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>>531374673This thread is dedicated to Factorio, all other games are not actually /egg/ (note: Factorio is not /egg/)
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>>531746794 (OP)Waiter, another serving of spaghetti. Extra meatballs.
>>531746794 (OP)>Games that are not /egg/:>>MinecraftWhat if I have some eggtastic mods on it?
>>531747242modded minecraft can actually be pretty /egg/, but you can't post it here because there's already a thread for it
>>>/vg/mmcg
>>531742613Weird. I'm assuming the patch still has oil? Can you manually tell a truck to pathfind there with no issues? Is the one that can't be built copy pasted, if so try building it directly from the hotbar. I'm assuming you also checked the oil patch size and it's not outside of it?
>>531742613>>531747427Oops you already tried manually so nvm that.
Tested in my own save and there doesn't seem to be a limit. It's probably a priority issue if there's enough construction parts. Also make sure the construction part depot is set to allow trucks to take out of it.
>>531747427Seems like the limit is just six. I deconstructed one and they immediately constructed the one I had there. Tried to make another new one and they did nothing until I deconstructed one once again.
>>531748542That's super bizarre. Which map and node? It sounds like a bug because I've never run into that before.
>>531748517>>531748671that's strange. The priority was set to Urgent, the highest tier, and they were building everything else fine so they could definitely access construction parts.
The map is just New Haven, the starter map? It's the first oil node you have access to and I just unlocked Advanced Diesel, so I was going to set up a quick build of that off to the side of my existing simple diesel build while I go get one of the world map oil nodes up and running.
Damn I love Satisfactory but I prefer Factorio's production philosophy. But vertical building is so fun
>>531749064>>531748517Huh... strange. I plopped down a kiln just next to the oil field, just to double check that they could indeed access the parts.
They built it. Then they built the oil pump. Now they're building as many oil pumps as I plop down.
Idk. Seems to be working now, so I'll ignore it unless it happens again.
>Recommended For You
>TIS-100
I know I'm autistic, Steam, but I'm not *that* autistic.
>>531746794 (OP)Put the list of games back in
Factorio's multiplayer is genuinely well-made and has the potential to become big
Shame it never took off
>>531756415How do you figure?
Factorio should add a planet that is all about fighting enemies that keep getting stronger as you progress through the planet so you have something to test all your new weapons on
>>531756958Isn't that literally Castra?
>>531756915Imagine massive 50-100 players PvP matches in Factorio
>>531757338I struggle to imagine serious PVP actually being particularly fun honestly, seems like the second nukes are on the field it's just going to be chaos.
>>531757338>>531758824I think a lot of the issues with factorio PVP could be averted with scale, but some just can't be gotten around. If you can outrange them, you win.
>>531759609Yeah at the very basic level, it will most likely eventually just be some kind of no man's land between the artillery perimeters. Nevermind if you get to Spidertrons and it just becomes "well who has more" really.
>>531756958isn't that literally Nauvis?
>>531759609>>531759862did you guys watch dosh's factorio pvp video?
cars, grenades, and turret creep are all very powerful, and pretty much nothing can stop a tank.
So this is how you do splits in this game? The smelter keeps stopping, is the sorter slower than the smelter? Do I need to put multiple outs from the smelter and converge them on the belt? I'm currently starting by building a small storage for every base building type. I guess I'm gonna start with a copper / iron bus.
>>531747242there is no underground gr/egg/road
do not look for the underground gr/egg/road
>>531749126How do their production philosophies differ?
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why didn't you faggots tell me?
>>531760364Nauvis biters are too weak
>level 1: just dump copper into an assembler lol
>level 2: just produce 3 things and feed them into assemblers lol
>level 3: you need an oil refiner and factory producing 3 different products. Those 3 different products are precisely put into assembly lines to make sulfur and chips which are put into assemblers. Also you need to quadruple your iron production and triple your smelting. Also don't stop making the stuff from level 1 and 2. Also don't spaghetti out now when you've come so far.
Good Science, now THIS is a difficulty spike.
>>531761246That's still fucking nothing
In Factorio do biters specifically target my turrents if they're launching an attack?
So let's say I just put a bunch of turrets at my mining area, will they rush to that or is it a sort of 'your pollution that's all the way on the otherside is what pissed them off so they avoid your turrets. Assuming no walls are built
>>531762707Yes, you can even use inactive turrets as bait
>>531762852You're shitting me, right?
So why the fuck do people build walls, 100+ row of turrets all around their base
I will 'autism' as an answer
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>>531760987NTA
the problem with games that are not super optimized like factorio is that their production narrows down more down the chains, you take three items to make one, take five of those to make one of the next one
as the game goes on you need to build LESS of a factory because 500 steel pipes get compressed into 1 slooped + overclocked manufacturer's worth of inputs for propulsion engines
the requirements are also extremely low, to the point a lot of the time you're just wasting your time automating something instead of slapping a bunch of machines and hand feeding them/feeding them from a storage container
containers themselves go from almost useless early on to being WAY too big, they store so much you can just disconnect the production of whatever they're making once you've filled a chest because that's enough for the rest of the game
>>531763064Compare the price of a wall and the price of a turret
>>531763754I meant that if, for example, you put up just 20 turrets by your base since the biters target those first, why the fuck do people build huge walls and turret sections around the whole base when you can have a small but usable set of turrets that biters always target
>>531763884are you serious? on an unrelated note, you know when you pay something with a credit card you eventually have to pay it back, right?
>>531749126One day a game will combine the best elements of both. But that's still a ways off yet.
>>531763884They prioritize turrets first, but they're not gonna ignore your entire base to attack 20 turrets on the other side of the map
>>531764316What?
An anon said the biters always go for the turrets over anything else so why the fuck do you build walls and shit around the entire base
I don't know if it's factorio that ruined the brain of my generation but I keep seeing people my age oppose ammunition and military factories under the idea that we can seize and convert existing factories to make ammunitions and weapons in the case of an emergency. Like, they seem to think factories are literally factorio's assemblers where you can just switch a setting on the yogurt machine to turn it into a ballistic machine.
>>531764602Well that explains it so you do need a full walled off turrted base
>>531764629Maybe confused with how factories operated during wartime when industrial ones were convereted to militay sometimes
>>531764612>so why the fuck do you build walls and shit around the entire baseBecause Walls make the turrets not die instantly?
>>531764612the turrets will eventually die
and when they do the biters will move onto attacking your base
>>531764629try explaining to someone buying tanks you don't need and just decomissioning them or letting them sit in a giant parking doing nothing is actually a good thing because in a war you don't need just tanks you need to capacity to make tanks, you will see their head exploding
>>531764905I think the anon wants to know:
>why bother setting up defenses, when you can lumb all turrets together and create a killboxand the answer is: biters won't go for your turrets from unlimited range. When there is a turret next to an assembler, they will attack the turret first, but if the assembler is at spot A, and the turret is at spot B, two miles away, they will happily eat your assembler.
Hence: you build walls, (often multiple layers) and place turrets behind those walls, to make sure any angle from which biters could come is covered.
>>531760759Don't remember anymore but I think you can just branch off the belt like you would in COI. Click somewhere on the belt then go in 90 degrees.
>>531762707In Factorio biters specifically target polluting entities. But when going to that entity they will attack any military buildings in the way first.
>>531761246Used to be the refinery made three fluids from one recipe, and you had to store or burn the other two until you researched more.
Should I add Rampant to my Krastorio 2 run?
rush
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>I gimped myself heavily for no reason and all I got was this lousy achievementSeriously this was retarded. Not having access to tier 3 assemblers for ~20 H, especially on a platform, is pain
>>531740521>Should I set up all the basic sciences at Vulcanus and import them to NauvisThat's a terrible idea. On nauvis you've got patches of copper and iron, coal and oil. You can expand and get more of everything with relative ease, especially after vulcanus. On vulcanus you have infinite copper and iron, but no oil, and a very limited amount of coal. At best, you can double your coal patch with big miners, but you're going to burn through the stuff for plastic, which is needed for reds, rocket fuel etc etc etc, coal is required by the bucketful
Not to mention all resources are literally infinite in spage by the time you unlock the gleban asteroid reprocessing tech
You wanna stop mining for iron and copper nauvis for some reason? Big ass platform.
No real reason to do so, but hey, it's possible.
Kind of silly though.
>>531766032If you have higher range turrets from mods or quality, you can skip the all encompasing cuckbox for a series of pillboxes spaced just far enough to reliably draw aggro.
It's not really better, you have to surround a pillbox from all sides so the material cost is probably higher than a full wall, and they either have to be supplied by bots or an exposed belt. It's kinda fun to look at, at least.
>>531760745Nope, I was just spitballing. I've played a little coop but not as much as I'd like. I just don't feel like it's all that well constructed for a PVP game.
>>531767674it's kinda gay that the biolabs being nauvis only forces you to have nauvis as your main base. The other planets just end up like any other resource patch you bring a train to and plug into your base.
>>531765524Luckily almost everyone here understand that "si vis pacem, para bellum" is a very real thing and we can't count on our allies to protect us... Too bad that 1/3 of our population are self-identified "russian simps".
Do I have that correct, that in Dyson Sphere Program you create "science" or, "electronmagnetic matrix" in a matrix lab, and then you need to take it out of the matrix lab and into another matrix lab to actually research?
>>531764629>I keep seeing people my age oppose ammunition and military factories under the idea that we can seize and convert existing factories to make ammunitions and weapons in the case of an emergency.Have you ever read up on Britain's small arms manufacturing in WW2?
>>531768069There'd be no reason to stay on Nauvis otherwise. It's almost as high-maintenance as Gleba because of biters, and the only other payoff is uranium.
>>531770053yeah
also you can stack labs on top of each other
>>531771298>uraniumI don't know what the fuck they were thinking with having it be utterly invalidated by later tech. I honestly think it, or a nuclear fuel cell, should have been a requirement for fusion cells or fusion reactors or something. I don't know. Literally anything to make uranium truly matter rather than just being useful for an intermediate power source and some barely-useful weapons.
why can't i make nutrient out of wood
>>531764629To an extent, the conversion is possible for assembly lines, like automobile to tanks.
The issue is that most countries don't have enough factories to convert in the first place, and most industries rely on global supply chains that could probably be cut off easily.
If a world war breaks out, there will probably be some crazy scrambling by every country to get manufacturing working properly domestically.
>>531770917Thanks,
>>531771590Oh shit, judging by the fact that the second story does not have an input I assume it just doubles my input/output?
>>531771740that's how it was in Angel's, or COI
use tritium from the fission reaction as fusion fuel
uranium bullets are actually great when used in turrets, but they're a huge pain to ship off planet because they want to force you into making bullets in space.
>>531770787This was so expensive that the entire empire fell and they only repaid their debt in the last decade or so.
>>531772626Uranium bullets definitely do loads of damage, but you never really need them for shit. Just like nuclear bombs. Yeah they shred things, but you can just set up laser turrets and flamethrowers until you get artillery cannons, so it's pretty much just a waste.
>>531772370each lab's processing is tracked separately but yeah basically
>>531772773There were a lot more reasons than just pumping out Sten guns for that. I'm not saying it's the best way, it's better to have domestic arms manufacturing running as an industry permanently for myriad reasons (and Britain did have a small arms industry then too) but we've got multiple nations in the last 100 years that went "oh FUCK we need a gorillion guns yesterday" and did it.
this is what it took to make SA enjoyable
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what the fuck am I looking at
>>531771661fuck I recently heard someone making a really good counter argument but I forgot what it was
>>531760759>So this is how you do splits in this game?No, there's a splitter you unlock pretty early.
>is the sorter slower than the smelter? It's worth it to look very carefully at the sorter cycle speed value and what those units at the end mean, because their mechanics are not at all 1:1 with Factorio inserters.
>>531775342CoI raised in price. That's only okay for games I already own
>>531771298nauvis has the advantage in building space over any other planet, not that you need a large factory to beat spage. Making uranium more useful is a decent start but nauvis needs some kind of unique advantage.
What's worth getting on the sale?
>>531771661I mean, everything is a bus, anyhow. You can't get around the fact that you have resources at A, B, and C, and you need to make an item at D, in Dyson Sphere Program if you wanted, you could put a smelter on the left, a crafter to the right of it, and then run a belt from the smelter, all the way around the planet till it enters the crafter from the right. Hell, you could make it round the planet multiple times at different heights if you feel like it.
A main bus is little more than organizing where you do what in clear categories, that's it. Hell, you can even make a main bus more autistic and less "optimized" by busing components that do not need a bus, that will end up needing half a dozen conveyor belts or more. The Idea that a bus is "optimizing out the fun" when you can go just as spaghetti with a bus is nonsense.
>>531771661I thought Sid Meier said that
>>531775579this happens with most early access games
>>531760759The way you have those set up makes the travel time longer. Instead of loading from the end have the belt go alongside the assembler. That should make the back and forth much faster and load faster. Early on some recipes might need more than 1 to keep up.
>>531740047Yes, they are fairly mild with the default settings and unlock powerful buffs for you later when you deal with them.
>>531741321Yes but actually no. There's actually limited amount of resources unlike factorio since there's only set number of systems and that's all you ever get and you can mine them out unlike satisfactory where there are limited nodes but the nodes are infinite (though you can set them to infinite if you like) but the mining prod research is exponential which means there's effectively infinite resources. You will likely run out on the starter planet and maybe the starter system but the other ones have much more substantial reserves and the mining prod kicks in by then. It's actually my favorite mineral system out of the 3.
>>531760759Sorters have a speed based on how far they have to move, if you need to move a lot of something put it closer to the machine. You could have the belt closer to the smelter in this case for instance and it would feed it faster.
>>531763123i spent 2 hours on phase 1
i spent 10 hour on phase 2
i spent 6 hours
i spent 100 hours on satisfactory phase 4
i spent 1 hour on phase 5
a single of each phase 5 machine, a crate of the previous phases end product, and a nearby sam site will literally finish off the game, and leave a bad taste in your mouth, because after that, theres nothing else to do.
>>531775038Thanks anon. After I was told the labs stack, this was a gamechanger, because it seems to work as belts as well, (albeit fiddly as fuck).
>>531777176Like:
^
|
|->[Assembler]
|
instead of my current
------ ->[Assembler]?
That makes a difference? Wouldn't that become a hassle with assemblers that need multiple inputs?
>>531778270I noticed the distance thing,Oh, I guess when the previous anon talked about "alongside" he meant "make the belt longer so it reaches the building", not: "having it go vertical towards the building instead of horizontal along is bad".
>>531779090It's funny that they forgot to finish the game. They hyped up the epic story for years and the SECRET uses for SAM just to drop it all at the last moment and put in some ai generated gibberish.
>>531776087A "main bus" as it's usually criticized means having all your primary resources running in parallel lines together. You have a single line running iron+copper+coal+stone (and optionally more) through the entire base, and when you need to produce something new you just branch off the requires resources and keep the bus going straight. Instead of having to come up with creative logistics you just have access to all resources everywhere, the only cost is having a narrow elongated base.
>>531776026The answer is only ever Factorio
>>531779296Is that the closest your belt can get? It looks weird.
Are you building north/south or east to west? Don't build towards the poles if you value symmetry. The thick lines represent crossing a boundary into a differnt zone with different building layouts.
>>531779296for multiple inputs you end up with
|--->[Ass]
| |-> [emb]
| | |>[eler]
like factorio long inserters you make the longer ones the resource you need less of.
>>531779691But I already have Factorio
>>531779907you got any mates? they could use factorio.
>>531779907Then why do you need other games?
>>531776026Dyson sphere program and Captain of industry are both great and good value too.
>>531779759Anon your ass is not an input.
>>531779739I'm building along the equator I believe. I noticed the symmetry issue because I branched my wind farm off in another direction to be out of the way and quickly the grid fucked me in terms of aesthethics.
>looks weird.Is it because the lack of support beams creates a kind of optical illusion where the belts look like they're next to each other? Or do you mean the first two assemblers? Because yeah those have kinda long inserters for no reason, but they're alos just producing 2 stacks of belts and then go idle, so they're not super high priority for me right now.
>>531779296You're thinking like Satisfactory. Instead place your assembler right next to a belt with its edge parallel, insert items from it directly. Up to 3 belts per side, and keep them all ground level.
Also when you want to split a belt just do a T-section, no need to use an inserter for it.
>export solid fuel gained from scrap on fulgora to nauvis and burn them in heating towers to lighten the load on the nuclear setup
>>531782475Sorry I have brain damage, can you provide an example screenshot?
>>531769434Once Bobsangels updates, supposedly. Dev said on discord it's been blocked on that because it depends on them for the graphics. Can't wait.
>>531746794 (OP)What is this bullshit? Generals should have games in the OP.
>>531785076Says fucking who
>>531782953surely you can find a less efficient way of generating some bonus power on nauvis
>>531785587i import farms from gleba, and run HUGE rows of tree farms, then burn the wood.
it works great, because while the trees are growing they suck up pollution, so as long as my circuit timers work well they're net 0 on pollution.
the tree farm is about 3x the size of my base though, and has taken up all the good real estate, so im stuck building in a desert.
>>531785076He should remove all the retarded links next
>>531785435People searching for games but don't know which general they're in for starters
>>531787758guess you'll just have to read the OP title and make an educated guess
>>531787758You failed the IQ test for playing this kind of game.
>>531787973Nobody is gonna trawl through all 200 OPs on /vg/ without even knowing what to look for. Just add the games back to the OP, there's no reason to remove them.
I'm assuming with trains in Factorio, the best way is to just take trains filled with the ore to a bigger area that has the smelters in it?
>>531788863i like to scroll the catalogue for /egg/ its a fun game to see if i can spot it by the OP picture, then i just ctrl+f /egg/ if i cant find it.
>>531789090Not necessarily. Plates stack higher than ores, so you'll get more throughput initially by smelting on site. Of course, you'll need iron ore and stone in the same place to make concrete.
OTOH, SA gives you smelting options that completely change the production efficiency game.
It can be handy to have everything centralized, so you expand your smelter stacks to meet your demand, then scale mining until your smelters are saturated. If you smelt at the mine, you might end up with more variable metal production.
>>531789090nah nah nah, you make a long train, as long as the train network, and each wagon is a different ingredient, and it just spins until the thing you need shows up at your single assembler, which you control via circuits to make the item you need.
>>531789703I'm nowhere near space yet, just starting on blue science and looking at actually using trains since I get bored wit hhow long belts take by this time and normally give up
Getting the ore to a smelting area means I get the ore faster since I'd have to start automating electric furnaces to build them to smelt on site before training it down to the mall
>>531788863>OP Titleif you can't maybe assume what games are in the engineering games general you shouldn't be in the engineering games general
>>531783492don't feel like reinstalling the game, but I found a screenshot online
https://i.ytimg.com/vi/muY9k-cQ8wo/hq720.jpg?sqp=-oaymwEhCK4FEIIDSFryq4qpAxMIARUAAAAAGAElAADIQj0AgKJD&rs=AOn4CLA3FuFV13-QqpTw7RuzCslVSgXpsA
>>531790160Well, you'll need to automate it anyway at some point. However, if you need more ore to keep things ticking over at decent rates, do that.
It's fairly simple to update your factory logistics to deal with plates instead of ores later on. Just a slightly different belt route.
>>531790181The point is that nobody is gonna even see the thread title because that's not how people look for threads on /vg/. Why are we changing the OP in the first place?
>>531791046And using the long sorter isn't a detriment? I was under the impression that travel time plays a role.
>>531794134spaghetti bread
>>531794134we spent a while in the last thread shitposting about it
>>531794134That's how I look for threads on /vg/.
>>531790160It's not worth making smelters at every mine, just ship the ore into one big smelting area. Later on you will want to ship the ore anyway because you get smelters that are way better but require an extra resource that you don't want to be distributing to every smelter stack at your mines
is there a mod that turns the biters and their homes into racist caricatures of native tribesmen?
bonus points for making the engineer a conquistador or redcoat
how do I enforce full truck load desliveries in CoI?
I have the source warehouse, and the destination warehouse. if it's a low flow product my trucks waste time doing half a truck of deliveries over and over every time the destination has any room at all and the source gets full.
space
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aww come on man
>>531801809Fill your holes
>>531801809you deserve it for having such a goofy setup
>>531801938I slammed down the belt just as I saw this happen, too late. had to snap the screenshot before they disappeared so no time to fix holes.
>>531803817space science is LITERALLY limitless and free as soon as you setup a satellite.
im dumping hundreds of them each minute because i want to keep my ice flowing for calcite, and im too lazy to make a proper circuit to cycle just the ice.
>>531807207ive got a wonderful calcite and science satellite but also my 3 science runners passively produce and store thousands each which act as a booster if needed when they return. I need to find a better solution to passive asteroid throughput on nauvis though because its catching up to me and making my + shaped long ass arms isnt scaling well
>>531807603give it a little engine and putter between fulgora and nauvis, you can give it an interupt to return to nauvis once its empty on fluids, or full on calcite, wait 10 minutes to dump, then go out again, works well.
>>531807603>I need to find a better solution to passive asteroid throughput on nauvisIt's called making a ship
>>531807603>>531807858you can also just send up another one, wube doesn't want you to know, but space platforms around nauvis are free, you can just make them, i have 230 satelites generating calcite in nauvis orbit right now.
I'm starting a playthrough with planet mods, since I want to see how they are.
I've installed Cerys, Maraxsis, and Moshine - are there any others that are good (assuming these are good)?
>>531801756Click the vehicle icon on the top of the screen I believe. There's an option for only full loads. They'll still deliver partial loads for construction projects but not for warehouse deliveries.
>needing to move nuclear waste to new location
>workers stop dropping like flies
oops
C'monnnn did they really need to lock big power poles behind Logistics Science in Py?
>>531820067you will cover your entire factory in medium pole webs and you will like it
and also run pipelines across miles and miles because you need water for everything
god pumpjacks are nice
>>531821772>and also run pipelines across miles and miles because you need water for everythingI mean I already got a taste of that with mining fluid
My first titanium patch was VERY far away
>>531822375i hope you're producing a lot of acetylene
you're gonna need it
>>531822479I got a lot of coke. Honestly my biggest problem right now is steam. Even with all my fish windmills. Honestly I can do with the occasional brownout the real problem is the pitch backup because I often don't have enough steam to crack at full speed
Oil Burners needing Intermetallics is irritating because even after I research them I'm going to need to set up an Antimony mine and processing center and a stupid Nexelit mine
>>531823368>Burn the cokeI'm probably going to have to bite the bullet set up a whole extra ash-processing center since my current one that eats 8 belts is nearly at maximum
https://mods.factorio.com/mod/GasWorks
Found a use for cerys' methane.
>>531824582this had a 50/50 chance of being fart fetish stuff
>>531824653Why are you like this?
>>531823654You really don't need to process ash, just chuck it into boxes or if you prefer void it. There's few good uses for it but if you run out it's very easy to make more by just chucking raw coal into boilers and voiding the steam.
>>531824904>chucking raw coal into boilers and voiding the steam.Forget about that, the moment you get coal power plants and feed them raw coal you're gonna get *all* the ash you will ever need.
>>531767538Yes, and make sure you turn on the elemental biters as well.
>>531825076The implication is that you are voiding that ash because it's a steady stream for power purposes and can vary in output due to power consumption. No reason to put down an expensive powerplant when you can just plop down boilers if you need to generate ash specifically.
>>531825226>No reason to put down an expensive powerplantExpensive power plant?
A fucking coal powerplant? Why, because of mechanical parts? Is that why you call expensive? That shit is peanuts.
You're going to use like 10 of them by logistics for power, the ash is the byproduct
>>531823368the nexelit mine is honestly not that bad given how much you'll actually need. making the diggers is annoying but the meat and guts you pull from bugs as a byproduct of rubber will be more than plenty
>>531823654like he said just toss that shit in a warehouse (are they default to py? can't actually remember) and gun it down if you need to
once you get filtration it's super easy to set up ash disposal anywhere. i guess it is before too but i don't really like just flarestacking shit
>>531823368>Even with all my fish windmillsif you're hurting for power have you set up on the geothermal nodes you can find? they're pretty good as a temp measure
>averaging 3.5k total science bottles per minute easily everywhere else
>fulgora is 90 per min
am I just retarded or does this shit suck to make
>>531812870Now if only this worked for larger trucks too
>>531826905Just tar processing into tailings then evaporation gives you more than enough nexelit. Don't even have to bother with animals.
>>531832298>Just tar processing into tailings then evaporation gives you more than enough nexelit.Ah yes, I do love having all my alloys completely starved for nexelit plates because I thought voiding tar was the way.
>>531832918I mean, the description calls it "green gold" and you have a cheap storage that goes up to 1mil units each.
>>531833441How deep are you into py, my son.
>>531833504Third science pack. Out of what, 8? Right now I'm short on bones and starting oil sand, not even sure what it's for yet other than more burnable fluid.
>>531827195nta but I haven't found a single one driving around for half an hour. Reminds me of early vanilla oil.
>>531823368Coal richness is crazy high by default, my starter patch was 30mil and there should be a bunch more lying around. So you can always add more burners until you get to tidal power or better turbines. Accumulator tech comes pretty early, but storage tanks for steam are way cheaper for the same effect.
Any idea why Py's smelters are so awful compared to the basic stone furnace? Fluid burning one has 30x higher fuel usage and only 2x speed, electric one is a fucking 6 by 6 box with 6x higher power usage and still crafts at 1x speed.
>>531762647This is the reason why I stopped my Space Age play through.
I was planning on setting up an endgame build and going into megabasing, but if the meta for legendary quality is going to end up doing a full 180 it's going to have such a profound trickle down effect on how you have to build everything that I'm just not going to bother until it's there, along with all the other nerfs and balance tuning to be able to figure out what's-what.
what's the point of planting trees if they're gonna die and look like shit anyway?
>>531774940Game designers use Meier's quote on 'optimizing the fun out of the game' out of context as a cope and justification for locking the game down to what they believe the players of their game should be experiencing as 'the fun.' Precisely in those type of games it's generally the case that the actual players consider 'the fun' to be beating the rules of the game and finding the workarounds to beat the inane game mechanics that its designers put in place to constrain the player into experiencing what they falsely believed to be 'the fun.'
Meier's quote about optimizing the fun out of the game was about repeat-plays of head-to-head multiplayer simulation games, which become incredibly bland if there are only one or two optimal strategies -- because in those cases everyone will converge on those strategies and you'll always be fighting the same style of opponent.
>>531836017If you put a line of them right behind your wall, they act as a pollution screen, stopping attacks. This way they should also be far enough away from the pollution source to not die.
>>531787090>net 0 on pollutionnegative pollution apparently doesn't slow down evolution at all, it only stops the cloud from spreading
>>531776189I think he said it as well, earlier than Johnson.
In the context of Civilization and in general competitive grand simulation games. Basically; that quote is an attack on poor game design that blatantly favors one or two winning strategies. And in a wider sense, it's an attack on any game design that allows for the existence of 'the meta.'
>>531836547once you reach the stage you can unlock tree planting, pollution is no longer an issue
the whole point is decorations
>>531837508which mod, I guess
krastorio has them very early
>>531835720>cons>cumbersome and power hungry>pros>no cummiesit's worth it if you ask me
I only did one run of space age but desu I can't imagine anyone playing through it without using circuits. I suppose there are logistical solutions to everything but I sure as hell don't want to figure them out.
>>531835720Differences have to be large for the "worse" ones to make any sense. Electric one can go anywhere but it's the worst one when you unlock it. Stone one is easiest to use if you have fuel lines around (which you should) but makes ash. Fluid one is ash free and fast but uses lot of energy. If you shrink the gap then one or more of those become instantly obsolete. If the electric one was faster it would just be better than the rest etc. Personally I just use the electric ones because scaling power somewhere else is almost always easier than bringing an extra ingredient to where ever I'm making a build but that's just preference, the fluid one especially is pretty strong contender for similar reason (mass produce power fluid somewhere else and then just hook them up to the distribution network). PY is a mod that at least tries to make various alternative ways to play, it doesn't always succeed but it still tries with things like this.
>>531836336>Meier's quote about optimizing the fun out of the game was about repeat-plays of head-to-head multiplayer simulation gamesIt's quite literally about single player games, where given the option players will choose a boring strategy that works slightly better over interesting one, even though there's no real incentive to do so. People are just retarded like that.
>>531836761>And in a wider sense, it's an attack on any game design that allows for the existence of 'the meta.'No it's not, it's exactly the opposite, it's an attack on players and how devs have to protect them from themselves. People come up with mathematically best solutions even in single player games. All games have by definition meta, that's unavoidable. What game designers need to do is make sure that the most interesting way to play aligns with the best way to play, not to make sure that there are multiple strategies.
>>531840784this anon gets it
especially when time is concerned
it sucks when the optimal strategy is slow and tedious, because there's no real incentive to speed up
this is very noticeable in turn-based games, where time is usually an infinite resource
>>531840784>People are just retarded like that.That's not retardation, it's perfectly reasonable, you get a better output with less risks, but it takes more and it's boring. Blame evolution.
>>531848858It's not perfectly reasonable to play a game you play for fun in a way that leads you to having less fun. That's classic irrational behavior. Sure it's evolved behavior but so what.
>>531849589>It's not perfectly reasonableDefine reasonable.
>>531840784>People come up with mathematically best solutions even in single player games. All games have by definition meta, that's unavoidable.This is only true once you broaden the definition of strategy to Nash's mixed strategies, which are probabilistic combinations of fixed strategies. Mixed strategies are inherently difficult for people to execute, because generating random numbers is very hard for human brains, so colloquially, when people talk about video game strategies, they usually refer to fixed strategies. When people say that "there are multiple viable strategies", what they mean is that the Nash equilibrium does not lie on a fixed strategy, not that there isn't a Nash equilibrium.
>>531828141make a blueprint that you can slap on a scrap patch and all it does is make science and fuel a rocket silo
haven't tried it, but i imagine this would be and easy and scalable solution
>>531853962You can use trains, ship the packs to a centralized silo. But the main issue on Fulgora is space, most islands are tiny and you can't landfill without Aquilo tech. I would rather centralize stuff on one larger island, around a bunch of quality speed beacons.
how is kaizen?
i played the demo and it felt kinda uninspired, but also it doesn't really give you much feel for the game
can you skip the narrative sections? i really don't give a shit about their generic, predictable writing
the calistenics bit actually made me irrationally angry
also it is weird because I actually enjoyed eliza
it just seemed like a worse version of opus magnum or that other alchemy game
maybe I should just play those, i haven't yet
>>531828141Legitimately just start trashing more and more of the scrap. All you want is holmium ore, which is 1% of every bit of scrap you mine. To properly expand on Fulgora you just need to start unironically recyler loop trashing everything except Holmium from multiple patches.
>>531856032I ended up with too much holmium when trying to roll max quality quality modules.
>>531763123>Well binned propulsion enginesI know that microchip manufacturing was almost a direct inspiration for quality but the idea of getting LDS 5090 Ti is making me lose it.
>>531836017Trees are a lot like women. They get old and ugly, the solution is to regularly replace them with fresh, young trees.
>>531864448She was a sapling you sick fuck
What would be an elegant solution to encourage decentralized production?
Currently you build a base and just expand it over time. There's little reason to build a separate factory for say blue chips that you deliver materials to and then ship the finished product from, it's much better to just have one factory you plug resources into that makes everything.
>city block
you still put each block as close to the others as possible, it's still a big factory again just with trains instead of belts/bots.
Maybe something like a wide area beacon with an even wider exclusion zone?
>>531864876>What would be an elegant solution to encourage decentralized production?City blocks are popular enough as is
>>531864854You went for the cheap sapling joke instead of some esoteric incest vehicle referencing using seeds from the old trees to plant new ones. Poor form desu. You're slipping.
>>531864876Fulgora encourages that with islands. It is far cheaper to build a train to a new virgin island than expand an island.
Another idea, the factories could lower production rates based on pollution. Like 100% production up to 30% pollution, and gradually drop to 0% production at 100% pollution.
>>531865452Are you saying he went for a low hanging fruit?
>>531866505Another (joke) idea like that. The factories could reduce output quality based on pollution. It could use this mod someone posted https://mods.factorio.com/mod/Inverted-Quality
>>531866505I don't think I want decentralization, because the challenges that encourage decentralization on Fulgora are irritating, and I would rather just find a large enough island to build on, rather than develop 5 or 6 islands to handle different production lines.
I guess I'm just a pasta appreciator.
>>531864876It's not an elegant simple idea but I think encouraging the manufacturing of certain things in space. The ideal for me would be "extract core resources from each planet, ship certain elements up to space manufacturing, end products get shipped back down and to other planets to complete production chains" is the way I'd like space age to ultimately work in a vague sense. It's pretty much almost there but there's very little reason to export anything from Nauvis eventually, and there's no need to import anything to any of the planets except Aquilo and Nauvis (apart from Calcite which you need basically nothing of and do almost nothing with), so the full web of interplanetary logistics just isn't there. But it could be with more restrictive placement of higher quality assemblers, is what I guess it boils down to.
What is the horniest egg game?
>>531835720>Fluid burning one has 30x higher fuel usage and only 2x speedwait, that can't be right
yeah i went and checked, fluid is 4x speed. so 7.5x effective energy cost. ashless and a very small footprint at least
just finished satisfactory
holy that ending was SHIT
>>531872456has your journey been good
has it been worthwhile
>>531866674His joke was a cut below the rest.
>Playing DSP first time
>Current tip: Build a turret.
>build a turret
>VO Guide guy: You built a TOURRAT!
lol.
>>531865284anone, you should finish reading a post before replying to it.
>>531868330I think recipe chains where each step requires some radically different environment could be interesting.
This is not quite that, but I had this cute idea of making some AI or bioclang thing and then having to expose it different environments for training data. Like you make it on Aquilo because supercool computing, then you ship it to Nauvis and have it within 32 tiles of a bunch of biters getting mowed down, then you go to Vulcanus to look at the lava etc. Like a space tourism mission from KSP.
Unfortunately it would have to be some linear predetermined path, because otherwise you'd need an exponential number of item variants for which steps of the training it has or has not received. Maybe it could still be interesting if there were multiple types that require different sets of training in different orders, but some of them overlapped so you could design them to share a ride on a ship here or there.
>>531873967Did you mean to ask whether
it has been Satisfactory?
>>531869002we stopped calling it that ages ago, now it's called Vulcrectum.
>>531873967no, at the end I was forcing myself to play because I was bored out of my mind
>>531875309why does the keyboard look ai generated
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let's see what this is about
>>531871797ah okay that makes it less terrible
>>531880756enjoy your inception death spiral
>>531880695It had to be inpainted because cats are too stupid to use a keyboard, duh
>>531855847I enjoyed it, waiting for post-launch puzzles.
re. the bitching about the narrative, you can speedclick through them, I guess. I don't feel like they were a significant amount of my playtime or anything.
>>531864876Reducing the effects of productivity.
Currently, productivity makes transporting raw materials better than finished products. Tipping the balance the other way would encourage building more near resource patches.
13 years old and still relevant
https://www.youtube.com/watch?v=43QJHjDNV58
>>531887901please stop bringing up minors
>>531887901https://www.youtube.com/watch?v=rulElJITIVY
seeing foundries in space just piss me off for some reason
>>531891350Well there's no air to take the heat away, but there's no gravity to make moving the metal easier. You win some you lose some.
>>531892457>no gravity to make moving the metal easierit also wouldn't sit in the cast
>>531893271It would, if you never moved it. There's also surface tension.
Maybe capillary action could be used to move them around.
>>531894132Could use the ship's acceleration instead of gravity. If not for that pesky space friction.
>>531895113>certain recipes require a specific g range to work>you could do them each on an appropriate planet, or...god damnit wube, you fun hating fucks
>>531889712It was a simpler time.
WTF
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Why is the game all of a sudden not letting me set up pumps? I tried on different bodies of water too and it's still being weird like this. Is there like an active pump limit or something I'm unaware of? I have 3 active pumps near my main base.
>>531895743that's strange
you could open a bug report
>>531895743fluids 2.0 claims another victim...
>>531895498If you look closely, the recipe requirement is not gravity, but pressure for some reason.
>>531840307>PY at least tries to make various alternative ways to playYeah it's really cool that so much stuff can be crafted in multiple ways. Still makes you go through the alien shit route first though.
Also I noticed the base ores, iron commer and stone have like 20 times smaller resource piles than "raw" coal and the rest of the ores. I wonder if this is his way of incentivizing those higher tier ore processing chains with borax and shit, or turning bio production into ores.
>factorio
>design machine to make enough of whatever I want that I can stop thinking and just wait for rocket tech
>machine requires a bunch of parts that are time-consuming to produce
>design machine to produce all of those parts from raws and then notify me when there's enough to make a new machine
>realize new machine is basically just a better version of the old machine
>don't want to abandon old machine
>hide from factorio
Addiction beaten?
>>531902431Some things do have a gravity requirement, like cars need at least 1mss. A mod can probably have recipes that check for gravity.
It's not like values are checked dynamically so even if you could alter the surface properties, you'd also need a combinator to set the recipes once the conditions are auspicious for it.
Honestly I thought the maraxsis domes were going to do something like that so you could export surface conditions elsewhere, shame they don't. Also they really should have been coded like factorissimo buildings instead but I digress.
>>531771661Main buses aren't optimal.
>>531912189Optimise here doesn't mean picking the most effective strategy, just the most safe and reliable one. Which is exactly what the main bus is.
Main bus is optimal. It's just not optimising for time and material efficiency, but in ease of use.
Why hasn't anyone made a good horror egg game yet?
I was thinking about that old game Ghost Master from like 2002 or whenever and was like... where is my ghost factory game? Let's turn spooking people into an assembly line process.
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>>531914608Oh boy do I have the movie for you
>>531906727Yes, coal doesn't have force multiplying like the other ores have. Also shit is just not balanced and that's ok.
/ourgirl/ is live!
https://www.youtube.com/watch?v=vXBQ7EA-fPc
>>531912189Technically true, but they're easy
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I am a genius at belt balancing
>>531919606she sounds obese and ugly
>>531914608Isn't Factorio already designed that way?
Does this trick also work with assemblers?
>>531922279only for the item each assembler makes
>>531920757isn't that all vtubers
probably doesn't matter if you'll never meet irl
>>531921894I made Circuit-signal magic machine 1 (CSMM) to win the game for me, but I was too lazy to make a factory for the parts, so I made CSMM 2 as a standalone complement to make the parts for the machine for me.
I realized I could use CSMM 2's design to make a much better version of CSMM 1, but I dun' wanna.
>>531922279Chaining the inputs only works with stuff that doesn't have defined output bins. If it does, then the output inserters only look at those and ignore the input bins.
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are there inner corner ramps?
>>531763123man
I was enjoying my time in early-mid game so far but this kinda kills my interest
at least I'm getting in the right headspace to restart factorio maybe
Asking ChatGPT to identify an /egg/ game.
>>531926170I'm surprised you're allowed to swear at ChatGPT
>>531926170Wrong again. Welp, three strikes and you're out! Thanks for playing, chatgpt.
The problem with having a game as perfectly optimized as factorio is that it becomes much easier to simply make a factorio mod instead of making your own clone. This stunts the genre.
>>531926409Fair enough, and you're right to push back.
The game is actually Space Engineers, a
>>531925634when you feel like quitting, quit
trust me, it doesn't get better, I pushed to the end and regretted it
>>531926281Oh you can go nuts AT chatgpt, but it just refuses to generate anything "questionable" itself. You can fully call it a useless dumb fuck, incapable of doing anything right ever, call it's mother a toaster and a whore, and it will just go: "You're absolutely right! Sorry about the mistake!" and then give you the next wrong answer. Knowing people fall in love with this dumbass chatbot really has me question my faith in humanity, honestly.
>>531926753I'm sure it would have landed on spengies eventually. Not sure if before or after Minecraft.
I agree, people need to fall in love with character cards using ST and claude
>>531919606i don't get it, this isn't the fat cat
>>531895743Can someone actually explain
>>531927786he's using the pipe pump instead of the offshore pump
>>531746794 (OP)Please add the list of games in the next OP, a lot of us search for them
COifellas, how much space do I leave between shit before I have conveyors?
>>531926409Can Akinator guess it?
>>531934484you'll be remaking everything as you need to expand anyway so it doesnt matter
Retard here, back @ you again with a new blog post. Should I not fuck with speed modules at the blue Gatorade tier? I kind or want to try because a lot of these assemblers are slow AF, but I'm scared it's gonna start adding up to lots of electricity and pollution.
>>531936334It's far less power efficient than just adding more assemblers, not to mention those could have efficiency modules in them. But good for places where you cannot simply add more.
>>531936334short answer is not worth
poverty greens are value in miners/smelters and poverty oranges should go in at least your silo, but poverty blues are pretty uninteresting
also be warned you're going to want a lot more red circuit production than that
>>531937817>you're going to want a lot more X productionthat's the whole game in a nutshell
>>531936334I would not worry about modules for now.
I will say, I have never built enough red chip assemblers. Even when I start with 30, they quickly become the bottleneck.
Other than that, your base looks fine. Take in mind blue science also makes slower than red and green, so you'll also want many of those.
>>531937984that's true, but it's more true of red circuits
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>>531937397>>531937817>>531937990Thanks for the feedback. I've come a long way.
>>531938460At least you're using the hotbar. I have 950 hours and still only keep a grenade or a robot capsule in the first slot.
>>531939156I use the pipette (q) for everything - my hotbar is mainly coal at the start of the game for hand-feeding, and then blueprints once I make some for the game
>>531927286>and then give you the next wrong answerWhat happens if you ask it something that it gets right and you tell it that it's wrong?
>>531942531Well, at least in my example, it insisted on the correct answer. I'm reasonably sure that if you found something a bit more obscure, you could gaslight it into thinking it is wrong. Remember, "AI" is just a marketing term, and no current AI is actually an "intelligence" as described by actual AI researchers. It's not thinking, it's a glorified auto correct that is putting together the most likely answer to anything written, based on a gigantic amount of past data. That's why when you ask it something that's not in the database, it will just "hallucinate" and make up some random shit that sounds right (like how it confidently identified that game as factorio, satisfactory and techtonica). Or why for a while it was notoriously bad at counting letters in a word.
bees
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I love these little bastards
>>531937817>orangeIs one of us color blind?
>>531945428I think that if people called them orange, I would agree.
I also think that if people called them red, I would agree.
Is it normal to have so much science research going the game borderline looks like it's lagging? jej.
>>531864876If I was going to hack it in with a mod I'd add something like giga beacons scattered around the map that have productivity bonuses to recipes involving random ingredients.
>>531945428i went and checked and they are actually red but i was also thinking about red chips which are even more red and so concluded that the modules were orange somehow
>>531946204>realized it's cuz my power is chuggingfug
>>531946312They got yellow on them so red+yellow=orange
I think my biggest fuck up so far in my playthrough is that I kind of spaghetti'd/ misallocated my coal output. I think I misread an anon's advice in here and gave my iron drills an equal ratio of coal drills. Big mistake. You can easily do a 2/1 ratio for that.
>>531947496You start using way less coal when you get electric furnaces and then nuclear power
>>531936334If you're worried about pollution, use circuits to control production and start producing solar panels ASAP.
Your boilers and steam engines will automatically scale down their activity to compensate while they're active, cutting pollution during daylight hours. You can follow this up with accumulators when you have your sulfuric acid set up (easier than it looks) to (eventually) get 100% natural power, saving you coal for use in plastic production, metal refining or (lol) coal liquefaction.
As a result, you'll need fewer machines to run your factory, meaning less space needed and more efficient defenses, especially since your enemy won't attack as often.
>>531947828electric furnaces with no modules will use more coal than steel furnaces if you are using your coal for power
>>531947860Solar is a waste of time, just go straight to nuclear
>>531948582Solar panels don't require much time or effort to make. You can produce 3 per minute with just a basic assembler using your excess electronic circuits. Only needs red and green science to access. No need to secure uranium or set up a full chain for power generation. Fewer distractions and a lower overall risk of failure or real inefficiency.
>>531949904You need hundreds of panels to make any kind of dent on power use and instead of wasting time setting up solar production and running around placing them down you could be working towards getting nuclear
>>531950276>You need hundreds of panels to make any kind of dent on power useDepends on your efficiency.
>>531947496You should just add some solid fuel to your power belt
>>531947828I didn't realize this until Dosh mentioned it and it completely changes your build priorities.
>>531952471You might assume electrical smelters are better (before modules), because tech line goes up. If you know they aren't, then that initial patch of coal becomes much more valuable and actually lasts longer! And the effort you would spend making your factory burn through energy FASTER can go toward actually getting past fossil fuel power generation.
>>531947496Haha, yeah. Referring to my post I bet. Equal belt input to the furnaces doesn't actually mean equal amount of coal and iron mining, just the ability to fill the belts at scale.
>>531950276And you need a lot of accumulators. Solar's bane is that it is not on-demand generation, so it can't support a base load.
Speaking of, it might be interesting for vulcanus (which has a big buff to solars iirc), to be closer to the sun and tidally locked. Maybe calcite comes from gleba, because it's largely biological in origin. It doesn't seem to make much sense for vulcanus to have calcite, unless the vulcanism of the planet is a new phenomena.
In Dyson Sphere Program can I do "ghost" builds, where, I just put down the ghost image of what I want? Maybe even stuff I don't have in my inventory, and then it will build it when I do have it? Is that a possibility?
Hold the fuck up. I can hand feed these turrets a hundred fucking shots, but if I belt feed them they take 5? So if I slow produce ammo, and an assault gets large i'm instantly fucked? This is just gonna make me make my feed my ammo fabricators into a chest first, and distribute ammo from the chest, to create a buffer that should be in the turrets already.
>>531956257Put buffers at every split and junction. Production, distribution, local feeder, etc.
Make use of stackers to cram as much as you can onto a belt.
Feed ammo directly into the turret, no chaining, use splitters and put chests on as many as you can. Obvious, but still worth mentioning.
Obvious as well, but you want the fastest belts you have access to for this.
Also, you could supplement the conveyors with logibots that take from ammo assembly output buffer for extra throughput.
If you put a chest on every splitter from production to each turret, then add logibot thingamabob on top, you'll quickly get a ton of drones, and a ton of extra throughput as a result.
I don't remember if buffer on a splitter could output stacks, but if it can, you could do away with stackers too.
>>531957484I don't have half that stuff yet, so I'll keep it in mind anon. No chaining I guess because one turret will starve all other turrets? I guess I could do a split at points before the turrets to enable an even distribution.
>>531957874>I don't have half that stuff yetChests and splitters are available very early on.
You put one on the other and it works as an easy to set up buffer.
What you want is a turret cluster that surrounds a buffer.
Splitters have only 4 outputs, later on you could work with stacking sorters.
But, at first, just having a splitter instantly fill belt to capacity will do.
So, 3 turrets with direct feed from splitter with a chest on top of it.
4 port is input from distribution splitter with a buffer on top.
And then it goes like that in a fractal arrangement.
>>531959005Wait, you can put a depot on a splitter, and it just skips sorters? That's whacky as hell. But I can't lift my turrets, so if I want to feed them directly from that depot I gotta run a belt down. Or wait, you're saying from the splitter? So will the splitter actually fill the depot when I have overflow, and TAKE from the depot when I have starvation? That's actually kinda nuts, if it works like that.
Speaking of turrets, can I pull a factorio, and put some near the enemy nest on my planet to erradicate them and be done with them? Or will they just keep coming back?
>>531960138Again, I don't remember if it stacks the output or not. But sorters (aka inserters in DSP) do stack after some research, IIRC.
So it's just plopping down a big chest and hooking up turret feed lines to every sorter-connectable spot on it, leaving at least one input line. But that's for later.
>Or wait, you're saying from the splitter? So will the splitter actually fill the depot when I have overflow, and TAKE from the depot when I have starvation?Yes and yes. It basically gives splitter an internal capacity. But only the topmost splitter in a stack, aka the one the chest sits on. Bummer, if you ask me, but it is what it is.
>can I pull a factorio, and put some near the enemy nest on my planet to eradicate them and be done with them?Absolutely. Keep in mind, however, that they tend to fight back. The "nest" will keep spawning them and, if not destroyed, this is how people farm the swarm.
Spawners have a limited number of spots where they can land. Whether or not you fill it doesn't matter, they'll make a hole again if necessary.
What does stop them is placing a geothermal plant on the hole, cockblocking the planetary expansion.
Do keep in mind, however, that they will expand on other planets, meaning that you'll potentially have to claw your way in when you expand to another planet
This makes it a zero sum game, unless you can plug all the holes on all the planets in the system, in which case the system's swarm is well and truly cucked.
>>531954147>And you need a lot of accumulators. Solar's bane is that it is not on-demand generation, so it can't support a base load.Solar gets priority over boilers when energy is being produced to satisfy the base. You can go with a hybrid setup and still reap the benefits.
how many arc furnaces should I start with for silicon production? they take a lot of power....
>>531955052That's how you always build, you place down a ghost and the bots build it for you. If you slap down more than what you actually have then it does the factorio thing and blinks at you that "we don't got the stuff chief".
>>531956257If you belt it in the belt is the buffer, the turret will grab from the belt faster than it can shoot. If there's not any on the belt then that's a production issue and not a buffer issue. It''s preferable that it only takes few, otherwise the back turrets that aren't actually shooting would all happily load up to 100 while the front turrets that are shooting dry up.
>>531949904you need like 300 solar panels for each beaconed assembler
>>531944319i you love them that much at least place some roboports
mm-01
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I fucking love hexagonal grid.
The alchemy theme is also nice.
>>531972665>those plantstriggered my pytsd
>>531971404...Then use one of those assemblers to make electronic circuits for you.
>>531973308He meant the space constraint is the problem, you big silly billy.
>>531972665>>531973676This game is still less off-putting aesthetically than that game by the Don't Starve devs and Kerbal. I'd rather a game only use generic unreal engine assets than look like either of those nightmares.
>>531956257It's five magazines, not five shots. Might last long enough for one fight even with no reloading.
>>531975593Oxygen Not Included? Or did Klei make an actual factory builder?
>>531974719There is no space constraint. They produce zero pollution. You can put them right next to enemy hives and they won't even notice.
It's the same reason putting down a solar-powered radar works.
>>531976362>You can put them right next to enemy hives and they won't even notice.Ah yes. Just how biters never attack power poles.
>>531976057>Oxygen Not IncludedYeah, that one.
>>531762647They're not removing space casino's. They would be insane to do that. Quality without that is such a BORING autistic fucking boring grind that noone will bother with it outside of just copying some massive DoAllQuality blueprint or just cheating.
Says a lot about quality really that most people would rather skip it and space casino instead of doing whatever boring shit the devs intended. Those people hating on quality back when it was first revealed in a FFF were right. It fucking sucks and is gay.
>>531972665i played the demo of this and it felt uninspired
like there were no real challenges it was just
read recipe
make belts/assemblers
move it to your research things
i also didn't like how they constantly changed what you needed for research and research was slow enough that I wanted more than one lab
it made more sense to share pedestals between labs, but that meant each time the inputs changed you couldn't just add new ones you had to replace the old ones
i heard they changed the research requirements to do this less though
>>531976451They attack them because they're on the way to an enemy target. I've never had a biter (not exposed to pollution) attack my infrastructure like that.
>>531950618Factorio x Noisia
An anon in the last thread was asking about what minecraft mods inspired factorio. The answer is IndustrialCraft and BuildCraft, and man do they look neat.
>>531977645The alchemy thing makes for a nice change and I played the demo for an hour or two, but it's just miners / belts / inserters / assemblers / labs in disguise. Things I've done a thousand times in a whole bunch of mods. Hex grid shakes things up but only a little, by invalidating muscle memory for setting up common configurations. Seems low on QoL, no map, no trains, no teleport spell.
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I wish there was a better way to do this
>>531983452there kind of is once you get the lifts
>>531983541lifts take a shitload more power though. not worth it. that many lifts can take as much power as a full assembler.
>>531984328yeah but it looks nicer
>>531864876>carrotlike some anons suggested, make different locations better at manufacturing something, or make it the only place something can be manufactured
like requiring the void of space or specific gravity or climate or fauna or lava or atmospheric pressure
it can increase yield or quality or speed or energy requirements
make vehicles faster in some biomes, or have some biomes enable the use of more convenient vehicles
>stickmake it so the alien threat scales geometrically with pollution, meaning bigger bases are increasingly difficult to defend and eventually become unsustainable
make it so failures can trigger chain reactions, like buildings exploding other buildings, or attacks that spread through the electric grid
make some materials be unstable or dangerous to transport in unrefined form
make some buildings interfere with other buildings' operations
>Renai Transportation works with Ultracube
Damn, time for some deranged designs
>>531980390Thank you, Anon
That does look neat
>>531961547Ah, so I might be better off just surrounding the dark spawn with turrets that keep them dead when they come out, instead of plugging them forever, I guess. Thanks for the info!
>>531965510That's how you always build, you place down a ghost and the bots build it for you.
Yes but you need the item in your inventory. If you do not have the item, the game yells at you and doesn't let you. I'm looking for a mode that lets me plant everything I want to build, regardless of my inventory, and then will just place it whenever I DO have the items on me.
>>531975604Ah, still I was annoying that by hand I could put 100 in there, and with a belt it shows 5.
Is making Factorio mods hard?
I really want to make a simple mod that rebalances BZ mods to fit with Krastorio 2 (fix the ore ratios and refined ore ratios to match krastorio)
>>531977731No shit.
Ergo, you can't put them right next to nests because they'll wander into them and start destroying everything.
>>531988284you can do something like that without even knowing what you're doing.
>>531987358>basesThere's a "relay" in space above the base, receiving beamed power from the hive and sending cargo ships of material up to the hive. If you destroy the base then the relay above it stays, and will eventually rebuild the base. If you plop down a geothermal or fill in the hole the relay returns to the hive and will eventually pick another spot to start a base in the same system. If you destroy the relay (by setting your missile turrets to target "low space", they have crazy long range this way) the base will eventually run out of power either producing units or shooting its defense guns and go dormant. Not sure if another relay can eventually come replace it. Destroying relays adds threat to the hive itself, if you kill too many it will trigger an attack of spaceships.
>space hiveWithout a supply of material the hive can only produce relays, and at a very slow rate. One every few hours. With enough material it produces a defense fleet, expands itself, builds more relays, makes offense fleets and eventually creates a "seed" to start a new hive somewhere. These can be seen on the map, they travel at sublight and have no weapons so you can go kill them.[spoiler/]
>>531988284I think those are just numbers you can edit in the mod files themselves. I edited Py's "warm stone brick" stacksize to match regular stone bricks. The files are ".lua" but can be opened in any text editor.
>>531988464That only applies to things your pollution cloud touches.
>>531988284you could do what
>>531989240 said, but in that case if you ever update those mods, your changes will be lost
it's better to make a mod which overwrites those mod recipes
just copy the mod's code (only that file where the changes can be executed manually), paste it to Claude, and tell it your intentions
it should tell you to copy the code which it will write for you to your mod's data-final-fixes.lua
of course you can do it without AI as well, it's easy, but it will take more time since you're starting from 0, and there's no point in learning how it's done if you have no plans for making future mods and you only want to play the game
though i must emphasize that if you go with the AI route, you MUST use Claude or better, Chatgippity will only give you snippets of code and expect you to figure out the rest
>>531762647>NOOOOO YOU CAN'T MASTER QUALITY AND PRODUCE LEGENDARY ITEMS QUICKLY>YOU MUST GRIND NONSTOP, THE GRIND WILL NEVER ENDWhy do they hate you for mastering aspect of the game that takes while for you to reach anyways? Legendary stuff is post-endgame silliness and fun thing to do.
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>>531988569>>531989240>>531989696Thanks, tried the AI route and it actually worked pretty well, needs some minor rebalancing, but surprised how easy that was
>>531985089how far does the contents go when fired from a crash unloader powered by the cube?
80 hours in and I still haven't found a good use for the stacker.
>>531975593Oxygen not included looks much better than this.
>>531952471you didn't realize you start using less coal after you switch to not using coal for the majority of what you use coal for? are you a leftist by any chance?
>>531864876My first thought is reverse-spoilage/curing times, like iron bacteria > iron ore. But really buffer chests or belts solve that without it having to go on an actual journey. I think there's meat to playing with that mechanic though.
>>531987358>Yes but you need the item in your inventory. If you do not have the item, the game yells at you and doesn't let you.You can use the blueprints and copy paste system, just make one of a machine and then copy it out easy as pie.
>>531991450>tfw you will never become stackerman
>>531988464you can put just about fucking anything next to nests and they won't do shit unless one of them steps outside and coughs, or it is an impassable obstacle en route to an expansion move
>>531977497>Yeah we're removing space casinos in 2.1>They're not removing space casino's. Anon, you're gonna overdose on copium
>AI
>to edit a couple lines of code
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>legendary bitching
Shut the fuck up. Asteroid quality reprocessing is lame as shit. You've got several planets worth of infinite resources.
You're the kind of niggers that belt weave promethium and cry about not being able to sidestep part of the game.
>>531995116Asteroid reprocessing is fucking cool and actually encourages space mining beyond sustaining your own ship's needs or dropping 1 stack of calcite every thousand hours to make iron and copper koolaid.
>>531996085A puzzle game that has been fully playtested for only a year after having added several pieces each one extremely complex and that work together in tandem with oneanother.
Being able to add quality modules to asteroids was an oversight because of lack of stress testing and the fact everyone flocked immediately to the option that lets you bruteforce the puzzle itself makes you wonder why people play puzzle games in the first place.
>>531996402>brute forceI'll give you 60 seconds to explain how creating another copypasted upcycler block is more creative or less brute-force
who is the dosh doshington of captain of industry?
>>531997339I have literally never heard of the game outside of /egg/ so the dosh doshington of Captain of Industry is still probably dosh doshington.
>>5319945271 dev from months ago, bullshit. People hate this change and the devs aren't stupid enough to ignore that.
>>531977497>Says a lot about quality really that most people would rather skip it and space casinoAll it says is that asteroid reprocessing is overpowered.
If solar panels and accumulators gave 1000x the current power, no one would ever bother with nuclear. What would that say about how nuclear power is designed? Nothing.
>>531997339You don't know him. He's from eastern europe.
>>531997694subhumans hate this change and they shall suffer.
>>531995116Asteroid quality is great, you're just a fucking faggot mad that people aren't pLaYiNg tHe GaMe PrOpErLy.
people have long since moved on to satisfactory, what a weird and pointless argument.
Yeah, the same <<<< people >>>> that do space casinos.
>>531997339the only people I've seen play captain of industry on youtube are perpetual mumblers who can't entertain for shit, neither can they educate for shit, it's just shit all around. Honestly surprised because I really like the game and I'm surprised it doesn't have half the attention on youtube that other genre games have.
>>531997872>moved on>to a game whose circuits had to be moded in
>>531998005So much of modern indie game marketing is getting a decent fucking youtuber to cover your shit instead of "JC plays... that gane you like #39" (1h15m, 2k views)
>>531999103>2k viewsoverly generous.
What if trains on space platforms?
>>531999773feels overkill with stacked turbo belts available.
>>531999103really makes you wonder how much Big La Mulana paid Dosh for that vid he did
I am fully aware that it's a bad idea given that coal is finite on vulcanus but I killed a worm that had two massive 12 million coal patches in his territory and with big mining drill that puts me at almost effectively 50 million coal just next to my base, so why shouldn't I make all the sciences on vulcanus
maybe yellow science I can ship from fulgora
>>532000317I did this the first time and it went great. Produced all science on vulc while I went and did fulg and finally gleba
After gleba, however, I moved back to nauvis just for the biolabs.
>>532000140I guess the only reason they don't allow it is stationary cars-as-chests? I don't see any other advantage it really gives.
>>532000317What planet has any less finite coal than Vulcanus?
>>532000438Oh right, biolabs.
>>532000539nauvis
because I don't know how to deal with big demolishers yet but all biters die to artillery eventually
>>532000539just one, but it has crude which offsets it massively
>>532000704poison and turretspam murders them no problem
>>532000550Still worked out for me. I just shipped all that science back instead of producing it on nauvis. Launching rockets from vulc is super easy, barely an inconvenience. Had like 50 silos so I could launch all the science instantly.
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>>531746794 (OP)Did anything major change between the dlc release and today? I stopped a week after it released.
>>531998125It's okay that your inferior brain does not work in 3D and you have to use "underground belts" that teleport things for no reason.
>>531999773What if it rains on space platforms?
>>532001620>Did anything major change between the dlc release and today?Not much that I can remember. Piercing magazines are a lot cheaper and the evolution/pollution spread on Gleba got nerfed quite a bit.
>>532002024true, life would be simpler if belts could just clip through structures and other belts
>>532001620you can't use mines on platforms anymore.
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>>532002760What is so bad about gleba btw? I stopped at delivering nukes to vulcanus. Anything i should know before touching down?
>>532002960Usecase?
Also is there a need for nuclear reactors if you already run 100% solar? I got space left anyways.
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>>532003468>usecaseERA for cheaper asteroid defense
>Any need for nuclear reactorsTransitional energy source for platforms prior to fusion.
>>532003662>Transitional energy source for platforms prior to fusion.Well but is there a need for it on land? My platforms are already nuclear but i have so much fuel i could power a whole fleet for 100 years.
Also picrel just happened. I think i messed up the automation and it flew too fast for too long and the ammo buffer ran out. Ouch.
>captain of industry goals run out halfway through tier 2
aww man and i kinda liked having my hand held.
>>532004021Prior to fusion, nuclear is just easier power on nauvis and gleba, a properly operated nuclear reactor barely uses any fuel and only takes, like, 2 chunks when the same gigawatt output would require 10 chunks of panels and accumulators.
Last day of the Steam Automation Fest
Did you buy anything?
>>532004239well yeah i know.
>>532001620 is one of my first platforms and one of the first nuclear ones in general after the dlc released. I think it took me around days at most to create this this cutie after the dlc released.
>>532004519Im just wondering what i made so much fuel for...
There must have been a reason
>>532004346I already have fagtorio and coi
what else would I need
>>532004239I just burned rocket fuel in boilers. Since Gleba has spores instead you don't have to care about pollution, and the recipe is cheap even before biolab productivity.
>>532004346made me reinstall DSP if that counts
>>532004346bought dsp and captain of industry
having fun with coi
dsp feels... not very good
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my little production facility
>>532006502You truck everything in and out?
>>532004346dyson, CoI, turing complete
>>532006502Are you trucking slag to your concrete machine instead of belting it those five feet over? Also why the bend in your concrete belt outside the copper depot?
>>532006620Im trucking in ores, coal, wood, trucking everything out
I just noticed I can reprocess slag now so I can belt it to the concrete area
>>532006667yea Ill belt the slag
the bend lets something on level 2 through if I ever need to connect it
>>531984328What's more important to you. A couple of KW or more free space to build in.
>>531991450I use them to dump excess rock/dirt into the ocean at far away mines.
I feel like I need to get choo choo trains already
>>531992868Power consumption
Steel Furnace: 90 kW
Electric Furnace: 180 kW
If you're burning fuel for power, a base using electric furnaces will require more fuel than a base using steel furnaces.
>halfwit attempts a dunk in /egg/
>>532012884now let's see electric furnace with eff modules :)
>>532013364I would rather take my own life than use elf modules
>>532002760>Piercing magazines are a lot cheaperwait what?
> 2.0.46:> Recipe now produces 2 Piercing rounds magazines instead of 1.> Crafting time increased from 3 to 6 seconds.> Recipe cost changed from 1 to 2 Firearm magazines and 5 to 2 Copper plates.fucking huh
I didn't even notice
>>532003468Nuclear is a nobrainer on Nauvis. Just slap down a couple reactors and you won't need to upgrade your power setup until you bring back foundries and throw T3 productivity and speed modules on everything
>>532000460wube should just give us a 6x2 "steel container" with filtered slots. I don't see a clean way of nuking wagon chests from existence you might as well make it a feature. And 3x2 chests to replace cars/tanks serving as long chests.
But I have no idea how to turn putting cars/tanks on belts into a feature. The usecase is extremely niche so maybe that's ok to leave be.
>>532013364Sure, but you'll note I'm not moving any goalposts when I say that, in context of progressing through early game research, I don't want to bother with efficiency modules when I could be working toward infinite power on Nauvis.
can you place cars and tanks on a splatform?
>>532002960Sucks, some of these dev decisions are hurting emergent gameplay desu, really bizarre.
coi is missing a bucket wheel excavator. feels bad man. we're stuck with backhoe. slightly bigger backhoe, and mildly bigger backhoe.
>>532014938>some of these dev decisions are hurting emergent gameplayBeing able to make a hole in your platform also means being able to just dispose of everything in a breaindead way, which is part of the challenge.
You retards genuinely think that "thinking outside the box" means "finding things that break the game to make it easier" and then cry when bugs get fixed.
>>532015141And any kind of mining below the surface
>>532015460A space ship would be able to utilize the third dimension to dispose of waste in that way.
>>532015460You're an idiot there's no harm at all in many things they've "fixed".
>>532015640Then mod the game for it. Don't whine the base game doesn't fit your needs.
>>532015968>It's okay if a thing sucks because you can fix it yourself!
>>532016075\You\ think it sucks. /You/ have the tools to "fix" it. Use them and stop bitching.
>>532015867|You| think so.
Waaah. Waaah. Daddy, make it better. I hate thing. Daddy stop changing things. I want my things broken.
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>>532016330Right back at you, dumbass. Belittling my opinion by saying only I hold it is admitting that your own opinion is no more privileged or important.
>>532016432It doesn't have to be priviledged or important. It just has to be the base game :)
>>532016330Confirmed retard. Bet you got stuck on fucking oil processing lol
>>532016075yes?
if the fix is easy then you have no right to whine about it, especially when the devs go out of their way constantly to provide mod support
it's not like you have to access the hard coded game and decipher randomly some hieroglyphs with a program which has no tutorials (and if it does it's worthless), just to adjust a value that may or may not work at all because it's a red herring
>>532017436I don't know how to code in Lua so I don't know if this is a joke or not.
>>532017652what do you wish to change?
>>532017719THE THING THAT IS WRONG AND I DON'T LIKE
>>532017719I'm not actually broken up about mines being placable on platforms or not being able to have holes in platforms, that's just an example of where the playerbase was going in one direction and the designer went "no, fuck you".
What I would change is to have the ability to have multiple cargo landing pads per planet and allow the transfer of materials from one platform to the other, rather than the absolutely bizarre bottleneck design that the game currently focuses on because apparently space logistics needs to be curtailed in the game about space logistics.
>>532017991so you don't want it fixed, you just want to moan about it and not do anything
>playing stormworks
>a vehicle is CLANGing beneath the map
>hit the "clear all vehicles" button
>it deletes all the fuel fill stations, rail switches, and some small buildings
do they even test this game
>>532018269Does Kovarex pay you well to suck his cock?
>>532015460I don't really see how the edge of the ship or a random hole in the ship really makes a meaningful difference
>>532018376>kovarex kovarex kovarexYou're the retard who wants a complete arbitrary rewrite of the engine because you don't like how the game is working right now. You started talking about wanting to make holes in platforms taking away your freedom and now you want to move things from platform to platform, once again, since you seem to keep talking about this. It's always you, the same moron who says nothing, screams that the game is wrong, does nothing and keeps screaming that people who are telling you to shut the fuck up are shills.
You belong on /v/.
>>532014730no it's a hypothetical for if you could build trains on space platforms (and branched off to the larger annoyance of wagons-as-storage)
>>532018907The game was designed by a person
That person is capable of being wrong
You are not that person, you should not be so dedicated to the decision that person made if it is unpopular, and insulting people who disagree with those choices that you didn't make is not healthy.
Unless you are that person. in which case talking about yourself in third person to defend your own choices while lashing out at anyone who disagrees with you is also pathetic.
>>532017991Not allowing platforms to have holes is something that was explicitly stated before release, not a reaction to what players did.
https://factorio.com/blog/post/fff-382
>>532019267>and just remove all the unused tiles to reduce the platform weight.But weight hardly matters compared to width.
>>532018907>complete arbitrary rewrite of the engineNTA but are you saying the engine needs to be rewritten to handle platform-to-platform logistics or multiple landing pads? I'm pretty sure a mod adds that second one already, right?
>>532019519No mods add that. If you're thinking of platform logistics, it doesn't do that at all.
>>532019923https://mods.factorio.com/mod/maraxsis
Why are you so confidently incorrect?
>>532019480>hardlymore like not at all
>>532017991>What I would change is to have the ability to have multiple cargo landing pads per planethttps://mods.factorio.com/mod/more-landing-pads
>allow the transfer of materials from one platform to the otherhttps://mods.factorio.com/mod/orbital-transfer
>>532020173>maraxis>a fucking planet mod>which gives the option to add an extra cargo landing pad as infinite science>platform-to-platform logisticsAre you done with those crayons? Can I have one before you eat them all?
Alright eggers the inspection crew is here, show them what you're building, no cleanup
>>532020351here bro, I saved you the red one
>>532020313
>>532020351>I'm pretty sure a mod adds that second one.>No mods add that.anon you ate all the crayons before I could even try one, you pig.
>>531982287i just got really annoyed at trying to route power to actually reach inserters and buildings but maybe the longs from dirt research help there
what's the purpose of atom bombs being too heavy for a space rocket anyway? They have no use off of Nauvis anyway.
Alright, before you retards start hatefucking eachother, I actually checked the mod portal
there is this: https://mods.factorio.com/mod/P2P-automation
but it shows very little about the implementation. I'll fire up my world and see how it works and if it really counts.
>>531996402what fucking 'puzzle' exactly when an upcycler loop is specifically designed to be the only decent option
all other options are either miserable or ruled out
>>532020313>blud yapping about wanting things to be different>there's already several 6+ months old mods doing what he wants>he's still yappinglol
lmao
>>532020680so you can't nuke gleba bugs because pic related
>>532020848>I actually checked the mod portal>after three mods from the mod portal were already postedthat imaginary crown must be exhausting to carry all the time
>>532020680atomic bombs can one-shot demolishers with a few levels of damage research.
Reminder that Vehicle Snapping was a mod for like seven years before being implemented into base game in a minor update AFTER the expansion with no fanfare.
You can fix the game with mods all you want, but perhaps it should just work that way to begin with?
>>532020680It makes water tiles on vulcanus and aquilo. Also could in theory be used against asteroids, not sure about the AoE.
I don't understand all the asspain about space casinos and lds. All it gives you are basic bitch shit (iron, copper, plastic), which doesn't really let you build the cool space age shit. To build the cool stuff you still have to make "normal" upcycling loops for tungsten, holmium, carbon fiber, uranium, and lithium.
Yes, I said "normal" because every upcycling loop is literally the exact fucking same design. The only difference between a superconductor upcycler and a tungsten upcycler is what production building, module used (there's really only 2 optimal choices and 1 is always obviously better), and ingredient input. If they remove space casinos and LDS then it's braindead to copy the design to make iron, copper, and plastic, but it would be also more boring.
>>532021151Nukes for asteroid defense would just be suicide because even with the boosted range they'd finally find the target within splash range of the platform. You could manufacture them in space by sending the parts but you really shouldn't. It's not like anything but railguns can kill Huge class asteroids anyways.
>>532020848oh cool, this is a lot more elegant than the one i've been using, thanks
What's considered the inbetween mod between
>Relatively easy (Krastorio 2, etc)
And
>Life-destroyingly hard (PY)
?
While we're on the topic, is there some way to automatically send mixed-quality items up in one rocket? I'm mostly talking about Gleba science.
>>532021350>Nukes for asteroid defense would just be suicide because even with the boosted range they'd finally find the target within splash range of the platformI had a video recommended recently that showed a nuke launching gigaship. They just used circuit logic to disable the nuke turrets when regular turrets were firing since that's their splash radius.
>>532021151not anymore.
>2.0.44:>Atomic bomb now blasts planet-appropriate holes into the terrain of the planet if the terrain is floating on a fluid: Ammoniacal ocean for Aquilo, Lava for Vulcanus.
>>532021394It's generally not considered
check yourself
>>532021064yeah good job posting three mods that are either irrelevant or half-funtional retard
anyway
>>532020848 the mod actually works flawlessly. it even uses the cargo pods instead of a janky requester chest implementation.
>>532021394ironically, space exploration, but that won't be 2.0 available for a long while yet.
>>532021394Space Exploration
>>532021524Isn't it already in closed testing for 2.0?
Should be out within a few months
>>532021501>irrelevanthow the fuck is a mod irrelevant when it does the thing retard, are you just seething over a planet mod for no reason
>>532021474that is what I meant
>>531768028>I just don't feel like it's all that well constructed for a PVP gameThe only way I could see PvP working is if it was indirect, like you spend resources to send enemies at them and you win by overwhelming their economy and logistics rather than through twitch micro bullshit, kind of like biters but they're generated by the other player spending resources rather than through you generating pollution. Any kind of direct PvP would either be decided by early game rush/micro crap and 99% of the game would be irrelevant, or it would require rebalancing the entire game around PvP which would be a disaster.
>>532021394I'd say just about everything is in-between those two. Bob's+Angel's was my favorite but they're not in space age yet.
>>532021598I'm not the person you think you're talking to, but that anon was clearly upset about you not providing an adequate mod for platform to platform transfers.
Everything I posted supports your argument, so stop bitching at me.
>>532021151>>532021474>>532021732Vulrectum with water would have been so much-
Wait... there's no oil and electricity is free from acid... Okay it would have been basically the same?
>>532021830Like what the Planetary Annihilation sequel was supposed to be. Not sure if they already realized it's a dumb idea.
>>532021897stop acting like a holier than thou faggot
all I got to say
>>532021830NTA but I've felt much the same, Factorio as an auto-chess where you set up factories to send out enemy waves and supply defensive lines feels like the only logical conclusion to Factorio PVP that wouldn't just become micro-hell like competitive Starcraft.
>>532021897shut the fuck up
factorio will never be pvp. it's not made for it, it's not a good idea, shut the fuck up
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scintillating intellectual discourse
>>532022356yeah it's pretty bad lately, there's some shit stirrers summerposting
>>532022126Honestly I feel like even that isn't going to be that interesting. It's going to just be decided by quickest building, eventually, right? Like there isn't all that much room to dick around and build neat bases, you'd just be optimizing maximum output into shit. I guess you might be able to make it a little interesting if there's a lot of wiggle room and you actually invest into lots of different options, like types of enemies, spawn locations, amount spawned, health, attack etc. I don't know how many you'd need, but a decent few different options that require different resources to research would be key to it not just being a blueprint fest.
What about a turn based mode where all players have the exact same amount of build points and they launch a set amount of biters at each others bases?
>>532020540It gets better with the substation-flowers but the undergrounds are fixed length and it's overall a bit more annoying that I'd prefer.
The lack of map and mobility are starting to grate. Also too many of the buildings are visually similar enough that it's hard to find the one you want.
>>532022285it can only work through gentlemen agreements
I shot a quick demo of the p2p mod https://litter.catbox.moe/jwrnsu8rzt4nb0wc.mp4
I fucked up the recording because I'm retarded but you can still see the important parts
I'm not sure how it will hold up if you try to set up serious automation but it does do what it says on the tin
>>532023061the fuck are those cheat solar panels
>>532021830the core issue with factorio pvp is that the game takes too long. there's barely a market for pvp rts games as it is, no one is going to play a game where you start off with 30 minutes of pure build orders just to end up with a build order loss.
>>532022356im out here playing stormworks idgaf about factorio schizophrenia i have my own mental illnness to cope and seethe with
>>532023061what mod makes the planet really really big
>>532022729turn-based strategy games have a significant issue with pacing. Civilization is the most obvious inspiration to pull from in terms of an isometric builder strategy game that has turn-based elements, and that series has honestly been spinning its wheels between perpetual fuck-ups for more than 10 years now.
Ignoring the issues with balancing and assuming a MOBA style even playing field with a map that is symmetrical and never changes, a time-per-turn needs to be instituted which inevitably causes high level players to have to wait for other players to finish turn or have the time expire. In this circumstance you would also basically wait helplessly as the current "wave" elapses.
>>532023256And this is the *other* issue that Civilization faces. a "quick" game in Civ still takes like... 20 hours of up to 8 peoples time? and often the accelerated pacing leads to improper ability to actually position, build a strategize.
>>532023248I install every halfway decent mod I see, I can't help it
don't worry all the other shit I have in this save more than makes up for the lost difficulty
>>532023417Visible planets, just tweak the settings
>>532021394nullius and spexplo
neither's 2.0 yet
>>532023270delete this IMMEDIATELY
>>532023061That looks neat.
>>532023417It's just the usual with the scale blown up to 32
Make sure you're using a planet texture pack with enough pixels. I recommend valerians. But it will still look kinda bad because none are made for this scale.
>>532023061>Newspapers Ignizzlehehe you're pretty cute anon
>>532022932>Also too many of the buildings are visually similari think part of this problem is just how recipes autochoose based on inputs so you need a lot of different kinds of crafters instead of just a single assembler, and now you've got a dozen different buildings that all do the same thing with the same footprint
but even the basic extractors/grinders kind of don't look like anything, they're just a colored blob. i almost want to say the game is just too busy with particle effects. fits the aesthetic, but
>>532023270Man, all the KSPosters died of the fucking plague or something. Guess the sequel was just that bad.
>>532023005or custom rules as we call them in this century
>>532023270How many SWATTs this make ?
Less than 1000 ?
Stay bad at the game worm
>>532024269It's not just that the sequel was bad, the last few times I've hopped back in to do a quick moonshot the friction on the surface of the Mun was so low that it became impossible to keep any landed structure stationary.
To make matters worse, space construction (which is ultimately the end-goal of KSP as it allows the construction of large-scale projects in distant locations) have a habit of just randomly fucking exploding every single time any piece is attached, so functionally it doesn't exist as a feature.
TL:DR the first game is now also bad.
>>532024416it tops out around 75m/s but gets Kusoge Wall'd through Stormworkn't Physics by the terrain above 30 or so so its raw speed doesnt really matter except on a perfectly flat skid pad
I haven't found lifting fuel cells from Nauvis to be a problem by the time I'm 'done' on Vulcanus. And uranium isn't that expensive to lift either. Rockets get really damn cheap, even before you're using foundries and em plants.
You're almost certainly going to want an off-planet reactor (or 3) for your Gleba or Aquila platform. You're almost certainly going to want nuclear power on Fulgora, Gleba, or Aquila. You'll have nuclear waste on platforms. I think I will set up kovarex processing on Vulcanus this time round, nuking demolishers sounds fast.
It's so broken that you can run turbines with sulfuric acid neutralization, talking about the power situation off Nauvis.
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Oil.....
Stone.....
>>532025732>FulgoraNuclear reactors on Fulgora are not feasible until you get foundations. Not because you need space to make the reactor but because moving the power from island to island is not really feasible.
>AquilloA dedicated plant that spews out fuel is pretty much needed anyway to make the water you'd need to run the nuclear power in the first place so using nuclear for power there is basically working backwards. as a redunant heating system though, that's a different story.
>>532023270>compounding gearbox losses nigger vehicle
>>532025732> You're almost certainly going to want nuclear power on Fulgora, Gleba, or AquilaFulgora doesn't need shit except lightning collectors and accumulators + heating towers when you get them
Gleba never needs anything more than heating towers
Nuclear is nice to jumpstart on any planet but it's useless after you get established. Except maybe Aquilo, I personally love having a nuclear reactor as aux heating on Aquilo even after fusion. They're alright for space platforms too but you also need a fairly large ship to bother with them (or really want to use lasers).
>>532026168> moving the power from island to island is not really feasible.It honestly isn't that difficult to find a decently large island on fulgora with a vault island in large pole range, but lightning rods and accumulators just get the job done plenty easily so why even bother
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Gotthard thinking about this tunnel.
>>532026603If you start to make some real power-hog builds the amount of accumulators you need to start laying down can get a bit tiring. I kinda wish there was a holmium accumulator like Spex. Not for more capacity, just better charge rate, since the low charge rate of a standard accumulator can get like... 2 megajoules per lightning strike?
>Have you considered quality?Up the shut fuck.
>>532026954If you aren't using quality on fulgora, the planet about quality, you are just being silly. You don't even have to do bullshit upcycling, you don't have to make a fucking thing out of it, just fucking throw quality modules in your god damn accumulator and rod builders and use as much high quality as you get.
>>532027189optional mechanic btw
>>532026837base? base of what?
>>532026837Why they don't just drive Teslas through it ? it would be much more efficient than train ?
>>532027251Yeah it is optional, you aren't that space constrained if you just go off into the distance a few minutes to find a large island, but the game gives it to you as a ridiculously easy solution on the planet that confines the amount of space you have + gives you quality module 3s. The world won't end if you just dedicate a couple of EM plants solely for producing quality power items no one will revoke your certified quality hating license if you just sprinkle in a little as a non-intrusive treat to make your life easier.
>>532027617>>532026837We are NOT having an adam something episode in /egg/ today...
>>532027756Trains are the worst form of transit though.
Why do factory games always parade them as the only way for high throughput logistics? Literally just use fucking drones. It's cheaper, easier, and requires less tech than automagically routing trains.
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>>532028306Teleportation is the best form of logistics. Why do factory games not utilize this?
>>532028306because they can't generate properly consistent geographical features that make for interesting logistical mapping via rivers and sea routes, the true GOAT of high throughput long distance logistics
>>532027315I guess there was already another tunnel "gotthard tunnel" and this is a better one at the base of the mountain.
>>532028306bot bases just aren't fun because there was no real effort or thought put into the design, and they are suboptimal due to the travel time and the fact that running like 5000 logi bots will burn through your UPS. Many people do play the game like this but it's a rather surface level experience.
real world train proponents convenient leave out the last-mile transport, and the fact that while trains may be economically wise for large-scale infrastructure, there's basically nothing stopping the rail line operator from charging butt-fuck expensive ticket prices for simple commuter rides, literally making car ownership more economically sound with insurance and parking factored in when making a medium-length commute alongside a high-capacity train line that is not running at capacity.
>>532029189yeah I think so much about train logistics as I pop down my city block blueprints
what the fuck are you talking about
>>532029189>tthere's basically nothing stopping the rail line operator from charging butt-fuck expensive ticket prices for simple commuter rideswell I mean that's an interesting supposition but pretty much wrong but anyways why the fuck are you talking about this in /egg/
>>532029403You designed those city block blueprints yourself, right?
>>532029189>>532028306it's always funny to me that Satisfactory is the one game that tried to make logistics hard by introducing a map full of wack verticality and rolling hills and shit and make terminals actually take up even a fraction as much space as they realistically
yet the mere existence of rolling hills is the biggest Scrub Filter the game has
>>532028731honestly sea travel is too simple for anyone not on the ship itself and would make a bad game. literally the solution to sea travel being too hard for anyone who is not themselves sailing is to throw money at the problem until the sailors find it easy enough to reach your port and berth in it. at that point it becomes no more complex than any other point-to-point logistic link and therefore not interesting for a video game
especially so since most normies don't care about botes
>>532028885>got hard tunnel starting in penis nice zone on the right and going through several massivesthe reality is just one big joke
>>532029839you are now aware that modern naming of penises and penis-related functions is mostly based on jokes about geological formations and male livestock
>>532029672>honestly sea travel is too simple for anyone not on the ship itself and would make a bad gameharbor logistics and throughput would ultimately be functionally equivalent to train stations. I think the throughput issues caused by geographic formations could be interesting, requiring networked ship communication and queueing based on the size of the port and any major shipping route chokepoints and shit.
>>532026231>>532026168It might not do for a full megabase, but you still want it :^).
My point is that production is sufficient to kill enough or a particularly dense pentapod spawn.
Vulcanus might be more interesting if demolishers migrated as you killed them. So killing your first expansion would cause the pattern to recalculate and put most of your expansion territory in the zone of another demolisher. I think my main complaint about SA is that the game gets much easier than starting new on Nauvis very quickly. Adding some challenges to expansion on Vulcanus would be nice.
>>532027720I've just had two SA runs, but this is the obvious thing about Fulgora. Do not settle for a small island. Bring a tank w/ shields and use it to scout. Always bring enough resources from space to set up a landing pad.
>>532029189>there's basically nothing stopping the rail line operator from charging butt-fuck expensive ticket prices for simple commuter rides, literally making car ownership more economically sound with insurance and parking factored in when making a medium-length commute alongside a high-capacity train line that is not running at capacityYet somehow this is only a problem in America. Many countries that are not ultracapitalist corporate shitholes have managed to build and maintain efficient and accessible nationalized railway systems, to the point where it occurs to me that most people outside the US instinctively recognize trains as the most efficient method of large-scale transportation (that is not restricted to port cities). Last-mile transit is obviously out of the question, but this is handled by belts in factorio and by road vehicles IRL (or in WRSR, my beloved).
>>532029189>politics and economicsTrains are cool and resource-efficient. QED
>>532030162This, harbor construction isn't just plopping down some concrete at the beach and you're done.
If ships have actual draft that has to be cleared with construction work it gets really complicated.
>>532017719What the other guy said about multiple platforms.
Also leave space casinos the hell alone OR make quality not autistic shit to deal with. I don't know how they would do that though.
Also remove the biolab limitation that it can only be built on Nauvis, allow placing it on any planet. Nauvis is gay and lame.
>>532030162>harbor logistics and throughput would ultimately be functionally equivalent to train stations.exactly, and trains are already one of those boring but necessary things. the main advantage they have though is they exist on land and interface with the rest of your network. and are similarly extensible. you can't naturally obsolete a sea port by building out past it the same way can happen to a train station, and rails at least have to path around geological features and existing factory building on land where sea travel has nothing between ports.
sealift stuff is interesting but for factory logistics games would always be an easymode no thought just throw resources at it feature. even in what few games that do have it AND have enough "terraforming" to make canals or whatever, it still remains just a "do I have enough money to dig the canal? yeah? new port lol" and then you never touch it again
>>532030469>depending on your geography, skimping on dredger fees leads to ships running aground>could affect currents in your harbor>have to handle the city's desire to build bridges before your docksHarbor Master could be a cool game! Would it work as a component of CoI.
>>532030881btw when i say "advantage" here i still mean as a gameplay object, not in terms of logistical efficiency or whatever. i mean in pure player fun terms
basically what im saying is that in terms of Gamplay Objects a seaport and an airport (or drone port or w/e) are basically the same and don't have as much decision making involved from the point-to-point logistics end as shit like belts and trains do
>>532030469thinking about mining my ore on a patch in the middle of a large island, processing it into plates, loading it onto trains to transport it to a harbor to load it to a ship which brings it through a canal queue to a massive harbor where it is loaded onto another train to be delivered to a central processing facility where resulting components are launched into space to a final off-world processing facility
>>531996402Fucking bullshit, quality is a pile of dogshit without casinos. I gave it a chance and went in open minded but I was wrong, the people who hated on it during the FFF reveal of quality were right, quality sucks in it's current implementation.
This anon is right:
>>532020874
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>>532031040case in point
>skimping on dredger fees leads to ships running agroundliterally just "throw money at it", you don't have to change the routes. same for capacity, throughput, etc. it's just tossing money or adjacent land at the port
even if you had to handle port operations, it then ceases to be "sealift simulator" and is just the same as a train station or main bus mall thing again
>>532031073seaports and airports are completely different, airports don't navigate terrain. seaports have actual geographic problems. as it stands you have to mod in land removal of course, and since we're talking about a game, not having that makes setting up seaport logistics more interesting. Theoretically anyways, they need the terrain gen to support crafting sensible water routes by default and that'd be a lot of work.
>>532031287Make the game harder.
>>532027189>Fulgora>Quality Yeah good one anon, making the one planet that's already a clusterfuck into an even bigger clusterfuck by throwing quality at it...
>>532031287>literally just "throw money at it", you don't have to change the routes. same for capacity, throughput, etc. it's just tossing money or adjacent land at the portSo just like solar panels?
>>532031459Truthfully, airports do as well, but the main constraint on airport location is enough flat land to allow planes to climb. Valley airports are dangerous.
That's still a much easier constraint than "you need a natural bay with decent orientation or billions of dollars".
>>532031459>airports don't navigate terrain.oof ouch I want to put my runway here but there's a hill in the way!
>>532031859yes and many players of factory games eschew solar as being boring and it's usually balanced to be really bad because while solar energy engineering is interesting irl it's not fun when the only resources/thinking you have in the game are "my stockpiled resources" and "kwh out"
the satisfactory devs even straight up said they will NEVER add solar or wind power because it doesn't interact with the game loop they want
>>532031882>>532031886Yeah obviously there are, IRL, things to account for but all it would reasonably amount to in factorio is "space for runways" and not "position on the globe and simulated air currents." I think simulating sea currents would be out of scope too, the real issue would just be in making sure your boats don't slam into each other and sink in my mind.
>>532031882Truthfully, seaports do as well, but the main constraint on seaport location is enough deep water to allow ships to move. River seaports are dangerous.
>>532032067>using satisfactory as an example for game designYou just convinced me that harbors would be a lot of fun
>>532032128>making sure your boats don't slam into each other and sink>>532030162>simple for anyone not on the ship itself drone logistics would be so much more interesting if you had to do active air space control
>>532032353honestly with how much open water there is in satisfactory it's a little annoying that you can't use it for logistics (except for magic floating sky platforms supporting trains (which i guess would be functionally identical to ships circumnavigating the the continent))
>>532021242Agreed anon. Space casino's allow most players access to legendary stuff without too much boring tedium. It's absolutely wild the devs are considering removing it.
>thread talking about sea travel
STORMWANKS BROS WE ARE SO BACK
>>532032067Satisfactory devs confirmed fags. Game sucks anyways.
>>532032128>position on the globeI doubt that has ever been a consideration for a *commercial airport*. Airplanes go where passenger traffic justifies their existence.
>>532032264Damn, I guess we could implements mechanics that represent BOTH situations. You're responsible for how your tug captains and pilots handle incoming vessels, and the landing/take-off instructions for your airports.
>>532032493>I hate train signals I hate train signals I hate train signalsBig difference between logistic collision management between 3000 drones and maybe dozens of cargo vessels, you're really just being silly
>>532032704this satisfactory would be so much better if you could produce electricity for free and didnt have to fuck around with making parts to make parts to make parts to make parts to make parts to make parts to make parts to make parts to make parts to make parts to make parts to make parts to make parts
>>532014418Would be cool.
>>532032791Position on the globe isn't important for placement so much as it is important for the time it takes for it to travel to another airport, likewise dependent on its position. When you're planning from nothing for resource transfer, you'd start considering their place on the globe to minimize distance.
>>532032821>sea travel is easy bro they dont have signals or lanes or anything just like dont crash lol
>>531819395Does this happen if you use trucks to deliver waste?
>>532033287I never said it was easy.
Guess we're refining oil now. At first I just had a mixed output and tried to sort it with a splitter, satisfactory style, but I guess you can't set a filter like that. From what I could tell the only option there was to prioritize one type of input on a certain output, but not set A-> and B <-. But then I discovered you can sort on the inserter type item to begin with, which finally explains why they're named sorters and not inserters. (Also: I'm still getting used to the fact that each building has a hole that absolutely looks like a belt port, that is actually the sorter connection.) That and the pressing the function keys on my keyboard to place stuff. Odd ass keybinds.
>>532006084DSP starts off SLOW but you gradually beef up into a faster than light robot god.
Planes could make sense in Factorio with sea logistics too, but they would need a proper item weight system for it to be of logical use without invalidating everything. Ideally planes would be good for near-end products like mass blue chip transfer, rail would be good for high volume transfer over land, and cargo high volume transfer over sea, with belts and drones handling last mile logistics. Still need a reason to build shit far apart though really.
>>532033287>3 out of 4 of the ships made with the same design of the Titanic suffered at least one significant impact incident
>>532030310>Last-mileTram. Which is basically a train.
>>532034067think they're called trams because someone wrote the word "train" really poorly and someone else misread it?
>>532033773the main problem is that water is already set up as an obstacle to build around or fill in (and you dont need big bodies of water at all since pumps are so OP) so if you could just do seaports why have water at all except for the one or two tiles you need for actual production
>>532034067you can't just have trains everywhere
>>532034281https://en.wikipedia.org/wiki/Tram#Etymology_and_terminology
The English terms tram and tramway are derived from the Scots word tram,[138] referring respectively to a type of truck (goods wagon or freight railroad car) used in coal mines and the tracks on which they ran. The word tram probably derived from Middle Flemish trame ("beam, handle of a barrow, bar, rung"). The identical word trame with the meaning "crossbeam" is also used in the French language. Etymologists believe that the word tram refers to the wooden beams the railway tracks were initially made of before the railroad pioneers switched to the much more wear-resistant tracks made of iron and, later, steel.[139] The word tram-car is attested from 1873.[140]
>>532034304It's ultimately contingent on you being on an island, even a large one, and thus eventually having to get overseas resources to grow at scale. Water can be both an early game obstacle for building and a late game necessity for expansion. Both can even exist at the same time, you can just want to remove a useless pond or whatever at any stage vs an actual searoute.
>>532035360ok but factorio's worldgen isn't set up like that
>>532035884yeah I've said that multiple times
>>532035961>Greatly increased oceans, rimworld>ringworldAHHHH
>>532036068I think pure oceans are a little boring, you have to have the right sort of procgen to form reasonable rivers and straits at a minimum, those form interesting bottlenecks to plan around and deal with
DSP newfag here, there is one thing I want to complain about: Why the fuck is it:
Iron ore -> Iron plates
Iron ore -> magnets
instead of
Iron ore -> Iron plates -> magnets?
Having one core resource branch of like that is kinda annoying.
>>532036852sorry you are too much of a brainlet to do anything but follow a flowchart
>>532036852because those ring-shaped ceramic magnets are usually made out of iron oxides rather than pure iron.
>>532037148Brother it's not like it's a massive cognitive load now, you can still flowchart the whole thing, the first branch is just different.
It's just that it breaks the expected norm a bit, is all
>>532037403I guess that does make sense. Would have just been convenient for my smelting setup if I didn't had to worry about splitting ore into multiple things. Oh well.
>>532029189>there's basically nothing stopping the rail line operator from charging butt-fuck expensive ticket pricesThat's what the state does, in most places.
i never used quality modules in asteroid processing and didn't really see the need to
>>532038102>i-im not filtered i just cant stand the idea of using ore for more than one thing!!
>>532038536have you ever considered how pathetic it is you get enjoyment from intentionally being an aggressive retard on a czech beltweaving bulletin board
>>532032067Stationeers made solar interesting for me. Not jsut having to program solar tracking, but also your length of day and solar angle changeswith the season. Some map seeds even get polar nights/days.
>>532033773I remember seeing a mod with cargo ships, years ago
>>532039375that does sound fun but factorio brainlets would never tolerate it
What the fuck is wrong with you.
why does vulcanus have charred trees
why would it have trees if they're ash
couldn't they think of a better way to give carbon than randomly carbonized trees
especially since it seems like it has actual plant life in the form of the little red shrubs
>>532040552presumably it has a biosphere which is where the bituminous coal needed for coal liquefaction comes from, but it underwent a ecological disaster/extinction event that turned the place into a blasted hellscape.
Quick question about DSP blueprints / belts. I'm running into a bit of an issue where I copy stuff that has a bit of belt excess, and then when paste it, the belt excess prevents me from pasting it down as close as possible. Now obviously I want the belts to overlap and thus connect. Is there a way to stop the game from bitching about overlapping belts? (without pressing shift + enter every single time I want to place it).
>>532040552you don't understand how resilient weeds are, just look at my garden after a week after cutting it and spraying it with fucking poison
bro it's summer why y'all niggas not getting laid instead of getting your rocks off shitstirring on 4chan lmao
>>532038453That's because you're a scrub
thanks to post-nut clarity i've managed to stay clear of the vile time wasting creatures called "women"
>>532040908not without pressing shift+enter, afaik
>>532041296Shame, was hoping I was missing a button to make that a default behavior. It's interesting how this game has some things where I think: "Oh this would be neat in factorio!" and then there's stuff like this, where there's just a little bit of easy to remove friction in the game.
Is this the vanilla recipe? It looks so retarded I'm getting the impression that it must be a mod
>>532040552could be a normal part of the shrubs' life cycle
>>532040995ur mum said she was busy today
>>532041774Well it is an endgame recipe. It takes eleven different science packs to even research.
>>532041774that is the vanilla recipe to create a captive nest without a naturally spawned nest
Hey wait a minute
Is the plastic bar requirement for Antimony Oxide really just to...make the bucket to hold it in?
>>532041774It tells you right under the name. Unless "Remove Productivity Cap"modifies it, it's vanilla.
>>532043772Yeah, and the insane fuel requirement is just to save on electricity. Still gotta run a 10MW electrolyzer for the oxygen though, no way we could condense some out ot the air.
Found a second nitpick for DSP: If something is a pre-requisite for starting a research, then that should really be to the left of said research and be connected to it. Otherwise what is the point of it being a tree?
>>532043935ACKtually the owners info in the tooltip have been quite unreliable as of late
Though come to think of it, the tooltips are still correct, but mods with things like
>if [other mod] present -> do this shit (even though the other mod doesn't touch the recipe or building)Yeah, that could be it
>>532044310yeah, there are a few weird cases like this
you need those maglev thingies to craft belts and maybe sorters, but not storage
>>532044121You can, it's behind logistics though.
For the anon in the last thread who passionately demanded I'd post my spaghetti as soon as possible when he heard I'm starting this for the first time: It has become spaghett. I dread the moment where I have to tear all this down to build it in a less nonsensical way. (Not much progress because I only play a bit a day, and I'm slow as fuck, sorry anon)
>>532044593All in all, it's not a huge detriment. Very much on the level of "you can deal with it", but like I said it's an odd bit of friction.
>>532021418inserter feeding science into a manual rocket, platform has a request for each type of science, s once the rocket is full it'll launch to any platform that has requests for all its content.
you'll need to add a LOT of and/or stuff for the platforms schedule, but it should work, its how i do my quality building platform.
>Can't build here
WHY THE FUCK NOT?
How many recyclers recycling scrap can dump on to a green belt before the belt gets overloaded?
Is Darksyde Phil worth a buy?
>>532047503too close
it happens sometimes. the map is a sphere, so if you're building north-south not east-west the grid lines slowly converge. until it actually skips one line and then they're spread out again
>>532049828Fuck. You'd think they'd give a bit more leaway, so that if a belt fits in front of the machine, a sorter would too. There's the "friction" again that was mentioned earlier. Guess I'll do one away and just put more inputs to counter the distance.
>>532047758Dat's one of dem filly sapphic questions innit
>>532048731Streamer agencies say: no
>>532021594a basically-fully functional port for 2.0 was on the patreon since april
>>532047758'bout three'fiddy.
>>532047758Depends on belt stacking research, whether items are stacked onto belts always at full stacks, scrap recycling productivity research, and beacons/modules/quality.
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is there some cleaner way to do this?
>>532056527How many if I got no research, no beacons and no modules?
>>532057396not really
just a long, straight ramp is your best option other than that
you've left no room for pipes there, which might suck if you ever plan to build anything up top
and you did that on top of a copper deposit that you might want to mine eventually.
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How do i design a good platform? My third one was nice but i cannot replicate is sucess.
This is such a piece of shit.
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>>532059945I build my ships in a test world and build a bigassbutt blank platform. I build a bunch of blocks that make X product. Then I Tetris everything together, fill all the empty space with solar panels and accumulators, surround everything in walls and call it good.
>>532060485>>532060690Any reason for the solar panels besides using empty space?
Also the second belt idea is nice. Do you just purge a certain resource after it crosses a limit or do you something more complicated than that?
>>532059945I like to loop belts around the entire ship for carrying all the resources. Usually I have one that holds asteroid chunks and has filtered inserters set up to chunk excess ones into space, one belt for all the crusher products (with circuit logic to not dump more than needed), then a third for turret ammo.
>>532059945there's a lot of wasted space and wasted width.
cargo bay extensions add more cargo space if you want to go slower and make fewer trips.
>>532061246The top ship is the first ship I make in a run. It's just easier to run it purely with solar because the ships don't really need to do that much at that point. It also lets me use 100% of the water I get to make fuel. Second ship is overdesigned to hell but the solar panels are there just to fill space and make it easier for the ship to get going when its made initially. That huge bitch takes a while to really get going with stationary asteroid collection being what it is
First ship's belts chuck off excess basic resources and asteroid chunks
Second ship's belts are more complicated. It relies more on asteroid reprocessing to balance chunks and changing recipes to avoid capping on copper, calcite, and sulfur. The latter is important because you get more iron, ice, and carbon using the basic recipe so switching the recipe based on whether or not you have enough of the secondary resource is more efficient than just chucking copper into space when you need more iron. The space inserters are really more there as a failsafe than a feature of normal operation. Second ship also controls everything via a single combinator. You can adjust all the values for when certain recipes are used or what threshold a certain asteroid chunk is reprocessed in a single location which is very convenient.
>>532061973Yeah i know its shit, i will scrap it and remake it.
I made it too big for what i need and in general it could just be a lot cleaner and smarter. Will just try to make a big version of
>>532001620Really like how it turned out and how much sovl it has. Too bad that these catamaran style ships are sort of cucked by the belt needing to go all the way around the perimeter.
>>532062271So the first one just has a "stupid" belt that dumps everything above a threshold and the second one does some managing and stuff?
I don't even want to know much i need to expand my bases to get one of those big ships into space lol.
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Assembly buildings not a safe place to store Pu.
Guess it's exactly as they say, anything except radioactive waste storage is the wrong place.
>>532062920Yeah. First one just notices when stuff that isn't iron plates or ammo is above X and dumps it so I don't get the belts so clogged with iron or metallic asteroids that I can't make fuel or ice
Whereas the second fucks around before stuff makes it to the belt. It'll still jettison a bunch of asteroid chunks mid-flight to keep the belts moving but now that I think about it because I have chunk reprocessing by the time I make that ship maybe I should just disable chunk dumping entirely. I only pause because space past Fulgora is crammed full of ice asteroids and while I CAN reprocess them, the reprocess chance isn't great. My belts might not support that sort of clogging either. I'd have to run tests
>>532062920>Too bad that these catamaran style ships are sort of cucked by the belt needing to go all the way around the perimeter.Ehhh, you could have a bunch of "fingers" going out. All you need is a belt going to provide ammo and a belt coming to retrieve chunks
>>532063492Yeah but the perimeter to usable space ratio is still bad. Especially if i add a second belt i might need to double the platforms area to get anything useful done on it. Some sort of square H would look nice i think. You know, sorta catching asteroids in the front between the two arms and shredding whatever gets in there. That was the original idea with the first ship i posted ITT but that was before i realized how much something like this would cost so i sorta fused everything in the bottom together to spare the effort.
>>532062920There isn't really much benefit to the prongs going forward anyways. If you move the turrets and collectors to the base of where the prongs are, you would have the same functionality with a little less weight.
>>532064540Its literately just for show.
It did not turn out exactly like i wanted but its still fine i think so i kept it.
>>532023061cool, now let me barrel fuel/oxidizer and we're golden
Is it actually true you can deplete a body of water in Factorio? The game doesn't seem to show water as a consumable like coal or iron the map.
>>532066757yep. map not showing it is ui limitation since it would need to highlight thousands of tiles even for a moderate lake. but you don't need to worry about it unless you megabase.
plus now we can get infite water from ice asteroids.
>>532066757yea, that's why in setup you despec the pistol and max out swimming for reduced water usage
>>532066757Water is finite BUT you can drop an infinite amount of ice from space so it evens out.
>>532068904bzzt, already mentioned. you just got a 10 minute ban from /r9k/.
Rate my scrap recycler spaghetti
Wait, I'm like 15 hours in or some shit and I just noticed electric drills can have pipes on the side of them. What the fuck is that for?
>>532071523check out uranium
>>532066757No, it's not actually true. There's a mod that tried to do it but I think the UPS cost was insane
>>532071523You need steam to mine tin and coal gas to mine aluminum
>>532071523Miners get thirsty.
>>532071523>he's not cooling his minersenjoy the random explosions pal
How do you fix an over extended pipeline? This mechanic feels really vague and there's no in game explanation for it. It's something to do with pumps, right? I put down a fuck ton and they are doing nothing.
>>532077859Don't overextend pipes then silly.
>>532077859just pipe -> pump -> pipe
What's the confusion
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>>532077859A pipeline exists in a 320x320 tile block. If any pipes extend beyond that block, the entire system stops. You need pumps to section off blocks.
>>532077859One pipe segment can only be a certain length and you need to use pumps to separate the segments
So if you are running a pipe from oil wells and half way through it says it's too long, find the spot where it no longer says it's too long and put a pump there and then continue the pipe
>>532051379Keep in mind that this is an issue for bleuprints too. If you build a big blueprint around the equator don't expect it to work perfectly up north or south. Especially when you build anything north/south instead of east/west. A line of smelters will probably work fine as long as it's straight. I think there's a keybind to introduce gaps in your blueprint in case things are too close? I can't recall so check the keybinds.
>>532078346It can be confusing when your pipe is barely long enough to require 2 pumps and putting one down just moves the error slightly further down.
I only have enough food money to buy Foundry or DSP, which one is more worth it?
>Paradox vs. Chinese (I think)
I honestly can't tell
have not touched factorio since space age launch
any major patches that make it worth starting a new world?
>>532081879DSP is much better
>>532071512great nightmare/10
would twirl with a fork again
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>>532060485>cucking yourself out of any kind of direct insertion through the hub bad
In Dyson Sphere Program, should I rush Planetary logistics station?
>>532086814Yes, both of those (planetary and interplanetary) are the basis of every single build
>>532086783It's an old screenshot. There's a version that removed one of the cargo bays for ships to take in ice or carbon to fire down to the planet.
I have dedicated skimmers for resource generation once I get past basic bitch platforms
>>532086303Yeah the localization is garbage but its a better game overall.
>>532087935I was just laughing at funny Buzz Lightyear saying
But yeah it's pretty clear they don't have an actual Englisher looking over this stuff
>>532088103>Englisherdumb ESL, it's Englisheer, you should know this in the Englisheering Games General.
I spent half an hour trying to make a trickle of purple on nauvis to get access to tier 3 assemblers from vulcanus using logistic bots and then I realized every single rail assembler and electric furnace uses half a yellow belt of steel and so I just fucking stopped. I'm going to ship foundries and big miners.
>>532090146are you playing on a science multiplier? A trickle of science is super worth it to get a few researches done, and tier 3 assemblers are really one of those.
>>532090751Yeah but as it stands the starting base I left was really barebones and only just enough to get off the planet and send space deliveries. I'll just build it on vulcanus.
>>532091160Have you set up foundries on nauvis yet? Once I did that, I just supplemented my starter base (which doesn't really need much expanding in SA) with steel from molten iron.
Ok Google, remind me to change my factory worker to a white pallet tomorrow.
discovered my steel foundry setup has been bottlenecked by about 15% for 200 years because of a single un-upgraded pipe
classic
>>532091439Nope. I'm actually still setting up oil cracking on vulcanus at the moment.
I don't come here regularly any more.
Any new eggs of interest?
>>532094838god that game had so much potential
>>532094935It still has potential! You'll see!
>>532072982why would it? game already counts the water produced at the pump, just check once a minute then turn one attached water tile into dirt
>>531977645>>531982287Imo, there are considerable puzzle elements to the design, such as:
>irregular shape of buildings>pre-power conveyor combo power routing>adjacency bonuses for solar power booster>fixed-length underground stuffIt all forces you to play with shapes and fiddle with placement.
I haven't gotten too far into the research tree, nor left the Life plane, but already there is a need to fully rebuild the base.
Teching up can seriously affect how you build your factories here.
I really hope they'll add more modifier buildings and use them as modules are used in Factorio, it just makes more sense to do it through adjacency mechanic.
And as far as graphics, I'll take it's AI slop-looking stuff over Klei's visual vomit.
>>531977645>constantly changed what you needed for researchreminds me of Megafactory Titan, another "dissapointing but had potential" automation game
instead of research packs, you had to automate parts from the previous research node and route it to your labs to research the next thing
also had a bunch of alternate recipes for everything and fast resource depletion, almost like Against the Storm.
every 6-12 months or so i keep getting that itch to do something, anything interesting or cool in ksp
but there's been nothing to do for like 8 years
help
>>532101860I've started carreer runs of interstellar extended like five times, always make it to the early nuclear stuff then lose interest
gets so repetitive, especially the ground launches and then timewarping to somewhere I can actually fly my ship
and space construction's broken now, worked better in mods than it does now that it's in vanilla
>>532100413The visuals complaint is mainly about being able to identify buildings at first glance. Part of the issue is that they aren't smelters and chemical plants but magic stuff.
Wait so Factorio + DLC is over 60 europoors? What the fuck?
>>532103249>identify buildings at first glanceLook at the shapes, not the graphics, I guess?
>>53210477164โฌ since the dlc is the same price as the game itself.
I finally got around to play besiege. You guys weren't kidding. That game is awesome.
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New modpack just dropped
>>532104771The dev is a jew who hiked up the prices, just pirate it.
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>>53210477160 Yuros for 800 hours of entertainment is a decent price, I think
Guys I really want to do something productive "irl" but I'm just too addicted to fast video game format of this shit.
I work as a programmer and used to program as a hobby but it's just not the same. Programming is fun when you're learning but after a while when you get good at programming all your projects turn in to "business logic" learning.
Video game dev is actually a nightmare.
I tried to do electronic design but I am too much of a brainlet for that.
Do you have any irl hobbies that are kind of /egg/?
Why do all of the Factorio streamers seem not to know how to play the game? Just long rows of assembly machines, main buses, and plodding around after green tech.
Is circuitry boring?
>>532105968Yeah most egg have really good value for money, except Satisfactory.
>>532106536How so? I paid like $30, took me 150h to beat plus 200+ messing around.
Bad value would be like 10 hours or something.
>>532106381Looks more like meta brainrot, they know too well how to play and don't try doing things their own way.
>>532106381>Just long rows of assembly machinesWhat is wrong with that?
>robocraft thread on /v/
>everyone saying how they loved the game and hate the devs for ruining it and killing it
>>532106636Yeah that's better. Took me barely 40 hours since there were three of us playing. But the main thing is there is no post-game and no large-scale mods, and I feel no desire to start another run. So those 40 hours are final.
>>532106843>40 hoursDamn, that is fast. Has one of you already beat it before or all of you are big brain?
>>532106734Inefficient. It results in sprawl. It's boring to watch and they're always far from their objectives.
>>532106962Played part of it before, it's been in EA for a long time. So we knew the basics like ignoring terrain and building everything on high-floating platforms. Once we got trains we all went off to different parts of the map, each working on a different project part.
I think the only issue was aluminium and nuclear fuel, since they return ingredients and afaik there's still no way to do input priority. So if the factory stops shit needs to be flushed manually.
>>532107349>afaik Yeah, they added limiting valves with 1.1 so you can make sure that bi-product is used first.
I've completed k2. What mod should I do now?
>>532105702lel I wonder if it at least didn't put in exclusive dependencies
>>532108240I guess all the interesting stuff is still being ported to 2.0, angel's, py's, space exploration
you can try seablock or warptorio? those won't benefit much from 2.0 even if they do update
>>532108240There aren't really any great mods ported yet. I'm going to try some of the planet mods next.
>>532107212How would you suggest they build it then?
>>532108937At least by remaining aware of their space, goals, and power use.
Set-and-forget factories are only good if you have circuit logic controlling them, or if they're producing intermediate/research materials with some kind of yoke.
>>532109271Can you post an example? I don't see why you would need circuit logic for building shit
>>532086814You don't have to rush for it but but you definitely want it, it's pretty game changing. The only tech that you really need to rush is the interstellar logistics which should be your first yellow cube buy simply because it's required to make yellow cubes in the first place. The stellar vessels are super useful, the planetary bots are still useful enough but less so than the vessels and the drones and the drones are your personal logistics so very nice on your home planet and can do small transfers on their own for few of the low volume items so they are very useful to have.
>>532109990Making a demo to show you.
>>532086814It's nice but not a big deal. Long belts are cheap and you can multiply their throughtput with pilers up to 4x, or just place a second belt. Planetary logistics becomes huge once you also get the bigger mining drills, that's the tech I always rush. They come with a provider chest built-in.
>>532109990>>532111107This is a simple machine that uses circuitry to let three assemblers work to produce red science packs. It's not optimized. I did this in under ten minutes, using only the basic circuits (and a substation, for visual clarity).
The constant combinator at the top sends word of which item to produce to the assembly machines via the arithmetic combinators, which serve only to keep the assembly machines from giving each other orders.
I have enabled both "Set Recipe" and "Read Ingredients". This means the assembly machines will use the signal inputs to decide what to make in that moment (Set Recipe), and that they'll send out a signal along any available pathway to tell other machines what goods they need, and how many of each they need to make 1 unit of whatever they're producing.
They send out a request for iron to make gears, since that's the first signal received. This, I ran through a decider combinator (habit) to the claw, which, being set to "Enabled when Anything > 0" and "Set Filters (whitelist)", will deliver only the goods requested.
I don't want it to empty itself out doing this, so I read the belts and send their total contents as a negative signal against the claw to negate the requested goods signal when items are on the way.
When the steel chest holds more than 100 of any kind of item, it sends a negative signal to the original combinator, eliminating the gear order, allowing the next strongest signal (the red science pack) to come through, at least until gears dip below 100. (This can be easily adjusted using a clock and some arbitrary condition, but I'm keeping it simple here.)
It's crude, but with this, you can turn iron into gears, and copper/gears into red science packs without fretting over gear production outpacing science, or over things like clogged/winding belts, space availability, or needless biter attacks.
You may extrapolate in any direction with this. Logic circuits are the game.
>>532112793>statements dreamed up by totally deranged
>>532112793can you post your base again, I remember it being quite interesting
>>532113365This allows me to be lazy. Everyone likes maximizing their free time.
>>532113419Am I that easy to recognize?
I haven't touched that save in a long time, and that build is so archaic (in thought, even moreso than form), that I find it embarrassing to reference.
Trying to remember the last time I had to fret about gear production outpacing anything, it just gets auto-throttled by the demand side.
>>532112793there is literally no downside to belts being backed up before dealing with spoilage.
>>532114832nor after, as long as spoilage gets filtered out at the end of the belt
>>532114832Backed-up belts can't move goods, meaning any inserters that target only select items (not in front of them) can't grab them, causing additional upstream issues until you need to intervene.
>>532114080It's not about gears in particular. Gears are just an example newer players can understand.
Fun fact: The temperature on Aquilo is around -55,8C, which is warmer than the coldest parts on earth during winter
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forget what i said yesterday. These catamaran arm thingies are actually very convenient. Just look at how nice everything fits together.
>>532114957this only causes problems if you are using sushi belts
which you only use with retarded shit like this
this is like saying you need something to protect your bike spokes from sticks
stop fucking shoving sticks in there
>>532115192wouldn't that liquify co2
so weird
I had more fun making my fulgora start sushi belt logic than I did with any other part of space age except maybe the train dispatcher.
>>532115234You can remove two thirds of those side turrets, get a bit more speed. They're only used when the ship is idle, and those asteroids come in very slowly.
>>532115420Sushi belts are highly space-efficient. They come with many benefits that are worth addressing their issues for.
>>532115554No, CO2 doesn't liquify at earth atmospheric pressures, and the sublimation point is at -78C. Although there were temperatures recorded lower than that, so the air on that day must have felt very, very clean.
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>>532115683Its already fast enough that the 8 turrets in the front are only barely capable of protecting the ship. And the side ones are still needed or at high speeds the other turrets are not enough.
>>532115730>sushi belts are very space efficient>so I will build giant circuit contraptions and chest buffers around my assemblers to make up for it
>>532116052Ah, the jackrabbit.
There should be a research line for turret turn rate and opening/closing speed.
>>532116123Circuits are space and resource-efficient, while chests ensure accountability in your factory. You know what's where, why it's there, the quantities, and where it had ought go.
Nothing like a main bus.
>>532113894>Am I that easy to recognize?I think you're the only guy I've seen who thinks about the game this way.
That's not an indictment, I legitimately like seeing how your base took shape. I'm eager to see what the new designs will look like.
>>532115730In the space that the circuits and belt looping backwards takes, you could have added 5 more assemblers, which would easily double production even accounting for assembly machine idling.
>>532115730no they aren't
unless you only want very low throughput of something
if 'm doing science or anything like that my belts are full and the line of assemblers is limited by the input of one of the ingredients
>>532115192heat pipes should be able to go to -100 and work for cooling as well desu. I binged hyperspace pirate's videos and now I want to design cooling setups in Factorio.
>>532112793>why isn't anyone doing my autistic way of reusing assemblers to craft multiple recipes one at a time>why is everyone doing the very obvious and easy way of building a factoryIt's a mystery
>>532116381Fine. I'll give a small peek.
That old concept I showed off the first time evolved into a behemoth that's a total PITA to build up on New Games, so I made a supporting machine that assembles all of the required components out of Iron/Copper/Steel/Sulfur/Plastic, pulled directly from a central repository.
It then sends out a global alarm when it has enough to make one instance of the machine so I can pick it up and assemble it. (Ignore the blues and greens. I put those in out of boredom, just to see if it would work.)
It works wonderfully for its actual role. Constantly outputting, and capable of clearing itself in every phase.
Everything you see in that list is something that exists in the steel chest there right now.
>>532116520>>532116574Unconstrained throughput is overrated, but when you start toying with things like selector combinators and fine-tuning machines via offset, that's a simple problem to solve.
>>532116909Half of the game is doing exactly that. How do people stick with a game where they just line up boxes and fuel inputs? It's like being hired to be a drone, but even in the world of your own imagination.
>too stupid for trains
>too stupid for circuits
Not gonna make it bros
>>532118032>too stupid for trainsExplain. How is this possible?
>>532118079an overwhelming amount of players actually struggle with train signals.
>>532118194Oh. Don't worry. I've never once touched those, so I have no idea how they work.
>>532117356there are only 2 kinds of production
science, which you always need the same constant amounts of
and a mall that works well for autocrafters because you don't need constant production
using an autocrafter for science is retarded
>>532106381>Is [factorio] circuitry boring?Very.
>>532119996>he doesn't read through signal processing books from the forties in his spare time for funWhat are you even doing here?
>>532120145Of all the egg games, factorio's circuitry is the lamest.
>>532119914>science, which you always need the same constant amounts ofMade something for that.
>and a mall that works well for autocrafters because you don't need constant productionI don't know what a 'mall' or 'autocrafter' is, but it sounds like my production methods.
>using an autocrafter for science is retardedThe machine isn't for science, as I said. I just plugged those in out of boredom. It's a machine to make another machine I rely pretty extensively on.
>>532120245what non-puzzle /egg/ game does it better?
>>532120245Really? Got any recs?
>>532120389Every one of them where it isn't a tacked on optional system.
>>532120465and those games are called...?
>>532120245>recreating early electronic logic>boring
>>532120894You can only build an ALU so many times before it becomes routine
factorio except the circuits are analogue
>>532120308a common thing is people make an area in their factory that produces all of the shit they need like belts, rails, assemblers, chem plants, etc in one area and call it a mall
you only need to make a few of these and sporadically as you build more
i guess techically ammo/space platform stuff is somewhere between the two types I described
>>532121028That's priority splitters
>>532121028Go back to bed molyneux. Go play ComPressure if you must, you will turn the steam into digital logic anyway.
>>532121046>a common thing is people make an area in their factory that produces all of the shit they need like belts, rails, assemblers, chem plants, etc in one area and call it a mallI looked up a few videos.
This is basically the machine I linked in
>>532117356, but bigger and uglier
Do you all just not encounter biter raids, resource shortages, or have to deal with evolution?
You make these big, unwieldy bases that wheel resources around and chug power non-stop to make things without circuit logic.
>>532121692Our bases aren't autistically shit so handling those things are easy
>>532121028isn't that minecraft?
>>532121827If your base
>strengthens your enemies>alerts them to your existence and angers them>grows to sizes far beyond its needs>consumes greater numbers of resources than it needs>can't be adjusted on the flyand
>requires greater numbers of stronger defenses to defendit's a shit base.
>>532122450It's ok to build a shit base but please don't be like this here. Honestly maybe go to a doctor and get some meds.
>>532121692my bases are big yes, but, like moving electricity through a wire, my belts are always full, so the distance doesn't matter, since until something goes wrong and a belt runs dry, theres always more of a material there already.
unless im playing on deathworld biters are usually not a problem, just load up on red ammo and grenades.
running out of resources for me is a fun chance to try out a new miner tiling style, run a new trainline, and maybe sort out a better system of interrupts to streamline train travel
by the time i hit medium biters im usually well into blue science, so flame turrets and walls are going to keep me safe until behemoths, which rarely show up before i have artillery.
power is a non-issue once you get past coal, either solid fuel form light oil, or solar, or nuclear, they're all set and forget until you hit beacons.
i dislike circuits because the number of times i've needed to run extra powerpoles to avoid mixing signals FAR outstrips the number of times i've actually gained much from them.
>>532120389nta
Stationeers just lets you program devices in assembly
which I wouldn't call better, it's a lot more powerful but kind of a pain for simpler use cases
>>532121028Factorio but the circuits are mechanical.
>>532122509mediums also die to turrets, flame is a bit overkill at that stage
for personal combat, lately I've moved to robot capsules. it's like turret creep without all the micromanagement, and way before cunstruction robots.
>>532121692>You make these big, unwieldy bases that wheel resources around and chug power non-stop to make things without circuit logic.Yeah and you seemingly only use one assembler to make everything so you have to wait a few hours per red ammo stack that you then have to use right away to keep the biters from expanding into your tiny factory
>>532122780factorio but the circuits are digital
>>532122506What kind of medicine fixes, "being ignored by your 'enemy' neighbors", and why would I take it?
>>532122509I will never understand the grindset. I've been faffing around with a wall built only on the side of the base furthest from my neighbor hives. I don't even know if they've evolved. I haven't checked. They don't come here. I moved into the middle of a forest.
>>532122847No, I maintain ad hoc assemblers for things like ammo. This is just an all-in-one solution for one blueprint because those components are all going to the same thing.
And it's really easy to defend small factories.
Like, piss-easy.
>>532123131It fixes schizo stuff which you clearly suffer from. Unironically have you ever gone to a shrink. This is not an insult, this is legitimate advice.
I like producing tons of pollution so I can mow biters down when they assault my latest wall design.
>>532123326Are all schizophrenics this efficient? Will a shrink understand the use of logic circuits, or will he just build as many assemblers as he can, chug all of his starting resources, and make the world an objectively worse place for everyone, himself included?
>>532123131Yeah and I have a dedicated assembler for each item I have a limited need for like belts, assemblers, electric poles, ammo, etc. When they have put a stack of items into a chest they simply stop working and nothing goes to waste
As for defending, the factory size doesn't matter since you can just set up turrets in choke points and the size of your factory doesn't matter
How much of the pollution factor is actually down to just time passing? My Py game is getting large biters before I even reached red ammo. I have expansion disabled so it should be fine, but still.
>>532122856Factorio but the circuits are organic.
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>Expands into your pollution cloud
>tries to kill you for it's own poor decisions
>>532123685Your factory is the first world and the biters are the third world. They all want in and you have to protect your borders to keep them out or they fuck up everything
it would make sense if the passive drain of factories and inserters was significantly higher
would be either this or have a circuit-controlled way of discinnecting inactive factories
>>532123603>When they have put a stack of items into a chest they simply stop working and nothing goes to wasteAll of the time and infrastructure used to enable that goes to waste. It's objectively worse than using circuit logic.
>>532123636Time is almost a non-factor in vanilla. It's mostly pollution unless you decide to live there.
>>532123636My understanding is that evolution is primarily effected by spawners killed, then by time passed, then by pollution absorbed. You're better served to go fast than to carefully cut pollution and build slowly and carefully.
The evolution factor increases the speed at which new bases are created, the cooldown between expansion parties taking new territory decreases over time and there's really nothing you can do about it. Since more bases means more evolution factor for clearing them out, keeping your pollution cloud clear of nests will snowball the evolution factor anyway.
If the expansion timer was instead a total amount of pollution needed to be absorbed before an expansion party could be formed then you might have a meaningful way to prevent biters from expanding infinitely on longer playthroughs but as is the biters will just shit and cum everywhere no matter what which is why expansion is usually turned off by players who want to go for a few hundred hours in a single save.
>>532123909How are they going to waste? I have hundreds of assemblers, my nuclear power could power hundreds of thousands of assemblers idling if I wanted
You might have a point if the assemblers were actually consuming resources even when idle but that's not the case
>>532123636Pollution only goes down from ground passive absorption which is pretty low and enemies eating it which you don't want. PY has farms that I think are negative pollution so you can use them to clear the air around the base but that's meaningless since even just time evolution will push biters up relatively speaking very fast even if no pollution gets to them + you need to clear tons of them out just to make space.
PY isn't made to be played with biters because military stuff unlocks way later than usual but more importantly biters and pollution use UPS which you need. If you want a hard biters challenge just play rampart or something instead of PY, if you play PY disable them and pollution entirely so you have UPS to make a factory.
>>532124138I don't know why you feed that guy, just don't respond
>>532124138>How are they going to waste? >I have hundreds of assemblersEither those are all active, in which case you're burning through resources for mysterious reasons, or they're not, and you could've made your base much smaller with circuits.
>>532096408what the fuck are stu ptu btu dtu
>>532124312The only assemblers that are idle are the ones in my mall creating all the items needed to expand the factory, every other assembler is busy making science so even if I shrunk down my mall into a handful of assemblers it would barely make my factory any smaller
this retard was cute at first but this is just beyond retarded now
>>532124172Pollution accelerates evolution as soon as it is produced, regardless of what absorbs it; and negative pollution doesn't offset this. All the farms do is make your cloud smaller.
>if you play PY disable biters and pollution entirelyI just don't see the point of automating so much if I don't get to shoot stuff at the end of it.
>>532124517It would make your base smaller, but if it's for science packs, it at least makes sense.
I still believe positioning is paramount for bases. Setting up a small, flexible factory in a forest just writes the enemies out of the game entirely.
>>532124679Biters don't care about the size of your base, only the pollution cloud. This means you can just set up turrets in choke points outside the pollution cloud and all you ever have to deal with is small expansion parties running at your turrets and dying
>>532121692>>532122450you need to get rid of your fear of confrontation, autist, trust me, you'll need it in life
>>532124997He seems confrontational enough to me
>>532124826>Biters don't care about the size of your base, only the pollution cloud.Yes, but trees care.
They're unmoving and they absorb flat amounts of pollution in a crystallized moment. The more activity you can fit into a small, densely-wooded area, the smaller your cloud will be.
>>532124997I still go out in my rocket expeditions to take resources, but if the enemy isn't approaching, why should I care?
>>532125475>if the enemy isn't approaching, why should I careif the enemy is approaching and you can handle it, why should you care?
CoI fellas how do you structure your production? Just one giant block of machines and belts with like a side dedicated to IO or do you try to give a way for vehicles to drive thru?
>>532125548They approach, but they'll never have the will to attack. If they do, rockets and flamethrowers fix them.
>>532124589Use console commands to spawn some enemies later if you need to (you won't)
>>532123636Each second passing is equal to 4.5 pollution emitted.
Killing one nest has the same impact as waiting for 8 minutes.
>>532126625huh, seems like a lot for a single nest
also means long-term pollution like coal power actually has a major impact
>>532123636>My Py game>bitersDid you not see the warning flashing sign that the devs put out saying "don't play py with biters enabled and use this world preset"
>>532108240Ultracube + Renai Transportation
>>532128490I thought that was just a disclaimer, to stop people from complaining when they fail to produce gunpowder in time and die. And starting with 500 ammo only reinforced this idea for me. Anyway I reduced the time evolution component and removed expansion, should be fine.
>>532129241>I thought that was just a disclaimerNo. Py is literally not meant to be played with biters because a py base is a megabase, but bigger. And biters tap into your UPS.
>>532124324different test servers to split the playerbase with
>>532129342eh, if it gets too bad I'll figure something out
if space exploration can remove biters mid-game then console or a makeshift mod should be able to as well
>>532129241PY with biters is just tedious (and not in the "good" way PY is tedious). The solution is fairly simple, just kill the nests and use farms to void pollution so you never get attacked. It just detracts from the main point (UPS) so it's kinda cringe.
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new conk rete design
>>532129952I rete it plesing
>>532129342>py base is a megabase, but biggeronly because all the buildings are 12x12 blocks with crafting speed 1
>>532129952seems like far too many crushers
noten COI is an asshole and buildings that idle but are not paused still consume maintenance (and crew, but that one is more obvious)
>>532130245it does slag->crushed slag and rock->gravel but also gravel->artificial sand
>>532123636>My Py game is getting large bitersshit son
>>532106073>Do you have any irl hobbies that are kind of /egg/?Vegetable garden. It's easy to get going but you can also optimise it
new thread doko
and make a proper OP this time
>>532134352make it yourself if you want it to be a certain way
>>532129952once you get the bigger crushers it'll be obsolete
DSP has a full overhaul to their multithreading system in public testing if anyone wants to check that out
>>532134907I'm waiting until it's official patch then gotta check my latest save and see how it compares. I got pretty high hopes based on the test save they went over.