Gear girl edition
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>>532137881This thread is dedicated to all games about building machines and systems, in space or otherwise.
List of commonly discussed /egg/ games:
Voxels, blocks and vehicle builders
>Avorion>Besiege>Empyrion - Galactic Survival>From the Depths>Machinecraft>Robocraft>Scrap Mechanic>Space Engineers 2 +1>Sprocket>Starbase>Starship EVO>Stationeers>Stormworks: Build and Rescue>TerraTech>TrailmakersAerospace
>Chode - Children of a Dead Earth>Flyout>Kerbal Space ProgramLogistics and factory management
>Autonauts>Captain of Industry>Dyson Sphere Program>Factorio>Factory town>Infinifactory>Oxygen not Included>Satisfactory>Shapez>Workers and Resources: Soviet RepublicProgramming puzzles
>Exapunks>Last Call BBS>Nandgame>Opus Magnum>Shenzhen I/O>SpaceChem>TIS-100>Turing CompleteThe full game list as well as information about these games, such as where to get them if theyโre not on steam, trailers, /egg/ conquered/hosted servers, and other shit can be found in this pad:
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https://fromthedepthsgame.com/
Games that are not /egg/:
>MinecraftOP pad for new thread
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Reminder: /egg/ has no discord, any discord links posted are from tranny servers.
Current and recent /egg/ hosted servers:
>Factorio>Stationeers (Monday@2100Z)
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>>532670381uhhhh shittter lmao
>>532670381Seems like you've got an oopsie.
>>532670381>designated shitting belts
gleba
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enough piece of shit gleba for today.
>>532645123and arc furnaces output depleted steam
Not the best vulcanus spawn, but it's good enough. I'll clear out both of the worms marked with green, and that should be enough space (and access to tungsten) to get a good base going.
Also look at the loser demolisher marked with pink - he's got the world's smallest territory.
>>532672045the incel wormlet
always seething about the chad worms
>>532672045I've seen a 4 chunk worm territory
>>532672045You should leave the pink one there and build a massive factory all around it
got back into DSP after a trillion years and started a save with the fog, anyone got any input for this?
>>532674001Set up a farm for them later, there's hidden techs that you unlock when you gather their high tier drops. You don't have to do that on the starter planet though.
excuse me why the fuck can't yo craft personal batteries in an EMP plant
>>532674203I've built a half circle of turrets around the enemy base on the starting planet, but from what I understand they'll start reseeding liberated planets
>>532672045I ended up colonizing vulcanus enough to where I'm going to fulgora, since that's where I have the most fun (although I consider big miners and foundries mandatory for fulgora).
I normally look around for a great island, but right off the bat I found this behemoth. it's oddly shaped, but it's so much room for both accumulators and a functional base. I'll see if the ship I sent for base-building materials is full or not before I settle on this, but I don't know if I'll find a better one.
I cant play CoI right now Im literally wet
is there any way to make it default to making power pole mk2 instead of mk1 when connecting to another power pole?
>>532675481>>532674001Be careful of blowing up their new bases without letting them mine or you may end up starving the nexus of resources entirely. At least one base needs to keep sending resources back or it will eventually stop growing entirely. Technically other grown nexus can send a seed to your starter planet but that takes a LOOOONG time and a bunch of luck.
>>532679710In satisfactory? Try the item wheel or maybe tap E. I can't recall if that works or not. I think it should just make whatever tier you connect it from.
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Fulgora is such a weird planet. Even as a premise, taking apart the architecture feels wrong because the assets actually look great. I like these weird middle-sized islands, they're good starters because they give a good amount of resources by deconstructing the ruins and they have a sparse, but decent amount of scrap before you have the means to move on to elevated rails and big drills have a large enough radius that it doesn't matter.
I find it ironic that space science got demoted to the easiest possible science to create, I've been throwing it off board for the past 20 hours. I don't even have 100k red at the moment.
>>532679740to be fair at this point I'm pre silicon and titanium, mostly just setting up my starting planet
I did read that you can secure planets with a couple of shield gens and energy production to support it
>>532682002Yeah. You eventually want full shield coverage and plenty of long range weapons to defeat attackers.
>>532681951bigs are the best to base on, with mediums and smalls for resources
start probably is best on a medium though
>>532681951I always start on a big island that has some scrap patches on it. The scrap usually lasts long enough to get science going and set up rails for more scrap
the biggest issue with feel CoI has is the lag on the preview when building
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Finally something good in the contracts - which one of these should I do
>>532682450I wish there was an option to have all solar systems populated by the fog EXCEPT your starting system. After a short while they'd send the first seed ship, and the fight is on. Right now the early game is too annoying on difficult fog settings, but the mid-late game is boring on easier settings.
>>532688494I like vehicle parts for oil, they're easy to make and it's much better than running an oil rig.
When is the furry releasing his shit? Does anyone got access to his secret discord/patreon thingy?
>>532688494I did gold for oil because you can also do it for uranium. Computers might be more efficient.
captain of industry stresses me out
>>532682450what planing of the sphere does tesla cube project use?
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Yey
>>532693727the forbidden cotton candy
>>532693727i almost feel like that's quick but i can't remember how much shit is where
enjoy your intermetallics
High science cost multipliers are especially tricky in space age, because you have to research electric mining drills. I'm doing 100x, so the first 2500 or so red science was crafted with ore mined from burner drills. I'm currently gunning for flame turrets, only picking up logistics and electric miners outside of the required techs for flame turrets so far. No car, no radar, no repair packs. Long term plan is to research Fulgora as quickly as possible, and then re-establish a base there for the bulk of the factory, since it has no military threats to worry about.
if i send something from a platform to a planet when the planet receiver is currently full what happens
>>532702112I think the pod just lands on the ground
>>532702112oh wait wiki says it spills
guess i gotta redo how ordering works
>>532702272You can use the storage buildings to expand the inventory size of the cargo landing pad
>>532703016It also increases the throughput of items from platforms
>>532688494vehicle parts for oil and then switch it to electronics once you get a good supply going.
is there a good way to make your own train network in satisfactory other than making a set of like 20 different blocks and walking around placing them
i don't give a shit if the rails go through mountains or whatever
i guess i can make a few "megablueprints" and paste them on the map
there are a few on the site that have a global rail network but most of them seem to be from pre-1.0 and I don't really want to use someone elses
>can I play the game that is specifically not Factorio exactly like Factorio
no
>>532707161Nope sorry. Have fun layout out km of track and placing down each signal manually. And also every intersection manually. And then raging at why your signalling isn't working.
hell
(too poor for the swapper despite it being only 6 side tasks away)
>download train roundabout, intersection, loading/unloading blueprint with correctly spaced out roboports
>game becomes fun again
was it really this simple?
>Played Py once and got to Py1 before getting sick of the nonsense
>Played Py again and got to Py1 and am rabid to see what's next
Hmm
>>532716825You're a masochist, anon.
>>532716098The secret is that those aren't hard to make yourself. That's something you should be able to do, and once you do it's quite nice.
Especially if you're using a roundabout, signaling is pretty easy.
Why is it so hard to find people to play factorio with?
>>532729089Because people have their own kinds of autism in how they like to build things, and I can imagine nothing worse than having a friend build something different from how I would want it to be build.
>>532721818I don't get getting filtered by signals. it's not trivial to learn and seeing how to implement it isn't obvious, but if you just put in a little effort once you've learnt it you know it.
especially with elevated rails you now never need to think about signals again. just splits and mergers, chain before rail after, easy as.
Dyson newfag here, just unlocked and build my first Planetary Logistics Station. So this thing is basically a long distance 4 lane main bus? (which annoyingly has 3 in/out on each side?) Question now is: Do I actually use the thing? (it seems trivial to run a belt across the entire fucking planet, it's not that big. Like, I would right now put iron ingots, copper ingots, magnets and maybe energized graphite in there? But again it seems a waste of energy to fly the materials over, and then belt from there anyway. This doesn't feel like factorio trains, where you can justify the usage of trains because of the huge distances. A full circle around the planet is what? like 2k belts? Or am I missing something about the usefulness of PLS?
>>532729089factorio is largely a personal experience.
>>532733238I rarely use the planetary versions because it's as you say pretty easy to run belts across the planet. That being said they are handy for moving items if you mess up the way you arrange the base and later when you unlock the interstellar version then distributing items that arrive to those. They have pretty niche uses but they do have pretty good troughput so you can for instance move the contents of a far away iron mine back into your depleted smelters using them etc. It's not like you are forced to use them however, just don't if you like to run long belts that's what I mostly do too.
>>532707628>>532712303i just realized trains don't do any real pathfinding so sidings and stackers don't work
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dsp won't load my old save
maybe I should just cheat in some metadata
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My old base tires me, I shall make a new expansion, with blackjack and hookers
Got some nuclear reprocessing set up, so I'm producing plutonium for later instead of stockpiling nuclear waste. All in all building the nuclear reactor was a net negative, I should have stayed on the furniture -> coal trade. It took way less people and provided me with sulfur, I had to tap the world mine to keep afloat.
Next plans are to fully convert vehicles to hydrogen so I can stop trading for oil and use all that fuel gas I'm getting from trading away the dirt that's being digged. The mining vehicles are basically paying for themselves while flattening the island. Then I need to research medkits 3 for that really good copper trade, the copper mine will run out soon. I will probably add another 1200 workers to have that nice square city, but I will move it somewhere else, the iron mine will be in the way for a while. And I need to switch from the diesel -> gold trade to the server -> gold ore trade, it's much more profitable.
Thanks for subscribing to my blog
>>532752237anon how do I git gut like this, it takes me 10x space to do 0.2x of the stuff
>>532753323Don't overexpand. It's better to keep 1 construction part assembly chain running for 500 years than to keep 4 of them running for 100 years and then death spiraling. Same for research labs, keep one running consistently. It's very hard to scale things in this game before finishing the tech tree, everything starts working against you if you try to x5 something.
That small chain of assemblers next to the reactor? It's been there since I unlocked construction parts III. I expanded it once to construction parts IV, added some bigger storage, and upgraded the assemblers whenever unlocking new ones. It's also much easier to upgrade if you're running lean. When I got the arc furnace II there were only like 6 blast furnaces to upgrade. If you need to upgrade 16 of them, then that's simply not happening until way after you've researched it already, and in that time you're guzzling coal for nothing.
>>532753323Oh and don't be afraid to deliver shit by truck. One truck load is 60 items. That's a lot. Only do belts if the distance is really short, or you would be saturating a full belt. Food is the biggest offender, imagine building 10 belts that are mostly empty just to transport like 10 items per month on each belt. That's maintenance down the drain.
Pipes aren't as bad, but stuff like acid still isn't worth piping across the whole base.
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why no pass
>>532755031>>532754457ok I guess overbuilding is the issue since for stuff like construction parts I see "okay, I have 60 item/s belts so I'll build 5 to use up a whole belt"
These saddle seats are nice.
>>532755405Overbuilding is especially bad for construction parts because now you've got this whole block that's a black hole for resources, and whenever it gets done filling its storage it's still using all that population. Then you build something and half your production capacity is back to filling that storage as quickly as possible. There's no point to it, unless you're so good at the game that you can consistently expand with those parts while not death spiraling.
>>532755725yeah I think something the game doesn't communicate very well is the need to just have a slow trickle of construction parts and then waiting
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i had a mod that compressed saves and thank god it still works
>825 hours in
>mining prod lv 91
>game thinks i've never played a belt
>>532759450It actively pushes you to overexpand in its tutorial/goals even. One of them early on is building a second construction part I assembler, which is way overkill since assembler IIs are unlocked really quickly. So once you upgrade them production can't keep up and the overexpansion death spiral begins.
Advance warning: the /vg/ 4CC team is playing in the main cup later today, and our performance last league means it'll be the first ever appearance of Thomasformer outside the VGL! He's been slightly spiced up for the team's kit colours so go watch (when I post the link) to see his new look
Unless the random player conditions make them switch him out immediately but let's ignore that possibility for now
>>532759874Wah, what are we going to do on the pitch?
>>532759837I mean when your average assembler is like lvl 2 or whatever it really doesn't matter, but it really eats at lvl 3 assemblers
Do trucks just not pick up nuclear waste from reactors directly? I have truck export enabled on it and there's 26/40 waste in its buffer already. The reprocessing plant also has imports enabled and is waiting for material to process. Am I doing something wrong?
>>532759837some of the tutorials do have you build more than i would initially
but the tutorials also give you a ton of construction parts like you probably make 50 in the first hour and you get 500 just from the tutorial
if anything they should give you less or something because once you are out of tutorial mode it takes fucking forever to build anything
>>532764910Full output, reactor is shutting down, still no pickup
I'm baffled
>>532764910you don't need specific trucks for it do you?
>>532755725I just have a priority on my splitter that sends resources to important things (eg. maintenance) before it goes to stockpiling things like construction parts. Seems to be working pretty well for me.
>>532759874/vg/ Robot Arena 2 tourney?
>>532766706It works fine if I connect it with a belt to the adjacent waste storage. The trucks pick it up from there, but they refuse to pick it up from the reactor directly.
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Why do you need tree farming? I just built this because i could but what do i do with wood?
>>532768718legendary wood
or pollution barrier
>>532768718You can move pollution from point A to point B with this.
>>532768718burn it in boilers to compensate for the pollution spent
>>532768718add a wood to charcoal mod
>>532768718make legendary combat shotguns
Does anyone have a link to the closed-beta 2.0-compatible version of Space Exploration? I refuse to donate for access to it when the dev still says that the big content update was supposed to be out a year ago and is now falling further and further behind with this compatibility patch. Asking here is my last resort. If this fails, then I give up on SE since the dev has clearly given up.
man I forgot how smooth building is in dsp
the belt placement is great, unless you are trying to do tower cheese ramps
the inserters mostly work well
but then the planet grid is misaligned so you can't build north/south
and there is no way to mirror a building
if you select a building it auto puts the right inserters, but sometimes (like when you are trying to mirror a build) it is the wrong thing and you have to place a dummy building to tell it to fuck off
so it is mixed bag of being better than any other factory game but at the same time having its own problems
>>532755405Might need to set direction on the passing tracks, also make sure the space is long enough.
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>>532782082you not only have to pay but you have to use discord too
>>532782470I didn't know that, but yes, that is another excellent reason to not donate.
>>532782470>v0.7Is there a changelog anywhere? I'm not joining his furry RP discord to check.
>>532782470>I want people to find bugs but not too quickly hehePatreon brainrot is in full force. SE will never be finished.
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I love the game so far
>>532784013>Is there a changelog anywhere?https://mods.factorio.com/mod/space-exploration/changelog
>>532784262>SE will never be finished.I would be fine with that. It's the kind of thing that you really can just keep adding to. The problem is that nothing notable has been added to it for years and now it hasn't even worked with the current version of Factorio for the past 9 months.
>>532733238The interstellar big version basically replaces them since it can fit more drones+the ones the can warp. Downside is the big ones don't fit nearly as close as the little ones. So if you don't need offworld resources you can cram a ton close together. You could run a belt but assuming you have the power they're just much neater.
>>532785008that isn't for v0.7
>>5327851310.7 hasn't been released. There's no changelog for patches that don't exist yet.
>>532784693I am glad you are having fun! The base looks good so far, you've avoided the biggest pitfall for new players (only one assembler for something like science).
What language is your game? I can't tell all of the euro languages apart.
>>532785008>The problem is that nothing notable has been added to it for years and now it hasn't even worked with the current version of Factorio for the past 9 monthsLike I said, at this point it's just there to make patreon bux. No work will be done for as long as the discord "community" remains engaged with closed-closed-alpha tests and whatnot. Once that dries out, a minimum amount of work will be done to appease the patrons and the cycle continues.
>>532759762>compressed savesFuckin casual
Back in my day we just accepted that each save was a gigabyte each. When it was time for an autosave we took a lunch break.
>>532786330it couldn't be helped
>>532767828I would never leave that shit to chance. Trucks are retarded and laying down ten meters of rail uses all hundred of them to deliver 1 part at a time.
>>532782294no need for directional, works with bidir tracks too as long as they're in separate exclusive zones
the space wasn't long enough
>>532784693the game starts when you get trains and bots
>>532782082wube also said they plan to fix bugs for 2 months then work on 2.1
estimations are hard
>>532785348Changelog or features list, no need to be pedantic.
Also it has been "released" if the beta test is anything to go by.
What are the best biter/enemy mods for factorio? One of my friends is really enjoying building an autisticially powerful wall and wants more of a challenge in our current MP game.
>>532789968There is no official changelog yet, but if there was, the entire thing might just be "Now compatible with Factorio 2.0." Ignore any old news about 0.7 including new content. That's all been delayed until 0.8 which isn't even being worked on anymore.
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SOON
>>532768718Turn it into seeds and go plant super thick forests
Anyone tried doing servers -> gold -> oil for power yet? It's 10 gold profit per server traded, at the cost of mostly copper and quartz. Yes consumer electronics would be even better, but I didn't set up aluminum yet.
Those 10 gold are converted to 180 oil, enough to run 3 distillation columns for a month. That's 30 MW worth of diesel + 1 heavy oil boiler + 1.5 light oil boilers, so at least 60MWmonths in total for one server. And it's converted with very good efficiency, since the generators don't waste any power while running at partial loads, while the boilers can handle the base load.
>>532793669>for powerGross. Either do solar or nuclear instead of oil for power.
>>532785721I'm going to guess that's Hungarian/Magyar solely based on listening to a Hungarian folk metal band whose lyrics and song titles I do not understand at all
>>532796062google translate says the research is hungarian for weapon speed, yeah
>>532768718how many farms would you need to completely cover the power and smelting need of a moderate base with wood as burner fuel?
>>532795990I am doing nuclear
>>532752237It fucking sucks
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Okay I think I have all the relevant petrochem researches
The main distillation chain is crude -> medium -> light, which yields heavy, diesel, naphtha and fuel gas
Heavy can be turned into fuel gas + either naphtha or disesl in exact same amounts
Naphtha can be converted into gas + same amount of diesel as naphtha input.
Diesel also can be converted into naphtha but you get less naphtha than input diesel
That's basically the only thing you can do with diesel outside of actually using it for a process
U can also either
So I guess the chain is actually
heavy -> naphtha -> fuel gas, with diesel as an alternative to the fuel gas step, and the gas->diesel recipe is just to make all the digester recipes actually useful earlier
In terms of energy I think cracking heavy to naphtha and burning naphtha and fuel gas separately, (+ reforming some fuel gas into hydrogen for cracking) is the best, return, I think
Am I getting that right?
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>>532759874Here we go lads
God damn this filter is cancer to get around
>>532798743Consider how many workers you need to do all those conversions. Often less processing is better, even if it's not as efficient, because you save so much on feeding those workers.
Heavy to diesel using the hydrogen you get electrolyzing the ammonia from the sour water is worth it in my opinion, as is naphtha to diesel with some additional hydrogen. Everything else is a waste of workers in my opinion. Assuming you're going for diesel to power your vehicles. For power it's very different.
>>532793669Here's what I will do with my oil. That's three 2/3rds distillation columns, so 42 workers, plus two sour gas strippers. The distillation stage 3 is not worth it for electricity production so I'm leaving it out. Stage 2 is questionable as far as electricity/worker goes, but the utility of diesel generators makes up for that.
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>>532792493This used to be a very bright hotspot with only dead trees around.
Actually a good idea.
>>532799629is there an /egg/ rep?
>>532782082>I refuse to pay a single dollar to check the beta or wait a few months to play the official release of this mod I want to tryDemented. No logic to his thoughts.
>>532800280Irritatingly it looks like they've put Thomas on the bench to start this match, we'll have to wait until subs (quite soon) to see if he plays today
>>532800873https://www.youtube.com/watch?v=fewFKskYoz0
I'm demented? There are autists all around the thread and I can't take a little mod? A little free mod for the weekend?
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Hell yeah
>>532800194You can make it thicker. Also if you plant it near your turret walls it will pretty much stop pollution from being able to go over the walls to trigger attacks
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>>532802980Im on it, need more seeds.
But here is a good example. Compare the north to the west side.
You know what also absorbs pollution infinitely and efficiently
biter spawners
just get rid of the spitter spawners and just have a huge row of laser turrets powered by nuclear and invest a few laser damage/speed infinite techs and you're fine
>>532800117hm, I haven't actually considered not doing all the distillation steps
It's a refinery for rubber, so doing all 3 steps seems the best for the amount of diesel/naphtha I can get
Im was just looking into energy numbers because the bottleneck seems to be sulfur not petrochems so the rest would go into energy/vehicles
If it was for power and I were to cancel a step it would probably be 2 because it gives diesel which is worse for power, but I need diesel anyway for vehicles. Later on I saw there are hydrogen vehicles which I guess use pure hydrogen, at which point all 3 steps would be best to maximize fuel gas
>>532806741Doing the second distillation step is strictly better for power, but it's like 1MW more in total for 8 additional workers. I'm just going to do it because diesel generators can throttle instantly at 100% efficiency, so I'll have 60MW base load burning heavy and light oil, 60MW of diesel generators and two more boilers that suck up the remaining light oil to desalinate water. It's a nice all in one thing.
>Later on I saw there are hydrogen vehicles which I guess use pure hydrogen, at which point all 3 steps would be best to maximize fuel gasOil to fuel gas is 100% not worth it. Tons of workers for negative energy return. Either run your vehicles on diesel or find a better source for fuel gas/hydrogen.
>>532782082just stop caring about spexplo and play a better modpack
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why do they hate trees :( ?
>>532808070if their pathfinding gets blocked hard enough they just attack whatever's in front of them if they can
Have to say, this is not my favotire part of fulgora.
Should have the planet mostly going though, at least on the starter patches on this island. I'll need to start making rail supports to harvest from another island to leave the planet with peace of mind.
>>532808281Make uncommon or rare accumulators (2x and 3x the power density respectively)
>>532808692It's hard to tell, but there are any that I get mixed in there (although only like 10%). I had to save as jpeg though, since png was too big.
>>532808281i was gonna say store the energy as steam instead since it's infinitely denser but then i remembered that SA doesn't actually have electric boilers
definitely a "you made the sandwich" moment, but this gave me a bit of sticker shock.
I'll have to actually remake my yellow science from the trickle I had. Do people make yellow/purple on vulcanus? I remember doing that in my very first SA playthrough.
Turns out gold buys you less power if you buy uranium ore compared to oil. It's just barely, but considering how many more workers a nuclear reactor needs, it's one more reason to skip them until you're ready for an FBR.
I think this really needs a rebalancing, they should use a lot less people. Like, 40 people for the reactor, 6 for the enrichment plant, and 2 or 3 for the waste storage. At most 20 people for the nuclear reprocessing plant.
>>532798271If my calculations are correct, this setup would be energy negative.
One agri tower can provide
>( 48 tiles * 4 Wood ) / 10 minutes = 19.2 wood/minute = 0.64 wood/second>1 wood = 2MJ>1.28MJ/second = 1.280 kWBut tower energy consumption is 100 kW, it can't even sustain itself.
>>532809056Throw quality modules on the accumulator production for your science and leech out all the higher quality accumulators
>>532768718Elf roleplay there's no situation where this is useful I had a laugh at people making huge elven setups for fun
>>532812125isn't that energy positive? 1.28 MJ/s is 1.28 MW, with 100kW or 0.1MW usage that's a net gain of 1.18MW.
>>532812125what bout quality wood
>>532813984Legendary small poles are just worse in every way to legendary mediums
food pack should take nitrogen
>>532785348>>532785131There won't be anything new on 0.7, it will be the same shit that you can already play if you download oldtorio, except it will work on newtorio. Almost no real benefit other than new fluid mechanics and trains (cybersyn was better anyway)
>>532808281NGL, wish fulgora gave some better accumulators (not just quality, I mean rather new type of accumulators that are let's say 10x better) like holmium ACC's from SE
I mean there's is a research for better lighting rods, why not accus?
ay caramba dios mio xi jinpingpong
>>532812125anon, joules are watt/seconds, not miliwatts/second
1MJ/s = 1MW, not 1kW.
so each tower can output 1.18MW of power before inserter and other inefficiencies. We can just round down to 1 MW.
A solar panel outputs 42kW for 9 tiles, each tower takes 9x the space (21x21). But the power output is almost 24x so an agritower setup is actually more powerdense than solar. Assuming all your other calculations are correct, I didn't double check.
>>53281761621x21 is 441, which is 49 times 9.
>>532816767It would even make sense to have better accumulators since you make super capacitors on Fulgora
>>532819620whoops, no idea how I fucked that one up
so agritowers are about half as power dense as solar. they do have the advantage of not needing accumulators, which fudges the ratio more to solar being 1.5x the power density instead of 2x, and they also consume pollution. Plus they're cheaper on material. Solar does get a lot better with quality but that nukes the cost ratio.
>watch video of some autist's megabase
>they use a bunch of rocket silos for some reason
>realize they're using it just to store and output material for production buildings
Holy shit this makes production so much easier.
No wonder every storage building is size 1x1. Absolute no reason to use belts if you can get a storage building that's larger.
>>532823617yeah, I wouldn't be surprised if they change this in the future. I don't think it's something good for the game per se.
>>532822081>agritower quality only affects structure health, nothing elsegod it's such a halfbaked mechanic
>>532823617it's not MB is it?
miss that dude
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does this include "artificial" limestone deposits? aka dumped limestone
>>532823725You can only afford to throw around dozens of rocket silos when you're late, late postgame so what's the fucking point of nerfing them? What type of 0 fun allowed mentality is that?
>>532824041stupidfathobbit
>>532824314they're not actually that expensive, especially with foundries. It also just makes the game and bases look much worse, way worse than the old beacon spam they mostly discouraged.
>>532824524>my high pollution, native life Auschwitz base isn't aesthetic enoughlol
as far as I know, beacons only got more OP with quality, not less
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preliminary refinery design
>>532825069the diminishing returns on beacons means that it's more cost efficient to make beacons surrounded by machines rather than machines surrounded by beacons.
personally I think it's a mistake, because max beacon builds actually require new designs rather than just stuffing a single beacon into an old build.
Py worth spending the weekend on or do I just start a normal game + planet mods I havent played
>>532827262>Py worth spending the weekend onIf you're really, really quick and spent a lot of time you might to simple circuits before the weekend is over if you live in the Americaland timezones
>>532827437I know I have time to leave a planet on normal factorio save within 8 hours while setting up 60spm up to yellow but yeah I get your point