of starting Py, don't. ;)
>>529397325share the belts you fukin animal
>>529397468brother the belts are free and i like how it looks
>>529397325https://youtu.be/I7lqgGyfm2M
okay but here's a guy reaching py3 in a tenth of that time
>>529398637py is a solved game
>>529398883all games are solved
what an odd statement
>>529398637Every time I watch this guy I die a little inside.
>>529398637blue circuits are post py3, knocking on the door of purple science now
it really is impossible to connect thrusters in a V config without making a shitty mess isnt it?
>>529399069thats not true
there is a mmo I play that has systems that aren't well understood and it is 20 years old
>oh no i'm going to miss out on 30m/s because my thruster config isn't properly minmaxed
>>529401641sounds like a shit game tell me more
https://www.youtube.com/watch?v=bQZKJ1Ne8hY
The G-water guy is "bussing" a "cook" as the zoomers say.
God, how I wish CoI had circuits so I could just disable some buildings when they aren't in use
is there a way to make blueprints and standardize all modules to be normal quality?
Feh
md5: d639b784256263c5913f8688a53c2831
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It was actually a lot less complicated than the copper one.
It's also a lot uglier, but it works. I can't pick ti up by its own shoelaces unlike the copper one but I'll use coke on the oxygen furnaces since I'll have another one of these for molten steel nearby and coke is part of the recipe.
>>529371446i have bad news
kicalk breeding was already set up on the east side of the base
>>529405474anon how big is the base if someone can't even realize someone else already built a block for the thing you need
>>529383009>destroying your started/mid basehuh?
>>529406210pretty big
you can just check the search function anyway, it's what i do
>>529405474I could have swore I searched and couldn't find any, perhaps I typed it wrong have a tendency to write it kikalk. I see it's there and it makes me feel extremely stupid now.
You now remember Cog.
https://www.youtube.com/watch?v=CbZ9_rUZZMA
https://www.youtube.com/watch?v=lpiFy_P1M_Y
https://www.youtube.com/watch?v=oWjWzDzfLBo
im retarded how do you read these?
i've always just eyeballed ratios
does it mean the Speed Module 1 needs to be 0.93 to keep up?
>>529409552items per second needed
items per second crafted
>>529409552yeah you need just shy of 1 speed mod 1 a second to operate at full speed, and a bit over 1 blue and red chips a second too
>>529407393You should be. That image doesnโt even capture the sheer horror of belt/pipe spaghetti that is present in some places, probably most notably around the mall.
>>529315390what's your experience level with KSP? multi-thousand hour total playtime degen here. I thought there'd be more activity in the thread for KSP but I guess I specced into micro niche autism instead of just normal autism.
I also have a disdain for common arrogant recommendation or advice traps so I'll give you an answer/advice that actually respects your time.
If you're just a normie I'd recommend going strictly for visual mods if you're playing Latest (1.12x) KSP. There's plenty of meat on the vanilla bone and you don't want to spoil all of the fun of the game too early (since the game offers years basically, you don't wanna shave 6 months to a year off of that unless you're finding the vanilla gameplay boring). Be aware a common recommendation is ReStock. It is NOT "1:1 vanilla reskins", don't be lied to. You WILL notice part clipping swapping to it mid game that might force you to redesign things; and if you start off thinking ReStock is how stock parts are then you'll be "learning" a slightly differently sized system in certain edge cases. For example the drills you can use to mine ore to refuel mid-flight, I had an SSTO optimized for high stall speed near suborbital flight velocities and was already basically at the heat limit (I often had to fly slightly less optimized in order to avoid heating up my nosecone and blowing up the whole ship), and installing Restock made my drills (mounted inside openable bay doors under my SSTO) clip so abhorrently through I would've had to completely redesign everything. However, I can vouch that the rest of the commonly recommended suite of mods isn't "problematic" (Scatterer, EVE) and is mostly fine. However, I will caution that TUFX (which is a post-processing effects mod very similar to what ReShade does) is commonly recommended but you WILL enter an 8 hour "tuning" session trying to figure out what you want the game to look like and that's honestly a rabbit hole you should just avoid. So hold off on TUFX [...]
Can you isolate the train limit signal from the train?
I'm messing with something that dynamically changes the train limit according to supply available in the depot and the trains use wildcard circuit for multiple ingredient per station dropoffs
>>529411208[...] or immediately go with a pre-made TUFX profile and call it a day. Visual mod "packs" (Big names, like Spectra, for example) are essentially profiles for two mods: Scatterer and EVE (short for Evironmental Visual Enhancements). Typically you install specific compatible versions and then DON'T TOUCH THE SETTINGS for these mods, and let the "visual pack" you install add it's own profiles. You will break your install if you think "hmm can I turn down the clouds a bit here?"". If clouds are too thick in certain visual packs, swap packs. Sadly it's the only way (believe me I've tried to find a workaround for this for days of my wasted life).
Me personally I prefer "Astronomers Visual Pack" for it's all-round appearance overall, but since I now play mostly in the Jool system (I have an MKS surface base on Laythe), the overbearing cloud layer makes surface landing insanely difficult, so I use "Spectra" now. It has the added bonus of having nicer sunrises and eclipse hues on Laythe (as well as general daytime atmospheric hue) but BY GOD does it make Kerbin feel like a cartoon blue planet during the day holy lord. Ew.
So for Visuals, with all this context, I'd recommend you go for a "visual pack" of your liking, which will have dependencies on Scatterer and EVE (these are technically mods on their own but their base profiles are a little undertuned and underwhelming so nobody actually uses them this way, ergo it's technically improper to tell you they 'add this or that', so this is why I'm phrasing it this way), and then just enjoy how the game looks playing stock.
As you play the game more, and you start getting more into the "visuals" of the planets over just straight going to them, then I'd consider adding "Parallax" (which now goes by the name of Parallax Continued I think? Apparently the original mod author Lynx dropped it a while ago). But outright I won't recommend it because...
>>529410559I'm genuinely horrified
how are you even planning on scaling up
>>529412954planning? i just log in, make a block, and let caravans handle it
>>529413186>>529413441>>529413543You know what, I can respect that
>>529413543Is the dick belt still alive at least
>>529413683Here's the mall
>>529412704...Parallax looks so nice and has so many incompatibilities soft and hard (such as planet packs that you may have looking lifeless/barren in comparison because you blew your fucking neurons out with Parallax, or being incompatible with Principia or other mods outright) that it's better to just "buyer beware" it's recommendation and discourage you from adding it right away
GAMEPLAY: As for gameplay mods? 1.12 (latest) is my assumption for what you're playing on...and that essentially has everything you might genuinely WANT from mods baked into the game.
The ability to "fix" or edit craft mid-flight? (forgot solar panels, someone flipped over and can't get out of their craft, but if you could destroy a radial tank they could roll the hatch free) was KIS/KAS's domain but then they added it in 1.11 and many mods added support for the vanilla system.
Transfer window planning via phase angles? 1.12 added a tool to the game. Alarm clocks/timers? 1.12 added that to the game.
See what I mean?
The only thing that I would recommend that's genuinely still useful is Kerbal Engineer Redux specifically for it's "atmosphere" slider in the VAB. It lets you see how much surface gravity you'll feel as you ascend up from a planet, which is useful for planning upper stages...but I messed up less when I overbuilt everything before I used it years ago honestly lmao, trying to do things "optimally" scales hours of your life costed by O(2^). Unless that's your kink then definitely get Kerbal Engineer Redux and try to optimize your launch and descent stages to use no more than 1.2 launching and 1.2-1.5 TWR landing "cause that's all they needed IRL" and get ready to learn ~~chinese~~ constant velocity descents buddy.
Personally, play through Career a couple times over the next while (you know as you come and go from the game over time) and have fun in the vanilla game. THEN, you're gonna start to feel bored or a "lack" of something somewhere, or get inspiration from...
>>529413683>>529414029Also Niobite Sr. the transport dinosaur just finished his trip so now we have logistics bots, things are looking on the up and up for the server.
>>528760210 (OP)Anyone played stormworks here still? last time, I was here i saw people posting cargo container doors what happen to the doors?
>>529414029those tiles might be the only good py texture I've seen.
>>529414089something in sci-fi or IRL, and you'll wanna add that to the game.
Colony/base building cause you're reading *that* book in the Expanse series again? (I get heavy RimWorld vibes from that book and always start playing it again when reading it), add a lightweight (NOT MKS WHATEVER YOU DO, it is almost hostilly designed to waste your fucking life. Like who designs throughput limiters via overheating and fastest output on multi-bay drills is when only ONE bay is active even when they're all the same ore type??????? Took me a week to figure out on and off plus having to consult the MKS thread with a post. Like actually toxic design it's like a cognitohazard).
Feeling like playing with some Interstellar (movie)/ Expanse like tech? KSP Interstellar Extended (KSP-IE) offers Metallic Hydrogen rockets, Magnetoplasma rockets (like what the Rangers have in Interstellar except they're not hybrid chemical so low not adequate for planetary liftoff), Torch Drives (Expanse 1-3g constant acceleration fusion powered drives), and even an Alciubierre drive if you decide to add an interstellar solar system such as EventHorizon, Kcalbelloh, Beyond Home etc.
Hate your fucking life and want to play a mod that's actually not very hard at all but has such opinionated UI that it makes it take twice as long to do ANY FORM OF MANUEVER NODE PLANNING AT ALL??? Add Principia, the N-body physics mod! (that's what I was showing off in the screenshot previous btw, as well as this one). The visual line drawing algorithm they use (so literally the amount of VISIBLE LINES ON THE SCREEN) is so unoptimized it'll constantly have your game dipping to unfathomable FPSs and makes actually "playing" KSP a nightmare (because now you have to do tons of manual stationkeeping EVERYWHERE unless you make things polar orbits and god fucking help you if you decide to place anything at L1 or L2), but is actually super fun to play (but the UI is god awful). It works with Kcabelloh, RSS, and stock too.
>>529414029As someone pointed out last night, that assembler in the middle of the right column thatโs making small parts has 212k completed crafts. Probably gone up by several thousand since then.
>>529415586can I get a "based retard" for ulting on a creep in jungle?
I showed you my spaghetti please call me gay or something guys don't just factorio post like I didn't just sperg out on some poor retard apropos of nothing cmonnnnnnnn
>>529416203If I knew anything about KSP Iโd give you something. Iโll give you a โbased retardโ for the DotA analogy though. It is DotA, not LoL, right anon? Youโre not some kind of casual, are you?
>>529401671>oh no i'm going to miss on 69m/s because I didn't use that blueprint my favorite factorio youtuber made
>>529413683what japanese anime is this
are there any updated factorio ratio calculators?
>>529416830my maaaan. Post your alembics in chat
we old in this bitch
luckily I never got stage 4 MOBA (the M stands for Metastatic) though so I got to absorb the culture with none of the permanent health debuffs. Instead I got whatever the hell causes people to spend thousands of hours in their life playing KSP and RimWorld. If there's a name for whatever Factorio/Satisfactory people got then I want a name when I lose too
Any fun games one can buy from sale?
>>529418123already seen that one and so I know you're wrong
>>529418524shapez is pretty cheap, tho I wouldn't play that
>>529418524https://store.steampowered.com/app/3655150/NEKOPARA_After/
>>529419027played the first one and it was boring as shit
file
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great cheevos tho
hope we get stuff like this for 2.1
GB
md5: 4547358d48192f66cf19962cab9d3ef1
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>>529414984Was the door a gunbuster door, I think i recall the one your talking about?
>>529409986>Going for walkers immediatelyBrave
>>529394371Yeah, probably to avoid players making perfect rectangles all the time too. I agree it's a pain for me because I like space bricks, but I can see how organic metallic tumors from outer space look more interesting.
I guess you still can make aligned engines but it will always be suboptimal for fuel and space.
>>529419027Are the nekopara VNs actually good? Been in a mood for a fluffy feels good lovey dovey story lately
>>529403650Yeah, you have to make an upgrade planner
>>529418524Oxygen Not Included is 70% off, at $7.50
Timberborn, Captain Of Industry, and Satisfactory are all 30% off, at about $25
The original Cities Skylines is 70% off, at $9
Kerbal Space Program is 90% off, at only $4
If you're in this general looking for game recommendations, any of these will be good for you
>>529421919Oxygen not included? Isn't that just stardew valley
>>529416203Opinionated autism paragraphs about things I like are half the fun of 4chan for me. Also I love how it's not immediately apparent if someone is a normal enjoyer or clinically insane.
I'd just recommend both kerbal engineer and trajectories because they should be vanilla imo.
>>529409986Tired spidertron is tired
>>529422691bait or genuine idiocy
>>529418070The kirkmacdonald one works but is pure CBT to use. It was faster to make my own in calc.
>>529418524I'm going to buy flyout and enjineer I think
>>529418524Factorio is on a great 0% deal
>>529422762It looks closer to amogus than factorio
>>529421491I ave no idea. I was just shit posting. Only VNs I've played are Saya no Uta and Fate/Stay Night way back in the day.
>>529423465>amogus look>amogus physics>millenial/reddit humoroh no
>>529423465It's Dorf Fort but with the grineer.
>>529420290>>529422718I'm trying my best but I don't understand what 80% of the joints do. I had assumed that a ball joint was what I wanted but it's not configurable, so I don't understand it's use.
I also have no idea how legs even work. I barely know a human's do. But at least it stands now.
>>529429083https://www.youtube.com/watch?v=nWqLXGhep-M
>>529429083https://store.steampowered.com/app/1543380/I_Fetch_Rocks/
>>529430471>Approximately how long will this game be in Early Access?>โWe estimate a 1 year development cycle to move the game out of early access and into release.โ >Note: The last update made by the developers was over 14 months ago. The information and timeline described by the developers here may no longer be up to date.
>>529415586>>529422718I COMPLETELY forgot to mention Trajectories. It's such an absolutely essential mod for me that I literally "forgot" to mention it. Like when you forget the combination to your combo lock gun to your head you'd die but your fingers know the password.
Trajectories IS a must install. It offers the ONLY real way to get an accurate landing estimate on atmospheric bodies without hand calculating your relative surface velocity with respect to the rotational period of the body, your inclination, and your orbital speed (before we even mention the variable atmosphere densities). Idk about you but hand-rolling my own math has never fucking appealed to me when it's "for math purpose's sake". Like when you wanna know what transfer angle to use in a new solar system and instead of someone telling you the first principle heuristics for how to figure it out, something like "inclination changes are cheaper the lower your relative speed, like at apoapsis [because the amount of energy you need to add to the system, which is a equivalent to a vector math system, to change your inclination is directly proportional to the amount of velocity you have; the greater your existing velocity the greater the change required to modify it by some amount, and your delta v is a fixed number) they say some FUCKING SHIT like "well you see here, if theta tangent alpha foxtrot is our transfer angle, here's something equivalent to the quadratic equation to solve for it. No I won't tell you how it's derived either, because to me, Math is self justifying explanatory proof! Wait, why are you walking away?" It's like Linux people holy fuck. They can't see that they're just really into something most people aren't, which is perfectly okay, but they lack the self awareness to realize it's a character trait and therefore it's everyone elses problem for some reason.
To clarify, yes. I would enjoy hand-calculating numerical integration for an N body trip from Kerbin-Mun [...]
I have created a machine that breaks it's own legs by walking.
It's a funny contraption.
Server now has fully automated logistics bots, construction bots and roboports. How robust the supply is... well lets not talk about that. I spent couple hours reworking zinc, nickle and chromium for boosted supply but something may still be wrong as soon as the lines clear. Someone also had cut the aluminum gas line so that was out for a while.
Lots of good upgrades on the server today.
>>529432027[...] so I don't hate math at all. But the idea that I..."just have" to guess because the only alternative these people propose for something like this is purely math encoded (and not conceptual encoded) is braindead.
That's why Trajectories is amazing. The planet rotates underneath you? No problem g, enable "body complete" or "fixed body" or whatever and it shows you your landing point *accounting for the planet's rotation*. It also completely solves the density gradient problem, providing an accurate prediction provided you can keep your craft oriented as it asked (it defaults to prograde entry, and you can switch to a bunch of different orientations like retrograde, but it's only as accurate as you can keep your craft oriented).
So, it not only helps you on airless bodies by giving you a rotationally fixed landing prediction (and by default the in-game view is off so it doesn't feel like cheating like Mechjeb's visualization does), but even on atmospheric bodies, including ones from planet packs you haven't added yet. You can larp it up a bit by pretending you need a "satellite in polar orbit" before using it in the Map view if you'd like, too.
It's less accurate with FAR (common atmospheric modification mod, overrated due to realism glazing but it's ass in that metric, it's just slightly more realistic), but still relevant and very helpful for guesstimation
I can accurately land my SSTOs at non-equatorial locations EVERY TIME whenever I want with Trajectories. Without it I may have never actually enjoyed any of the math guesstimation work and quicksaving-quickloading for hours required to get entry parameters to make my highly inclined "Cape Canaveral if it was in the southern hemisphere" landing spot on Laythe with a good runway to build my MKS base at.
Now no matter how fucking horrific I do a Laythe Injection to force a rendezvous with Laythe in time before my Kerbals CEASE from life support, I can land every time. Thank you based TRAJ mod