Fusion Power Edition
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>>532668860This thread is dedicated to all games about building machines and systems, in space or otherwise.
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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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Games that are not /egg/:
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>Factorio>Stationeers (Monday@2100Z)
>>533253285Post more about it you cunt, this looks like something with good "fucking around" aka tinkering potential.
May or may not even develop some skills actually useful IRL.
>>533260016you're a retard pedant and wrong
>>533261983>'Crumb'>BreadboardsI get it
what's a good "player improvement" mod for py? QoL research? RPG? something else?
how the fuck am I supposed to deal with the fleet accruing around the dark fog hive
>>533266969No idea what you mean by "player improvement"
>>533268729You build your own ships if you want to attack it, you still need lots of upgrades for the mecha just to survive.
>>533248841>distance between the copper mine and station is less than the belt distance between the station and the base'>distance between iron mine and base is even shorteranon...
>>533268983improvement of the player character
better reach, bigger inventory, faster movement and so on
>>533269232>mines never run out
>>533269370I just use far reach or what ever it was called since PY involves a lot of hand shuffling at the start. I don't see a point in cheating in a difficult mod that kinda defeats the purpose otherwise.
is there any point to asteroid mining when contracts can give you all resources starting in mid-game.
VP2 for iron ore? Why the fuck would anyone mine any more iron after 10 minutes of gameplay?
>>533271615it's not about cheating just improvements spread out through the game
>>533252554Better yet, shift+click with a deconstruction planner filtered to whitelist only cliffs.
>>533272874It's cheaper than trading for it.
I now realize the error of my ways
>>533275139but cheaper who cares. what can you do with unity at endgame? you are basically end-game ready when using contracts since you don't even have to keep any vehicles anymore
>>533275785Also some nice feeling when finally are able to bury up fully dug up mine
>>533256130That's a good point actually, I'll probably won't need full speed belt production, since I'll probably won't be putting down 3 belts per second on average. Just put a double storage at the end, and i'll probably never hit empty on it ever.
>>533272874>>5332761561) because its cool
>after 10 minutes of gameplay?2)kys
A cool little touch I've noticed, dumping compost gives the lush green grass instead regular earth
>>533278396if you dig it up, it gives back compost too btw
>>533280671only after some time though. no way to know for sure how long.
>>533280671>>533280960digging up compost gives dirt i mean
>>533280671for what purpose tho?
>>533280960Interesting, never bothered to see if it actually becomes dirt since farms work just fine on compost dump
>>533281127In case you want to mass store compost outside of loose storages I guess?
>>533281329why put farms on compost ground?
You mean you can dig them up as compost but turn into dirt later on?
>>533281569>why put farms on compost ground?I wanted to build on nothing but my own dumped area in the sea, and then decided to see if you can just dump a 1 thin layer of compost to have farms on
And turns out I could
First for QUALITY IS GAY AND LAME.
I use quality on vulcanus before unlocking fulgora because solar panels can literally just be made out of copper and iron and solar up there sucks ass, and then I use quality on fulgora to make quality modules
personally I don't mind it
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y does py do this
people don't understand that what we currently have is just common quality quality, once we have enough, it will be recycled and 2.1 will have a new and improved uncommon quality quality mechanic
legendary quality quality has never been tried
Nuclear reactor complex only makes white power.
>>533288046yeah, a common one
>>533286357Warum Boilers mein Herr?
>>533260731 (OP)Ah.. That's a bit hotter than the surface of the sun...
>>533289839That should boil plenty of water
I just now realized you're supposed to put them in a line and they will transfer coolant and water between each other
>>533289392>Warum Boilers mein Herr?Heat exchangers.
https://mods.factorio.com/mod/Gregtorio
So uhm... on a scale of 1 to 10, how cursed do you guys think this will turn out?
>>533298165I don't know about cursed, but on a completion scale I think it'll be 1/10
>>533298165fuckin gregtech isn't really finished
this will never get meaningfully past EV
>>533298165it has AI slop artwork so take that as you will
>>533298865Gregtech past EV is a meme so that would be good
The dirt to fuel gas trade is so fucking good bros, it's literally free, I haven't dumped dirt since centuries
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wooweee
>>533305460welcome to the big leagues, kid
CoI - does digging up a layer of dirt and replacing it with compost affect farms placed on top?
>>533306883I don't think so since compost converts into dirt over time
is py1 really the point I can start burning all these leftover burnable gasses for power?
>>533308227That's intermetallics
Also void them
the first rule of py is that you don't need them except for specific ones and you can always make more
>>533308227you mean when you unlock oil burners? yup
there's also other buildings which take burner fluids (smelters, glassworks) although i don't remember which are actually earlier
make sure you leave overflow vents so nothing jams on a power surplus
>>533309623>>533308403ye, I was talking about oil burners, and I am voiding them, Im just having major power problems
>>533310929oil burners will not fix your power problems.
More geothermal will fix your power problems. Later, powerplants.
>>533306883No. Farms only need to be built on fertile top-soil. Both dirt and compost are considered fertile. There's no such thing as soil quality of dirt vs compost actually factoring into the farms' soil degredation game mechanics, afaik. It's just that placement restriction - which requires you to either top off with a layer of dirt or compost.
>>533311019is there ever a point where coal refining is energy positive?
>>533311610Coal powerplant.
I hate quality because q4 and q5 are not unlocked on Fulgora. Locking rail supports foundation tech behind Vulcanus is bullshit btw
>>533312076I really don't really see why epic and legendary are unlocked both on gleba honestly.
>>533312076My base is running at an effective 5-9spm (100-180 spm on a 20x multiplier) and while I had to wait around to research the Silo+Thruster+Planet combo, now that I'm in Vulcanus research is outpacing my ability to design already and I'm starting to run out of techs. Pacing this game is impossible.
>>533311610oh, coal *refining*.
Red hot coke.
I am really enjoying factorio. Made it to Gleba with my ship barely holding together and currently it can't move until I fix it. So I am effectively stranded in what is seemingly like "ALIEN VIETNAM". I think my priorities should be figuring out getting a steady iron supply. Retardedly I brought a fuck ton of copper with me and bullets but hardly any iron. How dangerous are the squids here? I have a tank with some Uranium rounds(should have brought more). I am fine being stranded honestly. These gay ass squid bugs aren't gonna kill me. I typically like to make my factory sort of spread out but it seems like Gleba wants a close knit factory which I will have to adapt to.
>>533312445 (me)
oops that wasn't meant to be a reply apologies for the confusion
>>533312158>unlock a new tier>factory stops working>have to go there to fix it due to the nature of Fulgora>>533312445Pacing isn't an issue. My complaint is about the freedom of choice. The majority of the player base will visit the vanilla+ planet first but it should not fuck over someone who elects to do things differently and an ability to place rail supports over deep oil oceans is a very important thing with current map gen.
>>533312158Legendary is Aquilo.
>>533313582>have to go there to fix it due to the nature of FulgoraWhat does this mean?
In factorio,what is the limitation of foundries? People say the foundry is so good that you should basically retrofit all your metal production to use foundries anywhere and everywhere. Is that true? If thats the case, why wouldn't you just always go to Vulcanus first?
>>533315101because ores are infinite on gleba and fuck moving around on vulcanus without mechsuit
>>533315101>If thats the case, why wouldn't you just always go to Vulcanus first?Exactly. Everyone does.
>>533315101>what is the limitation of foundries?They must be built on Vulcanus and exported to other planets/space platforms. That's it. They are objectively better than furnaces to an insane degree.
Back on moshine - I'm going to just bus it up (frfr) since it's nice for a small setup where I don't know what I want to make (I can just do each recipe and then add the outputs on the minibus). I'd like to make maglev rails at some point and make a train-based base, but I need to have a stronger setup on this planet before then.
I'd also like foundation before going too big - making a big rail network sucks without it.
>>533315825That doesn't seem like a particularly large drawback because don't they require tungstun to make? So you probably would have made the foundry on Vulcanus anyway.
>There is a whole layer of Factorio you have never heard of.
What the fuck is a Space Casino and quality gambling?!
>>533315101You need the ore from vulcanus on any planet you want to use foundries on. After Gleba you can make it in space tho so you just need a satellite making it and dropping it down to a planet
>>533316910Basically, the best way to get quality goods (by far - it's not remotely close) is to use asteroid reprocessing. This is because asteroid reprocessing has a return yield of 80%, which is over 3x better than recycler's yield of 25%. The "casino" is constantly re-rolling asteroids in crushers with quality modules until they are legendary, and then using those for resources (coal is the most important because of the "lds shuffle", but also the other resources from them).
It's so much better than every other system of getting quality that the general recommendation is "ignore quality other than minor things until you get through aquilo, and then set up this for legendary everything".
Quality is for pedophiles.
>>533318109patently not true since 4channers hatea42pv8 quality
I'm well on my way to becoming fully self sufficient with <= 2000 workers throughout the run
Solar panels are almost free at this point, I trade the cells for more quartz and they take barely a trickle of steel to make, so it's mostly the power for the arc furnaces. I'm thinking of mothballing the reactor entirely and switching over to fuel gas until I get rid of all the dirt and build enough solar panels to run everything. My desalination setup is running on hydrogen already, it would take ~45MW if I were to use electrolyzers for that. Another ~40MW worth of hydrogen is used by vehicles, ships and fertilizer/ethanol production. I will aim for 120MWp first, since that's about the point where I would have to start thinking about storing solar energy in some form.
>>533313804Can't put the whole factory into one roboport network because islands are too far away.
>>533315101big
need calcite
power hungry
>>533313052>How dangerous are the squids here?They get pretty brutal as time goes. I heard they got nerfed though. You will need the rocket turrets.
>>533318518>establish a coal mine and start mining coal>0/20you managed this far without mining a single coal?
>>533321075Burn the coal, pay the toll, as they say
>>533321147>>533321075wood burners are borderline OP once you get wood farms going
This is still extremely silly, but this is also the kind of silly that prints 175 electromagnetic spm from 5 red belts of scrap through direct insertion. Reversing the trains and moving one of the miners a tile north helped me make sure that each drill mines into a chest that a maxed stack inserter can place 27 items a second.
>>533311610as soon as you have basic coal crushing i'm pretty sure it's energy positive
coke isn't until red coke
>>533310929setting up shale oil for power off a non-starter stone patch is actually pretty decent for supplementary power. stone all gets either turned to saltwater and flushed or just sent downstream for whatever you need stone for, shale gets cracked and all byproducts burned
>>533305460Nice speedrun.
niche
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Is there a way to make it so my bulk inserter here stops grabbing red chips when it detects 5 AKA the amount needed for an efficiency module? I thought I had it for a sec, but it seems finicky. Is this even a good idea what I'm trying to do? I feel like if all of my inserters are doing this I should see an increase in DPS. Then again, I guess the true optimal thing would be to flood the belt with red chips so it wouldn't matter if your first inserter is like, "Fuck everyone else in line, I'm taking 10".
>>533337098You can set override stack size and set it to a whole divisor of the needed stack size (though in this case it's already fives) and that helps even it out a bit. Assuming you meant "UPS" then you can also look into inserter clocking.
However, I can say with complete confidence that if you have to ask, then it absolutely doesn't matter.
>>533261983Can't. I hardly know anything about the game. I'm asking because I picked it up on a whim and the tutorial is crap.
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I acquired shiny rocks
I got the little drones in Dyson Sphere, can I finally stop winding conveyor belts around the planet now?
>>533316910infinite asteroids cycling -> infinite legendary iron, copper, plastic, and stone.
Evens I go back to my unfinished space age
Odds I start over
>>533347020yes
ILS and PLS basically replace all other logistics tools for anything past small distances.
What other engineering games should I try other than factorio and satisfactory? I didn't like satisfactory cause the gameplay loop is too slow
>>533347381I thought they would've patched this by now its so low effort
>>533349979DSP is the best of the 3d factorio-likes. I think the game is good.
If you've never explored zachtronic's library of games, they are also good (The best introductory one is Opus Magnum)
>>533350248They're planning on it for 2.1, at least according to boskid. Reddit has been having a melty ever since.
>>533349546That's awesome, all the belts were driving me crazy trying to make it efficient
>>533350479I already played opus magnum actually I can try dsp know nothing about it
Building significant amounts of purple science to bootstrap Assembler mk3s and beacons is so fucking ass man. I want the new toys. And fuck red circuits in particular
>>533353421Your upgrade is in another planet
>>533354421But I'm already doing this in vulcanus because I don't have enough resources at home!
>>533354468Granted, maybe I should just fuck off to Fulgora at this point and push purple science for later still. In case that's what you meant, good point.
>>533354608You get 50% prod on top of faster speed
>>533354608i'm about ready to leave nauvis and definitely have a very strong desire to put off purple science until vulcanus and yellow until fulgura
>>533354468My vulcanus build ended in it turning off entirely if I wasn't requesting infinite amounts of circuits being made because if nothing is getting made no stone is getting produced and that turns off a whole bunch of other things
>>533356072>if nothing is getting made no stone is getting producedHave you thought of making more things.
>>533356143I set like 40k circuits on logi network and that turned out to not be enough to keep stone on eventually
>>533355917I normally just hand craft a batch of 600 science to research beacons and mk3, since they make building the later sciences much nicer, but with the multiplier, I'm not manually crafting 12k science packs to get that. I ran the numbers and it would be literally hundreds of chests of intermediates.
Doing rush to space to didn't even consider doing it in nauvis, but the sheer number of miners needed would be crazy.
>>533356143The solution is to always make infinite amounts of qual speed 3s there
>>533356282I don't understand. Simply never stop making things.
>>533356072just set up a side branch that dumps metal back into lava while you produce stone
>>533356282just make legendary green circuits.
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what does the red heavy oil mean?
>>533359763idk, I use factory planner instead of helmod.
Got further into Moshine. So far I like it a lot more than cerys - it feels much more factorio-like.
10x is a bit of a pain right now, since these labs don't take beacons (they have their own special modules, kinda like py machines) and I'm pretty sure the next step might have me hard capped by these random extraction points.
I do have neodymium rails now though, so maybe I can try to do stuff with trains. Still a hassle without foundations though.
>>533360487Worth it? I installed a bunch of planet mods and naught else but am still in nauvis. I don't have any of the original planets after nauvis either. I have fulgora+vulcanus merged in one and aquilo+gleba merged in one.
I'm sure frost+gleba production will be a shitshow but aquilo is such a nothing planet I feel it was necessary to make the mechanic interesting
>>533360487Just realized I was making sulfur for acid despite the fact that I'm getting free sulfur. Ignore that.
>>533361113it, like most planet mods, doesn't really cost anything to install. I don't see why not.
I'm still not super deep into the research tree, but there's some good toys to take away (long-handed stack inserters, better substations, condensed solar/accums, quantum processor productivity).
This playthrough I installed Cerys, Moshine, and Maraxsis. I may install more if I like all of those, but we'll see. I also still need to get to gleba in this save, and rebuild purple/yellow (the mech suit costs 50k yellow alone)
>>533364797>Just realized I was making sulfur for acid despite the fact that I'm getting free sulfurReminds me of when I realized I was making solid fuel from light oil on fulgora to make rocket fuel and then realized I was getting so much I had to void it.
>>533350248I want to believe they looked at the satisfaction of setting up the space casino vs the asspain of every other possible quality production method and realized that patching it out would be a net negative for the game.
>>533364993>the satisfaction of setting up the space casinoah yes, like the satisfaction of belt weaving promethium
>>533365101You can at least claim some small enjoyment over taking advantage of an exploit.
>>533365229In bad games.
In factorio, it's a sin.
>>533364993Like they looked into the satisfaction of setting up minefields in space? Is it different this time because it affected redditors?
>>533364797>Maraxsisthe only good planet mod
>>533350479>They're planning on it for 2.1, at least according to boskid. Reddit has been having a melty ever since.Wouldn't that just move the shuffle from asteroids processor to biochamber bacteria on gleba? Its only marginally more annoying to deal with than rock cycling.
>>533369675don't think so
Is there a mod that unlocks all the quality levels from the start and adds like 5% quality chance on everything and removes the quality penalty from speed modules?
Might be a bit more interesting mechanic if you have to deal with it from the beginning
>>533367224is it really
if it was more people would post it
>>533369675yes, creating infinite items out of thin air in the vacuum of space is the same thing as engaging in the intended mechanic of angering the natives of gleba by producing spores. Why, the new meta might become even digging ores from nauvis and angering biters!
>>533372678whuh
does it actually do anything or does it look like that as some kind of art piece
why is reddit doing their melty now when the nerf was announced 4 months ago?
>>533373059Yes. All of them are working right now. That's what the lights being on means.
>>533362717They're too much work for the average modder.
>>533373184funny
I mean all the combinators and wirespam
>>533373835I know.
I'm saying all of the workshops ("combinators and wirespam") have their main units active right now, and that every part is perfectly functioning. The lights are just an indicator.
>>533373686As it should be
lunar landings was the big pre-spage planet mod
it sucked fucking ass and it's not even compatible with SA now after 6 months
nobody ever expected people to write complete planets
it took wube fucking years to make and test and balance them
the only reason I can recommend cerys is it's a fucking platform in space
>>533373106going through the stages of grief can take some time.
>>533359763Your production block is missing heavy oil, probably for lubricant for elecrical engines for robot frames for pee science
also
>>533360134
>>533372678That throughput seems a bit weak
>>533374101I wish people marketed their planet mods as moon mods, would help tamper expectations a little.
I think there's room for less developed planets coexisting with the spage major ones. Would be neat if someone pooled all the interesting mechanics from them and made a mod that procgens a bunch of filler planets ala spexploration. Of course it worked in spex because it was actually viable to ship things en masse between planets but I imagine writing a mod for a heavy-lift rocket with a 20T mass cap wouldn't be particularly difficult.
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>Spend ages fine-tuning the axle to run smoothly connecting to the diff
>Finally clicks that the small section of the diff doesn't NEED to be centered
Man
I haven't played this enough lately, I'm doing basic mistakes again
>>533376590 It can be scaled however needed; the center of it has always been its responsiveness. Tell each terminal what to produce and it just goes, no questions asked. If a new one is needed, construction robots will handle it.
>>533377734jesus, the display panel really should have been a 2x2 entity.
I put some of them around my sushi pipe solid fuel setup and that shit is just too small to see.
>>533378372there's a mod for that.
>>533372678I've learned that my machines are absolutely absurd iron-guzzlers.
Steady expansion of the factory is not an easy thing.
>>533369675one of the big things with asteroid cycling is that you can set it up in space above every planet and drop infinite free shit down to the surface for free.
gleba bacteria shit on the other hand is limited to gleba.
>>533369675quality bacteria needs either quality bioflux or quality jelly and quality yumako mash.
asteroid reprocessing is a completely self contained loop.
Delete epic tier. It serves ZERO purpose, and nobody builds epic factories or rolls for epic quality, because once they finish gleba they're beelining aquilo next thing anyway. Maybe delete uncommon too, but at least I can see the arguments for it early game.
Quality items should never deadlock a factory. Ideally, the final product should use some kind of balanced averaging mechanic. If that's too hard for nu-wube because they spent all their time designing space drag, then taking the minimum is a fine option. If players get really mad about wasting higher qualities, make it a toggle somewhere, but at least it would make filtering out an optional way to improve rather than a basic necessity to avoid deadlocks.
There, in two changes I've basically fixed quality.
>>533386458It's not hard to make quality not based on deadlock if you're doing it from the ground up, changing the spaghetti to intake a new variable that lets it manipulate quality and intake it may have been a bottleneck is what I have to think of why they made machines deadlock when they could have made them take all qualities and spit out items based on the level of the materials in
>>533386458And by the way, the difficulty of balancing the "average of ingredients" quality for the output is way overblown. Just take the average of each slot by default, and add a way for recipes to change the weights of each slot.
E.g. module 3s could put extra weight on the module 2 ingredients, so you can't cheese it with legendary circuits and common module 2s. A lot of recipes would literally be balanced out of the box, since it's common for cheap ingredients to be required in larger quantities and expensive ingredients in smaller quantities.
>>533386962The most expensive part of module 3s are the planet exclusive parts, like holmium and biter eggs. If you have legendary circuits you can just craft legendary module 2s, and legendary circuits are some of the easiest legendary items to get when you exclude asteroid reprocessing.
>>533387462Fair point, then you'd just set the weight of the planet intermediary higher than each of the other three ingredients.
>>533387653there would need some ridiculous weight on the biter eggs to maintain the balance close to what it is now.
even something like 90% weight on biter eggs is still ridiculously good, since it means you can just dump 10x the legendary circuits/modules and 10 regular eggs in to get a legendary productivity 3 module.
I would only consider dealing with quality eggs if the weight is over 95% or something, at which point why even bother with quality circuits, just recycle eggs over and over.
if mixed quality input is allowed, minimum quality of inputs as an option is much better, trading efficiency for convenience.
>>533386458here's how I would do it:
>only 3 higher tiers instead of 4>each one gives clean 50% bonus (so max tier is still 2.5x)
>quality ingredients can be mixed and the lowest one is counted>recycling always returns normal quality>quality bonuses from modules somewhat higher>quality % just determines the chance it goes up by 1 tier(so 25% quality with normal ingredients will output uncommon 1/4 of the time, never anything higher. Only way to go up more than 1 tier with a recipe is to have q chance over 100%, 125% quality with normal ingredients will output uncommon 3/4 of the time and rare 1/4)
>fluids can have quality(fluids can be mixed if they're the same fluid just different quality, you can filter them out with pumps)
>>533389530>You can filter lower quality fluid with pumpsWouldnt it just mix and average fluids and gases realistically due to solubility? (I'm designing something with quality values from 50 to 150 and no deadlock)
>>533390143Well yeah, realistically you typically can't un-mix fluids. But since we have the pump filters already, that doesn't seem to be a strain of realism wube cares too deeply about. And with fluid quality there would be a legit use for pump filters besides sushi pipes.
>>533388492>you would need to use the balancing parameter to balance the recipeYes.
You do bring up one good point though, in that this would be vulnerable to recipes having one "optimal ingredient" to push quality for. If eggs have like a 99% weight then you can ignore the circuits. If eggs have a weight that's too low you can ignore the weight.
Now the thing is they're planning to remove the asteroid cycling, so legendary circuits will not be free in 2.1, which arguably should've been the case from the start IF quality had been balanced. So I think there's still a range where, if balanced correctly, it's worth adding all quality ingredients because the effort to get legendary circuits is still worthwhile to save the ~5% chance of wasting your legendary egg, yet at the same time if you ignore eggs the chance would be low enough that you'd just be wasting circuits into the void.
However, if really necessary, you could add a malus based on the min quality of the ingredients that's applied to the calculated average. So the egg weight would be high enough to ensure it's not economical to just roll legendary circuits with common eggs, but at the same time if you do get legendary eggs, if you try to shove in common circuits you would be lowering your chance unnecessarily and wasting your precious legendary eggs. So you'd want to at least try to up-quality your modules.
Or maybe you'd go with legendary circuits/modules and, say, epic eggs (or rather rare, if we delete epic).
Maybe I can't come up with the perfect parameters in a single 4chan post, but wube certainly could over months of development. And even if you end up with the optimal point being slightly weird, like I dunno spamming uncommon eggs with legendary circuits being slightly better than bothering with rare eggs, it'd still be massively better than the current shitshow, and if any recipe happens to stick out (like eggs, since they're rather important) you could balance it in a patch or two after release.
>>533389530>>recycling always returns normal qualityNo upcycling? Why though? This would make items that have ingredients with short production chains extremely hard to get a high quality of. E.g. big miners which take tungsten carbine that's crafted directly with raw tungsten ore. Quality modules would need to be really superbuffed to make endgame production feasible.
>>fluids can have qualityAnon they haven't even managed to get item quality right, let's not add an entire new quality system with internal mixing before we fix the item system.
>>533392123Because upcycling is fucking gay and lame, quality should go upstream.
So long as a recipe has at least 3 steps you can get max quality. Tungsten is Q0 in the ground, mined into Q1, carbided into Q2, big minered into Q3(max)
But yeah no you're right, it's too harsh of a restriction especially since some some items have less than 3 steps. I think it would be enough to just drop quality by 1 tier when you recycle.
Quality fluids wouldn't be a whole new system, just enable the quality tag for fluids or whatever the backend is for that. I think the reason they didn't put it in is fear of newbs dropping a qodule in they refinery and getting filtered by chem science even harder.
>>533393783Imagine the pipeworks of quality fluids with 5x outputs and them being deadlock still
>>533391769Legendary circuits are very free with blue circuit recycling. 5 module slots, base 50% productivity and more with research makes them the best target for quality outside of asteroids.
Having more parameters and hidden mechanics is inherently detrimental to a game like Factorio. Quality build optimization is already tricky enough that people only use programs to calculate throughput, there's no point in making the math more complicated.
>>533394295Anon
It would still be the same number of outputs. The light oil output on your refinery will sometimes output the same quality as the ingredients, and sometimes one higher. Every machine can at most output 2 different qualities.
All you would need to do to use quality with fluids is have 2 tanks per fluid instead of 1, and have a pump with a filter on each one.
Did you know you can get rid of the unwanted quality intermediates by making science with then?
>b-but they'll eventually deadlock
It won't if you build in the exact ratio. Even so, you can make a different factory without quality modules for back pressure. The problem is the amount of factories you have to build, but it's not impossible.
>>533393783>So long as a recipe has at least 3 steps you can get max quality.The thing is I feel like that trivialises quality a bit too much in the other direction. Now quality becomes a question of just scaling up production of qual modules and sticking them everywhere, and your old production chains now automatically output 100% legendary at the end of it.
>>533396057The entire point of unwanted quality intermediates is that they come in wacky and retarded ratios that are not useful for anything, nigger
>>533372010I don't really see people posting spage planet mods in general
>>533396804this is because even the "good" ones feel unpolished and/or unfinished. like others said this isn't weird, it took wube multiple years to make 4 good planets.
i've played a few, maraxis is by far the closest to a vanilla planet in terms of scale and quality but still feels like it's missing a good chunk. Of the planet mods i've tried, i'd say the ones worth checking out are maraxis, cerys, moshine, corundum, in roughly that order of polish/finish. The rest are either too unfinished/janky for my taste, low effort, or fundamentally badly designed.
>>533396605Depends on what the max quality bonus you can cram into a machine is.
With 4 module slots and 10% bonus each that's still under 50%.
That's 10% for a maximum quality tier 3 quality module, so the normal quality tier 3 would be 4%. Then tier 2 can be 3% and tier 1 2%.
Also I really think modules should scale both positive and negative qualities. Like they're little optimisiation machines shuffling things around instead of strict upgrades (that's what quality is for!) so crafting with maximum quality would be slow as shit.
I wish that instead of being random, quality just either required additional materials and/or replaced the base ones for better shit or required the usage of the new planet specific machines
common gears are iron
uncommon are steel
rare are tungsten
epic and legendary require mixing tungsten with some other product of the other planets and the usage of a foundry
how do I just absolutely SHIT out holmium juice?
im printing 8k gleba bottles a minute but can only manage a mere 400 on fulgora despite way more time investment. I am upcycling with every material to the point of legendaries becoming a storage issue but the holmium tanks always sit empty.
>>533296308lol, how long did it take you?
but its pretty satisfying, isn't it
>>533401838>how do I just absolutely SHIT out holmium juice?tier 3s everywhere on chemplants, tier 3s on em plants, dig more scrap
>>533401838mine more scrap
big miners on every island, tons of trains all hauling it in, just scale everything up and void all non holmium
>>533401838more productivity, and in case you haven't yet, cast holmium plates with foundries.
>>533403804do you need calcite for it?
>>533403951No. Calcite is only for recipes that make molten metal.
>>533404087oh dang, I gotta import a couple foundries.
>>533401838Mine scrap and void everything except holmium
>>533401838use foundries and the highest level+quality prod modules you have on the holmium plate production chain
add speed beacons
beyond that, just scale up bro
>>533399169>Depends on what the max quality bonus you can cram into a machine is.It's bounded to be high enough to actually allow you to craft legendary stuff when maxed out. If the max quality bonus is too low AND you remove upcycling, then every item ends up bounded on quality based on the number of crafting steps required.
>35 yellowcake + reprocessed uranium -> 4 nuclear reactor II -> 44.5 DU + 1 Pu + reprocessed uranium + 480MW
>1 Pu and 10 enriched blankets + 50 DU -> 4 core fuel and 20 blankets -> 1 FBR 3x -> 60MW + 48 enriched blankets
>32 enriched blankets -> 8 core fuel + 24 blankets -> 4 FBR 0x -> 960MW
>6 enriched blankets -> 4.5 blankets + 0.375 Pu
That should be 42.85MW per yellowcake while slurping less than 5.5 DU from the infinite DU stockpile everyone has. A pretty good deal for 1.5GW of power, unless I fucked up the math.
Once the DU does run out, running another nuclear reactor should produce enough of that stuff while adding blankets into the mix, it should balance itself out running somewhere below half load.
>>533401838Speed modules instead of quality ones on your voiding recyclers. That should let you feed in more raw scrap, and get more holmium out as a result.
Holmium, as far as I'm aware, is generally always the bottleneck and every other resource is in excess when making purely pink science.
is pre-py1 intended to be 99% shitty ratio-ignoring temporary builds?
>>533413532>pre-py1the first ~10 hours? Yes.
new kino just dropped
https://mods.factorio.com/mod/skewer_shattered_planet
>>533416649>just another planetmeh
I like the idea of mining chunks, but rather than having an entire planet I would make it so you land on a piece of the planet that's not infinite and you have limited time to exploit before it breaks apart, maybe it degrades as you mine it. Kinda warptorio-like
I want more mods that use space age features but don't use space age itself
The appetite for that might not be as high though.
>>533418234yea, like spoilage
>>533418058I'd pitch that idea on pic related, chances are some autist will bite and do it
>>533418671yeah, spoilage is one of them. I think it's a cool mechanic when used tastefully.
I also install the standalone mech suit mod in every playthrough now.
I'm very happy with how physically simple this design is
The block for attaching all the small gears is a suspension that reaches through one of them and attaches to the big one's 'solid' side (so it rotates with it) and the big gear's axle attaches to one of the small gears. None of the gears even need to be set to frozen
3 FUCKING FLEETS
AND ZERO FUCKING KILLS
WHY
>>533419895space combat is bogus. until you have completely filled slots, plenty of stuff in storage and upgrades don't even bother. needs a rebalance so you can actually drive off less developed hives early on
>>533420112so what the fuck am I supposed to do then, permanent fucking planetary shield on every fucking planet I own?
>>533419895Space hives that are well established are balanced around end game techs and you will struggle if you are missing even one of the things (good control of the fleet, lots of reinforcements, fleet size upgrades, ship damage and HP, weapon upgrades) because it all compounds to each other. It's even more important to have good stats and control if you use the corvettes since they have shorter range on their weapons meaning they are more likely to get completely wiped out in a loss. Planetary defenses are much stronger and the attacks aren't coming at you with full force so if you don't care that they exist it's much easier to defend than it is to actually attack.
>>533420112If you need to drive off hives, kill the spores mid transit to nip the whole thing in the bud.
>>533421328You can use shields and defenses for defense until you are actually ready to take the fight to them. You can certainly try but you need to bring much more than 3 fleets of reinforcements in your inventory if you want to do any damage with your techs.
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Ok, whoever designed the circuit networks in Factorio clearly also worked on the Dwarf Fortress team. You literally have to be a fucking Kabalistic scholar or some shit to get this to work the way you want it to when it should be as simple as 2+2=4. I have an assembler being fed train tracks, red modules, and electric furnaces. I want it to stop grabbing tracks when it hits 30. I finally get the fucker to work so I copy paste its setting to all of my other assemblers and inserters. Now all the of them aside from the first are refusing to grab the red modules. Why? Literally how hard would it be to simply have a setting that says "take only what you need to craft 1 of what this assembler produces at a time(check/ uncheck)" Nah we gotta have 75 different nonsensical settings and bloat to wade through to achieve that simple aim.
>>533421328i usually just clear the bases as soon as they land until i can actually hurt the system swarm. yes it sucks thats why i said i think it needs a rebalance
Any Dyson sphere fags in here? I wanna know if it's a good idea to spend my time paving the equator and putting a main bus there, factorio style
>>533421828>kill the spores mid transitexcept you need to check the map screen schizophrenically the entire time
>>533421864There's no use case for that which is why it wasn't made like that. Much more effort for less reward, only autists would use it and you can already do it easily if you are autist with the current circuits.
>>533422114I dunno like once every 2 hours or so, they are pretty slow.
You can also do this
>>533421891It will starve out the hive.
>>533422029You don't need to buss in DSP, the world is a sphere for one so nothing is truly very far away from anything and it's very easy to rout belts in DPS (not just because you can go around the other side but because you can go over other belts and even buildings super easily) but also you unlock powerful logistics that you have to use anyways. You are lot better off just making stuff for the science you are making and routing it there directly.
>>533422576>There's no use case for that which is why it wasn't made like that. Much more effort for less reward, only autists would use it and you can already do it easily if you are autist with the current circuits.The use case is optimal science research per second with limited resources. AKA, like, the most useful tool in existence? Are you crazy? Am I crazy? Do I just not understand what this game is?
>>533423114Wrong and yes you are crazy for typing that out.
>>533423114>with limited resource??????
I will cut and paste full fucking oil tanks and there's nothing wrong with that
>>533423240>wrongExplain.
I have 1 assembler doing a rotation of crafting. There is a second assembler next to it waiting for a resource so that it can start its rotation. Assembler 1 is gobbling up that resource over and over while it's already locked into its crafting rotation. It would objectively be more efficient if the excess resources assembler 1 was hogging was put into assembler 2 so that it could have two concurrent crafting rotations at the same time. This is objectively correct unless there's something I'm missing here.
>>533423114What are you even trying to accomplish?
>>533423920Honestly you are so damaged that I believe there's no way to convince how stupid you are being. I hope you get bullied more if this is how you are in real life that may help.
>>533423920Oh you're the schizo trying to make the whole factory work on some crazy just in time principle and have all assemblers use multiple recipes.
You're making the game really hard for yourself and now you're complaining it's too hard.
>>533423920if you're feeding the system enough material for two assemblers to be running full time, the first will sooner or later let material through to the second naturally
>>533424258I think it's fun that he plays in a unique manner.
>>533424610It's alright to do that, but it's kinda silly to complain about a self caused issue. It's like you are allowed to shoot yourself in the foot and have a good time doing it but don't expect help when you then whine that it hurts. The way he builds is fun el autismo challenge, but schizoing out in the thread isn't fun.
>>533421864skill issue. You're probably crossing wires on an entire set rather than isolating the circuits.
>>533423920It doesn't matter if the second assembler isn't running much if the first assembler has 100% uptime. What you are trying to do would just have more downtime on the first assembler while the second assembler would instead have the uptime the first assembler lost. The solution is to simply increase the production of whatever item is not getting past the first assembler because you are not making enough of them to run 2 assemblers all the time
is there a way to take pentapod eggs out of an assembler?
>>533425125I think we need more schizo posting, actually. As long as it's directed and on-topic, I find it interesting.
>>533425317changing the recipe with signals or manually
>>533425434setting up clocks for that feels a lot more annoying than just putting a gun nearby
guess we're solving practical problems today
fuck I hate big space travel before big energy
at least I brought enough warpers and deuterium cells
>>533425648legitimately just run an excess of nutrients or whatever and sort out the waste
>>533425659Bring yourself a quick set up charging station too, like couple solar panels and wind mills (or a burner + fuel) and a few wireless charging towers so you can charge as soon as you land anywhere and then leave again if you need.
>>533425838this is thinking about biochamber assembly
'just run a surplus of everything else and only insert eggs when there's space in storage' is probably still the correct answer though
>>533423114The extra 60 extra tracks, 2 extra modules etc. that will sit in the assembler will have approximately zero impact on your science production when averaged over time.
Also check your monitor settings because prod modules are a bright orange.
>>533426464That's also irrelevant because even if you input limit the assemblers the actual output will be the same in the end, it will just take more time for the first machine to stock up and then the second one starts making stuff too. If he's feeding it enough materials to use more than 1 machine then he needs 2 machines no matter what circuitry he uses and if that's the case the circuitry is the extra cost, not the other machine. So it's the one with the circuits that's less effective.
>>533422029Nah. For the early-midgame, just build belt spaghetti, because multilevel belt make it easy to go absolutely schizo. Free your mind, don't feel constrained by some design, just send belts fucking everywhere. Water is actually your biggest enemy early game until you unlock foundations AND gather enough soil piles.
You can do a sort of bus, it doesn't have to be on the equator though. My first playthrough had a vertical bus. It was very funny when started getting closer to the poles.
Anyway, after the midgame you unlock logistics drones (the ones that use the towers, not the shitty ones that go on chests) and, after you scale up even a tiny bit these trivialise almost all logistics.
>>533426715Well yes that's exactly what I meant, so the "also" in your post doesn't make sense.
You lose maybe ~5-10 seconds of factory production total, over what will be dozens of hours of playtime.
>>533425872I did, but I kinda forgot about enough shields to enclose a planet for settlement
>>533426952>Well yes that's exactly what I meant, so the "also" in your post doesn't make sense.I dunno you wrote it as if putting the circuits in would reduce the cost of the factory by 60 tracks and 2 modules etc when that's just not true. He still needs the same machines in both cases.
>>533422576I planned on doing it for organization more than anything, figured an equator bus with a mall hemisphere and a science hemisphere would work really nicely
>>533429478equators are dedicated for battery loading/unloading for me
>>533429478idk the obsession with busses in this thread, there's like a trillion different products and half of them are used in like 2 products
>>533429478That's just not required with the way DSP works but it's not like you can't do it. There's even an achievement for paving a planet.
>>533430458I don't really understand why planet ore density is like it is, its not like it's any more difficult to settle edge systems than core systems
>>533431295>>533430458by the way this singular planet has more resources than my starting system in a 5 planet system, not to even mention the rares in the system
>>533423114>with limited resourcesthe resources are not limited
what's limited is your time and the rate of resources produced
>Do I just not understand what this game is?no you do not
>>533430728even if you are doing a bus, you don't need to put everything on a bus
>>533427251But it is true. If he limits it, his production line takes up an extra 60 tracks and 2 modules etc. per machine that just sit inside the machine inventory being useless.
>>533421864>Dwarf Fortress teamit's being mads by one guy, his brother just draws with crayons and gives ideas
and the graphicd mode is non-canon
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hmm all this shit might just be energy positive
It is crazy for how much of a headache gleba is, you can get 1kspm from 3 ag towers and not that many machines.
Does unlocking things in CoI have downsides? Like you've unlocked medicine so now your colonists are going to get sick more often or you've unlocked luxury goods so your colonists will have a penalty unless the goods are fulfilled?
>>533421864>/pol/tard has room temperature IQcolor me shocked
>>533434480>Like you've unlocked medicine so now your colonists are going to get sick more oftenIm like pretty sure this is the case
>>533430458Though this was super mario galaxy for a second
>>533431749just mine what you need on site
>>533432118That is only true if everything works perfectly 100% of the time. The second you slip (you will slip eventually) those same products will just accumulate in the second machine or on the belt or worse yet never get made because the belt backs up. Again in practice even the item buffer ends up being exactly the same.
>>533421864Instead of fucking with anything beyond basic circuit network math, I just abuse splitters and oversupplying. If I need another line, I just pump another patch.
>>533434997That sounds pretty retarded ngl.
>>533434997>>533434480>go outside>get sickvs
>don't go outside>don't get sickhonestly though I think it has to do with pop cap or actual pop count, not tech unlocks
>>533437151If you slip on ingredient supply, it will use up the buffer sure, but then it'll build it back up (costing the same again) once production re-stabilises.
If the output backs up, you will use up a bit more of the input before it stops flowing due to having the buffer. If there was no buffer, those items would still have been on the input belt and it would back up a second or two sooner.
I'm well aware this is completely negligible, and that was my point to the other anon anyway. But the fact that the machines load up to like 2x-3x the crafting capacity and just hold that, ends up having a completely negligible but technically non-zero constant material cost.
Maybe the most important thing to emphasize (for the anon above who was worried about this) is that the buffer of items sitting on the input belt very likely eclipses the internal buffer of most machines, unless your factory is extremely compact.
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>>533395789Oh I know what you mean but if the system weren't mutually exclusive it'd be hilariously bulky. Having like a qual % in fluid like say 30% normal 70% uncommon for example and then splitting that would work I suppose
>>533436857Why not mine every node and put it all on a bus
>play Krastorio
>radars are locked behind blue science
>cars need fuel that i can only get from oil processing
Who the fuck thought this was a good idea? Am i seriously supposed to run around on foot until i find an oil patch?
I want to make biters kill each other. Having to roll up and shoot them myself is a pain. How can I accomplish this?
>>533443512yep, have fun. don't forget to crack some hydrogen and build a fuel refinery or you still won't be able to make it.
>>533442115because routing a belt halfway across the planet isn't what we say in the business, "efficient"
>>533443512Pretty sure there is a fuel recipe you can get very early on, as well as a shitty radar.
>>533421864It's not that hard once you start addressing it in ways it understands.
>I have an assembler being fed train tracks, red modules, and electric furnaces. I want it to stop grabbing tracks when it hits 30.When Each(assembler contents) โฅ Each(constant combinator-listed values), output Each(inserter blacklist ("Set Filters"). 1 Decider Combinator/assembler. If you're outputting ingredients as a signal from the assembler, double the value from the constant combinator, either manually, or with an arithmetic combinator.
You can use an indexer to cycle through matching sets of data if you feel like getting clever.
>I finally get the fucker to work so I copy paste its setting to all of my other assemblers and inserters. Now all the of them aside from the first are refusing to grab the red modules.Sounds like a crossed-wire issue.
>Why? Literally how hard would it be to simply have a setting that says "take only what you need to craft 1 of what this assembler produces at a time(check/ uncheck)"Assemblers don't control what they receive. They just place restrictions on inserters, which already do you a favor by refraining from jamming stones directly into your Production Science assembler or putting an infinite number of plastic bars into your advanced circuit assembler. Keeping them from putting together a stockpile in advance is just an optional last step in optimization, and it's kind of questionable, seeing as the stockpiled resources don't affect the rate of consumption. It's like trying to optimize your way out of a down payment.
Also, Each(Contents) x (-1) to inserter whitelist ("Set Filters") along red, with constant combinator providing a recipe-matching value to all of them along green.
So yes, you can give that literal instruction to the machine anyway, provided you consider the inserter to be part of it, and not just some glutton-enabling innocent.
>>533424258>>533424610>>533424849For the record: that anon isn't me. I'm me:
>>533447268How would I even struggle with a simple thing like that? Why would anyone bother?
>>533434197It's actually a fantastic example of complexity rewarding you with efficiency. You can build a tiny factory churning out a huge amount of resources - IF you can figure out how to build it.
IMO that's the best part about gleba. Almost all other mods or overhauls of factorio confuse complexity with scale. Well, confuse may be the wrong word because Gleba required a brand new engine feature to function, so maybe it's just that previously mods couldn't do anything of the sort. But regardless, it's refreshing.
>>533386962Congratulations you've just added another random attribute (like "rocket capacity" for items) that you need to look up in the factoriopedia and then complain about being arbitrary and badly balanced.
I think it you actually wanted to pursue something like this it should be based on the total raw resource cost of the ingredient (as shown in the crafting menu) but that would still need some adjustment for complicated items that can only be acquired through special means.
>>533446158Nope, you only get sentinel that provides map vision in a tiny area but doesn't explore new chunks like radar does. And the carp technology itself is actually locked behind discovering oil.
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Lmao
>>533450058The difference is that it's a new attribute meant for an entirely new mechanic.
Whereas the rocket capacity is just an existing inventory but for some reason now it's a super duper special inventory.
I can't get the sound of factorio logistics robots beeping outside of my head. I hate having OCD. I might have to mute the game.
>rocket capacity is based on item weights calculated by the sum of the raw material inputs required for the recepie
How terrible of an idea would this be in practice?
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>>533452514>weightless orescount me in
>>533452723The idea was that ores have base weight of "1" but point taken.
>>533451497>3-lane transport belts>making an iron setup that'd work just fine if you used the long-handed inserter>further enabling the school bus splitter ezmode lifestyle>all to avoid logical sushi beltsI'm making a mod that turns any and every ingredient into mutually-inclusive fluid inputs.
Factorio is too hard. We need cookie-clicker difficulty. This is stupid.
I wish CoI represented subsidence in nonideal materials like waste
>>533451497cool new 2.1 feature!
Project asteroid sorting megayard. Currently deconstructing the landscape.
I send all the resources up the spine and sort into storages, to be dumped by trucks down the hill. The trucks aren't that smart though. I probably need to use a truck zone on the spine. But I don't feel like manually assigning each individual truck to the zone.
>>533457535Also, found out this trick works on sorters for triple capacity.
>webm for retards
no
https://litter.catbox.moe/usbuwc0mqznplmf1.webm
>oddities
just how W&R does screenshots
cat *.jpg |ffmpeg -f image2pipe -framerate 7 -i - output.webm
"HQ"
fmpeg -v 0 -stats -i input.webm -b:v 1024k output.webm
LQ
fmpeg -v 0 -stats -i input.webm -b:v 256k output.webm
after b:v is the bitrate, ymmv
(the conversions saved 50MB, you are welcome)
just make a gif at that point
it doesn't need to be 1080p and the bitrate is ass because of it
>>533455596Boskid just does that sometimes.
>>533416649How long does it take to get there?
>>533452118I uhhh
I want this
>>533452118I wonder how badly this fucks up the careful belt optimizations they've made.
>>533462371>>533462454is the the low quality or "High" quality
>gifdoesn't listen to bitrate(bloated to 220MB with the 10MB file), looked funky can't be bothered to look further
might not help that I have only 600 frames to work with
>you can't into ffmpegcall me a bitgot all you want
I also figured catbox might be slow so 10MB would be nicer than 20 for only so much difference. Your objection is noted
>>533464592probably not much, those are based around shit like belt compression which this doesn't touch
>>533464592The transport line system already treats each lane more or less as its own individual entity, so it probably works just fine.
I like how this game looks sometimes. But it's also kinda jank. Maybe there's just some shortcuts I don't know. I think the inability to place ghosts is very weird. I should be able to place buildings I don't actually have
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"I" unlearned the min/ max efficiency quirk in favor of spamming the ever loving fuck out of production.
>>533470879Why not make a minmaxed module to spam-build for even crazier production?
Then optimize the "macro-module" to further refine it, and then fractal that shit up.
>>533433871Sometimes you can get a huge positive output with modules.
Not that power is hard to get other than like the first 20 hours of Sea Block.
>>533433871It probably is. Especially if you can turn that creosote into treated wood and burn it
Planning and main bus are for people that don't like getting lost in their factory trying to find a one off production for 20min at a time.
>>533474371seablock for space age when?
>>533440070You'll get there.
>>533475083Yeah. Know what? Sea block once you get going isn't all that hard, you just slap down massive sludge processing blocks and then deal with all the Bob's ore processing and most of that can be piped so it's not too bad.
>>533474780Memorylets
Also the search function exists now anyway
>>533475672>Also the search function exists now anywayTrue but I'm running an old version to finish up my SE EI K2 run almost done like 300 hours left.
My fucking eyes on this fucking salt lick planet
>>533476154Pave it all up, at least the equatorial band.
It ain't worth losing your eyes over DSP.
>>533475483Miss me last base.
Forgive the possibly stupid questiong but do explosive rockets have friendly fire for spidertrons?
>>533478763>do explosive rockets have friendly fireYes. So do nukes.
Man
I don't think I should have found out that belts can go quite so high (this isn't even max)
>>533479205Belt logistics are extremely easy in DSP because of this, they are just super flexible.
>>533470518It looks even better when you actually start on your sphere, that's the best part.
>>533457986That's a really nice tech, I have to remember that
>>533451497>>533452118Two lane belts were a mistake.
unlocking EM plants for other planets is nice but now I have to redesign everything again
>>533497136you'll just get two lanes, same as before :)
>>533497136no you're not you're worried about your store cut
Feelin' good. Total resource glutton, but it feeds consistently enough if you throw in intermediates. Once you get tanks up, you can just go anywhere you want.
where the fuck do I get initial moondrop seeds
>>533500740>initial seedslol, said the scorpion
lmao
>>533500614>that fucking mess>only one science lab active
>>533501754I was producing solar panels and advanced circuits at the time. I picked up later when I switched over to black/blue outputs.
Fulgora is a silly little planet. Put down a mine in a small island, power it, connect to a big island, add accumulator banks and after that you can get 300 spm fairly easily and you're throwing away 90% of the stuff you get. All I'm doing right now is make space platform foundations out of all the extra copper wire and steel and tons of quality tier 2 modules from the RGB circuitry. It's just kind of odd. You set up a limit and recycle the excess of things and occasionally you re-craft it into things that break down faster. And you do everything with a logibot swarm because it's downright moronic to do otherwise.
Even the electricity is free.
Just a weird ass planet.
Gleba is a silly little planet. Put down a harvester in a small farm, power it, connect to a small factory, add bacteria and after that you can get 300 spm fairly easily and you're burning 90% of the stuff you grow. All I'm doing right now is make rockets for my turrets out of all the extra copper and iron and tons of bacteria I don't even have a use for. It's just kind of odd. You set up a limit and burn the excess of things and occasionally you re-craft it into things that spoil slower. And you do everything with a direct insertion because it's downright moronic to do otherwise.
Even the electricity is free.
Just a weird ass planet.
>>533504618>And you do everything with a logibot swarm because it's downright moronic to do otherwise.sacrificing lots if UPS for just a bit of space seems dumber to me
>>533506061>playing the game seems dumb to mea swarm of 1k logibots has a negligible effect on UPS compared to ships going back and forth destroying asteroid fields
are you not going to engage in splatform because it will add load to the game?
>>533504618>and you're throwing away 90% of the stuff you get.huh
i only really throw away concrete, stone and like 30% of the gears
>>533509189I void everything that exceeds 2 storage chests. I mine around 300 scrap/s from a 40 (actually 80 because big drills) million scrap patch and I've got a constant influx of everything. Unless I decide to make a full scale quality upcycler (which really isn't worth the effort before unlocking :: quality) on fulgora, the amount of infinite garbage I process every second is completely useless.
I void ice, plastic, stone, concrete, copper, wire, iron, even steel
the only thing I actually am not voiding at the moment is batteries because I have an extra accumulator hungry recipe on top of them being used by EMP science and it was actually cutting into my science supply
>>533509735just turn the spare iron, copper and ice into more batteries.
sulphuric acid is just iron, water and the infinite heavy oil, add iron and copper and BAM, more batteries.
>>533509869I don't actually need the extra batteries, I have 80k of them at the moment because they stack to 200 and they don't really use that much space compared to stone and solid fuel, that stack to 50. I was just eating through the accumulators.
>>533510065if you dont need any more materials, turn off your mines, i made the mistake of burning through 3 2m islands on my first run of spage because i left fulgora running while rebuilding gleba for 300 hours, and my circuits were only setup to keep things flowing, so once EVERY chest was full, and i stopped using fulg science, it was just recycle looping 200scrap/s, with the VERY occasional EM plant being produced whenever i deleted a blue circuit build on gleba (into my inventory) and rebuilt it (from the logistic network) a few blocks to the right to make space for nutrient/spoilage weaving.
>>533511389>if you dont need any more materials, turn off your minesMy brother in christ, trash is everywhere. I am surrounded by trash. Fulgora is the trash planet. I've been digging that 40 million patch for 5 hours straight without it dipping below 40 M.
At first I was even using prod modules and efficiency modules, right now I've got quality speed 2 with beacons and a quality efficiency 2s.
>>533509061idk, I like belts
>>533512230okay that answer I can respect at least
you do you king
belto
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i loved fulgora chaos belts, i only used robots on the planet for moving rocket fuel until i unlocked either rare or epic quality, can't remember which, at which point i used them specifically for quality shenanigans
Fulgora start was the best part of Space Age for me.
>>533514781>piss on fuggoraI mean mind you you get everything for free but hauling it instead of making it on site feels weird.
>>533354608 (me)
Ended up fucking off to fulgora and set up the shittiest possible improvised base with basic overflow handling for stone and gears, 6 scrap recyclers, and machines producing EM plants and modules to sink all the stuff. Only managed to make 25 EM plants before coming back since I was running low on blue circuits, but that should already be a big help, and I can send my ship to get more later.
All in all, wasn't the worst idea. My ship didn't even need any modifications, though I replaced the two accumulators with rares because it was a bit dangerously close to running low on power.
>>533519131I mean the ship was already there waiting for the fuggin science and it was less of a hassle to just make piss juice than it was to route a bunch of leftover shit into a gigantic recycler scrapyard.
Specifically chose it because it perfectly used up low density, ice, copper cable and a good chunk of the processing units.
It came out to be a 2:1 Strawberry Milk to Piss Bottle ratio most of the time, so I used it as a supplementary rather than a main source.
felt really proud of it desu
I wish there was an endgame way to make space platforms UPS efficient so you could run space logistics just like trains in space. Like I dunno maybe a forcefield that destroys all small asteroids, and in the inner planets it's optimised so it just disables their spawning. (You'd need to refuel at stops of course but without ammo production it should be fine)
Combine that with multiple landing pads prometheum research and it would make scaling up a lot more fun
I hate the current meta of "produce as much as possible on nauvis, anything that goes into space is a huge bottleneck"
>>533531551They should just replace space platform logistics with launching rockets straight at other planets
>>533532614or rather keep things the way they are, but their cargo can be exchanged through space cargo torpedoes (would use thruster fuel for them), so basically
>launch foundry from vulcanus to space platform in orbit>space platform in orbit will shoot the foundry at the platform above nauvis>platforms can still be moved around like beforei think this is the best of both worlds, and it would also solve same-orbit logistics between platforms
>>533534482Meh, I don't think that's all that necessary. The main downside of platforms moving physically right now is purely from asteroid and grabber UPS.
>>533534482It would make more sense to be able to just send items straight to other planets, maybe make a research that requires the 3 planets research to make some kind of launcher turret that shoots items at other planets
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/vg/ playing their second match now, let's see if Thomas does anything cool today
Link in pic related because of the filter (one day I'll figure out how to get around it)
>>533540405I bet it's the / r / part
>>533540405cytube link is filtered
same for "teh4chancup"
In Factorio, should you do separate pipes for each pumpjack, or can you combine them all into one? I have a shitty source that's only giving 2 crude oil a sec and was hoping I could reinforce it with a pipeline that's really far away that's giving 31 a second. I'm really hoping this is ok because the 31 a sec one is really far away from my base while the 2 a sec one is connected to my base.
>>533531551I think the UPS issue could be lessened if asteroids weren't shat all over the place but confined to a few belts. Have no asteroids in the inner system and move the platform gameplay away from kovarex's autistic insistence on self sufficiency via the asteroid game. Then have an asteroid belt separating aquilo, and then feel free to spam them to the system edge and beyond. You could have the asteroid belt marked on the space map so newbs aren't jumpscared by asteroids wrecking their shit on their first flight. Maybe even have a dwarf planet or just "the asteroid belt" as a location you can park your platform so you don't have to loop between planets to mine asteroids.
The forced self sufficiency was always pretty gay, you could make asteroid grabbers an unlock from fulgora or gleba so early space logi is more about rocket shipments than a whole ass new system you have to deal with right from the get go.
>>533543354>should you do separate pipes for each pumpjackWhy? You only separate two inputs if they're supposed to go to two different outputs. If not then go ahead, connect one pipeline to the other. Throughput is infinite as long as the pumpjacks are not further than 320 pipes apart.
>really far away from my baseI don't know far exactly, but the train is always an option. Don't forget to buffer it in both load and unload stations
>>533543354As long as the pipe is not too long it will be fine. If it throws you an error when you connect them, then instead of directly connecting them, add a pump between them
>>533543354Pipes have basically infinite throughput, one will carry all the fluid you need so just combine them. You just need to add pumps every time the game throws a warning about it.
I would enjoy satisfactory a lot more if I could just build the factory and not wait on a bunch of shit between being forced to explore the map and find stuff
>>533544978dont you want to be immersed into an interactive open world
>>533545385I play the factory building game
So I can build a factory
Would I enjoy something like Dyson sphere program more? Sell me on it please
>>533545506Probably, it has less artificial gates and it doesn't really have exploration in that sense.
>>533545385Satisfactory world is really boring
>fuck i hate these mechanics of this game, i wish i could play without them
>what do you mean there's literally a setting to disable them at the start?
>NO THAT WOULDN'T BE HONORABLE SHUT UP
autism strikes again
>>533546119How much do I have to wait for things to be done? Like I just want to build and route stuff
>>533546335Wait you can disable the exploration stuff in satisfactory?
>>533546460The beginning is a bit slow for my taste, and then there's another slump when you need to get off world for new resources but don't have the freighters unlocked yet to automate shipping those resources. But nothing like the snoozefest in satisfactory, once you get those logistics systems you can constantly expand.
>>533547037Shit I should reinstall then. I only lasted until the first enemy attack and then gave up. Going to have to disable enemies I guess
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>>533540405>1-1 slurper with 2 shotsMan
They're not dead though, and have at least one more game to go.
Also, interesting away kit for Thomas. I should really make him less shiny though, he looks odd in motion
>>533547258I recommend not disabling them, they're really fun once you get going. There's also dark fog exclusive items that you need for the best tier of some buildings, like assemblers.
Instead, there's a setting that decides how many solar systems will start with a hive. Set it to 1%, and leave everything else on defaults, or even better crank it all up because they're fucking pushovers. The 1% means they will only spawn in the black hole system and slowly start expanding towards you from there.
Is it possible to get a starting seed with 0 water anywhere even remotely close to you? Imagine how kino of a run it would be having to run on nothing but coal until you get solar.
>>533547349Fuck i didnโt see that
Well I only just got done with coal power, shouldnโt be too much to re do
>>533550305how are you using coal power
>>533550305i'm pretty sure water is guaranteed nearby like the starting coal/stone/copper/iron patches
>>533550930SE has burner generators very early on but for most packs/vanilla you're fucked
>>533550305the starting area always has a patch of water.
there's no way to research anything without electricity, which requires water.
>>533543354>or can you combine them all into oneyou can... IF YOU WANT TO DIE nah its fine
>>533544978I would enjoy satisfactory a lot more if I actually had to make a factory
and it had an ending
>>533552260>if I actually had to make a factorybutโฆ you do though?
>>533551165All of my thinking with this game is too outside of the box :/
>>533555628>>533550305anon, you still need water to "run on coal"
you're not thinking outside the box too much, you're just not thinking
how do I avoid having trains path through an occupied station when they suddenly decide to turn?
>>533567176They shouldn't by default as long as there is another way around. Going through a station is equivalent to +1000 tiles in pathfinding cost.
>>533511702>playing with boosted ore amountsnevermind, do whatever, you've cheated not just the game, but also yourself.
>>533569879>noooooo you cheated in a singleplayer sandbox game
How do the fish feel about this?
>>533570634happy about their new artificial reefs
>>533451497>>533452118TRIPLE CAUTION
SAMIR YOU'RE BREAKING THE CAR
>>533470879Unused ups is wasted ups after all
>>533570634https://www.youtube.com/watch?v=nWknuMOO-A8
>>533451497>>533452118this better be a 2.1 feature that is locked behind promethium science of something like that
because three lane belts and having the option to decide where i can place the items with inserters is amazing
2.1 will be everything we asked for, but nothing we wanted.
>>533575573>most complex recipes are either 6 inputs (cpus) or 12 outputs (scrap)>all divisible by 3hmmmm
I want it now
>>533575861no, we don't want to give you three lane belts. and, you don't want that either. you think you do, but you don't.
>>533570634What are those? Car batteries?
Once you Sea Block every run after will return to sludge stacks to make infinite ore.
for fuck's sake i can't stop watching this guy when i ought to be building the Real Baseโข
https://www.youtube.com/watch?v=SR010PQkJVc
>11 years ago was 200 years ago
I miss grinding away my life trying to beat Nullius.
I can finally research beacons, thank god
How do I beat the first Darkfog base? I have drones and missiles but it farts out swarms of drones when I start attacking it
Is this a case of needing turret spam?
Probably one of the most annoying thing about CoI is that I cannot place balancers/filters directly on belts.
>>533605750Yeah things like this make me appreciate factorio's tuned ui. It does have a learning curve but allows all sorts of nice things that I don't see in other editors.
COI also doesn't do well pasting belts on each other.
Current status of asteroid MegaYard
>>533457535
>>533523619I'm wondering if I should throw less stuff overboard and supplement my piss with it
>>533604050Probably. It was for me.
It accumulates a swarm and then spits them all out when you poke that hornets' nest.
Cut them all down and new units will be coming in a trickle.
>>533569879>playing with boosted ore amountsI'm not though.
Bet you feel real silly right now.
>>533609982if those aren't boosted, then im just SUPER fucking unlucky with scrap spawns, i celebrated finding a 3m scrap mini island quite some distance from my spawn when i did my spage run at launch.
>>533610797nah mate. First ever spage run, I wouldn't do it to have it not with default settings and no content mods. I will admit the big ass pangea is a pretty lucky find, but at the same time my entire 300 spm base is sitting comfortably in half of the top corner so I' m using like 1% of the space. Fulgora is a wacky planet.
I am definitely installing a fulgora overhaul next time though, something like fulgora lives.
>>533604050I just turret walked to it. Only took a few gun turrets and 2 or 3 missile turrets. Normal fog settings.
>>533593507Positively masochistic.
>>533611210I did the rush to space thing, it's not so bad if you keep ~80 spm and use nuclear hooked to a centrifuge to power your base the moment you unlock the option for it and rush to another planet in ~10 H
I wouldn't recommend it because tier 3 assemblers are just so useful it's good to have them before taking off, but that early in the game you're not gonna get that much use out of beacons
it's going to space with a hand tied behind your back basically
>>533593507i was gonna do this but i did not realize that the achievement is don't research the sciences instead of don't produce any
oops
>>533610797In case you're not aware, the mapgen in Fulgora has 3 kinds of islands:
1. Large islands with no or barely any scrap
2. Medium islands with a few patches of scrap in the 100k-500k range.
3. Tiny islands which only have enough space for the ore patch pretty much, with 5-30M scrap.
You're meant to start out building on one of the mid-sized islands, then transition to using elevated rails to mine and ship in the super rich patches. Sometimes islands might merge together, so you can sometimes find more favorable places if you search around.
>>533604050It enters a turbo mode when ever the base itself is attacked and the defenses hit hard so it can be deceptively difficult to take them down vs taking down the attack waves.
They can easily be turret creeped though, just make a defensive emplacement just beyond what the base defenses can fire at and then when you kill the initial wave move in closer with the turrets. You will lose couple turrets but if you bring few spares that's not a problem. You can use guns or missiles, if you have missiles you can use the range extenders too if you want instead.
>>533613013way to spoil the puzzle solution for him, dude
>>533613284>statement about something that is completely obvious>puzzle solutionThe puzzle is sorting scrap you doof
>>533613431>build up on a large island thinking I'm in a sandbox game where every choice offers a viable progression path>no scrap to sort>cannot engage with the scrap sorting puzzle because I didn't pick the island Wube intended me to pickthe island picking puzzle is a prerequisite
>>533613898>pick an island with no scrap even though you can easily see that theres no scrap>act confused that there's no scrap>call that a puzzleThe famous 50 IQ puzzle boy
>>533614464dunno what you're trying to prove when you're the one who felt like it was something that needed a 2 paragraph explanation to begin with
>>533614638I am puzzled about why you'd think you're replying to the same person you thought you were talking before on an anonymous imageboard where everyone can reply to your post.
>>533614981then feel free to stay out of this conversation if it doesn't concern you?
it's an anonymous imageboard, you don't have to announce your exit
are you seriously lashing out online because you didn't understand that there are 3 types of islands
>>533614638I'm making fun of you for barging into a discussion and calling pointing out something obvious as "spoiling a puzzle". The fact that you believe looking at your map is a puzzle speaks volumes of your intelligence. The other person clearly needed the explanation so hes a retard too, if he's you then that just means you are a double retard.
>>533615224I assume it's some bored retard who thinks starting some retarded argument over nothing is better than letting the thread quietly head down the catalogue. There's no way he's actually invested enough to argue sincerely.
>>533615224>dumbfuck gets a joke reply>spins it into a shirk session with quoteless replies to prove just how unbothered he is by the situationoh yeah I'm on /egg/
>>533567612ok, so then I basically need to add roundabouts every 1000 tiles or so?
>>533616948You just need to make sure the trains can path right, if you can't do it you can just make sure they can turn to every direction after leaving station or exiting an intersection.
>>533615418Oh no, believe me. Retards like that actually 100% believe what they claim. They're also extremely stubborn and will argue the entire day if you let them.
>>533618551>They're also extremely stubborn and will argue the entire day if you let them.How do we stop them from doing that?
>>533618716By not replying and not letting them move the goalpost but that would require not being autistic.
>>533620006I see. You're right, that would be hard to pull off.
>>533606305>>533605750The fucking lag on building preview is awful
>>533298165>no sausage rolls0/10
>>533613013mate, i even mentioned the 2m scrap piles on the small islands, my first spage fulgora had 2-3 of the tiny islands, i had to go for a pretty huge run to find the ruins to unlock scrap refining, with all the other islands being GIANT islands wth no scrap, i ended up settling on the tiny island that had the 2m scrap, mined it all into splitters with 2 passive provider chests of each material, but once a chest filled the splitter overflow would push it to priority split into the scrap in line, issue is, once EVERYTHING is full, say, when you have all the fulgora research done, its just refining scrap, dumping it into the scarpper, until theres nothing left.
if i had made a single circuit limiter instead of just priority splitting everything it wouldn't have been an issue.
how many chunks across is the typical spexploration planet?
>>533618358they can path just fine, but I do have large sections where they cannot turn in case they change destination midway
>>533627143That shouldn't happen, you are fucking things up.
>>533629647maybe
it only happened one time so maybe i misunderstood the issue
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>ZAP
shit, bye bye backbone router carrying the entire network
so I made a bit of an oopsie daisy in Factorio, and launched a nuke missile right next to his power production area, I'm new to the game and don't know how to replace his 3 dot fabricators. took 3 hours to fix, but it's down to uncommon and rare assembly and fabricators, which I don't know how to replace.
>>533616948no, just add a bypass to each station. as long as the bypass is less than 1000 tiles longer than the path containing the station, only trains that stop at the station would path through the station.
>>533625449One in the pink.
Two in the zinc.
>>533634893i was hesitant to go outside and pick up some beer, but the way you type reminds me the way i type when i'm drunk, so now i want some beer even more
brb
>>533637018godspeed
I wanna try getting drunk&high and playing some eggs but I always just end up jerking off for two hours then falling asleep
>>533637018you son of a bitch that's exactly what I'm doing how dare you copy me. Nah I'm just kidding man, great minds think alike, glad to see another.
I finally got to play with the new Factorio 2.0 trains and managed to get a logistic system working.
I ended up using 12 combinators for a requester and 8 for a provider, with a single cable connecting all stations.
The trains stay empty at the depot and are dispatched only when required. If there are requests pending they don't need to go back to the depot.
Since the content of the train doesn't have to match the name of the stations mixed trains are possible, but only going from one provider to one requester. I did this to carry different quality items with one train.
The only problem I know of is that if two trains finish unloading in the same tick and a request is open, they'll both be sent at the same time messing up the system. I'm hoping it's something that won't happen, but it can be fixed with another combinator in the requesters
I wrote all this to see if anyone managed to do it better, I want to know how much of a brainlet I am.
>>533639002meanwhile I do
>go-to-station x if cargo full>go-to-station x if cargo empty
>>533639002>with a single cable connecting all stationsthere's a building for that now
>if anyone managed to do it betterIDK if better is the right word, just different. This is my solution.
https://www.youtube.com/watch?v=ZS21SlWbPgc
It avoids double dispatch by only dispatching one train at a time, deterministically negotiated between all depots based on train ID
When is dosh making a blue prince video
When is dosh making a blue archive video
>>533637018>>533638484always brings a smile to me face when I and my fellow /egg/men can bond over niche activities such as drinking on a saturday
>>533642748Tower networking inc, you set up a network in a "tower" that keeps adding floors with new tenants and shit
When is dosh making a blue reflection video
>>533642114https://www.youtube.com/watch?v=O9P_3WmknZE
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Thoughts?
>>533647307No thoughts. Mind empty.
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>>533569879Convince me why my high resource "no alien" island where I never have to deal with aliens (and never again have to until Gleba and kind of sort of Vulcanus) is unethical and why I should reroll my save game
>>533651810Well, if you're going to go that far to avoid biter interactions, why not just turn them off?
>>533651950Because I still want to experience combat just at my own pace. Maybe some day. It's gonna be nice to set up an artillery perimeter and ensure safe passage into the broader lands. At that point, the aliens will have no chance in hell, so I'd hate having no combat available.
>>533624197Yup, it's like they deliberately recalculate at 5 FPS or every 200 ms. So you can never sync your brain with the preview because it is delayed, and have to put in extra mental effort to be aware of its period. It's like a pop-under ad on a website. Also no undo when it screws you up. It's a QoL thing they should have fixed 2 years ago.
>>533641334I found a better deep voiced computer engineer making autistic videos on the internet to replace dosh as my internet boyfriend experience. Sorry but not sorry.
i'd straight up remove from the API the ability for modders to add custom crafting categories
you dumb faggot, you made an ammo mod, which are bullets and use the same mechanics as vanilla bullets, so why the flying fuck did you give it a custom category? fucking street shitter logic
it's a compatibility nightmare, that's why i'm pissed
>>533652126I don't judge you or anything, it's just kinda lame. If you never have to set up defenses that face dangerous attacks, it's a significant chunk of gameplay gone. And if you never get some shit eaten by the bugs, there's no catharsis in nuking them.
If you never get attacked, destroying nests is no longer revenge but just busywork.
Man.. why did I decide to dig up the copper and move it over in a new pile? This is never ending.
I will probably admit this was a bad plan and move the copper back over back to where it started. We can call it a test run.
>>533657056To be fair, outside of deathworld the biters barely do anything other than waste a few hours of your time clearing them out up to choke points
>>533647307Satisfactry-inspired garbage.
>>533657056>it's a significant chunk of gameplay gone. And if you never get some shit eaten by the bugs, there's no catharsis in nuking them.Anon I think you... I think you convinced me
>>533659881well yeah, but with the right mods and settings you can make them not interesting exactly, but at least something you have to consider when playing (without going into full rampant autism)
>>533662234tiny baby fingers
https://mods.factorio.com/mod/aquilo-s?from=updated
>oh hey cool mod
>look down
oh no it's retarded.
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Just had a nervous breakdown so I installed Factorio and went back to vidya
I'm in the "videogames save my life" point in the "videogames ruin my life" cycle
I'm going to genocide every single biter I see just so I don't have to deal with their attacks
>>533583581This show was always cool
Lots of hot babes too
>>533657530Question that you look like you would be able to answer:
Is the initial island compacted so that when you mine it out, the mined out stuff will create a larger mound than the hole you've dug?
>>533663579Eat more yumako
But yeah I agree the laptop is pretty small.
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>>533670778There's no helping this son.
>cargo bay extensions be like
>cargo bay extensions be like
>>533662172That's why the sweet spot for me is deathrailworld.
>biters are mainly an earlygame threat>don't have to build walls>can just destroy nests with turret creep>spend 99% of playtime expanding factory>can still try out your new and improved toys on the insectoids>all research is meaningful, no useless parts of the tech tree >tchootchoo maxxing
dafoe
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>>533670778I see the pirates are done fucking around with minor fights on the sea
>>533670778>Didn't get the umbrella buildings up in timebaka
>get to work on gleba
>have to build up to rocket because I didn't bring rocket parts
>No iron
>no copper
>everything spoils
>even the science spoils
Is this hell concentrated into a singular planet?
>>533672839Now imagine the whole place also smells like a blisteringly hot swamp in the middle of summer
>>533672839just make the iron out of plant goo
>>533673049Does it? Solar power is 50% over there
I always imagined Gleba has more of a permanent warm-ish autumn weather
>>533672839>Is this hell concentrated into a singular planet?Yes, but then you understand it and it becomes heaven
>>533672839My gleba base was small, but I was able to meet my need for iron and copper with two 3 biochamber bacteria cycles and 2 foundries.
Spoilage is a pain, but it's just a matter of cycling spoilables and filtering spoilage out. Or, use bots.
What would be Factorio's "you didn't beat the game if..." equivalent?
>>533669883I'm guessing it recompacts when dumped.
I tried a quick test with some wedges, though not conclusive because dumped vs digged angle of repose is different. I have +50% ore yield and it doesn't look like I get +50% dumped out. I am guessing it recompacts because that makes sense. That implies you could get infinite ore by mining it to storages, changing the difficulty, and dumping at -75% ore yield, changing back to +50%, mining it back to storages, etc. That may be a simple way to test it accurately.
Also of interest, https://wiki.coigame.com/Designations
CopperOreDisrupted and CopperOre are different things which could be relevant.
>>533674251Using blueprints
>>533674251you didn't beat the game if you looked up stuff online except the official wiki and maybe a train signal tutorial
>>533673605Yeah it's more like a disgusting rotten scandinavian bog I imagine
>>533674251There's like 5 suggestions a week for that
>>533676415>Blades shatter and whip the entire thing sideways into the ground>Pilot doesn't actually get hit by any debris, just launched by his seat suddenly not being underneath himIf he died from this he'd be simultaneously really unlucky (for dying to something apparently survivable) and really lucky (for not dying the way you'd expect from hearing the words 'helicopter accident')
>>533667471Delightful kissboy. A (non-gambler) gambling addict, buckshot roulette enthusiast, living "yap" machine and was recently fired from google to be replaced by underpaid indians.
Sadly he doesn't play Factorio.
>>533674251If you used logistic robots at all. you didn't beat the game.
>>533674251>>533682403There is like 10 suggestions a day for that. It's a constant spam and it's never funny. It's even worse than the "Factorio but X" posts.
>>533686185>it's never funnyIt's funny though. The longer the list, the more unhinged it gets.
>>533672839on the other hand, everything is free forever.
>>533678278>king of the hill theme music
What are the best Space Age's mod?
>>533690891>draw naked woman>draw some lines over her skin and pretend she's wearing clothesbrilliant, really
>>533690891what is your primary language?
>>533691147french
I know it's appaling... :-/
>>533691354no, I was just curious.
In answer to your question, I'm currently in a playthrough with some planet mods, although it's going slowly. The one I've liked so far is Moshine, although I don't like all of it.
I think 2.0 has some good mods, but they don't play well with space age (since that's also effectively an overhaul mod).
>>533690891I tried the new mod Cube mod (Cubium) and it sucked ass, it had too many recipes and new fluids, ultracube was fun because it was challenging but didn't throw all the new shit in your face at once (I got bored with it half way through, but the early game is fun playing with the new challenge)
>>533692080>I think 2.0 has some good mods, but they don't play well with space ageWelp, that's unfortunate.
It always felt to me like the dev sorta gave up during SA developement and just went "welp, the modders will fix it eventually".
From the top of my head, here's the point that felt weird to me :
*Fulgora & Aquilo not having ennemies
*Prometheum having basically no use
*No event in space
*No unlockable QoL for spoilage
*No alternative to "space train"
I thought that by now there would have been some sort of "Krastorio 3" adressing most of my needs in an elegant manner :-/
>>533693593lightning and frost are the enemies
promitheum is used for research
factorio has no events in general
qol for spoilage is cheating
space train?
>>533693593The most disappointing thing for me is quality item balance. Sometimes you get better items, sometimes it's a pure waste of resource. I don't understand what's the point of enabling quality belts or quality wagons when they don't give you better stats.
>>533695465>I don't understand what's the point of enabling quality belts or quality wagons when they don't give you better stats.it's purely for the grind and for the biggest autists that want to do dumb challenges
>>533695465UHMMMM they get more health CHUD.
Quality requires a complete rework, and with its RNG elements removed.
>>533695416>space train?Space platform being used as the sole mean of transporting item between world.
I would have appreciated it if we were provided some alternative.
The base game had the conveyor/train/robot trinity.
And it worked great : using any combination of the three is viable.
I'm sure they could have added alternative to space platform without destroying the balance of the expansion.
>>533695465Yeah... The most hateful one for me is Gleba's high-quality seeds not enabling the growth of higher-quality trees. They could have just balanced it simply, by increasing the quantity of spore emitted by them. :-/
Every single item should be legendary by default to fix quality.
>>533693593you forgot
>"infinite" research for stats that get hard capped anyways.
>>533697830>Yeah... The most hateful one for me is Gleba's high-quality seeds not enabling the growth of higher-quality trees. They could have just balanced it simply, by increasing the quantity of spore emitted by them. :-/Quality seeds would be infinite legendary forever, since they would all come from legendary products. They were correct here.
I think it would be cool if quality seeds grew faster, but that's about it.
>>533697972>uncapped levels>useless beyond level 30REEEEEEEEEEEEEEEEEEEE
>>533697972And
>enemies can have a quality, with higher HP pool and damage. But they are not used anywhere.Why?! I mean... I now why. But Why?
>>533698603At those levels you're researching to run your factory and not for the diminishing returns.
>>533697715if it's rng that means you build to smol
>>533698741Quality eggs spawn quality biters if they spoil. Shame that quality captive spawners don't spawn quality bugs when not fed.
>>533698021>Quality seeds would be infinite legendary forever, since they would all come from legendary productsyeah, so?
>>533699087>If a captive biter spawner reverts back into a biter spawner for any reason, it will retain the quality it had as a captive biter spawner. This resulting spawner will spawn biters of the same quality, which will have the capability of forming expansion groups that will also retain their quality level upon successful expansion - creating more quality biter or spitter spawners, and even quality worms. which is to say, quality captive nests produce quality bugs but not quality eggs
actually retarded
>>533698884>running full blast for nothingTHAT'S EVEN WORSE
>>533699456That's basically what did in the real world.
>>533698741yes they are
you can get them via quality eggs
>>533674457Someone ELSE's blueprints.
Is there any reason to ever use a smaller cargo ship than the max size in CoI? Do the bigger cargo ships take more crew? But I assume they're more fuel efficient right?
>>533705176Less crew, less space. I use a few baby ones for balancing sulfur
>>533706930They're so cute.
>>5337051764 bay cargo ships for low-medium volume, 8 bay for high volume. I never bother with 2 and 6 bay ships because those use the footprint of the larger size so what's the point
>>533698603I was thinking more about railgun shooting speed.
>>533690595Hahah, appropriate.
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I destroyed a Dark Frog base but the relay station is still up. I've got a couple turrets and missiles that break the base every time it tries to resurrect but I'm assuming breaking the relay station will piss off the hive and I'm not ready to deal with space nonsense yet
Is it just for the best that I have a system to automatically break it until the relay station runs out of matter? It does have a shitload of matter, though. Maybe I should have let it produce a lot more units before finally destroying it
>>533717772Blowing them up does piss the hive off.
If you don't have geothermal, fill it in with foundations. If you do have geothermal, it's a lot of free energy.
>>533625449>Lust-provoking image>Irrelevant, time-wasting question
>>533721273foundation filled holes can be reopened by a new relay. can geothermals be?
>>533721273I got geothermal researching now. Good to hear it's big power because I'm planning on making a new-ish base with larger production centers
Do I need to break the relay to put one down?
>>533724167It'll just leave when it can't get at the core anymore.
>>533722147I don't think they can be, the hive will open new core holes periodically.
Logistics game, but with physics.
how do I make my space ships not a fat retarded brick? I just got into space age due to work, friends getting in the way. Also wtf why is this screenshot 4MB
>>533726331Lots of details means that you can't compress the size very easily.
>>533726331I think it's easier to brickmaxx for anything bigger than a hauler.
>>533726510>>533726541well I feell like a retard because the ship doesnt need nuclear power to go to Vulcanus and ferry calcite to the Nauvis, but I wanted enough rare chemical plants to constantly fuel the thrusters. But they have higher efficiency at 50%?? So I have half the fuelers necessary, feed fuel at velocity values to make sure it doesn't keep running out? NGL the balancing of asteroids isn't fun. Maybe Im a shitter but Im not getting dopamine from balancing asteroids and asteroid reprocessing. It took an hour for the fat retard brick to get enough ice to fuel the thrusters (fuel took ice before the oxidizer did, had to manually add ice)
>>533727004I don't particularly like making space ships either, and that's why I haven't ended up megabasing in SA. Growing one big base and making it wide is much more fun than scaling up in SA, especially with quality in the state it is in now.
>>533726331That's bigger than all my haulers and main ship put together
>>533727004>>533727267lol filtered git gud retards
>>533726331Make it smaller, specifically, narrower, which will reduce space drag.
Since you do not have missiles, I can tell you this is probably 4-6x bigger than you need it to be for n-v-f-g runs.
You don't need that much side defense.
You don't need that much feel production.
You don't need quite that many motors.
You definitely don't need that much iron plate production.
You know you can use the Hub as a chest, so I don't know why you aren't doing that for anything other than calcite and fuel cells. That's the big trick to building a really tight ship. That said, I like what you've got. Just cut a bunch of the production and it'll be fine.
You'll probably want to a few ships, so I'd come up with something cheap that works for sending research and copy-paste it.
>>533727383I've made it to the shattered planet, and just didn't want to continue from there.
I just don't like it compared to even the other overhaul mods I played - I loved megabasing in K2, for example.
>>533727486That's aquila in the bg.
This is my inner system courier.
>>533727515you just say that because you suck
gleba and space filtered you lol
>finally set up my first gleba factory
>it actually runs
Wow, this actually feels good. Used conveyors and inserters. Its enough to get me copper and iron so I can survive and I think it would run and not brick itself if I walked away. As long as the fruit flows. Now my real question is defense. I am very scared to ramp up fruit picking because I am not sure how the enemies behave. I see the pollution cloud on gleba but no enemies are nearby. I am sure if I am ramped up it would obviously spread. How fucky is defending yourself here? I am pretty bare bones with shitty bullets and I haven't done the gleba science yet.
>>533730830>How fucky is defending yourself here?Eh. You'll probably be fine. Unless you're ridiculously bafflingly psychotically slow. Just note everything has a 50% laser resistance. I'm crazy and set up combined arms turret notes so I even have a system that produces light oil for flamethrowers. Nothing on Gleba resists fire. You won't be able to set up flamethrowers or rocket turrets until you research rocket turrets and that needs Agricultural Science.
>>533727730>giant rectangle Are everyones ships just a giant fucking rectangle?
>>533734476Ugh. I see. I was worried I'd have to do something like that. I am in a jam because I have basically have to build the infrastructure needed for a rocket on Gleba before I can start shipping the farm science. Or maybe I just build the other sciences here but that seems retarded to me.
>>533735191I don't want to fleet the egg
>>533734813I was just thinking I might make a lighthugger next time... how about a big triangle, huh?
>Can't see which direction sorters are picking/dropping if they're unpowered
>>533734813I made a rake, someone will post an image of it.
https://mods.factorio.com/mod/interstellar-travel
this would be a fantastic mod if there were any planets actually worth adding to the base game.
CoI patch, some nice quality of life fixes
>* It is now possible to place a new entity over an existing one in order to upgrade/downgrade it.
>* Placing a storage over an existing one can replace its type (e.g. loose to liquid), tier or orientation (rotation, flip).
>* The Upgrade tool now supports an option for downgrade and for quick-replace using unity.
>* Added a new tool for placing text decals by typing the text.
>* Added support for surfaces in cut/copy/paste tools and in blueprints.
>* Clicking on refuel failed notification now cycles through affected vehicles.
>>533735930actually... but it's barely visible so I understand your point
>>533742805Nice to see qol things. I might give it a try now.
https://steamdb.info/patchnotes/19457848/
>>533672839it's the best planet, enjoy
>>533744357Either my eyes are fucked or you're lying
>>533734813Space drag and its consequences have been a disaster for the engineer race.
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>I wonder why this mod has had 4 updates in the last 2 hours
>>533730830You barely ever get attacked as long as you clear up the nests within the cloud, but you still need full defenses for when it happens. I just have a tesla turret surrounded by rocket turrets and just a bit of laser. You need the tesla turrets for slowing down stompers. And don't forget about artillery.
You get to max evolution pretty quickly since you never stop producing spores, but at least the pollution cloud only grows when you expand, so you know what to expect.
Overall the enemies are much easier than Nauvis even though you can't use chokepoints.
>>533421864Yeah I've been at it for hours, all I want to do is split off a piece of uranium after 20 pass through the pulse sensor. Most people are saying to pass it through a decider and only pass the signal back to arithmetic when it's under 20 so when it goes over, no signal is passed and it resets, but now (I'm guessing) the arithmetic and decider are passing the signal back and fourth and now I have two numbers alternating every tick and the count is all pissed up. It counts correctly if I just wire the arithmetic back into itself but then I can't reset it every 20. And even if it was working, it's unreliable to enable an inserter for a tick to pass one item, so you have to do some more gay shit.
>>533747097the on that goes into the box has the luttle grabby platform resting over the belt, while the one going out of the box doesnt
>>533727486How to up my feel production?
>>533657530>that little bit of copper below your rock bridgeI feel your pain
>>533658820additional note for how dumb truck and excavators AI is
>>533669883>>533674398That is a good question, I think its a little bit different, but as anon said it might be just the different angle, though for sure it feels like it compacts inside storage,
>>533670778what happened here?
>>533730830the fuck is even happening in that webm?
I feel like it's impossible to play on standard mode without abusing coffee to slow down time, especially when hooking up new floor services. Whenever shit goes does you can lose half a day's income just tracking it down and replacing switches.
>>533742805>It is now possible to place a new entity over an existing one in order to upgrade/downgrade itis this about the blue "building ghost"? One thing that annoyed me is that the upgrade tool doesn't work on those
>>533734813The optimal shape is either a poptart or a kitkat.
>>533734813Space drag means a rectangle is the best shape (with an optional second engine bank at the end)
Because only width matters you are essentially punished for any shape that isn't a rectangle by wasting lot of speed and fuel
>>533767315But you're also punished for excessive speed with needing more defenses up front to deal with roid spawns
>>533734813Making giant wieners that pew pew from the tip got old after the first week.
>>533767396You can always go slower if you want, no reason to make the shape worse to go slower. Rectangle also helps with defenses because it maximizes internal space for ammo production and such.
using gleba science we should be able to genetically modify trees which thrive under pollution, and wither away without it
>>533770917you can already did it's you
>>533182338i'll be back soon
aug 8th or 9th
>>533226174this poster is delusional. lead isn't radioactive
>>533771931>lead isn't radioactiveonce it's ready to settle down, you'll be meeting the little helium kids soon
>>533773726most secondhand lead shielding you can buy will be from x-ray machines and will not have any ionizing radiation
>>533771614sir, i am not a three
>>533778963>slutty used goods lead shieldingHot.
>>533780883are you sure a woman would agree with that?
ohfuk
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You know that moment when you realise you've way overblown a project, but you invested way too much to give up now
>>533788139Lol. You shoulda know when gun looks small.
>>533798857MiA ass looking map
>Patch notes for v0.7.8
>Added a new tool for placing text decals by typing the text.
nice
boing
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>iron patch on nauvis right in the middle of my shit bothers me
>want that guy outta here
>put up legendary big drills but the number never moves
>calculate the effective value of the node
>5.3 mil iron will give me just over 2 billion plates with my productivity setup
>replace all the drills with baseline electric ones
>GET DAT GUY OUTTA HERE
drills op
>>533800108>put drills that use as little of underlying ore as they can>act surprised when they do exactly thatcmon man
>>533800385yeah but 5 mil into 2 billion is wack
can the large dump trucks not go over level crossings? it shows the pathing as green but the truck wont go across.
>>533798857Now that's a somewhat good looking build, love the highway style shit
what have you used for the road and general flooring?
what with the huge crater over there?
>>533799083>still have to mod in text plates in factorio
>>533800710just to be sure, but there is a large version of the crossing, and also maybe the arrows are indicating it has one way sides?
a bit far fetched since I can't how one way would work for anything else in the game, but try moving that pipe a bit over?
>>533801608it's just the patch notes background image
thread was on page 10 and had been for several minutes so i needed an emergency bump pic
>>533798949>gun looks small.heh.
Jelly-yum is a much better name than bioflux. Wtf is fucking bioflux
>>533801902figured it out. it was because there wasnt a connector in the middle of the two crossings.
what was really strange was that the moment I deleted the far side of this crossing to try adding the connector, the truck rerouted itself to cross at a different crossing a half mile away that it could have always crossed. must be a bug.
>>533800108Just build on top of it.
https://www.youtube.com/watch?v=RNvgOPiLAcw
>can you beat factorio if most of your resources are coming from some autist from /mmcg/?
why
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>one of the perks of finishing cerys is the oerclock module, which costs 8 speed 3s and makes 1 module with twice the speed of a speed 3
>it also comes with a -5% productivity for each module
What kind of moron would use something like this? You're losing the equivalent of a prod2 module to get the equivalent of an extra speed 3
what is the fucking usecase?
>>533806531>AI generated moduleew
>>533806531Great for when you have maxed out prod?
>>533807173>it's great on this 3 items by the time you've spent more than 30 infinite researches on themWell I suppose I did ask for *a* usecase so joke's on me then
>>533806531>>533807173also for recipes that don't allow prod in the first place
>>533808605Anon, you get negative productivity. NEGATIVE.
>>533808865Productivity can't go below 0.
>>533808992okay just for that I'm gonna check
>>53380653198% of modders are horrible at balancing shit
Prior to 2.0 if someone released machines with baseline 50% productivity, they'd be getting shit on in the feedback section, but when Wube greenlights it it's ok
>>533808865Wrong
>>533809161alright color me surprised it's not as shitty as I thought at least
>>533809117Productivity below 0 doesn't do anything because productivity is its own progress, how would negative productivity even work? The purple bar goes backward and start voiding random items you produce? lol
Quality also has that. Negative quality doesn't do anything, the quality of an item cannot be below the quality of its components.
>>533809431frankly I figured negative productivity would simply add x% to the cost the same way productivity adds a x% to the cost but without giving you the extra prod bonus
>>533807585Even without the memes it clearly has a use case being that it makes more items appear faster. If your mod has a something that's cheap but takes long time to make or builds in a very expensive machine or is troughput capped because of other things (like I dunno being limited in locations it can be mined from) this is an upgrade. The fact that it has penalty to prod doesn't really matter in that context even if you use it with machines that have prod or with prod mods.
>I need to UPDOOOT
so cool when the only route to a software updating service goes down so every business decides to just stop fucking accepting people
>>533812539>mature boobyoh my stars and whiskers
>>533809431>how would negative productivity even work?You could have the bar count up then void a set of input without producing the output. I'm surprised we haven't seen a mod that messes with stuff like this.
>>533814831It's literally not possible with current modding tools. It's hard coded for very obvious reasons.
>>533809431>Productivity below 0 doesn't do anything because productivity is its own progress, how would negative productivity even work? The purple bar goes backward and start voiding random items you produce? lolwhy not
load up your shit with too many sped modules and occasionally your output will just turn into scrap instead
would that be a fun or interesting mechanic? probably not but it seems reasonable on the surface
>>533818171begone earendel
>>533818707no no, he's right.
of course a much simpler solution would be to give every building an inherent prod multiplier and have the autism module lower that %
>>533814831>>533818171No. Wube has been very clear, if something takes a lot of work and is not useful to vanilla, they just won't do it. That would require work and you can get negative productivity in vanilla.
>>533818707i didn't read any of the dev blogs i don't know if that was something he mentioned playing around with before
but i did find myself wishing modules were a little more interesting than just "load up module slots to get more production without having to make room to put more buildings"
having to either balance modules to keep productivity and/or quality above 0% or go full bore at the cost of having to keep the line clear of broken chinesium could do that
>>533819961>but i did find myself wishing modules were a little more interesting than just "load up module slots to get more production without having to make room to put more buildings"That is the entire fucking concept of modules.
>>533820129it's too simple, it feels like a no-brainer to just load everything up with speed modules and expand power/resource production
i wish there was more bullshit little things to deal with
>>533821556>it's too simpleThe entire reason modules exists is to eke out a bit of extra production and make sure you can compact your build with beacons.
I'll make the train leave when its station reads train count = 2. The trains will push each other out of the way so no need for a waiting bay, i must be a genius.
Train keeps leaving as it parks because next train pushes it out by leaving the mine 1million miles away.
If only departure could be triggered when the next train is close-by, like stopping right before the station.
O my genius, i'll read the signals behind the station to detect if there's a train waiting in line.
>>533822095you can read train signals with a comparator?
>>533821686and i'm saying i'd find it more interesting if it wasn't just throwing modules in there and being done with it
balance modules to eke out a bit more production, or don't balance them and eke out even more production at the cost of having to deal with scrap in the lines
>>533822272Yes it's most useful for setting an alarms when a train is coming through.
Technically you could take control of which path a train chooses by forcing certain signals red or green and shunt trains unto a fast lane if a crowded lane shows too many red signal. Another genius idea i'm sure.
>>533822282go play py or something.
Hi! Fuck trains and quality.
>>533825664>Fuck trainsGently.
>>533670778>put (linux) computer to sleep>wake it up play some COI (probably cached)>this (but milder)figured it was just me
maybe cached memory is retained in RAM mappings, but not actively preserved? It almost certainly wasn't written to disk otherwise BTRFS would have screamed or something
>>533825664Conveyor belts require no inputs and steadily trudge your resources along.
If it's too much, smelt on site.
Why would anyone bother with trains is beyond me.
>>533826362idk what the issue is, but it appears occasionally on start up, but doesn't persist if I reload. I assume its a Linux/Proton think
>>533826523is this egg on opposite day
>>533826523>Why would anyone bother with trains is beyond me.because wholesome chungus newgrounds homofaggotry
>>533826630EVERY TIME I post people have a problem with me.
I'm not even that identifiable.
HOW DOES THAT HAPPEN???
>>533827704have you thought of maybe not having completely retarded takes
that's pretty identifiable
>>533827704Every time you post you post something retarded. If you don't wish to be called a retard, stop posting retarded stuff.
>>533826523Train systems are just a copout for logistic bot haters who want to look as cool as belters, but can't into belts. Unfortunately it's working.
>>533828946Finally, a smart take. If you want to spend energy on your transport system, at least do it in style.
>>533828946You dropped this, king.
>>533827704>EVERY TIME I post people have a problem with me.Hmmm, I wonder why that is.
Does anyone still play Stormworks? I stopped around muh death treats drama but now it has shit tons of patch notes. Did they really improve the game? I see fishing something-something about missions for singleplayer.
>>533828946YO FUCK U
>>533832073>Mixed beltHuh?
>>533832359Fuck that's also a problem, I just meant the infinite looping on the fractionator
Replace all subways with people mover belts in real life.
>>533832073>>533832876That's more or less how you do it, though you do have a fairly pedestrian setup with just one in line like that.
Regarding oils mixed belts, you can certainly do that though you do have to make sure you have robust overlflows that burn excess of both materials if either backs up. Better idea is to set a filter to the sorter and have 2 exit belts.
>>533833785Yeah my initial setup with the refineries had two exit belts but I was trying to get clever with using just one sprayer to cover both. I didn't notice I was already backed up until I sent the post.
>>533832876You might need some sort of priority input splitter to make it so there will always be space for the hydrogen it spits out. If there's no priority and the tank is instantly topped off every time the fractionator operates eventually all the reject hydrogen will choke the belt. I see you have a splitter there but I'm not sure what it's doing
>>533800108you also need to stop researching mining productivity kashira
>>533826523>Why would anyone bother with trains is beyond me.Because of the one thing that even Satisfactory managed to get correct:
> ADA: Choo,choo - motherf***er.
>>533826523I like trains. I like when a train network is humming along at a rapid pace to the point standing on the tracks is basically suicide.
One oil refinery supplies like 3 plastic factories, right?
>>533832073You need an absolute fuckload if you want a decent throughput. You can also stack them to make it more efficient once you unlock that tech.
New early access survival craft automation slop is in open playtest. Ima download it and find out how shit it is.
>>533841693It sort of feels like Satisfactory minus the placement jank - because everything is properly on a grid.
But then it also has Factorio-like critter combat added. And features some survival mechanics with needing periodic food and water - for which you can then also automate various incrementally improving recipes that give better yields out of your base foodstock resources.
It's surprisingly decent for being an alpha version.
The really interesting part is: will it have road vehicles, aircraft, and/or trains?
Alright, last /vg/ match for the groups. They're doing okay in score so there's gonna be more, but this match is against /pol/ so it's... gonna be something to look at. If you've never seen the /pol/ team you'll see what I mean.
Replace the X's with e's: cytu.bX/r/thX4chancup
>>533806531At the very least I think it would be a net positive for an already tapped oil node or similar. That's all that I can think of though.
belts should require power
put down one of these every so often next to a belt
more if the belt is long or has a lot of bends, less if you're fine with it running slower, splitters having a motor built-in but also require power
>>533845482why is our boy silver?
>>533847142He changes for each kit, so he's matching the khaki colours right now (military, 'general'? Get it?). I will fiddle with his shaders at some point so he isn't so shiny though, he does look washed out
>we should have burner belts
>>533847450unironically yes
>>533847450Who said you're getting belts during the burner phase?
>>533847450>>533849513>first belts are manual belts>hold right mouse button to make the belt move>the wind-up mechanism you also cranked allows the belt to run for 15 seconds after you let go of RMB.>Hand-crank 100 manual belts to unlock burner belt.
>>533845808They should also require maintainence. You have to supply them x% of their material cost every y minutes via construction robots (you have to do it manually before unlocking bots).
The bots themselves, of course, should also require maintainence.
>>533847562You should try killing yourself.
>>533853135none of the other buildings require maintenance, belts also not needing any is consistent
moving things any arbitrary distance for free is not
>>533853935running a coal line with electric motors but also having a few backup burner motors connected to the same belt for cold starts sounds completely fine to me
>trucks keep taking their hot smelly loads to some random ore sorter on the other side of the island instead of into the designated dumping zone for their mine control tower
REEEEEEEEEE
I feel like this game is one update removed from finally doing away with the insane concept of a power system that is only battery based and instead finally introducing power cables that complicate your design like these heat pipes do.
Then I wouldn't need 80% of my crew for hauling batteries and could instead build more ships with sensible crew costs.
Hell I'd even take slightly less insane battery only conveyor belts.
Getting prepped, 6 stacks of each fruit should be enough biochambers for the base.
I should ship in concrete though, the ground stuff is actually distracting this time. Never built in this biome before.
>>533856018Oh shit, when did they add power routing?
>>533857676they didn't
the most recent update added an optional heat system that lets you overclock your weapons, shields, and engines in exchange for generating heat that you must build a system to manage which complicates the design of your ships.
There's also new thermal weapons that use the new system.
I feel like it's a step towards to the devs realizing a similar system could apply to power distribution so I don't need 30 guys to carry batteries around.
>>533812539cisco packet tracer?
This should be more than enough biochambers, and also some to get eggs from recyclers if I need to cold restart.
I've been thinking about how to do gleba at scale - is it a lot of bots moving bioflux around, and then direct inserting the subsequent nutrients? That makes sense to me fundamentally. I'm aiming for at least 1k SPM (at least created, i won't get the full 1k back on nauvis).
>>533803507>connectoruh? which connector to what?
>>533860957there's a connector piece of the crossing you put between the two rails. I originally had the two rails directly adjacent with no connector.
>>533869561Suddenly I begin to appreciate the miner+extender approach of Shapez.
Then again, one doesn't necessarily need to cover everything in miners in Factorio.
>>533870174I must consoom.
>>533841329Holy shit that looks wild. I think the only buildings I have that many of at this point are solar panels.
>>533828946>but can't into beltswhat do you mean by this? aren't belts as simple as connecting input to output?
I haven't played Factorio since space age, I quit after setting up a platform. I'm kinda getting the itch to give it another go. Is Krastorio updated for SA? Anything that makes quality better?
>>533882996>Is Krastorio updated for SA?Krastorio is updated for 2.0, SA compatibility is done by a third party that also introduces all of xer balance changes.
>Anything that makes quality better?This heavily depends on what you liked or disliked about quality.
>>533883203>This heavily depends on what you liked or disliked about quality.I honestly never interacted with it. I made the space platform and never touched the game again.
>>533883451Engaging with quality on fulgora is fairly fun. Outside of that, it's not my favorite.
>>533883203>SA compatibility is done by a third party that also introduces all of xer balance changesare you thinking about SE?
or is someone also doing that for SA?
You know what would make quality better?
Instead of LOL GAMBLING:
>quality module +1 quality tier x level of module
>crafting speed reduced by 19% per tier
>crafting cost increased by 100% per tier
>>533841693>>533845363This actually looks pretty decent. I downloaded it to give it a try. Having everything on a grid is a huge +, needing food and water will also add an interesting dynamic, same for critter combat. Can't wait to see how they fuck it all up.
>>533883451you want a mechanic, you never used, to be better, than the version you never used?
Quality is something you can totally ignore, or go fully into, or dip your toes in with quality rolling end products.
the bonuses it gives for things like personal armor is amazing, and the asteroid collector is damn fine
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G'day
I propose a new mod for the server when it's online
https://mods.factorio.com/mod/BrainrotScienceIconsForPy
>>533860168>get eggs from recyclers if I need to cold restart.how are you planning on getting eggs from a recycler, everything that yields them spoils
>>533886004>there are trans goddesses in this ITT threadThey don't call it /egg/ for nothing!
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>>533886508>I gotta get 1000 bpm (bridget per minute) to unlock HRT synthesis
>pros of making pre-biolab science on vulcanus: gleba's just next door
I mean I guess that's just going to be relevant for a very short time but still
>>533884374I meant SA, it's called K2: Spaced Out.
I haven't tried it, I don't think K2 really plays well with SA.
>>533625449You only need this
https://www.youtube.com/watch?v=U1iCZpFMYd0
>>533888117There's no reason why it should
I think we can definitely bury K2 for good, it's not a good mod for 2.0
it was alright for an overhaul and it could mesh together well with others in 1.1 but it's just bad in 2.0
>>533893324What makes you think it's bad in 2.0? I quite enjoyed my K2 2.0 playthrough.
>>533893672Did you play k2 in 1.1?
>>533893895yes, I've done multiple playthroughs (including k2 on a 64 tile high ribbon). I really liked k2 with the new train features - being able to blueprint trains with the upgraded engines was great, being able to use interrupts for refueling, having priority for byproduct overflow (mainly sand) were all great.
My 2.0 playthrough was 10x, and I built for 1k spm. I also used a mod that gave a few of the SA features in k2, primarily that the k2 upgraded power armors had the mechsuit traits and that the upgraded miners had reduced resource drain.
>>533893256ENTER: https://youtube.com/@zincvideo
>>533894427I don't see how you'd enjoy it then. It's sterile compared to spage.
>>533898398I don't think space age is the end-all-be-all - I think the individual planets are all very well-done, but the glue holding them together isn't up to the base factorio standard like the planets (or most of k2 fwiw).
>aquilo bots have lower battery because it's cold
>vulcanus bots fly slower because it's hot
>nauvis bots work normally
>fulgora bots randomly explode because overload
>gleba bots are single use because parasite contamination
Each with its own research to make the bots work for that planet, i'm going to do it. Fuck bots.
>>533902738even bots won't fuck you with ideas that shitty
>>533860168>I'm aiming for at least 1k SPMhow is that gleba at scale? you can get that with like literally 12 biochambers (out of which 2 are for the science pack)
>>533845808I think CoI does that
>>533902738making bot malls not viable because you keep losing bots sounds really annoying
and if you lose them at a really low rate then there's no really penalty to begin with
>>533260731 (OP)Anyone here gave mindustry a spin?
>>533908561yeah
I got bored after about one hour
you may like it if you enjoy wave defense stuff
>>533904894It's more that a 1k science build is incredibly easy to scale up once I have more fruit production, since at that point it's already moduled and beaconed and it's more extending builds out horizontally.
The only belt in my mind other than the fruit is the eggs themselves, and even then I could just build a second line.
>>533908561its really good, but going in expecting factorio or satisfactory is the wrong mindset, its closer to a RTS mixed with an tower defense, than a factory game mixed with tower defense
>>533902738each planet needs an updated bot/port
>aquiloheat towers added to the roboport, consumes 1 heat unit per bot leaving it, maybe it can also get fed fuel to act as a heat tower.
>vulcanus upgraded cooling system on the port, eats ice over time
>fulgoralightning rods and accumulators act as a surge protector, and they drop a few watts into the grid when they return post strike
>glebaits just a fucking laser gun to shoot the parasites
>nauviswith all those upgrades, you get
Bots can eat 1 heat unit to go SUPER fast for 5 seconds
Bots get immunity to fire, but drain battery REAL quick
Bots place accumulators fully charged, but it empties another accumulator from the grid connected to the port it left.
Bots fire personal lasers
most of these are shit, but so is bot attrition
>dyson sphere program
>the dark fog hive in the starter system is defunct, no dark fog there, you can pick up a few drops from the ruins once you can fly around the solar system
>scarce resources, all dark fog difficulty settings are increased beyond max
>at some point you initiate your first warp
>the dark fog picks up on your warp energy signature and launches a full scale assault, as it realizes the hive in your home system doesn't exist
>multiple seed ships are launched towards your home system
>seed ships are faster than vanilla else this would take forever, make them take no longer than 30 minutes between systems
>dyson spheres and ray receivers require dark fog drops to construct so you can't finish the game without warping somewhere and engaging them
>repelling planetary relays with shields triggers a hive attack on that planet
If only the devs knew about good game design. Maybe I should make a mod.
What's your opinion on the current dark fog implementation?
>>533821686I agree with that anon, modules and beacons are boring and bad design and should not exist.
Endgame factories that are UPS-limited would be the same size anyway. The only difference would be that they'd produce a lower total number of science than they can produce now. We'd consider that number endgame and that'd be that. The ONLY thing modules do is just inflate the "endgame" number for a megabase/gigabase, by requiring you to do some busywork for it.
>>533823281I think they already do this, something like red signals on the path count as a pathfinding penalty? Or maybe not but I think they do
>>533845363>>533885614Food mechanics sound awful, what is this, modded minecraft?
Is there autofeeding/drinking at least? Automating food production is one thing, having to occasionally switch to your hotbar food item to consume it would just be awful. Fuck, even modded minecraft usually has mid-game upgrades to either give you infinite food or autofeed you.
>Dyson Sphere Program
>https://thunderstore.io/c/dyson-sphere-program/p/Loom/Weaver/
>Weaver improves the game's performance by roughly 3.0-3.5x.
>The game spends a lot of time updating, for example, animation data on planets the player isn't on. >The mod solves this issue by "optimizing" planets the player isn't currently on.
Wew lad, the 'how it works' section is highlighting lots of room for improvement.
>>533914570The entire point of the game is about designing factories and beacons provide another reason to design new factories.
at ups limit, you both want maximal beacons and direct insertion, which compete with each other for space around machines. if designing around that is busywork, then the whole game is nothing but busywork.
I like prod modules, and speed beacons make prod modules usable.
I don't like how quality scales with all of these things, but I do like prod + speed. It gives you a real boost when re-designing things.
>>533860048tower networking
>>533902738>>533911003I have a revolutionary idea instead
>aquilo: roboports consume some extra power for heating coils>vulcanus: roboports consume some extra power for a heat pump/chiller>fulgora: roboports consume some extra power because fuck you, why would this be a problem anyway, the whole point of lightning rods is that your machines are all protected>gleba: roboports consume some extra power to sterilise the botsPerfect gameplay, bots solved, fuck you
>>533908561I did but I got bored of having to rebuild my base nearly from scratch every level
Like the other anon said maybe if you treat it as an RTS it makes sense, setting up production and building your economy every time. But it still requires building a factory even if you don't treat it like a factory game. IDK I got bored of setting up basic drills, titanium drills, power production, basic assembly lines and then basic unit production every single time before finally setting up like the one new unit production you unlocked recently that helps with this level. And that's if you even have a new unit for the level, if not you're just repeating entirely steps you've done before
>>533917378You know, I don't disagree. But everyone fucking glazes the SE beacons which completely remove the space constraints, so apparently everyone hates beacon spam.
I'm not a professional megabaser myself, so I don't have the most first-hand experience on this, but I do find the space optimisation challenge fun. The "busywork" of producing vast quantities of really expensive T3 modules is also neat, and IMO if you just want a numbers-go-up endgame it adds a nice roadblock. But you really just have to want a numbers-go-up reason to scale, and modules are in no way inherently interesting.
>>533918157>nauvius: roboports consume some extra power just because
>>533918604I hate SE beacons and I've said it multiple times in these threads. It's too easy to retrofit old builds with a single beacon compared to beacon spam, and the only argument people had against beacon spam was "it's ugly".
>>533918901Fair enough.
I think it stems from seeing beacons as a "free bonus booster tower" and then being annoyed at how many you have to place, to the point of being a hindrance. But when the free bonus boost is so one-dimensional and pre-solved (max prod in machines, max speed in beacons, that's it turn your brain off), the space constraints are the main challenge. But if you don't think about it that way, you just end up annoyed.
Also ultimately to get back to the other anon's original point I replied to, I don't think there's even a way to fix modules, because no matter what stats you tweak there will still be some mathematically optimal combination that yields the most output with the lowest lag and resource cost. The most you could do would be decouple these two inputs to give a choice of optimising for lag vs. resources, and the way to do that would basically be to allow prod in beacons.
>hating on beacons and modules because they're too" simple"
you're all fucking retards
>>533919785I hate that they didn't take earandel's one good idea (the beacon rebalance) for SA
>>533921994That's one of his worst ideas, along with meteorites and bot attrition.
>>533915114>Is there autofeeding/drinking at least?Not from the looks of it. Just reminders when you're critically low on nutrition or hydration. That said - from what I heard you don't die from those either. You just get progressively more lethargic to the point that things like combat and athletics during exploration become much harder.
If that's true, then it's pretty much just a debuff you can cancel out of, if you really need to. And not something that's continuously looming over your head that you mechanically have to take care of every N minutes, like the umpteenth shitty survival-crafting game.
>>533922667bot attrition's main flaw was being too weak.
>>533919356The SA diminishing return beacons are somewhat fine, maybe needing some numerical tweaks.
Productivity is fixed, but there is still balance between lag and throughput per module.
Consider an assembler with 4 modules. With 2 beacons, that would be a total of 8 modules. Increasing to 8 beacons does a little less than double throughput (since beacon total effect is proportional to the square root of the number of beacons and the machine has base speed), but costs 12 more modules. So optimal throughput per module is some number of beacons less than 8, while optimal throughput per assembler is 12.
Stationeers ma or may not happen today, I will give 2 hours notice if it is.
>>533922912Explain in detail why you believe bots should be a consumable item
>>533923275no - it's not that bots should be consumable, it's more that logi bots in space past a certain limit (somewhere between 100-1000) should just not work. Bots in space should just be for your mall.
There's probably other ways of doing it, but there should be something discouraging bots with how SE was structured. bot attrition was just a minor resource cost that didn't do that at all.
>>533922924Maybe. It's nice in that it does add an "intermediate" tier of megabasing - if you want to add lots of beacon, but not optimise to the very max, you have an intermediate cutoff point beyond which you get diminishing returns.
But in the end once you build big enough you still have a hard max number of beacons which is still the UPS-optimal number to aim for, diminishing returns or not. It's really not that different from the dilemma you've always had of doing the max 12-16 beacons per machine in a super cramped build, or using rows with like 8 beacons per machine but much more space and easier item routing.
And the answer is still much the same, if you scale up your circuit production enough then there's no reason not to go for the max.
>>533922684Yeah but it still sounds like busywork. I hope they add a way to automate it at some point - it would suck if you build a giga-endgame factory but you still need to take out your sippy cup every 5 minutes of gameplay else your movement speed tanks.
>>533923687Sounds like the Aquilo mechanic would be useful