/egg/ - Engineering Games General - formerly /svgg/ - /vg/ (#531746794) [Archived: 256 hours ago]

Anonymous
7/18/2025, 7:11:15 PM No.531746794
1637630072422
1637630072422
md5: b9d92c1438732ce3d0e92e8f9be5de26๐Ÿ”
new op edition

previous >>531374673

This thread is dedicated to Factorio, all other games are not actually /egg/ (note: Factorio is not /egg/)
Reminder: You did not beat the game.

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

https://fromthedepthsgame.com/

Games that are not /egg/:
>Minecraft

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

Current and recent /egg/ hosted servers:
>Factorio
>Stationeers (Monday@2100Z)
All IPs are in the pad for security reasons.
Replies: >>531747154 >>531747242 >>531755215 >>531785076 >>531932272 >>532001620
Anonymous
7/18/2025, 7:14:47 PM No.531747154
>>531746794 (OP)
Waiter, another serving of spaghetti. Extra meatballs.
Anonymous
7/18/2025, 7:15:45 PM No.531747242
>>531746794 (OP)
>Games that are not /egg/:
>>Minecraft
What if I have some eggtastic mods on it?
Replies: >>531747375 >>531760841
Anonymous
7/18/2025, 7:16:57 PM No.531747375
>>531747242
modded minecraft can actually be pretty /egg/, but you can't post it here because there's already a thread for it
>>>/vg/mmcg
Anonymous
7/18/2025, 7:17:22 PM No.531747427
>>531742613
Weird. 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?
Replies: >>531748517 >>531748542
Anonymous
7/18/2025, 7:27:59 PM No.531748517
Untitled
Untitled
md5: d0a22b64c8fba70b6e7a222498eab99e๐Ÿ”
>>531742613
>>531747427
Oops 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.
Replies: >>531749064 >>531749659
Anonymous
7/18/2025, 7:28:16 PM No.531748542
>>531747427
Seems 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.
Replies: >>531748671
Anonymous
7/18/2025, 7:29:31 PM No.531748671
>>531748542
That's super bizarre. Which map and node? It sounds like a bug because I've never run into that before.
Replies: >>531749064
Anonymous
7/18/2025, 7:33:21 PM No.531749064
>>531748517
>>531748671

that'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.
Replies: >>531749659
Anonymous
7/18/2025, 7:33:54 PM No.531749126
Satisfactory_2025.07.18-19.31
Satisfactory_2025.07.18-19.31
md5: 6810d9ca2bb6edfef72afee914be0e22๐Ÿ”
Damn I love Satisfactory but I prefer Factorio's production philosophy. But vertical building is so fun
Replies: >>531760987 >>531764598
Anonymous
7/18/2025, 7:39:13 PM No.531749659
>>531749064
>>531748517
Huh... 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.
Anonymous
7/18/2025, 7:57:48 PM No.531751643
>Recommended For You
>TIS-100
I know I'm autistic, Steam, but I'm not *that* autistic.
Anonymous
7/18/2025, 8:31:29 PM No.531755215
>>531746794 (OP)
Put the list of games back in
Anonymous
7/18/2025, 8:42:28 PM No.531756415
Factorio's multiplayer is genuinely well-made and has the potential to become big
Shame it never took off
Replies: >>531756915
Anonymous
7/18/2025, 8:47:15 PM No.531756915
>>531756415
How do you figure?
Replies: >>531757338
Anonymous
7/18/2025, 8:47:47 PM No.531756958
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
Replies: >>531757019 >>531760364
Anonymous
7/18/2025, 8:48:24 PM No.531757019
>>531756958
Isn't that literally Castra?
Anonymous
7/18/2025, 8:51:39 PM No.531757338
>>531756915
Imagine massive 50-100 players PvP matches in Factorio
Replies: >>531758824 >>531759609
Anonymous
7/18/2025, 9:04:54 PM No.531758824
>>531757338
I 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.
Replies: >>531759609
Anonymous
7/18/2025, 9:12:21 PM No.531759609
>>531757338
>>531758824
I 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.
Replies: >>531759862 >>531760745
Anonymous
7/18/2025, 9:14:40 PM No.531759862
>>531759609
Yeah 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.
Replies: >>531760745
Anonymous
7/18/2025, 9:19:09 PM No.531760364
>>531756958
isn't that literally Nauvis?
Replies: >>531761123
Anonymous
7/18/2025, 9:22:18 PM No.531760745
>>531759609
>>531759862
did 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.
Replies: >>531768028
Anonymous
7/18/2025, 9:22:24 PM No.531760759
bvrnjPp[1]
bvrnjPp[1]
md5: 37460dc6c1a81ceb725a19b314024880๐Ÿ”
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.
Replies: >>531766141 >>531775038 >>531777176 >>531778270
Anonymous
7/18/2025, 9:23:08 PM No.531760841
>>531747242
there is no underground gr/egg/road
do not look for the underground gr/egg/road
Anonymous
7/18/2025, 9:24:21 PM No.531760987
>>531749126
How do their production philosophies differ?
Replies: >>531763123
Anonymous
7/18/2025, 9:25:09 PM No.531761078
file
file
md5: b772af4a77c9f3b1aa45c12ed4614880๐Ÿ”
why didn't you faggots tell me?
Replies: >>531775342
Anonymous
7/18/2025, 9:25:28 PM No.531761123
>>531760364
Nauvis biters are too weak
Anonymous
7/18/2025, 9:26:30 PM No.531761246
overwhelmed
overwhelmed
md5: 5d513d45f103814e20dd08290d0ada8e๐Ÿ”
>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.
Replies: >>531761505 >>531766621
Anonymous
7/18/2025, 9:28:40 PM No.531761505
>>531761246
That's still fucking nothing
Anonymous
7/18/2025, 9:37:59 PM No.531762647
2.1 nerfs
2.1 nerfs
md5: 924c02abc7b87d4e872237b11f043835๐Ÿ”
Tick Tock, LDS shufflers
Replies: >>531763106 >>531835762 >>531977497 >>531991147
Anonymous
7/18/2025, 9:38:25 PM No.531762707
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
Replies: >>531762852 >>531766459
Anonymous
7/18/2025, 9:39:40 PM No.531762852
>>531762707
Yes, you can even use inactive turrets as bait
Replies: >>531763064
Anonymous
7/18/2025, 9:41:21 PM No.531763064
>>531762852
You'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
Replies: >>531763754
Anonymous
7/18/2025, 9:41:45 PM No.531763106
file
file
md5: 7b0e144512266fcb13156132d0229161๐Ÿ”
>>531762647
Fucking LDS!
Anonymous
7/18/2025, 9:41:53 PM No.531763123
file
file
md5: 19ab7abcf9a908d316e0089a8a0b0861๐Ÿ”
>>531760987
NTA
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
Replies: >>531779090 >>531857408 >>531925634
Anonymous
7/18/2025, 9:46:58 PM No.531763754
>>531763064
Compare the price of a wall and the price of a turret
Replies: >>531763884
Anonymous
7/18/2025, 9:47:58 PM No.531763884
>>531763754
I 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
Replies: >>531764316 >>531764602
Anonymous
7/18/2025, 9:51:50 PM No.531764316
>>531763884
are you serious? on an unrelated note, you know when you pay something with a credit card you eventually have to pay it back, right?
Replies: >>531764612
Anonymous
7/18/2025, 9:54:05 PM No.531764598
>>531749126
One day a game will combine the best elements of both. But that's still a ways off yet.
Anonymous
7/18/2025, 9:54:06 PM No.531764602
>>531763884
They prioritize turrets first, but they're not gonna ignore your entire base to attack 20 turrets on the other side of the map
Replies: >>531764813
Anonymous
7/18/2025, 9:54:10 PM No.531764612
>>531764316
What?
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
Replies: >>531764905 >>531765002
Anonymous
7/18/2025, 9:54:19 PM No.531764629
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.
Replies: >>531764813 >>531765524 >>531770787 >>531772181
Anonymous
7/18/2025, 9:55:56 PM No.531764813
>>531764602
Well that explains it so you do need a full walled off turrted base

>>531764629
Maybe confused with how factories operated during wartime when industrial ones were convereted to militay sometimes
Anonymous
7/18/2025, 9:56:47 PM No.531764905
>>531764612
>so why the fuck do you build walls and shit around the entire base
Because Walls make the turrets not die instantly?
Replies: >>531766032
Anonymous
7/18/2025, 9:57:35 PM No.531765002
>>531764612
the turrets will eventually die
and when they do the biters will move onto attacking your base
Anonymous
7/18/2025, 10:01:44 PM No.531765524
>>531764629
try 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
Replies: >>531769140
Anonymous
7/18/2025, 10:06:15 PM No.531766032
>>531764905
I think the anon wants to know:
>why bother setting up defenses, when you can lumb all turrets together and create a killbox
and 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.
Replies: >>531767845
Anonymous
7/18/2025, 10:07:16 PM No.531766141
>>531760759
Don'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.
Anonymous
7/18/2025, 10:09:53 PM No.531766459
>>531762707
In Factorio biters specifically target polluting entities. But when going to that entity they will attack any military buildings in the way first.
Anonymous
7/18/2025, 10:11:26 PM No.531766621
>>531761246
Used to be the refinery made three fluids from one recipe, and you had to store or burn the other two until you researched more.
Anonymous
7/18/2025, 10:19:34 PM No.531767538
Should I add Rampant to my Krastorio 2 run?
Replies: >>531825179
Anonymous
7/18/2025, 10:20:54 PM No.531767674
rush
rush
md5: f32a1043ba17f8ab61e85d68b651859f๐Ÿ”
>I gimped myself heavily for no reason and all I got was this lousy achievement
Seriously 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 Nauvis
That'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.
Replies: >>531768069
Anonymous
7/18/2025, 10:22:18 PM No.531767845
>>531766032
If 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.
Anonymous
7/18/2025, 10:23:45 PM No.531768028
>>531760745
Nope, 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.
Replies: >>532021830
Anonymous
7/18/2025, 10:24:08 PM No.531768069
>>531767674
it'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.
Replies: >>531771298
Anonymous
7/18/2025, 10:32:46 PM No.531769140
>>531765524
Luckily 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".
Anonymous
7/18/2025, 10:35:38 PM No.531769434
Nullius 2.0 when?
Replies: >>531785034
Anonymous
7/18/2025, 10:41:07 PM No.531770053
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?
Replies: >>531770917 >>531771590
Anonymous
7/18/2025, 10:47:29 PM No.531770787
>>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?
Replies: >>531772773
Anonymous
7/18/2025, 10:48:32 PM No.531770917
>>531770053
yup
Replies: >>531772370
Anonymous
7/18/2025, 10:51:44 PM No.531771298
>>531768069
There'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.
Replies: >>531771740 >>531775827
Anonymous
7/18/2025, 10:53:58 PM No.531771590
>>531770053
yeah
also you can stack labs on top of each other
Replies: >>531772370
Anonymous
7/18/2025, 10:54:37 PM No.531771661
9mn6w5bg5xxe1
9mn6w5bg5xxe1
md5: 7eed2ec3d2c5c95c765e540866ff7589๐Ÿ”
>Main bus
Replies: >>531774940 >>531776087 >>531776189 >>531912189
Anonymous
7/18/2025, 10:55:13 PM No.531771740
>>531771298
>uranium
I 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.
Replies: >>531772626
Anonymous
7/18/2025, 10:56:03 PM No.531771842
why can't i make nutrient out of wood
Anonymous
7/18/2025, 10:58:39 PM No.531772181
>>531764629
To 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.
Anonymous
7/18/2025, 11:00:23 PM No.531772370
>>531770917
Thanks,
>>531771590
Oh shit, judging by the fact that the second story does not have an input I assume it just doubles my input/output?
Replies: >>531772872
Anonymous
7/18/2025, 11:02:27 PM No.531772626
>>531771740
that'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.
Replies: >>531772830
Anonymous
7/18/2025, 11:03:38 PM No.531772773
>>531770787
This was so expensive that the entire empire fell and they only repaid their debt in the last decade or so.
Replies: >>531773094
Anonymous
7/18/2025, 11:04:03 PM No.531772830
>>531772626
Uranium 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.
Anonymous
7/18/2025, 11:04:28 PM No.531772872
>>531772370
each lab's processing is tracked separately but yeah basically
Anonymous
7/18/2025, 11:06:17 PM No.531773094
>>531772773
There 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.
Anonymous
7/18/2025, 11:14:44 PM No.531774145
1722896892242119
1722896892242119
md5: 94bcd7506d1020e2136ee12453f19a62๐Ÿ”
this is what it took to make SA enjoyable
Anonymous
7/18/2025, 11:19:54 PM No.531774752
file
file
md5: d55e61872183e9a409c40f43ea8cc1af๐Ÿ”
what the fuck am I looking at
Anonymous
7/18/2025, 11:21:25 PM No.531774940
>>531771661
fuck I recently heard someone making a really good counter argument but I forgot what it was
Replies: >>531836336
Anonymous
7/18/2025, 11:22:08 PM No.531775038
>>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.
Replies: >>531779296
Anonymous
7/18/2025, 11:24:37 PM No.531775342
>>531761078
what
Replies: >>531775579
Anonymous
7/18/2025, 11:26:26 PM No.531775579
>>531775342
CoI raised in price. That's only okay for games I already own
Replies: >>531776659
Anonymous
7/18/2025, 11:28:27 PM No.531775827
>>531771298
nauvis 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.
Anonymous
7/18/2025, 11:30:11 PM No.531776026
What's worth getting on the sale?
Replies: >>531779691 >>531780136
Anonymous
7/18/2025, 11:30:46 PM No.531776087
>>531771661
I 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.
Replies: >>531779559
Anonymous
7/18/2025, 11:31:42 PM No.531776189
>>531771661
I thought Sid Meier said that
Replies: >>531836761
Anonymous
7/18/2025, 11:35:20 PM No.531776659
>>531775579
this happens with most early access games
Anonymous
7/18/2025, 11:40:02 PM No.531777176
>>531760759
The 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.
Replies: >>531779296
Anonymous
7/18/2025, 11:49:42 PM No.531778270
>>531740047
Yes, they are fairly mild with the default settings and unlock powerful buffs for you later when you deal with them.

>>531741321
Yes 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.

>>531760759
Sorters 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.
Replies: >>531779296
Anonymous
7/18/2025, 11:56:20 PM No.531779090
>>531763123
i 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.
Replies: >>531779348
Anonymous
7/18/2025, 11:57:57 PM No.531779296
nwaM3oi[1]
nwaM3oi[1]
md5: b4ab91496e2efa680a3f30dc332fdf72๐Ÿ”
>>531775038
Thanks 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).

>>531777176
Like:
^
|
|->[Assembler]
|
instead of my current
------ ->[Assembler]?
That makes a difference? Wouldn't that become a hassle with assemblers that need multiple inputs?

>>531778270
I 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".
Replies: >>531779739 >>531779759 >>531782475
Anonymous
7/18/2025, 11:58:19 PM No.531779348
>>531779090
It'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.
Anonymous
7/19/2025, 12:00:11 AM No.531779559
>>531776087
A "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.
Anonymous
7/19/2025, 12:01:25 AM No.531779691
>>531776026
The answer is only ever Factorio
Replies: >>531779907
Anonymous
7/19/2025, 12:01:52 AM No.531779739
>>531779296
Is 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.
Replies: >>531781083
Anonymous
7/19/2025, 12:02:01 AM No.531779759
>>531779296
for multiple inputs you end up with
|--->[Ass]
| |-> [emb]
| | |>[eler]
like factorio long inserters you make the longer ones the resource you need less of.
Replies: >>531780094 >>531780235
Anonymous
7/19/2025, 12:03:06 AM No.531779907
>>531779691
But I already have Factorio
Replies: >>531779969 >>531780116
Anonymous
7/19/2025, 12:03:32 AM No.531779969
>>531779907
you got any mates? they could use factorio.
Anonymous
7/19/2025, 12:04:38 AM No.531780094
>>531779759
ASS?
Replies: >>531780313
Anonymous
7/19/2025, 12:04:47 AM No.531780116
>>531779907
Then why do you need other games?
Anonymous
7/19/2025, 12:04:55 AM No.531780136
>>531776026
Dyson sphere program and Captain of industry are both great and good value too.
Anonymous
7/19/2025, 12:05:42 AM No.531780235
>>531779759
Anon your ass is not an input.
Anonymous
7/19/2025, 12:06:23 AM No.531780313
>>531780094
Ass emb ler
Anonymous
7/19/2025, 12:13:09 AM No.531781083
>>531779739
I'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.
Anonymous
7/19/2025, 12:25:26 AM No.531782475
>>531779296
You'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.
Replies: >>531783492
Anonymous
7/19/2025, 12:29:19 AM No.531782953
1734903964856116
1734903964856116
md5: 260337f85366df4d2807f823c2156fde๐Ÿ”
>export solid fuel gained from scrap on fulgora to nauvis and burn them in heating towers to lighten the load on the nuclear setup
Replies: >>531785587
Anonymous
7/19/2025, 12:33:59 AM No.531783492
>>531782475
Sorry I have brain damage, can you provide an example screenshot?
Replies: >>531791046
Anonymous
7/19/2025, 12:47:35 AM No.531785034
>>531769434
Once Bobsangels updates, supposedly. Dev said on discord it's been blocked on that because it depends on them for the graphics. Can't wait.
Anonymous
7/19/2025, 12:47:57 AM No.531785076
>>531746794 (OP)
What is this bullshit? Generals should have games in the OP.
Replies: >>531785435 >>531787198
Anonymous
7/19/2025, 12:51:04 AM No.531785435
>>531785076
Says fucking who
Replies: >>531787758
Anonymous
7/19/2025, 12:52:26 AM No.531785587
>>531782953
surely you can find a less efficient way of generating some bonus power on nauvis
Replies: >>531787090
Anonymous
7/19/2025, 1:05:45 AM No.531787090
>>531785587
i 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.
Replies: >>531836547
Anonymous
7/19/2025, 1:06:37 AM No.531787198
>>531785076
He should remove all the retarded links next
Anonymous
7/19/2025, 1:11:05 AM No.531787758
>>531785435
People searching for games but don't know which general they're in for starters
Replies: >>531787973 >>531788797
Anonymous
7/19/2025, 1:12:36 AM No.531787973
>>531787758
guess you'll just have to read the OP title and make an educated guess
Replies: >>531788863
Anonymous
7/19/2025, 1:19:05 AM No.531788797
>>531787758
You failed the IQ test for playing this kind of game.
Anonymous
7/19/2025, 1:19:34 AM No.531788863
>>531787973
Nobody 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.
Replies: >>531789372 >>531790181
Anonymous
7/19/2025, 1:21:15 AM No.531789090
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?
Replies: >>531789703 >>531789706
Anonymous
7/19/2025, 1:23:29 AM No.531789372
>>531788863
i 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.
Anonymous
7/19/2025, 1:26:04 AM No.531789703
>>531789090
Not 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.
Replies: >>531790160
Anonymous
7/19/2025, 1:26:06 AM No.531789706
>>531789090
nah 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.
Anonymous
7/19/2025, 1:29:41 AM No.531790160
>>531789703
I'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
Replies: >>531794013 >>531798306
Anonymous
7/19/2025, 1:29:55 AM No.531790181
>>531788863
>OP Title
if you can't maybe assume what games are in the engineering games general you shouldn't be in the engineering games general
Replies: >>531794134
Anonymous
7/19/2025, 1:36:49 AM No.531791046
>>531783492
don'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
Replies: >>531794215
Anonymous
7/19/2025, 2:02:39 AM No.531794013
>>531790160
Well, 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.
Anonymous
7/19/2025, 2:03:40 AM No.531794134
>>531790181
The 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?
Replies: >>531794293 >>531795395 >>531795591
Anonymous
7/19/2025, 2:04:23 AM No.531794215
>>531791046
And using the long sorter isn't a detriment? I was under the impression that travel time plays a role.
Anonymous
7/19/2025, 2:05:05 AM No.531794293
>>531794134
spaghetti bread
Anonymous
7/19/2025, 2:14:45 AM No.531795395
>>531794134
we spent a while in the last thread shitposting about it
Anonymous
7/19/2025, 2:16:50 AM No.531795591
>>531794134
That's how I look for threads on /vg/.
Anonymous
7/19/2025, 2:42:27 AM No.531798306
>>531790160
It'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
Anonymous
7/19/2025, 2:51:29 AM No.531799196
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
Anonymous
7/19/2025, 3:16:36 AM No.531801756
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.
Replies: >>531812870
Anonymous
7/19/2025, 3:17:05 AM No.531801809
space
space
md5: 8f6ef2f99b2f17d381454fe1e34f2900๐Ÿ”
aww come on man
Replies: >>531801938 >>531802849
Anonymous
7/19/2025, 3:18:30 AM No.531801938
>>531801809
Fill your holes
Replies: >>531803817
Anonymous
7/19/2025, 3:27:35 AM No.531802849
>>531801809
you deserve it for having such a goofy setup
Anonymous
7/19/2025, 3:36:53 AM No.531803817
>>531801938
I 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.
Replies: >>531807207
Anonymous
7/19/2025, 4:13:15 AM No.531807207
>>531803817
space 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.
Replies: >>531807603
Anonymous
7/19/2025, 4:17:21 AM No.531807603
>>531807207
ive 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
Replies: >>531807826 >>531807858 >>531808004
Anonymous
7/19/2025, 4:19:57 AM No.531807826
>>531807603
give 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.
Anonymous
7/19/2025, 4:20:24 AM No.531807858
>>531807603
>I need to find a better solution to passive asteroid throughput on nauvis
It's called making a ship
Replies: >>531808004
Anonymous
7/19/2025, 4:21:51 AM No.531808004
>>531807603
>>531807858
you 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.
Anonymous
7/19/2025, 4:51:44 AM No.531810789
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)?
Replies: >>531832016
Anonymous
7/19/2025, 5:12:55 AM No.531812870
>>531801756
Click 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.
Replies: >>531816206 >>531832298
Anonymous
7/19/2025, 5:51:16 AM No.531816206
>>531812870
thanks
Anonymous
7/19/2025, 6:25:43 AM No.531819395
1750248110467411
1750248110467411
md5: 4fdbdf26932da6dd9f325cc126ce25a1๐Ÿ”
>needing to move nuclear waste to new location
>workers stop dropping like flies
oops
Replies: >>532033375
Anonymous
7/19/2025, 6:33:13 AM No.531820067
C'monnnn did they really need to lock big power poles behind Logistics Science in Py?
Replies: >>531821772
Anonymous
7/19/2025, 6:53:09 AM No.531821772
>>531820067
you 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
Replies: >>531822375
Anonymous
7/19/2025, 7:00:36 AM No.531822375
>>531821772
>and also run pipelines across miles and miles because you need water for everything
I mean I already got a taste of that with mining fluid

My first titanium patch was VERY far away
Replies: >>531822479
Anonymous
7/19/2025, 7:02:06 AM No.531822479
>>531822375
i hope you're producing a lot of acetylene
you're gonna need it
Replies: >>531823368
Anonymous
7/19/2025, 7:12:25 AM No.531823368
>>531822479
I 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
Replies: >>531823654 >>531826905 >>531827195 >>531835448
Anonymous
7/19/2025, 7:15:45 AM No.531823654
>>531823368
>Burn the coke
I'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
Replies: >>531824904 >>531827123
Anonymous
7/19/2025, 7:27:36 AM No.531824582
https://mods.factorio.com/mod/GasWorks
Found a use for cerys' methane.
Replies: >>531824653
Anonymous
7/19/2025, 7:28:25 AM No.531824653
>>531824582
this had a 50/50 chance of being fart fetish stuff
Replies: >>531824753
Anonymous
7/19/2025, 7:29:37 AM No.531824753
>>531824653
Why are you like this?
Anonymous
7/19/2025, 7:31:46 AM No.531824904
>>531823654
You 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.
Replies: >>531825076
Anonymous
7/19/2025, 7:34:05 AM No.531825076
>>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.
Replies: >>531825226
Anonymous
7/19/2025, 7:35:20 AM No.531825179
>>531767538
Yes, and make sure you turn on the elemental biters as well.
Anonymous
7/19/2025, 7:36:01 AM No.531825226
>>531825076
The 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.
Replies: >>531825589
Anonymous
7/19/2025, 7:41:10 AM No.531825589
>>531825226
>No reason to put down an expensive powerplant
Expensive 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
Anonymous
7/19/2025, 8:01:07 AM No.531826905
>>531823368
the 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
Replies: >>531832298
Anonymous
7/19/2025, 8:04:44 AM No.531827123
>>531823654
like 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
Anonymous
7/19/2025, 8:06:29 AM No.531827195
>>531823368
>Even with all my fish windmills
if you're hurting for power have you set up on the geothermal nodes you can find? they're pretty good as a temp measure
Replies: >>531835448
Anonymous
7/19/2025, 8:19:44 AM No.531828141
>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
Replies: >>531828195 >>531853962 >>531856032
Anonymous
7/19/2025, 8:20:19 AM No.531828195
>>531828141
Latter.
Anonymous
7/19/2025, 9:19:37 AM No.531832016
>>531810789
>>531734758
Anonymous
7/19/2025, 9:24:05 AM No.531832298
>>531812870
Now if only this worked for larger trucks too

>>531826905
Just tar processing into tailings then evaporation gives you more than enough nexelit. Don't even have to bother with animals.
Replies: >>531832918
Anonymous
7/19/2025, 9:33:58 AM No.531832918
>>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.
Replies: >>531833441
Anonymous
7/19/2025, 9:42:21 AM No.531833441
>>531832918
I mean, the description calls it "green gold" and you have a cheap storage that goes up to 1mil units each.
Replies: >>531833504
Anonymous
7/19/2025, 9:43:30 AM No.531833504
>>531833441
How deep are you into py, my son.
Replies: >>531834003
Anonymous
7/19/2025, 9:52:29 AM No.531834003
>>531833504
Third 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.
Anonymous
7/19/2025, 10:15:01 AM No.531835448
>>531827195
nta but I haven't found a single one driving around for half an hour. Reminds me of early vanilla oil.

>>531823368
Coal 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.
Anonymous
7/19/2025, 10:18:42 AM No.531835720
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.
Replies: >>531837928 >>531840307 >>531871797
Anonymous
7/19/2025, 10:19:16 AM No.531835762
>>531762647
This 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.
Anonymous
7/19/2025, 10:23:14 AM No.531836017
what's the point of planting trees if they're gonna die and look like shit anyway?
Replies: >>531836547 >>531864448
Anonymous
7/19/2025, 10:27:51 AM No.531836336
>>531774940
Game 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.
Replies: >>531840784
Anonymous
7/19/2025, 10:31:11 AM No.531836547
>>531836017
If 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 pollution
negative pollution apparently doesn't slow down evolution at all, it only stops the cloud from spreading
Replies: >>531837508
Anonymous
7/19/2025, 10:34:28 AM No.531836761
>>531776189
I 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.'
Replies: >>531840784
Anonymous
7/19/2025, 10:46:32 AM No.531837508
>>531836547
once you reach the stage you can unlock tree planting, pollution is no longer an issue
the whole point is decorations
Replies: >>531837564
Anonymous
7/19/2025, 10:47:29 AM No.531837564
>>531837508
which mod, I guess
krastorio has them very early
Anonymous
7/19/2025, 10:53:34 AM No.531837928
>>531835720
>cons
>cumbersome and power hungry
>pros
>no cummies
it's worth it if you ask me
Anonymous
7/19/2025, 11:14:26 AM No.531839262
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.
Anonymous
7/19/2025, 11:29:45 AM No.531840307
>>531835720
Differences 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.
Replies: >>531906727
Anonymous
7/19/2025, 11:36:48 AM No.531840784
>>531836336
>Meier's quote about optimizing the fun out of the game was about repeat-plays of head-to-head multiplayer simulation games
It'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.
Replies: >>531842214 >>531848858 >>531852801
Anonymous
7/19/2025, 11:55:36 AM No.531842214
>>531840784
this 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
Anonymous
7/19/2025, 1:12:14 PM No.531848858
>>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.
Replies: >>531849589
Anonymous
7/19/2025, 1:19:24 PM No.531849589
>>531848858
It'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.
Replies: >>531851010
Anonymous
7/19/2025, 1:33:48 PM No.531851010
>>531849589
>It's not perfectly reasonable
Define reasonable.
Anonymous
7/19/2025, 1:52:47 PM No.531852801
>>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.
Anonymous
7/19/2025, 2:02:05 PM No.531853708
how the serb going
Replies: >>531855563
Anonymous
7/19/2025, 2:04:32 PM No.531853962
>>531828141
make 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
Replies: >>531855280
Anonymous
7/19/2025, 2:17:10 PM No.531855280
>>531853962
You 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.
Anonymous
7/19/2025, 2:20:05 PM No.531855563
>>531853708
hiatus
Anonymous
7/19/2025, 2:22:56 PM No.531855847
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
Replies: >>531885634
Anonymous
7/19/2025, 2:24:46 PM No.531856032
>>531828141
Legitimately 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.
Replies: >>531856997
Anonymous
7/19/2025, 2:34:07 PM No.531856997
>>531856032
I ended up with too much holmium when trying to roll max quality quality modules.
Anonymous
7/19/2025, 2:38:25 PM No.531857408
himZD0M
himZD0M
md5: 56981aa853d13cf4f16c24f1bb6a6a1b๐Ÿ”
>>531763123
>Well binned propulsion engines
I know that microchip manufacturing was almost a direct inspiration for quality but the idea of getting LDS 5090 Ti is making me lose it.
Anonymous
7/19/2025, 3:54:21 PM No.531864448
>>531836017
Trees are a lot like women. They get old and ugly, the solution is to regularly replace them with fresh, young trees.
Replies: >>531864854
Anonymous
7/19/2025, 3:58:54 PM No.531864854
>>531864448
She was a sapling you sick fuck
Replies: >>531865452
Anonymous
7/19/2025, 3:59:06 PM No.531864876
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?
Replies: >>531865284 >>531866505 >>531868330 >>531886161 >>531946265 >>531984883 >>531993219
Anonymous
7/19/2025, 4:04:05 PM No.531865284
>>531864876
>What would be an elegant solution to encourage decentralized production?
City blocks are popular enough as is
Replies: >>531875309
Anonymous
7/19/2025, 4:05:49 PM No.531865452
>>531864854
You 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.
Replies: >>531865714 >>531866674
Anonymous
7/19/2025, 4:08:28 PM No.531865714
i-am-not-clever-man
i-am-not-clever-man
md5: cde935f570a73843b75e0fb2a9a7308f๐Ÿ”
>>531865452
Anonymous
7/19/2025, 4:17:01 PM No.531866505
>>531864876
Fulgora 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.
Replies: >>531867054 >>531867468
Anonymous
7/19/2025, 4:18:50 PM No.531866674
>>531865452
Are you saying he went for a low hanging fruit?
Replies: >>531874372
Anonymous
7/19/2025, 4:22:35 PM No.531867054
>>531866505
Another (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
Anonymous
7/19/2025, 4:26:55 PM No.531867468
>>531866505
I 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.
Anonymous
7/19/2025, 4:36:12 PM No.531868330
>>531864876
It'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.
Replies: >>531875309
Anonymous
7/19/2025, 4:42:52 PM No.531869002
1722467687383059
1722467687383059
md5: 057f3d9811e1ff5c849e09ab9d07e506๐Ÿ”
>VulcANUS
Replies: >>531879465
Anonymous
7/19/2025, 5:02:11 PM No.531870820
What is the horniest egg game?
Anonymous
7/19/2025, 5:12:22 PM No.531871797
>>531835720
>Fluid burning one has 30x higher fuel usage and only 2x speed
wait, 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
Replies: >>531882996
Anonymous
7/19/2025, 5:19:15 PM No.531872456
just finished satisfactory
holy that ending was SHIT
Replies: >>531873967
Anonymous
7/19/2025, 5:34:54 PM No.531873967
>>531872456
has your journey been good
has it been worthwhile
Replies: >>531875362 >>531878378 >>531880475
Anonymous
7/19/2025, 5:39:13 PM No.531874372
>>531866674
His joke was a cut below the rest.
Anonymous
7/19/2025, 5:39:33 PM No.531874414
>Playing DSP first time
>Current tip: Build a turret.
>build a turret
>VO Guide guy: You built a TOURRAT!
lol.
Anonymous
7/19/2025, 5:48:56 PM No.531875309
1741488188119051
1741488188119051
md5: c493e2a856c56970fbd7d78da16bef37๐Ÿ”
>>531865284
anone, you should finish reading a post before replying to it.
>>531868330
I 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.
Replies: >>531880695
Anonymous
7/19/2025, 5:49:33 PM No.531875362
>>531873967
no
Anonymous
7/19/2025, 6:21:38 PM No.531878378
>>531873967
Did you mean to ask whether
it has been Satisfactory?
Anonymous
7/19/2025, 6:31:54 PM No.531879465
>>531869002
we stopped calling it that ages ago, now it's called Vulcrectum.
Anonymous
7/19/2025, 6:41:24 PM No.531880475
>>531873967
no, at the end I was forcing myself to play because I was bored out of my mind
Anonymous
7/19/2025, 6:43:06 PM No.531880695
>>531875309
why does the keyboard look ai generated
Replies: >>531882123 >>531885461
Anonymous
7/19/2025, 6:43:39 PM No.531880756
file
file
md5: 36c2b7b5fadc9c8b935e023a6328b2b0๐Ÿ”
let's see what this is about
Replies: >>531883181
Anonymous
7/19/2025, 6:55:23 PM No.531882123
>>531880695
I wonder...
Anonymous
7/19/2025, 7:02:59 PM No.531882996
>>531871797
ah okay that makes it less terrible
Anonymous
7/19/2025, 7:04:30 PM No.531883181
>>531880756
enjoy your inception death spiral
Anonymous
7/19/2025, 7:23:04 PM No.531885461
>>531880695
It had to be inpainted because cats are too stupid to use a keyboard, duh
Anonymous
7/19/2025, 7:24:36 PM No.531885634
>>531855847
I 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.
Anonymous
7/19/2025, 7:29:03 PM No.531886161
>>531864876
Reducing 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.
Anonymous
7/19/2025, 7:44:18 PM No.531887901
13 years old and still relevant
https://www.youtube.com/watch?v=43QJHjDNV58
Replies: >>531889537 >>531889712
Anonymous
7/19/2025, 7:58:15 PM No.531889537
>>531887901
please stop bringing up minors
Anonymous
7/19/2025, 7:59:44 PM No.531889712
>>531887901
https://www.youtube.com/watch?v=rulElJITIVY
Replies: >>531895521
Anonymous
7/19/2025, 8:13:46 PM No.531891350
seeing foundries in space just piss me off for some reason
Replies: >>531892457
Anonymous
7/19/2025, 8:22:51 PM No.531892457
>>531891350
Well 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.
Replies: >>531893271
Anonymous
7/19/2025, 8:29:20 PM No.531893271
>>531892457
>no gravity to make moving the metal easier
it also wouldn't sit in the cast
Replies: >>531894132
Anonymous
7/19/2025, 8:36:14 PM No.531894132
>>531893271
It would, if you never moved it. There's also surface tension.
Maybe capillary action could be used to move them around.
Replies: >>531895113
Anonymous
7/19/2025, 8:43:48 PM No.531895113
>>531894132
Could use the ship's acceleration instead of gravity. If not for that pesky space friction.
Replies: >>531895498
Anonymous
7/19/2025, 8:47:02 PM No.531895498
1749030176438827
1749030176438827
md5: f3ad71abc9f6afb8a243aae4c6983ba5๐Ÿ”
>>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
Replies: >>531902431 >>531905318
Anonymous
7/19/2025, 8:47:12 PM No.531895521
>>531889712
It was a simpler time.
Anonymous
7/19/2025, 8:48:52 PM No.531895743
WTF
WTF
md5: 1189aa40dee8cd3f98216d2bf4712f64๐Ÿ”
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.
Replies: >>531895882 >>531895914 >>531895916 >>531898173 >>531898740 >>531927491 >>531927786
Anonymous
7/19/2025, 8:49:54 PM No.531895882
1701059563950637
1701059563950637
md5: f7f0ebe336295cbe7c0581ba9187caa6๐Ÿ”
>>531895743
hehe
Anonymous
7/19/2025, 8:50:04 PM No.531895914
>>531895743
heh.
Anonymous
7/19/2025, 8:50:05 PM No.531895916
>>531895743
that's strange
you could open a bug report
Anonymous
7/19/2025, 9:08:56 PM No.531898173
1647453801726
1647453801726
md5: db8c70c1514d08a05a8ab9913409d50b๐Ÿ”
>>531895743
Anonymous
7/19/2025, 9:13:35 PM No.531898740
>>531895743
fluids 2.0 claims another victim...
Anonymous
7/19/2025, 9:43:45 PM No.531902431
>>531895498
If you look closely, the recipe requirement is not gravity, but pressure for some reason.
Replies: >>531911930
Anonymous
7/19/2025, 10:07:13 PM No.531905318
>>531895498
>Pic
Froggy!
Anonymous
7/19/2025, 10:18:50 PM No.531906727
>>531840307
>PY at least tries to make various alternative ways to play
Yeah 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.
Replies: >>531918734
Anonymous
7/19/2025, 10:19:34 PM No.531906807
1729478214826340_thumb.jpg
1729478214826340_thumb.jpg
md5: a720a9ac3b892a57cad38a44f4045c91๐Ÿ”
>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?
Replies: >>531921894
Anonymous
7/19/2025, 10:59:15 PM No.531911930
>>531902431
Some 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.
Anonymous
7/19/2025, 11:01:09 PM No.531912189
>>531771661
Main buses aren't optimal.
Replies: >>531914115 >>531920046
Anonymous
7/19/2025, 11:14:52 PM No.531914115
>>531912189
Optimise 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.
Anonymous
7/19/2025, 11:18:35 PM No.531914608
Screenshot 2025-07-18 143826
Screenshot 2025-07-18 143826
md5: f8aef4fa90f1bf44e8fd5ed5d040e4f8๐Ÿ”
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.
Replies: >>531918563 >>531921120
Anonymous
7/19/2025, 11:49:05 PM No.531918563
file
file
md5: 0731514c1c4f3296e8a50f78c41eeb1b๐Ÿ”
>>531914608
Oh boy do I have the movie for you
Anonymous
7/19/2025, 11:50:22 PM No.531918734
>>531906727
Yes, coal doesn't have force multiplying like the other ores have. Also shit is just not balanced and that's ok.
Anonymous
7/19/2025, 11:56:41 PM No.531919606
/ourgirl/ is live!
https://www.youtube.com/watch?v=vXBQ7EA-fPc
Replies: >>531920757 >>531927754
Anonymous
7/20/2025, 12:00:20 AM No.531920046
>>531912189
Technically true, but they're easy
Anonymous
7/20/2025, 12:01:48 AM No.531920214
file
file
md5: 044abaf2d87a88a80ab9f98eacc91bd7๐Ÿ”
I am a genius at belt balancing
Anonymous
7/20/2025, 12:06:20 AM No.531920757
>>531919606
she sounds obese and ugly
Replies: >>531923613
Anonymous
7/20/2025, 12:09:26 AM No.531921120
>>531914608
Isn't Factorio already designed that way?
Anonymous
7/20/2025, 12:15:54 AM No.531921894
>>531906807
what
Replies: >>531923891
Anonymous
7/20/2025, 12:19:10 AM No.531922279
Untitled
Untitled
md5: 61e0f33160ceaed76aef738bf7469253๐Ÿ”
Does this trick also work with assemblers?
Replies: >>531922430 >>531924304
Anonymous
7/20/2025, 12:20:29 AM No.531922430
>>531922279
only for the item each assembler makes
Anonymous
7/20/2025, 12:30:44 AM No.531923613
>>531920757
isn't that all vtubers
probably doesn't matter if you'll never meet irl
Anonymous
7/20/2025, 12:33:11 AM No.531923891
>>531921894
I 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.
Anonymous
7/20/2025, 12:36:41 AM No.531924304
>>531922279
Chaining 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.
Anonymous
7/20/2025, 12:40:45 AM No.531924806
file
file
md5: bf86e3e9871f63c3d42e433a430898a9๐Ÿ”
are there inner corner ramps?
Anonymous
7/20/2025, 12:47:28 AM No.531925634
1727751113829889
1727751113829889
md5: 3c18b9b84809e8926c111a16ab1ea11f๐Ÿ”
>>531763123
man
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
Replies: >>531927043
Anonymous
7/20/2025, 12:49:50 AM No.531925931
CPowA4c[1]
CPowA4c[1]
md5: 9d12fa82f3dfa83cb4f891a81158ea34๐Ÿ”
Asking ChatGPT to identify an /egg/ game.
Replies: >>531926170
Anonymous
7/20/2025, 12:51:51 AM No.531926170
vgPtjzm[1]
vgPtjzm[1]
md5: d82d5c7211af6495a731d22fa0a19b69๐Ÿ”
>>531925931
Second try!
Replies: >>531926281 >>531926409
Anonymous
7/20/2025, 12:52:44 AM No.531926281
>>531926170
I'm surprised you're allowed to swear at ChatGPT
Replies: >>531927286
Anonymous
7/20/2025, 12:53:52 AM No.531926409
lXgyp03[1]
lXgyp03[1]
md5: aa56014600958fbb02d191c4d91ec0c1๐Ÿ”
>>531926170
Wrong again. Welp, three strikes and you're out! Thanks for playing, chatgpt.
Replies: >>531926753 >>531934852
Anonymous
7/20/2025, 12:56:28 AM No.531926728
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.
Anonymous
7/20/2025, 12:56:44 AM No.531926753
>>531926409
Fair enough, and you're right to push back.

The game is actually Space Engineers, a
Replies: >>531927286
Anonymous
7/20/2025, 12:58:59 AM No.531927043
>>531925634
when you feel like quitting, quit
trust me, it doesn't get better, I pushed to the end and regretted it
Anonymous
7/20/2025, 1:01:07 AM No.531927286
>>531926281
Oh 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.
>>531926753
I'm sure it would have landed on spengies eventually. Not sure if before or after Minecraft.
Replies: >>531942531
Anonymous
7/20/2025, 1:01:53 AM No.531927376
I agree, people need to fall in love with character cards using ST and claude
Anonymous
7/20/2025, 1:02:54 AM No.531927491
>>531895743
heheh
Anonymous
7/20/2025, 1:04:59 AM No.531927754
>>531919606
i don't get it, this isn't the fat cat
Anonymous
7/20/2025, 1:05:15 AM No.531927786
>>531895743
Can someone actually explain
Replies: >>531928497
Anonymous
7/20/2025, 1:11:08 AM No.531928497
>>531927786
he's using the pipe pump instead of the offshore pump
Anonymous
7/20/2025, 1:44:22 AM No.531932272
>>531746794 (OP)
Please add the list of games in the next OP, a lot of us search for them
Anonymous
7/20/2025, 2:03:09 AM No.531934484
COifellas, how much space do I leave between shit before I have conveyors?
Replies: >>531935297
Anonymous
7/20/2025, 2:06:10 AM No.531934852
>>531926409
Can Akinator guess it?
Anonymous
7/20/2025, 2:10:10 AM No.531935297
>>531934484
you'll be remaking everything as you need to expand anyway so it doesnt matter
Anonymous
7/20/2025, 2:19:44 AM No.531936334
am I doing ok
am I doing ok
md5: c9b3f1a3712ed1d37366f81105099009๐Ÿ”
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.
Replies: >>531937397 >>531937817 >>531937990 >>531947860
Anonymous
7/20/2025, 2:29:27 AM No.531937397
>>531936334
It'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.
Replies: >>531938460
Anonymous
7/20/2025, 2:33:18 AM No.531937817
>>531936334
short 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
Replies: >>531937984 >>531938460 >>531945428
Anonymous
7/20/2025, 2:34:49 AM No.531937984
>>531937817
>you're going to want a lot more X production
that's the whole game in a nutshell
Replies: >>531938149
Anonymous
7/20/2025, 2:34:53 AM No.531937990
>>531936334
I 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.
Replies: >>531938460
Anonymous
7/20/2025, 2:36:24 AM No.531938149
>>531937984
that's true, but it's more true of red circuits
Anonymous
7/20/2025, 2:39:24 AM No.531938460
file
file
md5: 42ceef15d97c34e1f40655cd51844063๐Ÿ”
>>531937397
>>531937817
>>531937990
Thanks for the feedback. I've come a long way.
Replies: >>531939156
Anonymous
7/20/2025, 2:45:44 AM No.531939156
>>531938460
At least you're using the hotbar. I have 950 hours and still only keep a grenade or a robot capsule in the first slot.
Replies: >>531939294
Anonymous
7/20/2025, 2:47:00 AM No.531939294
>>531939156
I 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
Anonymous
7/20/2025, 3:16:59 AM No.531942531
>>531927286
>and then give you the next wrong answer
What happens if you ask it something that it gets right and you tell it that it's wrong?
Replies: >>531944117
Anonymous
7/20/2025, 3:32:49 AM No.531944117
HLxVMUX[1]
HLxVMUX[1]
md5: bc906203ba69dbd84d10045c8928e3ab๐Ÿ”
>>531942531
Well, 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.
Anonymous
7/20/2025, 3:34:51 AM No.531944319
bees
bees
md5: 62a23e16da5794044126e1727c16a05c๐Ÿ”
I love these little bastards
Replies: >>531971564
Anonymous
7/20/2025, 3:46:11 AM No.531945428
>>531937817
>orange
Is one of us color blind?
Replies: >>531945936 >>531946312
Anonymous
7/20/2025, 3:51:21 AM No.531945936
>>531945428
I think that if people called them orange, I would agree.
I also think that if people called them red, I would agree.
Anonymous
7/20/2025, 3:53:59 AM No.531946204
Is it normal to have so much science research going the game borderline looks like it's lagging? jej.
Replies: >>531946780
Anonymous
7/20/2025, 3:54:37 AM No.531946265
>>531864876
If 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.
Anonymous
7/20/2025, 3:55:04 AM No.531946312
>>531945428
i 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
Replies: >>531947185
Anonymous
7/20/2025, 3:59:37 AM No.531946780
>>531946204
>realized it's cuz my power is chugging
fug
Anonymous
7/20/2025, 4:03:36 AM No.531947185
>>531946312
They got yellow on them so red+yellow=orange
Anonymous
7/20/2025, 4:06:27 AM No.531947496
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.
Replies: >>531947828 >>531952471 >>531953504
Anonymous
7/20/2025, 4:09:26 AM No.531947828
>>531947496
You start using way less coal when you get electric furnaces and then nuclear power
Replies: >>531948136 >>531952471
Anonymous
7/20/2025, 4:09:45 AM No.531947860
>>531936334
If 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.
Replies: >>531948582
Anonymous
7/20/2025, 4:12:44 AM No.531948136
>>531947828
electric furnaces with no modules will use more coal than steel furnaces if you are using your coal for power
Anonymous
7/20/2025, 4:17:27 AM No.531948582
>>531947860
Solar is a waste of time, just go straight to nuclear
Replies: >>531949904
Anonymous
7/20/2025, 4:31:03 AM No.531949904
>>531948582
Solar 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.
Replies: >>531950276 >>531971404
Anonymous
7/20/2025, 4:34:56 AM No.531950276
>>531949904
You 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
Replies: >>531950624 >>531954147
Anonymous
7/20/2025, 4:38:30 AM No.531950618
Factorio x Noita
Replies: >>531978738
Anonymous
7/20/2025, 4:38:34 AM No.531950624
>>531950276
>You need hundreds of panels to make any kind of dent on power use
Depends on your efficiency.
Anonymous
7/20/2025, 4:58:40 AM No.531952471
>>531947496
You should just add some solid fuel to your power belt

>>531947828
I didn't realize this until Dosh mentioned it and it completely changes your build priorities.
Replies: >>531953273 >>531992868
Anonymous
7/20/2025, 5:07:06 AM No.531953273
>>531952471
You 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.
Anonymous
7/20/2025, 5:09:32 AM No.531953504
>>531947496
Haha, 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.
Anonymous
7/20/2025, 5:17:09 AM No.531954147
>>531950276
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.

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.
Replies: >>531962057
Anonymous
7/20/2025, 5:27:05 AM No.531955052
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?
Replies: >>531965510
Anonymous
7/20/2025, 5:40:37 AM No.531956257
2WssGBq[1]
2WssGBq[1]
md5: c38d1728375cc862e851ee368c55a38a๐Ÿ”
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.
Replies: >>531957484 >>531965510 >>531975604
Anonymous
7/20/2025, 5:56:06 AM No.531957484
>>531956257
Put 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.
Replies: >>531957874
Anonymous
7/20/2025, 6:00:57 AM No.531957874
>>531957484
I 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.
Replies: >>531959005
Anonymous
7/20/2025, 6:14:44 AM No.531959005
>>531957874
>I don't have half that stuff yet
Chests 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.
Replies: >>531960138
Anonymous
7/20/2025, 6:29:50 AM No.531960138
>>531959005
Wait, 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?
Replies: >>531961547
Anonymous
7/20/2025, 6:48:15 AM No.531961547
>>531960138
Again, 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.
Replies: >>531987358
Anonymous
7/20/2025, 6:54:26 AM No.531962057
>>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.
Anonymous
7/20/2025, 7:11:33 AM No.531963410
how many arc furnaces should I start with for silicon production? they take a lot of power....
Anonymous
7/20/2025, 7:37:54 AM No.531965510
>>531955052
That'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".

>>531956257
If 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.
Replies: >>531987358
Anonymous
7/20/2025, 9:03:28 AM No.531971404
>>531949904
you need like 300 solar panels for each beaconed assembler
Replies: >>531973308
Anonymous
7/20/2025, 9:05:33 AM No.531971564
>>531944319
i you love them that much at least place some roboports
Anonymous
7/20/2025, 9:20:57 AM No.531972665
mm-01
mm-01
md5: 78be238fddc8bc394e2037883e1c36df๐Ÿ”
I fucking love hexagonal grid.
The alchemy theme is also nice.
Replies: >>531972731 >>531973676 >>531975593 >>531977645
Anonymous
7/20/2025, 9:21:53 AM No.531972731
>>531972665
>those plants
triggered my pytsd
Anonymous
7/20/2025, 9:30:17 AM No.531973308
>>531971404
...Then use one of those assemblers to make electronic circuits for you.
Replies: >>531974719
Anonymous
7/20/2025, 9:35:51 AM No.531973676
Screenshot 2025-07-14 025208
Screenshot 2025-07-14 025208
md5: 5474951b1dab5333df1bc70034f9e11e๐Ÿ”
>>531972665
lol.
Replies: >>531975593
Anonymous
7/20/2025, 9:50:57 AM No.531974719
>>531973308
He meant the space constraint is the problem, you big silly billy.
Replies: >>531976362
Anonymous
7/20/2025, 10:03:31 AM No.531975593
>>531972665
>>531973676
This 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.
Replies: >>531976057 >>531991772
Anonymous
7/20/2025, 10:03:41 AM No.531975604
>>531956257
It's five magazines, not five shots. Might last long enough for one fight even with no reloading.
Replies: >>531987358
Anonymous
7/20/2025, 10:10:42 AM No.531976057
>>531975593
Oxygen Not Included? Or did Klei make an actual factory builder?
Replies: >>531976836
Anonymous
7/20/2025, 10:15:15 AM No.531976362
>>531974719
There 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.
Replies: >>531976451
Anonymous
7/20/2025, 10:16:33 AM No.531976451
>>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.
Replies: >>531977731
Anonymous
7/20/2025, 10:22:17 AM No.531976836
>>531976057
>Oxygen Not Included
Yeah, that one.
Anonymous
7/20/2025, 10:32:51 AM No.531977497
>>531762647
They'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.
Replies: >>531994527 >>531997721
Anonymous
7/20/2025, 10:35:35 AM No.531977645
>>531972665
i 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
Replies: >>531982287 >>532100413 >>532101293
Anonymous
7/20/2025, 10:36:54 AM No.531977731
>>531976451
They 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.
Replies: >>531988464
Anonymous
7/20/2025, 10:52:12 AM No.531978738
>>531950618
Factorio x Noisia
Anonymous
7/20/2025, 11:20:06 AM No.531980390
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.
Replies: >>531986132
Anonymous
7/20/2025, 11:51:32 AM No.531982287
>>531977645
The 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.
Replies: >>532020540 >>532100413
Anonymous
7/20/2025, 12:09:24 PM No.531983326
Screenshot 2025-07-20 040912
Screenshot 2025-07-20 040912
md5: 187621546a58e23210b4bab12789feb6๐Ÿ”
Anonymous
7/20/2025, 12:11:24 PM No.531983452
file
file
md5: eb7190be3ef647e811382ef44ebbf880๐Ÿ”
I wish there was a better way to do this
Replies: >>531983541
Anonymous
7/20/2025, 12:12:50 PM No.531983541
Screenshot 2025-07-20 041227
Screenshot 2025-07-20 041227
md5: 403e8cd81708638ecd205c93d42630f3๐Ÿ”
>>531983452
there kind of is once you get the lifts
Replies: >>531984328 >>531995002
Anonymous
7/20/2025, 12:27:13 PM No.531984328
>>531983541
lifts take a shitload more power though. not worth it. that many lifts can take as much power as a full assembler.
Replies: >>531984526 >>532011530
Anonymous
7/20/2025, 12:30:48 PM No.531984526
>>531984328
yeah but it looks nicer
Anonymous
7/20/2025, 12:36:50 PM No.531984883
>>531864876
>carrot
like 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
>stick
make 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
Anonymous
7/20/2025, 12:40:58 PM No.531985089
>Renai Transportation works with Ultracube
Damn, time for some deranged designs
Replies: >>531991442
Anonymous
7/20/2025, 12:58:59 PM No.531986132
>>531980390
Thank you, Anon
That does look neat
Anonymous
7/20/2025, 1:19:17 PM No.531987358
>>531961547
Ah, 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!

>>531965510
That'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.
>>531975604
Ah, still I was annoying that by hand I could put 100 in there, and with a belt it shows 5.
Replies: >>531989117 >>531993236
Anonymous
7/20/2025, 1:33:25 PM No.531988284
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)
Replies: >>531988569 >>531989240 >>531989696
Anonymous
7/20/2025, 1:36:11 PM No.531988464
>>531977731
No shit.
Ergo, you can't put them right next to nests because they'll wander into them and start destroying everything.
Replies: >>531989539 >>531994326
Anonymous
7/20/2025, 1:37:42 PM No.531988569
>>531988284
you can do something like that without even knowing what you're doing.
Replies: >>531991242
Anonymous
7/20/2025, 1:46:05 PM No.531989117
>>531987358
>bases
There'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 hive
Without 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/]
Anonymous
7/20/2025, 1:47:52 PM No.531989240
>>531988284
I 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.
Replies: >>531989696 >>531991242
Anonymous
7/20/2025, 1:52:36 PM No.531989539
>>531988464
That only applies to things your pollution cloud touches.
Anonymous
7/20/2025, 1:55:07 PM No.531989696
>>531988284
you 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
Replies: >>531991242
Anonymous
7/20/2025, 2:17:01 PM No.531991147
>>531762647
>NOOOOO YOU CAN'T MASTER QUALITY AND PRODUCE LEGENDARY ITEMS QUICKLY
>YOU MUST GRIND NONSTOP, THE GRIND WILL NEVER END
Why 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.
Anonymous
7/20/2025, 2:18:29 PM No.531991242
file
file
md5: 808de686b88791d8e30291f18e823fde๐Ÿ”
>>531988569
>>531989240
>>531989696
Thanks, tried the AI route and it actually worked pretty well, needs some minor rebalancing, but surprised how easy that was
Anonymous
7/20/2025, 2:21:37 PM No.531991442
>>531985089
how far does the contents go when fired from a crash unloader powered by the cube?
Anonymous
7/20/2025, 2:21:43 PM No.531991450
Screenshot 2025-07-20 062137
Screenshot 2025-07-20 062137
md5: ef1df2267dfb12402c855c15c2a216f1๐Ÿ”
80 hours in and I still haven't found a good use for the stacker.
Replies: >>531993367 >>532011719
Anonymous
7/20/2025, 2:27:15 PM No.531991772
>>531975593
Oxygen not included looks much better than this.
Anonymous
7/20/2025, 2:43:15 PM No.531992868
>>531952471
you 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?
Replies: >>532012884
Anonymous
7/20/2025, 2:48:26 PM No.531993219
>>531864876
My 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.
Anonymous
7/20/2025, 2:48:38 PM No.531993236
>>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.
Anonymous
7/20/2025, 2:50:24 PM No.531993367
>>531991450
>tfw you will never become stackerman
Anonymous
7/20/2025, 3:03:06 PM No.531994326
>>531988464
you 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
Anonymous
7/20/2025, 3:05:27 PM No.531994527
>>531977497
>Yeah we're removing space casinos in 2.1
>They're not removing space casino's.
Anon, you're gonna overdose on copium
Replies: >>531997694
Anonymous
7/20/2025, 3:09:19 PM No.531994835
>AI
>to edit a couple lines of code
Anonymous
7/20/2025, 3:11:08 PM No.531995002
file
file
md5: 2fa5f2bcb7f67fea4bf47d2bff305cf0๐Ÿ”
>>531983541
thanks
Anonymous
7/20/2025, 3:12:51 PM No.531995116
>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.
Replies: >>531996085 >>531996268 >>531997816
Anonymous
7/20/2025, 3:25:02 PM No.531996085
>>531995116
puzzle game
Replies: >>531996402
Anonymous
7/20/2025, 3:27:29 PM No.531996268
>>531995116
Asteroid 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.
Anonymous
7/20/2025, 3:29:09 PM No.531996402
>>531996085
A 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.
Replies: >>531996543 >>532003661 >>532020874 >>532031216
Anonymous
7/20/2025, 3:30:46 PM No.531996543
>>531996402
>brute force
I'll give you 60 seconds to explain how creating another copypasted upcycler block is more creative or less brute-force
Replies: >>531996676
Anonymous
7/20/2025, 3:32:28 PM No.531996676
>>531996543
No.
Anonymous
7/20/2025, 3:36:28 PM No.531997007
stopped reading there
Anonymous
7/20/2025, 3:40:04 PM No.531997339
who is the dosh doshington of captain of industry?
Replies: >>531997493 >>531997750 >>531998005
Anonymous
7/20/2025, 3:41:51 PM No.531997493
>>531997339
I have literally never heard of the game outside of /egg/ so the dosh doshington of Captain of Industry is still probably dosh doshington.
Anonymous
7/20/2025, 3:44:00 PM No.531997694
>>531994527
1 dev from months ago, bullshit. People hate this change and the devs aren't stupid enough to ignore that.
Replies: >>531997750
Anonymous
7/20/2025, 3:44:23 PM No.531997721
>>531977497
>Says a lot about quality really that most people would rather skip it and space casino
All 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.
Replies: >>531997942
Anonymous
7/20/2025, 3:44:42 PM No.531997750
>>531997339
You don't know him. He's from eastern europe.

>>531997694
subhumans hate this change and they shall suffer.
Anonymous
7/20/2025, 3:45:30 PM No.531997816
>>531995116
Asteroid quality is great, you're just a fucking faggot mad that people aren't pLaYiNg tHe GaMe PrOpErLy.
Anonymous
7/20/2025, 3:46:18 PM No.531997872
people have long since moved on to satisfactory, what a weird and pointless argument.
Replies: >>531998125
Anonymous
7/20/2025, 3:47:01 PM No.531997942
>>531997721
No
Anonymous
7/20/2025, 3:47:05 PM No.531997951
Yeah, the same <<<< people >>>> that do space casinos.
Anonymous
7/20/2025, 3:47:51 PM No.531998005
>>531997339
the 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.
Replies: >>531999103
Anonymous
7/20/2025, 3:49:18 PM No.531998125
>>531997872
>moved on
>to a game whose circuits had to be moded in
Replies: >>532002024
Anonymous
7/20/2025, 4:00:32 PM No.531999103
>>531998005
So 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)
Replies: >>531999292 >>532000253
Anonymous
7/20/2025, 4:02:46 PM No.531999292
>>531999103
>2k views
overly generous.
Anonymous
7/20/2025, 4:08:39 PM No.531999773
1723768914864159
1723768914864159
md5: f983485ca273b6bcd87a2ed9f446c721๐Ÿ”
What if trains on space platforms?
Replies: >>532000140 >>532002552
Anonymous
7/20/2025, 4:12:57 PM No.532000140
>>531999773
feels overkill with stacked turbo belts available.
Replies: >>532000460
Anonymous
7/20/2025, 4:14:18 PM No.532000253
>>531999103
really makes you wonder how much Big La Mulana paid Dosh for that vid he did
Anonymous
7/20/2025, 4:15:04 PM No.532000317
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
Replies: >>532000438 >>532000539
Anonymous
7/20/2025, 4:16:29 PM No.532000438
>>532000317
I 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.
Replies: >>532000550
Anonymous
7/20/2025, 4:16:45 PM No.532000460
>>532000140
I guess the only reason they don't allow it is stationary cars-as-chests? I don't see any other advantage it really gives.
Replies: >>532014418
Anonymous
7/20/2025, 4:17:42 PM No.532000539
>>532000317
What planet has any less finite coal than Vulcanus?
Replies: >>532000704 >>532000847
Anonymous
7/20/2025, 4:17:49 PM No.532000550
>>532000438
Oh right, biolabs.
Replies: >>532001187
Anonymous
7/20/2025, 4:19:20 PM No.532000704
>>532000539
nauvis
because I don't know how to deal with big demolishers yet but all biters die to artillery eventually
Replies: >>532000873
Anonymous
7/20/2025, 4:21:05 PM No.532000847
>>532000539
just one, but it has crude which offsets it massively
Anonymous
7/20/2025, 4:21:19 PM No.532000873
>>532000704
poison and turretspam murders them no problem
Anonymous
7/20/2025, 4:24:42 PM No.532001187
>>532000550
Still 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.
Anonymous
7/20/2025, 4:29:45 PM No.532001620
file
file
md5: fe90a7904c1cc9d71363e24176140179๐Ÿ”
>>531746794 (OP)
Did anything major change between the dlc release and today? I stopped a week after it released.
Replies: >>532002760 >>532002960 >>532004519 >>532062920
Anonymous
7/20/2025, 4:34:01 PM No.532002024
>>531998125
It's okay that your inferior brain does not work in 3D and you have to use "underground belts" that teleport things for no reason.
Replies: >>532002820
Anonymous
7/20/2025, 4:39:19 PM No.532002552
>>531999773
What if it rains on space platforms?
Anonymous
7/20/2025, 4:41:25 PM No.532002760
>>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.
Replies: >>532003468 >>532013793
Anonymous
7/20/2025, 4:42:01 PM No.532002820
>>532002024
true, life would be simpler if belts could just clip through structures and other belts
Anonymous
7/20/2025, 4:43:25 PM No.532002960
NO FUN
NO FUN
md5: e876e04c1be13711fb329c01105aaaac๐Ÿ”
>>532001620
you can't use mines on platforms anymore.
Replies: >>532003468 >>532014938
Anonymous
7/20/2025, 4:48:31 PM No.532003468
726
726
md5: 10b6e17b2c873c157346b8fab42920ff๐Ÿ”
>>532002760
What is so bad about gleba btw? I stopped at delivering nukes to vulcanus. Anything i should know before touching down?

>>532002960
Usecase?


Also is there a need for nuclear reactors if you already run 100% solar? I got space left anyways.
Replies: >>532003662 >>532013917
Anonymous
7/20/2025, 4:50:13 PM No.532003661
>>531996402
sandbox game
Anonymous
7/20/2025, 4:50:12 PM No.532003662
file
file
md5: f601e859c84cb9c84a3b0136211c7435๐Ÿ”
>>532003468
>usecase
ERA for cheaper asteroid defense
>Any need for nuclear reactors
Transitional energy source for platforms prior to fusion.
Replies: >>532004021
Anonymous
7/20/2025, 4:54:22 PM No.532004021
Screenshot_20250720_165226
Screenshot_20250720_165226
md5: c45be8fa21b6fe609ae9720ab4f12fb6๐Ÿ”
>>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.
Replies: >>532004239
Anonymous
7/20/2025, 4:55:51 PM No.532004160
>captain of industry goals run out halfway through tier 2
aww man and i kinda liked having my hand held.
Anonymous
7/20/2025, 4:56:40 PM No.532004239
>>532004021
Prior 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.
Replies: >>532004519 >>532005098
Anonymous
7/20/2025, 4:57:54 PM No.532004346
Screenshot 2025-07-20 085714
Screenshot 2025-07-20 085714
md5: d99dc670ef927097c1a82cf95c3980e9๐Ÿ”
Last day of the Steam Automation Fest

Did you buy anything?
Replies: >>532005050 >>532005630 >>532006084 >>532006657
Anonymous
7/20/2025, 4:59:46 PM No.532004519
>>532004239
well 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.
Replies: >>532004886
Anonymous
7/20/2025, 5:03:20 PM No.532004886
>>532004519
Im just wondering what i made so much fuel for...
There must have been a reason
Anonymous
7/20/2025, 5:05:05 PM No.532005050
>>532004346
I already have fagtorio and coi
what else would I need
Anonymous
7/20/2025, 5:05:33 PM No.532005098
>>532004239
I 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.
Anonymous
7/20/2025, 5:10:54 PM No.532005630
>>532004346
made me reinstall DSP if that counts
Anonymous
7/20/2025, 5:15:38 PM No.532006084
Screenshot 2025-07-20 091411
Screenshot 2025-07-20 091411
md5: 512489a74f372f447416364820bf81d6๐Ÿ”
>>532004346
bought dsp and captain of industry
having fun with coi
dsp feels... not very good
Replies: >>532033753
Anonymous
7/20/2025, 5:20:03 PM No.532006502
file
file
md5: 8dd599d045b71cb2337fb3719bb069ad๐Ÿ”
my little production facility
Replies: >>532006620 >>532006667
Anonymous
7/20/2025, 5:21:23 PM No.532006620
>>532006502
You truck everything in and out?
Replies: >>532006816
Anonymous
7/20/2025, 5:21:54 PM No.532006657
>>532004346
dyson, CoI, turing complete
Anonymous
7/20/2025, 5:21:58 PM No.532006667
>>532006502
Are 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?
Replies: >>532007020
Anonymous
7/20/2025, 5:23:35 PM No.532006816
>>532006620
Im 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
Anonymous
7/20/2025, 5:25:33 PM No.532007020
>>532006667
yea Ill belt the slag
the bend lets something on level 2 through if I ever need to connect it
Anonymous
7/20/2025, 6:11:33 PM No.532011530
>>531984328
What's more important to you. A couple of KW or more free space to build in.
Anonymous
7/20/2025, 6:13:37 PM No.532011719
>>531991450
I use them to dump excess rock/dirt into the ocean at far away mines.
Anonymous
7/20/2025, 6:20:25 PM No.532012371
Screenshot 2025-07-20 102004
Screenshot 2025-07-20 102004
md5: 24757bd56eeb18fd15ba566762f8030e๐Ÿ”
I feel like I need to get choo choo trains already
Anonymous
7/20/2025, 6:25:40 PM No.532012884
>>531992868
Power 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/
Replies: >>532013364
Anonymous
7/20/2025, 6:30:38 PM No.532013364
>>532012884
now let's see electric furnace with eff modules :)
Replies: >>532013445 >>532014458
Anonymous
7/20/2025, 6:31:40 PM No.532013445
>>532013364
I would rather take my own life than use elf modules
Anonymous
7/20/2025, 6:35:08 PM No.532013793
>>532002760
>Piercing magazines are a lot cheaper
wait 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
Anonymous
7/20/2025, 6:36:21 PM No.532013917
>>532003468
Nuclear 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
Anonymous
7/20/2025, 6:40:49 PM No.532014418
>>532000460
wube 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.
Replies: >>532032896
Anonymous
7/20/2025, 6:41:11 PM No.532014458
>>532013364
Sure, 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.
Anonymous
7/20/2025, 6:43:49 PM No.532014730
can you place cars and tanks on a splatform?
Replies: >>532019090
Anonymous
7/20/2025, 6:45:59 PM No.532014938
>>532002960
Sucks, some of these dev decisions are hurting emergent gameplay desu, really bizarre.
Replies: >>532015460
Anonymous
7/20/2025, 6:47:58 PM No.532015141
coi is missing a bucket wheel excavator. feels bad man. we're stuck with backhoe. slightly bigger backhoe, and mildly bigger backhoe.
Replies: >>532015560
Anonymous
7/20/2025, 6:51:03 PM No.532015460
>>532014938
>some of these dev decisions are hurting emergent gameplay
Being 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.
Replies: >>532015640 >>532015867 >>532018850
Anonymous
7/20/2025, 6:51:52 PM No.532015560
>>532015141
And any kind of mining below the surface
Anonymous
7/20/2025, 6:52:42 PM No.532015640
>>532015460
A space ship would be able to utilize the third dimension to dispose of waste in that way.
Replies: >>532015968
Anonymous
7/20/2025, 6:54:32 PM No.532015829
Screenshot 2025-07-20 105322
Screenshot 2025-07-20 105322
md5: 588cdfe67a890f2c04aaa6c72ce7dd9d๐Ÿ”
red.
Anonymous
7/20/2025, 6:54:52 PM No.532015867
>>532015460
You're an idiot there's no harm at all in many things they've "fixed".
Replies: >>532016330
Anonymous
7/20/2025, 6:55:42 PM No.532015968
>>532015640
Then mod the game for it. Don't whine the base game doesn't fit your needs.
Replies: >>532016075
Anonymous
7/20/2025, 6:56:37 PM No.532016075
>>532015968
>It's okay if a thing sucks because you can fix it yourself!
Replies: >>532016330 >>532017436
Anonymous
7/20/2025, 6:59:13 PM No.532016330
>>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.
Replies: >>532016432 >>532016549
Anonymous
7/20/2025, 7:00:11 PM No.532016432
NO U
NO U
md5: 32b95be4a82fe23d382f3b79a0e9e551๐Ÿ”
>>532016330
Right 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.
Replies: >>532016536
Anonymous
7/20/2025, 7:01:03 PM No.532016536
>>532016432
It doesn't have to be priviledged or important. It just has to be the base game :)
Anonymous
7/20/2025, 7:01:10 PM No.532016549
>>532016330
Confirmed retard. Bet you got stuck on fucking oil processing lol
Anonymous
7/20/2025, 7:09:24 PM No.532017436
>>532016075
yes?
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
Replies: >>532017652
Anonymous
7/20/2025, 7:11:15 PM No.532017652
machine code
machine code
md5: 0e377377af2a6b38dee0eba02c36d2b4๐Ÿ”
>>532017436
I don't know how to code in Lua so I don't know if this is a joke or not.
Replies: >>532017719
Anonymous
7/20/2025, 7:11:51 PM No.532017719
>>532017652
what do you wish to change?
Replies: >>532017765 >>532017991 >>532030790
Anonymous
7/20/2025, 7:12:17 PM No.532017765
>>532017719
THE THING THAT IS WRONG AND I DON'T LIKE
Anonymous
7/20/2025, 7:14:25 PM No.532017991
>>532017719
I'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.
Replies: >>532018269 >>532019267 >>532020313
Anonymous
7/20/2025, 7:17:26 PM No.532018269
>>532017991
so you don't want it fixed, you just want to moan about it and not do anything
Replies: >>532018376
Anonymous
7/20/2025, 7:17:45 PM No.532018306
>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
Anonymous
7/20/2025, 7:18:22 PM No.532018376
>>532018269
Does Kovarex pay you well to suck his cock?
Replies: >>532018907
Anonymous
7/20/2025, 7:22:54 PM No.532018850
>>532015460
I don't really see how the edge of the ship or a random hole in the ship really makes a meaningful difference
Anonymous
7/20/2025, 7:23:28 PM No.532018907
>>532018376
>kovarex kovarex kovarex
You'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/.
Replies: >>532019186 >>532019519
Anonymous
7/20/2025, 7:25:06 PM No.532019090
>>532014730
no it's a hypothetical for if you could build trains on space platforms (and branched off to the larger annoyance of wagons-as-storage)
Anonymous
7/20/2025, 7:25:57 PM No.532019186
>>532018907
The 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.
Anonymous
7/20/2025, 7:26:37 PM No.532019267
>>532017991
Not 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
Replies: >>532019480
Anonymous
7/20/2025, 7:28:23 PM No.532019480
>>532019267
>and just remove all the unused tiles to reduce the platform weight.
But weight hardly matters compared to width.
Replies: >>532020313
Anonymous
7/20/2025, 7:28:35 PM No.532019519
>>532018907
>complete arbitrary rewrite of the engine
NTA 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?
Replies: >>532019923
Anonymous
7/20/2025, 7:31:56 PM No.532019923
>>532019519
No mods add that. If you're thinking of platform logistics, it doesn't do that at all.
Replies: >>532020173
Anonymous
7/20/2025, 7:34:10 PM No.532020173
1741452286642758
1741452286642758
md5: 428a6c7ccd6e8e3cf380c5e89c2ff293๐Ÿ”
>>532019923
https://mods.factorio.com/mod/maraxsis
Why are you so confidently incorrect?
Replies: >>532020351
Anonymous
7/20/2025, 7:35:15 PM No.532020313
>>532019480
>hardly
more like not at all

>>532017991
>What I would change is to have the ability to have multiple cargo landing pads per planet
https://mods.factorio.com/mod/more-landing-pads
>allow the transfer of materials from one platform to the other
https://mods.factorio.com/mod/orbital-transfer
Replies: >>532020430 >>532020886
Anonymous
7/20/2025, 7:35:36 PM No.532020351
>>532020173
>maraxis
>a fucking planet mod
>which gives the option to add an extra cargo landing pad as infinite science
>platform-to-platform logistics

Are you done with those crayons? Can I have one before you eat them all?
Replies: >>532020430 >>532020447
Anonymous
7/20/2025, 7:35:49 PM No.532020373
eggers
eggers
md5: 940b4f06a78a654d05555552ec9048b1๐Ÿ”
Alright eggers the inspection crew is here, show them what you're building, no cleanup
Anonymous
7/20/2025, 7:36:25 PM No.532020430
>>532020351
here bro, I saved you the red one >>532020313
Replies: >>532020505
Anonymous
7/20/2025, 7:36:31 PM No.532020447
>>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.
Anonymous
7/20/2025, 7:37:05 PM No.532020505
>>532020430
?
Anonymous
7/20/2025, 7:37:17 PM No.532020540
>>531982287
i just got really annoyed at trying to route power to actually reach inserters and buildings but maybe the longs from dirt research help there
Replies: >>532022932
Anonymous
7/20/2025, 7:38:28 PM No.532020680
what's the purpose of atom bombs being too heavy for a space rocket anyway? They have no use off of Nauvis anyway.
Replies: >>532020957 >>532021076 >>532021151
Anonymous
7/20/2025, 7:39:45 PM No.532020848
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.
Replies: >>532021064 >>532021382 >>532021501
Anonymous
7/20/2025, 7:39:59 PM No.532020874
>>531996402
what 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
Replies: >>532031216
Anonymous
7/20/2025, 7:40:05 PM No.532020886
>>532020313
>blud yapping about wanting things to be different
>there's already several 6+ months old mods doing what he wants
>he's still yapping
lol

lmao
Anonymous
7/20/2025, 7:40:38 PM No.532020957
1737681586522593
1737681586522593
md5: 7f8d983fffa270fda58145723243e536๐Ÿ”
>>532020680
so you can't nuke gleba bugs because pic related
Anonymous
7/20/2025, 7:41:42 PM No.532021064
>>532020848
>I actually checked the mod portal
>after three mods from the mod portal were already posted
that imaginary crown must be exhausting to carry all the time
Replies: >>532021501
Anonymous
7/20/2025, 7:41:49 PM No.532021076
>>532020680
atomic bombs can one-shot demolishers with a few levels of damage research.
Anonymous
7/20/2025, 7:42:30 PM No.532021147
Solar sweep
Solar sweep
md5: e6bbe5b451cfae3ca186b60e09241124๐Ÿ”
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?
Anonymous
7/20/2025, 7:42:34 PM No.532021151
>>532020680
It makes water tiles on vulcanus and aquilo. Also could in theory be used against asteroids, not sure about the AoE.
Replies: >>532021350 >>532021474 >>532021909
Anonymous
7/20/2025, 7:43:24 PM No.532021242
1737333093450522
1737333093450522
md5: 2f46aa62a184b5f68d7bf78ec8da0d21๐Ÿ”
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.
Replies: >>532032561
Anonymous
7/20/2025, 7:44:20 PM No.532021350
>>532021151
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 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.
Replies: >>532021450
Anonymous
7/20/2025, 7:44:37 PM No.532021382
>>532020848
oh cool, this is a lot more elegant than the one i've been using, thanks
Anonymous
7/20/2025, 7:44:45 PM No.532021394
What's considered the inbetween mod between
>Relatively easy (Krastorio 2, etc)
And
>Life-destroyingly hard (PY)
?
Replies: >>532021479 >>532021524 >>532021547 >>532021873 >>532023623
Anonymous
7/20/2025, 7:44:55 PM No.532021418
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.
Replies: >>532046915
Anonymous
7/20/2025, 7:45:12 PM No.532021450
>>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 platform
I 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.
Anonymous
7/20/2025, 7:45:30 PM No.532021474
>>532021151
not 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.
Replies: >>532021732 >>532021909
Anonymous
7/20/2025, 7:45:32 PM No.532021479
>>532021394
It's generally not considered
check yourself
Anonymous
7/20/2025, 7:45:43 PM No.532021501
>>532021064
yeah 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.
Replies: >>532021598
Anonymous
7/20/2025, 7:45:52 PM No.532021524
>>532021394
ironically, space exploration, but that won't be 2.0 available for a long while yet.
Replies: >>532021594
Anonymous
7/20/2025, 7:46:08 PM No.532021547
>>532021394
Space Exploration
Anonymous
7/20/2025, 7:46:31 PM No.532021594
>>532021524
Isn't it already in closed testing for 2.0?
Should be out within a few months
Replies: >>532054038
Anonymous
7/20/2025, 7:46:33 PM No.532021598
>>532021501
>irrelevant
how the fuck is a mod irrelevant when it does the thing retard, are you just seething over a planet mod for no reason
Replies: >>532021897
Anonymous
7/20/2025, 7:47:50 PM No.532021732
>>532021474
that is what I meant
Replies: >>532021909
Anonymous
7/20/2025, 7:48:50 PM No.532021830
>>531768028
>I just don't feel like it's all that well constructed for a PVP game
The 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.
Replies: >>532022082 >>532022126 >>532023256
Anonymous
7/20/2025, 7:49:22 PM No.532021873
>>532021394
I'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.
Anonymous
7/20/2025, 7:49:28 PM No.532021897
>>532021598
I'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.
Replies: >>532022098 >>532022142
Anonymous
7/20/2025, 7:49:34 PM No.532021909
>>532021151
>>532021474
>>532021732
Vulrectum 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?
Anonymous
7/20/2025, 7:51:11 PM No.532022082
>>532021830
Like what the Planetary Annihilation sequel was supposed to be. Not sure if they already realized it's a dumb idea.
Anonymous
7/20/2025, 7:51:22 PM No.532022098
>>532021897
stop acting like a holier than thou faggot
all I got to say
Replies: >>532022241
Anonymous
7/20/2025, 7:51:39 PM No.532022126
>>532021830
NTA 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.
Replies: >>532022514
Anonymous
7/20/2025, 7:51:46 PM No.532022142
>>532021897
shut the fuck up
Anonymous
7/20/2025, 7:53:00 PM No.532022241
>>532022098
nigger
Anonymous
7/20/2025, 7:53:23 PM No.532022285
factorio will never be pvp. it's not made for it, it's not a good idea, shut the fuck up
Replies: >>532023005
Anonymous
7/20/2025, 7:53:59 PM No.532022356
file
file
md5: 54494874925ecff1924c17083ffe0bb5๐Ÿ”
scintillating intellectual discourse
Replies: >>532022431 >>532023270
Anonymous
7/20/2025, 7:54:33 PM No.532022431
>>532022356
yeah it's pretty bad lately, there's some shit stirrers summerposting
Anonymous
7/20/2025, 7:55:15 PM No.532022514
>>532022126
Honestly 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.
Anonymous
7/20/2025, 7:57:17 PM No.532022729
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?
Replies: >>532023443
Anonymous
7/20/2025, 7:59:05 PM No.532022932
>>532020540
It 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.
Replies: >>532023936
Anonymous
7/20/2025, 7:59:49 PM No.532023005
>>532022285
it can only work through gentlemen agreements
Replies: >>532024287
Anonymous
7/20/2025, 8:00:23 PM No.532023061
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
Replies: >>532023228 >>532023248 >>532023417 >>532023741 >>532023861 >>532065758
Anonymous
7/20/2025, 8:01:45 PM No.532023228
>>532023061
nice
Anonymous
7/20/2025, 8:02:03 PM No.532023248
>>532023061
the fuck are those cheat solar panels
Replies: >>532023517
Anonymous
7/20/2025, 8:02:08 PM No.532023256
>>532021830
the 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.
Replies: >>532023443
Anonymous
7/20/2025, 8:02:16 PM No.532023270
20250720150121_1
20250720150121_1
md5: 38dfa45f99d9614eb12efc34ae0630a0๐Ÿ”
>>532022356
im out here playing stormworks idgaf about factorio schizophrenia i have my own mental illnness to cope and seethe with
Replies: >>532023696 >>532023902 >>532024269 >>532024416 >>532026192
Anonymous
7/20/2025, 8:03:35 PM No.532023417
>>532023061
what mod makes the planet really really big
Replies: >>532023567 >>532023807
Anonymous
7/20/2025, 8:03:46 PM No.532023443
1362103063886
1362103063886
md5: 7657e563fbe6e495777439bb5a0b6327๐Ÿ”
>>532022729
turn-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.
>>532023256
And 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.
Anonymous
7/20/2025, 8:04:24 PM No.532023517
>>532023248
I 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
Anonymous
7/20/2025, 8:04:52 PM No.532023567
>>532023417
Visible planets, just tweak the settings
Anonymous
7/20/2025, 8:05:29 PM No.532023623
>>532021394
nullius and spexplo
neither's 2.0 yet
Anonymous
7/20/2025, 8:06:04 PM No.532023696
>>532023270
delete this IMMEDIATELY
Anonymous
7/20/2025, 8:06:33 PM No.532023741
>>532023061
That looks neat.
Anonymous
7/20/2025, 8:07:06 PM No.532023807
>>532023417
It'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.
Anonymous
7/20/2025, 8:07:31 PM No.532023861
>>532023061
>Newspapers Ignizzle
hehe you're pretty cute anon
Anonymous
7/20/2025, 8:07:55 PM No.532023902
>>532023270
kys my man
Anonymous
7/20/2025, 8:08:10 PM No.532023936
>>532022932
>Also too many of the buildings are visually similar
i 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
Anonymous
7/20/2025, 8:11:16 PM No.532024269
>>532023270
Man, all the KSPosters died of the fucking plague or something. Guess the sequel was just that bad.
Replies: >>532024573
Anonymous
7/20/2025, 8:11:31 PM No.532024287
>>532023005
or custom rules as we call them in this century
Anonymous
7/20/2025, 8:12:48 PM No.532024416
>>532023270
How many SWATTs this make ?

Less than 1000 ?

Stay bad at the game worm
Replies: >>532025407
Anonymous
7/20/2025, 8:14:16 PM No.532024573
>>532024269
It'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.
Anonymous
7/20/2025, 8:16:04 PM No.532024779
kWh
Replies: >>532024932
Anonymous
7/20/2025, 8:17:37 PM No.532024932
>>532024779
Coulombs
Anonymous
7/20/2025, 8:21:50 PM No.532025407
20250720152104_1
20250720152104_1
md5: 672384f5e57b7d2acb61d0f23b8ec845๐Ÿ”
>>532024416
it 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
Replies: >>532025891
Anonymous
7/20/2025, 8:25:00 PM No.532025732
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.
Replies: >>532026168 >>532026231
Anonymous
7/20/2025, 8:25:55 PM No.532025819
y
y
md5: 05d4c085aa06db7f5d6c1864ece744be๐Ÿ”
Oil.....
Stone.....
Anonymous
7/20/2025, 8:26:39 PM No.532025891
>>532025407
slow as fuck
Anonymous
7/20/2025, 8:29:25 PM No.532026168
>>532025732
>Fulgora
Nuclear 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.
>Aquillo
A 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.
Replies: >>532026603 >>532030264
Anonymous
7/20/2025, 8:29:41 PM No.532026192
>>532023270
>compounding gearbox losses
nigger vehicle
Anonymous
7/20/2025, 8:30:03 PM No.532026231
>>532025732
> You're almost certainly going to want nuclear power on Fulgora, Gleba, or Aquila
Fulgora 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).
Replies: >>532030264
Anonymous
7/20/2025, 8:33:49 PM No.532026603
>>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
Replies: >>532026954
Anonymous
7/20/2025, 8:36:03 PM No.532026837
file
file
md5: ced94cb243875a2867a9244a0d0fd065๐Ÿ”
Gotthard thinking about this tunnel.
Replies: >>532027315 >>532027617 >>532027756
Anonymous
7/20/2025, 8:37:13 PM No.532026954
>>532026603
If 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.
Replies: >>532027189
Anonymous
7/20/2025, 8:39:23 PM No.532027189
>>532026954
If 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.
Replies: >>532027251 >>532031789
Anonymous
7/20/2025, 8:40:05 PM No.532027251
>>532027189
optional mechanic btw
Replies: >>532027720
Anonymous
7/20/2025, 8:40:38 PM No.532027315
>>532026837
base? base of what?
Replies: >>532028885
Anonymous
7/20/2025, 8:43:12 PM No.532027617
>>532026837
Why they don't just drive Teslas through it ? it would be much more efficient than train ?
Replies: >>532027756
Anonymous
7/20/2025, 8:44:08 PM No.532027720
>>532027251
Yeah 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.
Replies: >>532030264
Anonymous
7/20/2025, 8:44:22 PM No.532027756
>>532027617
>>532026837
We are NOT having an adam something episode in /egg/ today...
Replies: >>532028306
Anonymous
7/20/2025, 8:49:15 PM No.532028306
>>532027756
Trains 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.
Replies: >>532028594 >>532028681 >>532028731 >>532029189 >>532029672
Anonymous
7/20/2025, 8:52:03 PM No.532028594
e_1
e_1
md5: ca182ab4814c930fc79a4a3632310717๐Ÿ”
>>532028306
Anonymous
7/20/2025, 8:52:46 PM No.532028681
>>532028306
Teleportation is the best form of logistics. Why do factory games not utilize this?
Anonymous
7/20/2025, 8:53:15 PM No.532028731
>>532028306
because 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
Replies: >>532029672
Anonymous
7/20/2025, 8:54:42 PM No.532028885
image4-2048x910
image4-2048x910
md5: 53fc65f6af1141c6bb41bfcc6e00ccd3๐Ÿ”
>>532027315
I guess there was already another tunnel "gotthard tunnel" and this is a better one at the base of the mountain.
Replies: >>532029839
Anonymous
7/20/2025, 8:57:23 PM No.532029189
>>532028306
bot 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.
Replies: >>532029403 >>532029445 >>532029672 >>532030310 >>532030431 >>532038238
Anonymous
7/20/2025, 8:59:10 PM No.532029403
>>532029189
yeah I think so much about train logistics as I pop down my city block blueprints
what the fuck are you talking about
Replies: >>532029491
Anonymous
7/20/2025, 8:59:36 PM No.532029445
>>532029189
>tthere's basically nothing stopping the rail line operator from charging butt-fuck expensive ticket prices for simple commuter rides
well I mean that's an interesting supposition but pretty much wrong but anyways why the fuck are you talking about this in /egg/
Anonymous
7/20/2025, 8:59:59 PM No.532029491
>>532029403
You designed those city block blueprints yourself, right?
Anonymous
7/20/2025, 9:01:46 PM No.532029672
>>532029189
>>532028306
it'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

>>532028731
honestly 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
Replies: >>532030162
Anonymous
7/20/2025, 9:03:18 PM No.532029839
>>532028885
>got hard tunnel starting in penis nice zone on the right and going through several massives
the reality is just one big joke
Replies: >>532029998
Anonymous
7/20/2025, 9:04:54 PM No.532029998
>>532029839
you are now aware that modern naming of penises and penis-related functions is mostly based on jokes about geological formations and male livestock
Anonymous
7/20/2025, 9:06:34 PM No.532030162
>>532029672
>honestly sea travel is too simple for anyone not on the ship itself and would make a bad game
harbor 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.
Replies: >>532030469 >>532030881 >>532032493
Anonymous
7/20/2025, 9:07:35 PM No.532030264
>>532026231
>>532026168
It 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.

>>532027720
I'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.
Anonymous
7/20/2025, 9:08:02 PM No.532030310
>>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 capacity

Yet 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).
Replies: >>532034067
Anonymous
7/20/2025, 9:09:06 PM No.532030431
>>532029189
>politics and economics
Trains are cool and resource-efficient. QED
Anonymous
7/20/2025, 9:09:33 PM No.532030469
>>532030162
This, 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.
Replies: >>532031040 >>532031164
Anonymous
7/20/2025, 9:12:40 PM No.532030790
>>532017719
What 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.
Anonymous
7/20/2025, 9:13:24 PM No.532030881
>>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
Replies: >>532031073
Anonymous
7/20/2025, 9:14:55 PM No.532031040
>>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 docks

Harbor Master could be a cool game! Would it work as a component of CoI.
Replies: >>532031287
Anonymous
7/20/2025, 9:15:13 PM No.532031073
>>532030881
btw 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
Replies: >>532031459
Anonymous
7/20/2025, 9:16:08 PM No.532031164
1740734002654499
1740734002654499
md5: 45d73b90010e16f6f34a5e07b8d1eadc๐Ÿ”
>>532030469
thinking 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
Anonymous
7/20/2025, 9:16:35 PM No.532031216
>>531996402
Fucking 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
Anonymous
7/20/2025, 9:17:15 PM No.532031287
radar
radar
md5: 4c2f5630425e6c4ba4067ecc38f6960d๐Ÿ”
>>532031040
case in point
>skimping on dredger fees leads to ships running aground
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 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
Replies: >>532031681 >>532031859
Anonymous
7/20/2025, 9:18:48 PM No.532031459
>>532031073
seaports 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.
Replies: >>532031882 >>532031886
Anonymous
7/20/2025, 9:21:19 PM No.532031681
>>532031287
Make the game harder.
Anonymous
7/20/2025, 9:22:35 PM No.532031789
>>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...
Anonymous
7/20/2025, 9:23:12 PM No.532031859
>>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 port
So just like solar panels?
Replies: >>532032067
Anonymous
7/20/2025, 9:23:27 PM No.532031882
>>532031459
Truthfully, 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".
Replies: >>532032128 >>532032264
Anonymous
7/20/2025, 9:23:28 PM No.532031886
>>532031459
>airports don't navigate terrain.
oof ouch I want to put my runway here but there's a hill in the way!
Replies: >>532032128
Anonymous
7/20/2025, 9:25:22 PM No.532032067
>>532031859
yes 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
Replies: >>532032353 >>532032704 >>532039375
Anonymous
7/20/2025, 9:25:57 PM No.532032128
>>532031882
>>532031886
Yeah 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.
Replies: >>532032493 >>532032791
Anonymous
7/20/2025, 9:27:35 PM No.532032264
>>532031882
Truthfully, seaports do as well, but the main constraint on seaport location is enough deep water to allow ships to move. River seaports are dangerous.
Replies: >>532032791
Anonymous
7/20/2025, 9:28:39 PM No.532032353
>>532032067
>using satisfactory as an example for game design
You just convinced me that harbors would be a lot of fun
Replies: >>532032493
Anonymous
7/20/2025, 9:30:04 PM No.532032493
>>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

>>532032353
honestly 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))
Replies: >>532032821
Anonymous
7/20/2025, 9:30:40 PM No.532032561
>>532021242
Agreed 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.
Anonymous
7/20/2025, 9:31:36 PM No.532032652
>thread talking about sea travel
STORMWANKS BROS WE ARE SO BACK
Anonymous
7/20/2025, 9:32:10 PM No.532032704
>>532032067
Satisfactory devs confirmed fags. Game sucks anyways.
Replies: >>532032830
Anonymous
7/20/2025, 9:32:50 PM No.532032791
>>532032128
>position on the globe
I doubt that has ever been a consideration for a *commercial airport*. Airplanes go where passenger traffic justifies their existence.

>>532032264
Damn, 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.
Replies: >>532033107
Anonymous
7/20/2025, 9:33:09 PM No.532032821
>>532032493
>I hate train signals I hate train signals I hate train signals
Big difference between logistic collision management between 3000 drones and maybe dozens of cargo vessels, you're really just being silly
Replies: >>532033287
Anonymous
7/20/2025, 9:33:13 PM No.532032830
>>532032704
this 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
Anonymous
7/20/2025, 9:33:50 PM No.532032896
>>532014418
Would be cool.
Anonymous
7/20/2025, 9:35:57 PM No.532033107
>>532032791
Position 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.
Anonymous
7/20/2025, 9:37:31 PM No.532033287
uss john mcain
uss john mcain
md5: a142877e37f39dfa8f170fdbf60ddfb3๐Ÿ”
>>532032821
>sea travel is easy bro they dont have signals or lanes or anything just like dont crash lol
Replies: >>532033415 >>532033924
Anonymous
7/20/2025, 9:38:13 PM No.532033375
>>531819395
Does this happen if you use trucks to deliver waste?
Anonymous
7/20/2025, 9:38:37 PM No.532033415
>>532033287
I never said it was easy.
Anonymous
7/20/2025, 9:38:36 PM No.532033416
AJiJrgv[1]
AJiJrgv[1]
md5: 2d0118c14493657a26f6bfe2ee61dbc0๐Ÿ”
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.
Anonymous
7/20/2025, 9:41:43 PM No.532033753
Dyson Sphere Program LavaUpdate_thumb.jpg
Dyson Sphere Program LavaUpdate_thumb.jpg
md5: b75ab12269c7fd06b4da56c8d028c145๐Ÿ”
>>532006084
DSP starts off SLOW but you gradually beef up into a faster than light robot god.
Anonymous
7/20/2025, 9:41:56 PM No.532033773
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.
Replies: >>532034304 >>532039615
Anonymous
7/20/2025, 9:43:23 PM No.532033924
oh shit
oh shit
md5: 8749d7ff1e548219444218eb7bef0009๐Ÿ”
>>532033287
>3 out of 4 of the ships made with the same design of the Titanic suffered at least one significant impact incident
Anonymous
7/20/2025, 9:44:44 PM No.532034067
>>532030310
>Last-mile
Tram. Which is basically a train.
Replies: >>532034281 >>532034307
Anonymous
7/20/2025, 9:46:35 PM No.532034281
>>532034067
think they're called trams because someone wrote the word "train" really poorly and someone else misread it?
Replies: >>532034475
Anonymous
7/20/2025, 9:46:48 PM No.532034304
>>532033773
the 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
Replies: >>532035360
Anonymous
7/20/2025, 9:46:49 PM No.532034307
>>532034067
you can't just have trains everywhere
Anonymous
7/20/2025, 9:48:19 PM No.532034475
>>532034281
https://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]
Anonymous
7/20/2025, 9:56:55 PM No.532035360
>>532034304
It'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.
Replies: >>532035884
Anonymous
7/20/2025, 10:02:09 PM No.532035884
>>532035360
ok but factorio's worldgen isn't set up like that
Replies: >>532035961
Anonymous
7/20/2025, 10:03:03 PM No.532035961
>>532035884
yeah I've said that multiple times
Replies: >>532036068
Anonymous
7/20/2025, 10:03:59 PM No.532036068
>>532035961
>Greatly increased oceans, rimworld
>ringworld

AHHHH
Replies: >>532036437
Anonymous
7/20/2025, 10:07:46 PM No.532036437
>>532036068
I 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
Anonymous
7/20/2025, 10:11:42 PM No.532036852
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.
Replies: >>532037148 >>532037403
Anonymous
7/20/2025, 10:14:26 PM No.532037148
>>532036852
sorry you are too much of a brainlet to do anything but follow a flowchart
Replies: >>532038102
Anonymous
7/20/2025, 10:16:57 PM No.532037403
>>532036852
because those ring-shaped ceramic magnets are usually made out of iron oxides rather than pure iron.
Replies: >>532038102
Anonymous
7/20/2025, 10:23:17 PM No.532038102
>>532037148
Brother 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
>>532037403
I 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.
Replies: >>532038536
Anonymous
7/20/2025, 10:24:47 PM No.532038238
>>532029189
>there's basically nothing stopping the rail line operator from charging butt-fuck expensive ticket prices
That's what the state does, in most places.
Anonymous
7/20/2025, 10:26:53 PM No.532038453
i never used quality modules in asteroid processing and didn't really see the need to
Replies: >>532041160
Anonymous
7/20/2025, 10:27:40 PM No.532038536
>>532038102
>i-im not filtered i just cant stand the idea of using ore for more than one thing!!
Replies: >>532039360
Anonymous
7/20/2025, 10:35:29 PM No.532039360
>>532038536
have you ever considered how pathetic it is you get enjoyment from intentionally being an aggressive retard on a czech beltweaving bulletin board
Anonymous
7/20/2025, 10:35:36 PM No.532039375
>>532032067
Stationeers 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.
Replies: >>532039807
Anonymous
7/20/2025, 10:37:44 PM No.532039615
>>532033773
I remember seeing a mod with cargo ships, years ago
Anonymous
7/20/2025, 10:39:19 PM No.532039807
>>532039375
that does sound fun but factorio brainlets would never tolerate it
Anonymous
7/20/2025, 10:43:21 PM No.532040264
What the fuck is wrong with you.
Anonymous
7/20/2025, 10:46:03 PM No.532040552
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
Replies: >>532040672 >>532040917 >>532042035
Anonymous
7/20/2025, 10:47:17 PM No.532040672
>>532040552
presumably 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.
Anonymous
7/20/2025, 10:49:37 PM No.532040908
fpO9krs[1]
fpO9krs[1]
md5: d18bc308f27888fc413b9cb0ba7136fa๐Ÿ”
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).
Replies: >>532041296
Anonymous
7/20/2025, 10:49:42 PM No.532040917
>>532040552
you don't understand how resilient weeds are, just look at my garden after a week after cutting it and spraying it with fucking poison
Anonymous
7/20/2025, 10:50:26 PM No.532040995
bro it's summer why y'all niggas not getting laid instead of getting your rocks off shitstirring on 4chan lmao
Replies: >>532042337
Anonymous
7/20/2025, 10:51:59 PM No.532041160
>>532038453
That's because you're a scrub
Anonymous
7/20/2025, 10:52:08 PM No.532041176
thanks to post-nut clarity i've managed to stay clear of the vile time wasting creatures called "women"
Anonymous
7/20/2025, 10:53:12 PM No.532041296
>>532040908
not without pressing shift+enter, afaik
Replies: >>532041449
Anonymous
7/20/2025, 10:54:43 PM No.532041449
>>532041296
Shame, 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.
Anonymous
7/20/2025, 10:57:32 PM No.532041774
1732290648797782
1732290648797782
md5: 06369567bb415326380ffb25b0a2b735๐Ÿ”
Is this the vanilla recipe? It looks so retarded I'm getting the impression that it must be a mod
Replies: >>532042791 >>532042928 >>532043935
Anonymous
7/20/2025, 10:59:44 PM No.532042035
>>532040552
could be a normal part of the shrubs' life cycle
Anonymous
7/20/2025, 11:02:32 PM No.532042337
>>532040995
ur mum said she was busy today
Anonymous
7/20/2025, 11:06:28 PM No.532042791
>>532041774
Well it is an endgame recipe. It takes eleven different science packs to even research.
Anonymous
7/20/2025, 11:07:58 PM No.532042928
>>532041774
that is the vanilla recipe to create a captive nest without a naturally spawned nest
Anonymous
7/20/2025, 11:15:50 PM No.532043772
Hey wait a minute

Is the plastic bar requirement for Antimony Oxide really just to...make the bucket to hold it in?
Replies: >>532044121
Anonymous
7/20/2025, 11:17:19 PM No.532043935
>>532041774
It tells you right under the name. Unless "Remove Productivity Cap"modifies it, it's vanilla.
Replies: >>532044395
Anonymous
7/20/2025, 11:19:06 PM No.532044121
>>532043772
Yeah, 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.
Replies: >>532044732
Anonymous
7/20/2025, 11:20:53 PM No.532044310
AFHcBZZ[1]
AFHcBZZ[1]
md5: 0dee5182735c47de2fc801cfbda6c613๐Ÿ”
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?
Replies: >>532044593
Anonymous
7/20/2025, 11:21:51 PM No.532044395
>>532043935
ACKtually 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
Anonymous
7/20/2025, 11:23:42 PM No.532044593
>>532044310
yeah, there are a few weird cases like this
you need those maglev thingies to craft belts and maybe sorters, but not storage
Replies: >>532046596
Anonymous
7/20/2025, 11:25:01 PM No.532044732
>>532044121
You can, it's behind logistics though.
Anonymous
7/20/2025, 11:42:03 PM No.532046596
9tjfNO4[1]
9tjfNO4[1]
md5: 9bc5b5ad2e1921579693ec368037c0e7๐Ÿ”
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)

>>532044593
All 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.
Anonymous
7/20/2025, 11:45:06 PM No.532046915
>>532021418
inserter 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.
Anonymous
7/20/2025, 11:50:11 PM No.532047503
968iwiV[1]
968iwiV[1]
md5: 87eafb67edad3b5e179826b1cd045104๐Ÿ”
>Can't build here
WHY THE FUCK NOT?
Replies: >>532049828
Anonymous
7/20/2025, 11:52:36 PM No.532047758
How many recyclers recycling scrap can dump on to a green belt before the belt gets overloaded?
Replies: >>532051828 >>532054698 >>532056527
Anonymous
7/21/2025, 12:01:09 AM No.532048731
Is Darksyde Phil worth a buy?
Replies: >>532053602
Anonymous
7/21/2025, 12:11:09 AM No.532049828
>>532047503
too 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
Replies: >>532051379
Anonymous
7/21/2025, 12:26:12 AM No.532051379
>>532049828
Fuck. 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.
Replies: >>532080141
Anonymous
7/21/2025, 12:30:32 AM No.532051828
>>532047758
Dat's one of dem filly sapphic questions innit
Anonymous
7/21/2025, 12:47:00 AM No.532053602
>>532048731
Streamer agencies say: no
Anonymous
7/21/2025, 12:51:12 AM No.532054038
>>532021594
a basically-fully functional port for 2.0 was on the patreon since april
Anonymous
7/21/2025, 12:57:12 AM No.532054698
>>532047758
'bout three'fiddy.
Anonymous
7/21/2025, 1:14:21 AM No.532056527
>>532047758
Depends on belt stacking research, whether items are stacked onto belts always at full stacks, scrap recycling productivity research, and beacons/modules/quality.
Replies: >>532057957
Anonymous
7/21/2025, 1:22:50 AM No.532057396
file
file
md5: 970e80cf3a9443a15384cbda58172c13๐Ÿ”
is there some cleaner way to do this?
Replies: >>532059267
Anonymous
7/21/2025, 1:27:55 AM No.532057957
>>532056527
How many if I got no research, no beacons and no modules?
Replies: >>532058762
Anonymous
7/21/2025, 1:35:17 AM No.532058762
>>532057957
about 40.
Anonymous
7/21/2025, 1:40:19 AM No.532059267
>>532057396
not 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.
Anonymous
7/21/2025, 1:46:13 AM No.532059945
file
file
md5: 410618d8f3e3043d6bf132756612ca8f๐Ÿ”
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.
Replies: >>532060485 >>532060690 >>532061494 >>532061973
Anonymous
7/21/2025, 1:51:25 AM No.532060485
file
file
md5: 069e649fa6953a6f82310bb615f9a0b4๐Ÿ”
>>532059945
I 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.
Replies: >>532060690 >>532061246 >>532086783
Anonymous
7/21/2025, 1:53:28 AM No.532060690
screenshot-tick-16118201
screenshot-tick-16118201
md5: 126100c07c54005812b76beaf6c77a8d๐Ÿ”
>>532059945
>>532060485
Replies: >>532061246
Anonymous
7/21/2025, 1:58:43 AM No.532061246
>>532060485
>>532060690
Any 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?
Replies: >>532062271
Anonymous
7/21/2025, 2:00:59 AM No.532061494
>>532059945
I 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.
Anonymous
7/21/2025, 2:05:24 AM No.532061973
>>532059945
there'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.
Replies: >>532062920
Anonymous
7/21/2025, 2:08:25 AM No.532062271
>>532061246
The 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.
Replies: >>532062920
Anonymous
7/21/2025, 2:14:40 AM No.532062920
>>532061973
Yeah 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 >>532001620
Really 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.

>>532062271
So 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.
Replies: >>532063339 >>532063492 >>532064540
Anonymous
7/21/2025, 2:17:05 AM No.532063173
file
file
md5: a94f09e0e06d4ef1a6f902f41d419d52๐Ÿ”
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.
Anonymous
7/21/2025, 2:18:35 AM No.532063339
>>532062920
Yeah. 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
Anonymous
7/21/2025, 2:20:05 AM No.532063492
>>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
Replies: >>532064425
Anonymous
7/21/2025, 2:28:44 AM No.532064425
>>532063492
Yeah 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.
Anonymous
7/21/2025, 2:29:54 AM No.532064540
>>532062920
There 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.
Replies: >>532064746
Anonymous
7/21/2025, 2:31:44 AM No.532064746
>>532064540
Its literately just for show.
It did not turn out exactly like i wanted but its still fine i think so i kept it.
Anonymous
7/21/2025, 2:41:34 AM No.532065758
>>532023061
cool, now let me barrel fuel/oxidizer and we're golden
Anonymous
7/21/2025, 2:51:18 AM No.532066757
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.
Replies: >>532066998 >>532067303 >>532067967 >>532068904 >>532072982
Anonymous
7/21/2025, 2:53:42 AM No.532066998
>>532066757
Yes
Anonymous
7/21/2025, 2:56:30 AM No.532067303
>>532066757
yep. 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.
Anonymous
7/21/2025, 3:02:15 AM No.532067967
>>532066757
yea, that's why in setup you despec the pistol and max out swimming for reduced water usage
Anonymous
7/21/2025, 3:10:21 AM No.532068904
>>532066757
Water is finite BUT you can drop an infinite amount of ice from space so it evens out.
Replies: >>532069065
Anonymous
7/21/2025, 3:11:47 AM No.532069065
>>532068904
bzzt, already mentioned. you just got a 10 minute ban from /r9k/.
Anonymous
7/21/2025, 3:34:17 AM No.532071512
Untitled
Untitled
md5: a8226eb5f18030431100cacb38604544๐Ÿ”
Rate my scrap recycler spaghetti
Replies: >>532084426
Anonymous
7/21/2025, 3:34:27 AM No.532071523
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?
Replies: >>532071635 >>532073108 >>532074556 >>532077602
Anonymous
7/21/2025, 3:35:19 AM No.532071635
>>532071523
check out uranium
Anonymous
7/21/2025, 3:48:25 AM No.532072982
>>532066757
No, it's not actually true. There's a mod that tried to do it but I think the UPS cost was insane
Replies: >>532098190
Anonymous
7/21/2025, 3:49:56 AM No.532073108
>>532071523
You need steam to mine tin and coal gas to mine aluminum
Anonymous
7/21/2025, 4:03:41 AM No.532074556
>>532071523
Miners get thirsty.
Anonymous
7/21/2025, 4:34:37 AM No.532077602
>>532071523
>he's not cooling his miners
enjoy the random explosions pal
Anonymous
7/21/2025, 4:36:58 AM No.532077859
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.
Replies: >>532078013 >>532078346 >>532078492 >>532078534
Anonymous
7/21/2025, 4:38:25 AM No.532078013
>>532077859
Don't overextend pipes then silly.
Anonymous
7/21/2025, 4:41:41 AM No.532078346
>>532077859
just pipe -> pump -> pipe
What's the confusion
Replies: >>532080369
Anonymous
7/21/2025, 4:43:04 AM No.532078492
file
file
md5: 2db79e27059c04d23895b2f37414f176๐Ÿ”
>>532077859
A 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.
Anonymous
7/21/2025, 4:43:25 AM No.532078534
>>532077859
One 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
Anonymous
7/21/2025, 5:00:19 AM No.532080141
>>532051379
Keep 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.
Anonymous
7/21/2025, 5:02:50 AM No.532080369
>>532078346
It 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.
Anonymous
7/21/2025, 5:18:42 AM No.532081879
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
Replies: >>532082306 >>532083672
Anonymous
7/21/2025, 5:23:24 AM No.532082306
>>532081879
DSP
Replies: >>532086303
Anonymous
7/21/2025, 5:29:19 AM No.532082854
have not touched factorio since space age launch
any major patches that make it worth starting a new world?
Replies: >>532082892
Anonymous
7/21/2025, 5:29:47 AM No.532082892
>>532082854
not really
Anonymous
7/21/2025, 5:38:07 AM No.532083672
>>532081879
DSP is much better
Replies: >>532086303
Anonymous
7/21/2025, 5:47:14 AM No.532084426
>>532071512
great nightmare/10
would twirl with a fork again
Anonymous
7/21/2025, 6:09:08 AM No.532086303
file
file
md5: d92ab5ac0d301196e5094a78c449ff38๐Ÿ”
>>532083672
>>532082306
Hue
Replies: >>532087935
Anonymous
7/21/2025, 6:14:42 AM No.532086783
>>532060485
>cucking yourself out of any kind of direct insertion through the hub
bad
Replies: >>532087006
Anonymous
7/21/2025, 6:14:59 AM No.532086814
In Dyson Sphere Program, should I rush Planetary logistics station?
Replies: >>532087004 >>532110509 >>532111283
Anonymous
7/21/2025, 6:17:15 AM No.532087004
>>532086814
Yes, both of those (planetary and interplanetary) are the basis of every single build
Anonymous
7/21/2025, 6:17:17 AM No.532087006
>>532086783
It'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
Anonymous
7/21/2025, 6:28:11 AM No.532087935
>>532086303
Yeah the localization is garbage but its a better game overall.
Replies: >>532088103
Anonymous
7/21/2025, 6:30:24 AM No.532088103
>>532087935
I 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
Replies: >>532088459
Anonymous
7/21/2025, 6:34:41 AM No.532088459
>>532088103
>Englisher
dumb ESL, it's Englisheer, you should know this in the Englisheering Games General.
Anonymous
7/21/2025, 6:56:45 AM No.532090146
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.
Replies: >>532090751
Anonymous
7/21/2025, 7:05:19 AM No.532090751
>>532090146
are 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.
Replies: >>532091160
Anonymous
7/21/2025, 7:10:08 AM No.532091160
>>532090751
Yeah 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.
Replies: >>532091439
Anonymous
7/21/2025, 7:13:40 AM No.532091439
>>532091160
Have 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.
Replies: >>532091630
Anonymous
7/21/2025, 7:13:42 AM No.532091441
Ok Google, remind me to change my factory worker to a white pallet tomorrow.
Anonymous
7/21/2025, 7:14:31 AM No.532091509
discovered my steel foundry setup has been bottlenecked by about 15% for 200 years because of a single un-upgraded pipe
classic
Anonymous
7/21/2025, 7:15:58 AM No.532091630
>>532091439
Nope. I'm actually still setting up oil cracking on vulcanus at the moment.
Anonymous
7/21/2025, 7:59:31 AM No.532094838
starbing
starbing
md5: 7b110bee2b2d679c0dbf380782d2e473๐Ÿ”
I don't come here regularly any more.
Any new eggs of interest?
Replies: >>532094935
Anonymous
7/21/2025, 8:00:42 AM No.532094935
>>532094838
god that game had so much potential
Replies: >>532096408
Anonymous
7/21/2025, 8:23:01 AM No.532096408
JLarja
JLarja
md5: 9ab72f2ec6ec71b4ba11dd48d44f0540๐Ÿ”
>>532094935
It still has potential! You'll see!
Replies: >>532124324
Anonymous
7/21/2025, 8:50:22 AM No.532098190
>>532072982
why would it? game already counts the water produced at the pump, just check once a minute then turn one attached water tile into dirt
Anonymous
7/21/2025, 9:21:56 AM No.532100413
>>531977645
>>531982287
Imo, 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 stuff
It 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.
Replies: >>532103249
Anonymous
7/21/2025, 9:34:12 AM No.532101293
>>531977645
>constantly changed what you needed for research
reminds 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.
Anonymous
7/21/2025, 9:41:40 AM No.532101860
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
Replies: >>532102297
Anonymous
7/21/2025, 9:48:18 AM No.532102297
>>532101860
I'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
Anonymous
7/21/2025, 10:01:26 AM No.532103249
>>532100413
The 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.
Replies: >>532104968
Anonymous
7/21/2025, 10:26:42 AM No.532104771
Wait so Factorio + DLC is over 60 europoors? What the fuck?
Replies: >>532105041 >>532105756 >>532105968
Anonymous
7/21/2025, 10:29:59 AM No.532104968
>>532103249
>identify buildings at first glance
Look at the shapes, not the graphics, I guess?
Anonymous
7/21/2025, 10:31:24 AM No.532105041
>>532104771
64โ‚ฌ since the dlc is the same price as the game itself.
Anonymous
7/21/2025, 10:40:23 AM No.532105585
I finally got around to play besiege. You guys weren't kidding. That game is awesome.
Anonymous
7/21/2025, 10:42:32 AM No.532105702
file
file
md5: 59c712028c599140c04b38857f3b0f4c๐Ÿ”
New modpack just dropped
Replies: >>532108626
Anonymous
7/21/2025, 10:43:22 AM No.532105756
>>532104771
The dev is a jew who hiked up the prices, just pirate it.
Anonymous
7/21/2025, 10:46:51 AM No.532105968
file
file
md5: 9f3ddeef13da2586e9a5d6ae7ab64fff๐Ÿ”
>>532104771
60 Yuros for 800 hours of entertainment is a decent price, I think
Replies: >>532106536
Anonymous
7/21/2025, 10:48:42 AM No.532106073
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/?
Replies: >>532133376
Anonymous
7/21/2025, 10:53:19 AM No.532106381
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?
Replies: >>532106658 >>532106734 >>532119996
Anonymous
7/21/2025, 10:55:46 AM No.532106536
>>532105968
Yeah most egg have really good value for money, except Satisfactory.
Replies: >>532106636
Anonymous
7/21/2025, 10:57:24 AM No.532106636
>>532106536
How so? I paid like $30, took me 150h to beat plus 200+ messing around.
Bad value would be like 10 hours or something.
Replies: >>532106843
Anonymous
7/21/2025, 10:57:40 AM No.532106658
>>532106381
Looks more like meta brainrot, they know too well how to play and don't try doing things their own way.
Anonymous
7/21/2025, 10:58:55 AM No.532106734
>>532106381
>Just long rows of assembly machines
What is wrong with that?
Replies: >>532107212
Anonymous
7/21/2025, 10:59:25 AM No.532106770
frytime
frytime
md5: e181d45999483da3831dc245dd5849b7๐Ÿ”
>robocraft thread on /v/
>everyone saying how they loved the game and hate the devs for ruining it and killing it
Anonymous
7/21/2025, 11:00:34 AM No.532106843
>>532106636
Yeah 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.
Replies: >>532106962
Anonymous
7/21/2025, 11:02:28 AM No.532106962
>>532106843
>40 hours
Damn, that is fast. Has one of you already beat it before or all of you are big brain?
Replies: >>532107349
Anonymous
7/21/2025, 11:06:27 AM No.532107212
>>532106734
Inefficient. It results in sprawl. It's boring to watch and they're always far from their objectives.
Replies: >>532108937
Anonymous
7/21/2025, 11:08:36 AM No.532107349
>>532106962
Played 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.
Replies: >>532107614
Anonymous
7/21/2025, 11:13:32 AM No.532107614
>>532107349
>afaik
Yeah, they added limiting valves with 1.1 so you can make sure that bi-product is used first.
Anonymous
7/21/2025, 11:25:19 AM No.532108240
I've completed k2. What mod should I do now?
Replies: >>532108679 >>532108763 >>532109903 >>532129054
Anonymous
7/21/2025, 11:31:55 AM No.532108626
>>532105702
lel I wonder if it at least didn't put in exclusive dependencies
Anonymous
7/21/2025, 11:32:41 AM No.532108679
>>532108240
I 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
Anonymous
7/21/2025, 11:34:03 AM No.532108763
>>532108240
There aren't really any great mods ported yet. I'm going to try some of the planet mods next.
Anonymous
7/21/2025, 11:37:07 AM No.532108937
>>532107212
How would you suggest they build it then?
Replies: >>532109271
Anonymous
7/21/2025, 11:42:33 AM No.532109271
>>532108937
At 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.
Replies: >>532109990 >>532110350
Anonymous
7/21/2025, 11:53:25 AM No.532109903
>>532108240
touch grass
Anonymous
7/21/2025, 11:54:42 AM No.532109990
>>532109271
Can you post an example? I don't see why you would need circuit logic for building shit
Replies: >>532111107 >>532112793
Anonymous
7/21/2025, 12:00:22 PM No.532110350
>>532109271
Mental post
Anonymous
7/21/2025, 12:02:58 PM No.532110509
>>532086814
You 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.
Anonymous
7/21/2025, 12:13:08 PM No.532111107
>>532109990
Making a demo to show you.
Replies: >>532112793
Anonymous
7/21/2025, 12:16:06 PM No.532111283
>>532086814
It'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.
Anonymous
7/21/2025, 12:40:38 PM No.532112793
1730853154915604
1730853154915604
md5: a035d0e5d55c7e254a3e34a5dd220a48๐Ÿ”
>>532109990
>>532111107
This 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.
Replies: >>532113365 >>532113419 >>532114832 >>532116909
Anonymous
7/21/2025, 12:49:23 PM No.532113365
>>532112793
>statements dreamed up by totally deranged
Replies: >>532113894
Anonymous
7/21/2025, 12:50:11 PM No.532113419
>>532112793
can you post your base again, I remember it being quite interesting
Replies: >>532113894
Anonymous
7/21/2025, 12:52:13 PM No.532113553
Screenshot_20250721_125154
Screenshot_20250721_125154
md5: aca5649eca231c706ad9c62004516ed0๐Ÿ”
wish me luck
Anonymous
7/21/2025, 12:57:57 PM No.532113894
>>532113365
This allows me to be lazy. Everyone likes maximizing their free time.
>>532113419
Am 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.
Replies: >>532116381
Anonymous
7/21/2025, 1:00:43 PM No.532114080
Trying to remember the last time I had to fret about gear production outpacing anything, it just gets auto-throttled by the demand side.
Replies: >>532115056
Anonymous
7/21/2025, 1:11:38 PM No.532114832
>>532112793
there is literally no downside to belts being backed up before dealing with spoilage.
Replies: >>532114951 >>532114957
Anonymous
7/21/2025, 1:13:25 PM No.532114951
>>532114832
nor after, as long as spoilage gets filtered out at the end of the belt
Anonymous
7/21/2025, 1:13:28 PM No.532114957
>>532114832
Backed-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.
Replies: >>532115420
Anonymous
7/21/2025, 1:14:58 PM No.532115056
>>532114080
It's not about gears in particular. Gears are just an example newer players can understand.
Anonymous
7/21/2025, 1:17:02 PM No.532115192
Fun fact: The temperature on Aquilo is around -55,8C, which is warmer than the coldest parts on earth during winter
Replies: >>532115554 >>532116638
Anonymous
7/21/2025, 1:17:41 PM No.532115234
dw
dw
md5: 885c49ab64355c2d322a92b014ccfddc๐Ÿ”
forget what i said yesterday. These catamaran arm thingies are actually very convenient. Just look at how nice everything fits together.
Replies: >>532115683
Anonymous
7/21/2025, 1:20:22 PM No.532115420
>>532114957
this 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
Replies: >>532115730
Anonymous
7/21/2025, 1:22:19 PM No.532115554
>>532115192
wouldn't that liquify co2
so weird
Replies: >>532116008
Anonymous
7/21/2025, 1:24:19 PM No.532115676
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.
Anonymous
7/21/2025, 1:24:20 PM No.532115683
>>532115234
You 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.
Replies: >>532116052
Anonymous
7/21/2025, 1:24:59 PM No.532115730
>>532115420
Sushi belts are highly space-efficient. They come with many benefits that are worth addressing their issues for.
Replies: >>532116123 >>532116520 >>532116574
Anonymous
7/21/2025, 1:29:04 PM No.532116008
>>532115554
No, 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.
Anonymous
7/21/2025, 1:29:39 PM No.532116052
2842
2842
md5: a814bc4925fb89f05f51e8d77deab873๐Ÿ”
>>532115683
Its 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.
Replies: >>532116179
Anonymous
7/21/2025, 1:30:37 PM No.532116123
>>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
Replies: >>532116357
Anonymous
7/21/2025, 1:31:22 PM No.532116179
>>532116052
Ah, the jackrabbit.
Anonymous
7/21/2025, 1:33:21 PM No.532116323
There should be a research line for turret turn rate and opening/closing speed.
Anonymous
7/21/2025, 1:33:48 PM No.532116357
>>532116123
Circuits 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.
Anonymous
7/21/2025, 1:34:03 PM No.532116381
>>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.
Replies: >>532117356
Anonymous
7/21/2025, 1:35:47 PM No.532116520
>>532115730
In 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.
Replies: >>532117356
Anonymous
7/21/2025, 1:36:25 PM No.532116574
>>532115730
no 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
Replies: >>532117356
Anonymous
7/21/2025, 1:37:07 PM No.532116638
>>532115192
heat 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.
Anonymous
7/21/2025, 1:40:47 PM No.532116909
>>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 factory
It's a mystery
Replies: >>532117356
Anonymous
7/21/2025, 1:46:57 PM No.532117356
1723269521568315
1723269521568315
md5: 1bc3070f558d3460e93409d88597f7d9๐Ÿ”
>>532116381
Fine. 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
>>532116574
Unconstrained 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.
>>532116909
Half 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.
Replies: >>532119914 >>532121692
Anonymous
7/21/2025, 1:55:13 PM No.532118032
>too stupid for trains
>too stupid for circuits
Not gonna make it bros
Replies: >>532118079
Anonymous
7/21/2025, 1:55:52 PM No.532118079
>>532118032
>too stupid for trains
Explain. How is this possible?
Replies: >>532118194
Anonymous
7/21/2025, 1:57:27 PM No.532118194
>>532118079
an overwhelming amount of players actually struggle with train signals.
Replies: >>532118234
Anonymous
7/21/2025, 1:58:12 PM No.532118234
>>532118194
Oh. Don't worry. I've never once touched those, so I have no idea how they work.
Anonymous
7/21/2025, 2:18:51 PM No.532119914
>>532117356
there 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
Replies: >>532120308
Anonymous
7/21/2025, 2:19:50 PM No.532119996
>>532106381
>Is [factorio] circuitry boring?
Very.
Replies: >>532120145
Anonymous
7/21/2025, 2:21:47 PM No.532120145
>>532119996
>he doesn't read through signal processing books from the forties in his spare time for fun
What are you even doing here?
Replies: >>532120245
Anonymous
7/21/2025, 2:23:02 PM No.532120245
>>532120145
Of all the egg games, factorio's circuitry is the lamest.
Replies: >>532120389 >>532120440 >>532120894
Anonymous
7/21/2025, 2:23:53 PM No.532120308
>>532119914
>science, which you always need the same constant amounts of
Made something for that.
>and a mall that works well for autocrafters because you don't need constant production
I don't know what a 'mall' or 'autocrafter' is, but it sounds like my production methods.
>using an autocrafter for science is retarded
The 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.
Replies: >>532121046
Anonymous
7/21/2025, 2:24:48 PM No.532120389
>>532120245
what non-puzzle /egg/ game does it better?
Replies: >>532120465 >>532122532
Anonymous
7/21/2025, 2:25:23 PM No.532120440
>>532120245
Really? Got any recs?
Anonymous
7/21/2025, 2:25:38 PM No.532120465
>>532120389
Every one of them where it isn't a tacked on optional system.
Replies: >>532120747
Anonymous
7/21/2025, 2:29:13 PM No.532120747
>>532120465
and those games are called...?
Anonymous
7/21/2025, 2:31:09 PM No.532120894
>>532120245
>recreating early electronic logic
>boring
Replies: >>532120971
Anonymous
7/21/2025, 2:32:06 PM No.532120971
>>532120894
You can only build an ALU so many times before it becomes routine
Anonymous
7/21/2025, 2:32:54 PM No.532121028
1573831180060
1573831180060
md5: 3f3019060f180b5282906ec981d1c1ee๐Ÿ”
factorio except the circuits are analogue
Replies: >>532121478 >>532121618 >>532122073 >>532122780
Anonymous
7/21/2025, 2:33:06 PM No.532121046
>>532120308
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 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
Replies: >>532121692
Anonymous
7/21/2025, 2:38:27 PM No.532121478
>>532121028
That's priority splitters
Anonymous
7/21/2025, 2:40:07 PM No.532121618
>>532121028
Go back to bed molyneux. Go play ComPressure if you must, you will turn the steam into digital logic anyway.
Anonymous
7/21/2025, 2:40:52 PM No.532121692
>>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 mall
I 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.
Replies: >>532121827 >>532122509 >>532122847 >>532124997
Anonymous
7/21/2025, 2:42:30 PM No.532121827
>>532121692
Our bases aren't autistically shit so handling those things are easy
Replies: >>532122450
Anonymous
7/21/2025, 2:45:17 PM No.532122073
>>532121028
isn't that minecraft?
Anonymous
7/21/2025, 2:49:24 PM No.532122450
1735733423309503
1735733423309503
md5: 9b7877f8fa10e80d88c3afd36bb4bcf4๐Ÿ”
>>532121827
If 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 fly
and
>requires greater numbers of stronger defenses to defend
it's a shit base.
Replies: >>532122506 >>532124997
Anonymous
7/21/2025, 2:49:59 PM No.532122506
>>532122450
It'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.
Replies: >>532123131
Anonymous
7/21/2025, 2:50:01 PM No.532122509
>>532121692
my 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.
Replies: >>532122831 >>532123131
Anonymous
7/21/2025, 2:50:21 PM No.532122532
>>532120389
nta
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
Anonymous
7/21/2025, 2:53:28 PM No.532122780
>>532121028
Factorio but the circuits are mechanical.
Replies: >>532122856
Anonymous
7/21/2025, 2:54:15 PM No.532122831
>>532122509
mediums 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.
Anonymous
7/21/2025, 2:54:21 PM No.532122847
>>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
Replies: >>532123131
Anonymous
7/21/2025, 2:54:28 PM No.532122856
>>532122780
factorio but the circuits are digital
Replies: >>532123640
Anonymous
7/21/2025, 2:58:12 PM No.532123131
>>532122506
What kind of medicine fixes, "being ignored by your 'enemy' neighbors", and why would I take it?
>>532122509
I 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.
>>532122847
No, 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.
Replies: >>532123326 >>532123603
Anonymous
7/21/2025, 3:00:44 PM No.532123326
>>532123131
It 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.
Replies: >>532123592
Anonymous
7/21/2025, 3:01:21 PM No.532123380
I like producing tons of pollution so I can mow biters down when they assault my latest wall design.
Anonymous
7/21/2025, 3:04:07 PM No.532123592
>>532123326
Are 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?
Anonymous
7/21/2025, 3:04:15 PM No.532123603
>>532123131
Yeah 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
Replies: >>532123909
Anonymous
7/21/2025, 3:04:45 PM No.532123636
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.
Replies: >>532123909 >>532123996 >>532124172 >>532126625 >>532128490 >>532130948
Anonymous
7/21/2025, 3:04:46 PM No.532123640
>>532122856
Factorio but the circuits are organic.
Anonymous
7/21/2025, 3:05:22 PM No.532123685
file
file
md5: d1ef20d0b095b46cfaed8a168254c1a8๐Ÿ”
>Expands into your pollution cloud
>tries to kill you for it's own poor decisions
Replies: >>532123817 >>532123963
Anonymous
7/21/2025, 3:07:08 PM No.532123817
>>532123685
Your 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
Anonymous
7/21/2025, 3:07:11 PM No.532123819
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
Anonymous
7/21/2025, 3:08:35 PM No.532123909
>>532123603
>When they have put a stack of items into a chest they simply stop working and nothing goes to waste
All of the time and infrastructure used to enable that goes to waste. It's objectively worse than using circuit logic.
>>532123636
Time is almost a non-factor in vanilla. It's mostly pollution unless you decide to live there.
Replies: >>532124138
Anonymous
7/21/2025, 3:09:22 PM No.532123963
>>532123685
*its own
Anonymous
7/21/2025, 3:09:45 PM No.532123996
>>532123636
My 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.
Anonymous
7/21/2025, 3:11:41 PM No.532124138
>>532123909
How 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
Replies: >>532124285 >>532124312
Anonymous
7/21/2025, 3:12:09 PM No.532124172
>>532123636
Pollution 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.
Replies: >>532124589
Anonymous
7/21/2025, 3:13:41 PM No.532124285
>>532124138
I don't know why you feed that guy, just don't respond
Anonymous
7/21/2025, 3:13:57 PM No.532124312
>>532124138
>How are they going to waste?
>I have hundreds of assemblers
Either 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.
Replies: >>532124517
Anonymous
7/21/2025, 3:14:07 PM No.532124324
>>532096408
what the fuck are stu ptu btu dtu
Replies: >>532129368
Anonymous
7/21/2025, 3:16:53 PM No.532124517
>>532124312
The 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
Replies: >>532124679
Anonymous
7/21/2025, 3:17:00 PM No.532124525
this retard was cute at first but this is just beyond retarded now
Anonymous
7/21/2025, 3:17:56 PM No.532124589
>>532124172
Pollution 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 entirely
I just don't see the point of automating so much if I don't get to shoot stuff at the end of it.
Replies: >>532125829
Anonymous
7/21/2025, 3:19:13 PM No.532124679
>>532124517
It 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.
Replies: >>532124826
Anonymous
7/21/2025, 3:21:02 PM No.532124826
>>532124679
Biters 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
Replies: >>532125475
Anonymous
7/21/2025, 3:23:23 PM No.532124997
>>532121692
>>532122450
you need to get rid of your fear of confrontation, autist, trust me, you'll need it in life
Replies: >>532125398 >>532125475
Anonymous
7/21/2025, 3:28:52 PM No.532125398
>>532124997
He seems confrontational enough to me
Anonymous
7/21/2025, 3:29:50 PM No.532125475
>>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.
>>532124997
I still go out in my rocket expeditions to take resources, but if the enemy isn't approaching, why should I care?
Replies: >>532125548
Anonymous
7/21/2025, 3:30:53 PM No.532125548
>>532125475
>if the enemy isn't approaching, why should I care
if the enemy is approaching and you can handle it, why should you care?
Replies: >>532125753
Anonymous
7/21/2025, 3:33:16 PM No.532125717
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?
Anonymous
7/21/2025, 3:33:36 PM No.532125753
>>532125548
They approach, but they'll never have the will to attack. If they do, rockets and flamethrowers fix them.
Anonymous
7/21/2025, 3:34:29 PM No.532125829
>>532124589
Use console commands to spawn some enemies later if you need to (you won't)
Anonymous
7/21/2025, 3:44:03 PM No.532126625
>>532123636
Each second passing is equal to 4.5 pollution emitted.
Killing one nest has the same impact as waiting for 8 minutes.
Replies: >>532128425
Anonymous
7/21/2025, 4:02:40 PM No.532128375
1729556495691300
1729556495691300
md5: 9c9ebd2405833c8f5d77bf60c0ed732a๐Ÿ”
reaverbot lookn ass
Anonymous
7/21/2025, 4:03:12 PM No.532128425
>>532126625
huh, seems like a lot for a single nest
also means long-term pollution like coal power actually has a major impact
Anonymous
7/21/2025, 4:03:54 PM No.532128490
1753106634043443.png
1753106634043443.png
md5: 706b97d1078ed8cb3694232b4d7b30a6๐Ÿ”
>>532123636
>My Py game
>biters
Did 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"
Replies: >>532129241
Anonymous
7/21/2025, 4:10:23 PM No.532129054
>>532108240
Ultracube + Renai Transportation
Anonymous
7/21/2025, 4:12:15 PM No.532129241
>>532128490
I 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.
Replies: >>532129342 >>532129762
Anonymous
7/21/2025, 4:13:24 PM No.532129342
>>532129241
>I thought that was just a disclaimer
No. 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.
Replies: >>532129621 >>532130060
Anonymous
7/21/2025, 4:13:37 PM No.532129368
>>532124324
different test servers to split the playerbase with
Anonymous
7/21/2025, 4:16:26 PM No.532129621
>>532129342
eh, 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
Anonymous
7/21/2025, 4:18:19 PM No.532129762
>>532129241
PY 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.
Anonymous
7/21/2025, 4:20:28 PM No.532129952
file
file
md5: 2a6307277e75d0cf6f59909ab4d08fe3๐Ÿ”
new conk rete design
Replies: >>532130051 >>532130245 >>532134808
Anonymous
7/21/2025, 4:21:28 PM No.532130051
>>532129952
I rete it plesing
Anonymous
7/21/2025, 4:21:33 PM No.532130060
>>532129342
>py base is a megabase, but bigger
only because all the buildings are 12x12 blocks with crafting speed 1
Anonymous
7/21/2025, 4:23:30 PM No.532130245
>>532129952
seems 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)
Replies: >>532130561
Anonymous
7/21/2025, 4:26:48 PM No.532130561
>>532130245
it does slag->crushed slag and rock->gravel but also gravel->artificial sand
Anonymous
7/21/2025, 4:30:58 PM No.532130948
>>532123636
>My Py game is getting large biters
shit son
Anonymous
7/21/2025, 4:56:07 PM No.532133376
>>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
Anonymous
7/21/2025, 5:05:54 PM No.532134352
new thread doko
and make a proper OP this time
Replies: >>532134412
Anonymous
7/21/2025, 5:06:46 PM No.532134412
>>532134352
make it yourself if you want it to be a certain way
Anonymous
7/21/2025, 5:11:10 PM No.532134808
>>532129952
once you get the bigger crushers it'll be obsolete
Anonymous
7/21/2025, 5:12:09 PM No.532134907
DSP has a full overhaul to their multithreading system in public testing if anyone wants to check that out
Replies: >>532135457
Anonymous
7/21/2025, 5:18:05 PM No.532135457
>>532134907
I'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.