//vg/
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Swapped Edition
Previous thread: >>566266915

This thread is dedicated to all games about building machines and systems, in space or otherwise.

List of commonly discussed /egg/ games:

Voxels, blocks and vehicle builders
>Avorion
>Besiege
>Empyrion - Galactic Survival
>From the Depths
>Machinecraft
>Robocraft
>Scrap Mechanic
>Space Engineers 2 +1
>Sprocket
>Starbase
>Starship EVO
>Stationeers
>Stormworks: Build and Rescue
>TerraTech
>Trailmakers

Aerospace
>Chode - Children of a Dead Earth
>Flyout
>Kerbal Space Program

Logistics and factory management
>Autonauts
>Captain of Industry
>Dyson Sphere Program
>Factorio
>Factory town
>Infinifactory
>Oxygen not Included
>Satisfactory
>Shapez
>Timberborn
>Workers and Resources: Soviet Republic

Programming puzzles
>Exapunks
>Last Call BBS
>Nandgame
>Opus Magnum
>Shenzhen I/O
>SpaceChem
>TIS-100
>Turing Complete

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

https://fromthedepthsgame.com/

Games that are not /egg/:
>Minecraft
>Endfield

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

Current and recent /egg/ hosted servers:
>Factorio
All IPs are in the pad for security reasons.
Showing all 357 replies.
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I let the thread die
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>>566594260
how rude
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While I wouldn't recommend anyone to play the game just for it, I've been enjoying the factory building in Endfield a lot. The last patch introduced a lot of complexity having to juggle many different types of liquid inputs and outputs along the solids when making reactions in the crucible.
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>>566594260
that's perfectly fine
threads should fall off the board if there's not enough activity and then get back up
if you don't you get abominations
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>>566594720
imo it still requires a pre-existing interest in the exploration/combat/gacha gameplay or Arknights itself to recommend. But it's good that they're at least trying to make the factory part more interesting. It really was something you'd set up one time and then just check in every day to sell the products.
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polar or equatorial orbit for my duna station?
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I'm gonna say the n word
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To the anon that said inserter throughput was causing more lag than regular in pyserb

I've set up 10k mechanical inserters direct inserting from one chest into another with and without
same ups results with and without despite moving twice as fast. Checked twice enabling and disabling the mod.

loaders are actually super ass, they have twice the ups cost because you need two of them, thinking of swapping those around the base with an inserter crane now since they also work as stacked inserters
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>>566594260
Devilishly based
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>>566599087
Nathan?
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>>566598623
Surely docking is a nightmare when you do polar.
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>>566603250
i guess its a case of a polar orbit being better for landing since it gives you every biome but an equatorial orbit being better for docking, the overall dV saved is probably better with equatorial though, since landing on a pole or whatever from an equatorial orbit will still be cheaper than always having to launch into a polar orbit. i think youre right anon
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>>566603250
how is docking with a polar orbit a nightmare literally just wait or just spend a little bit more delta-v
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>>566603690
A lot mode d-v, you'll always capture near an equatorial orbit and then have to tilt 90 degrees.
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>>566596076
I turned the general you liked into an abomination
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>>566604528
You very much didn't
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The final state of my spaghetti dinner
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>>566604668
Don't test me, baka.
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>>566603861
First of all, no
Second, it costs like almost no delta v to polarize a very eccentric orbit, which is easy to achieve during the capture
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>>566606538
NTA, im the one who originally asked the question, but my consideration was less so the initial capture (im budgeting generously enough i should have plenty of dV regardless) and more so the dV costs for the ships that travel between the station and the surface. polar orbit means easier to get down to a given biome, but typically a good bit more dV to get back to the stations plane from a surface launch. equatorial orbit is the opposite
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>>566605494
https://www.youtube.com/watch?v=6WqNVfH-zNw
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>>566609593
no
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>>566604864
Based and beltpilled
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Played star rapture yesterday
The manufacturing side of things is meh which was expected but I really was hoping there'd be more emphasis on killing bugs and upgrading weapons.
Having to be in bed before the sun torches the planet also seems like a really dumb mechanic.
>>
>Think about playing captain of industry
>Remember oil processing pipe spaghetti
>"Maybe I'll play factorio"
>Remember death world giga hives on resources I really need
Is there a third option?
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>>566613842
Staring at your screen for several hours while playing absolutely nothing at all
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>>566613842
Just embrace your inner spaghetti chef
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>>566613901
Captain of industry it is. Haven't played the new update anyway.
Noticed they've moved the copper and that there's no endless mountain of iron anymore.
>>
>Never really got around to finishing Space Age
>I'm a retard and can barely play Factorio as is
>Still want to give it another shot
>Oh yeah, supposedly there's an overhaul coming up
Is that soon? I play at a snails pace and don't want things to get fucked over just as I'm getting to leaving Nauvis.
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>>566619428
I don't think they'll change the early game in 2.1, they did the bare minimum of changes for 2.0 and that was their biggest release yet.
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>>566620086
Yeah, I think an overhaul in factorio terms is
>Random factory works 0.5% faster
>>
Seems to work, but it will take a long time to build up enough uranium ammo
>>
Speaking of Space Age, he's a random thing that annoys me:
>The Spidertron used to be the ultimate vehicle/armour
>You now get it after the Mech Suit normally (unless you went to Gleba first, you weirdo)
>Now the Spidertron feels kind of useless because the Mech does everything it can do but it's smaller
I guess the Spidertron is good as a walking chest and can be made to patrol/defend while you're off-world, but otherwise I was very disappointed to see the Spidertron was the same as vanilla Factorio.
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>>566624292
I always felt like the spidertron was only useful for remote operations, even the power armor mk2 is better than a spidertron for getting shit done
It just wobbles too much
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>>566623107
Yeah I think I need to double the depleted uranium produced per nuclear waste. That ship barely produces 15 DU ammo per minute, and requires one rocket every ~3 minutes to sustain that. Add all the uranium ore that needs to be sent to Aquilo on top of that and even the smallest trickle of cryo science gets pretty expensive.
Maybe even triple DU production, not sure yet.
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>>566624292
The same and now locked behind the worst planet. Though if you did Gleba first it's better than plain old power armor. And it's the only way you can fight remotely before automating artillery, unless you count turret creep with suicide rushing construction bots.

Also if you were playing some combat-focused mod, three additional rocket launchers do a lot more damage than three additional personal lasers.
>>
>>566624292
Spidertron unlock is basically giving you the ability to have physical bodies on multiple planets at the same time.
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>>566627224
True but by then your body is essentially any factory you've made due to the sheer number of roboports and robots you'll have.
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>>566627224
>>566627936
They should really add that option from space exploration to land with the spidertron on a planet.
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>>566625227
I also gave the recipe this really nice disgusting green color while I'm at it
Factorio can be really beautiful without the alt-mode
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>>566631327
are turbines usually that big
>>
>>566631327
why does that screenshot look weirdly upscaled
>>566634140
it's the modded reactor that's small
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>>566613842
>Biters
>A problem
Unless you're just completely ignoring all military research and refusing to use flamethrowers, no. Maybe if you were using rampant.
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>>566635253
How the fuck did you get "biters are a problem" from that?
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>>566636682
>Death world giga hives
I forgot, niggers will just say shit and mean magical unrelated things from what they said
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>>566604864
I’m starting to make aluminum and the distances are too short for trains and too long for belts. I had to start following my power/tube/rail pillar blueprint with belts and it’s looks hideous at parts
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>>566636993
So you are a complete retard with zero reading comprehension
Cool
>>
>>566627224
But tanks can do this now.
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>>566637169
Embrace the spaghetti anon. Not giving a fuck is the way to happiness
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>>566637698
A builder spidertron on each planet would be the upgrade to your existing builder tanks. Tanks don't have the maneuverability that the player/spidertrons do. You can't drive a tank through your entire factory. Well technically you could, but you wouldn't like the outcome.
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>>566640450
also tanks can't see without radar
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>>566637179
>Make statement about thing
>"Hurr hurr you are retarded, I wasn't talking about the thing I said, it was actually a secret faggot code for something unrelated!"
Kill yourself, pajeet
>>
Hey, /egg/

Working on a game, It's something similar to Castle Story building and phyiscs, Timberborn mechanics, and Rimworld then finally Create for Minecraft.

So it's basically from steam period to nuclear early so you'd have like reactors in the late period but nothing super fancy.
>>
I forgot to post last thread before it died but I don't recall DSP's UI bothering me when I played through it a few months ago, however the controls really are pretty shit and the first thing I did was rebinding the rotating camera to the side mouse buttons. Holy fuck the middle button was not made to be pressed that often, it feels uncomfortable as shit.
>>
>>566641868
Ambitious
See you in a decade
>>
>>566637179
>>566641836
conversation is a two-way street, instead of assuming the other person is retarded try to rephrase your statement
if/when you do assume the other side is retarded, do not continue the conversation
>>
>>566614154
I hate what they did to that map. It used to be a race to get up to the top and your reward was tons of flat area to build.
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>>566642392
A decade? Okay. That time is granted, By you the strength in my arms the holders of my dreams.

I'll see you then.

Give you wants for a game and i'll do it. I have time for the long game.
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>>566643561
heh, now you'll never get the camera angle back to what it's supposed to be
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>>566643727
Water physics. Doesn't have to be as complex as Timberborn's, just voxel-based would be fine, but more realistic than Minecraft/Terraria where pressure doesn't exist.
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the engines are mounted. i have one final supply launch, basically for stuff i forgot before now, and then its time to burn for duna. i think at this point im in single-digit frames when im viewing it. cant wait to get to duna and start dumping stuff
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I still fucking hate how space platforms look. I know it would have been hard to pull off a realistic looking ship, but surely there was a better way than "pile of junk floating through space"
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>>566643506
It's a one way street when the dumb cunt translates giant death world nests in to "just biters"
Not even talking to a conscious human
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>>566637169
You could enclose them in a big structural tube. I try to do that for even short conveyor runs.
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>>566647229
then proceed to step 2
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/egg/ for this feel?
https://www.youtube.com/watch?v=XDrWowJ-nbs
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>>566645704
Are those all nukes? They'll push out maybe 500KN at a massive cost in weight. I would've gone with one nuke for those maneuvers that can happen very slowly, and a stack of vectors to have some actual thrust. If the station can even handle actual thrust.
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>>566647229
And? Vanilla biters, deathworld or not, are baby tier bullshit with no threat to you or your base unless you're retarded.
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>>566652706
>Are those all nukes?
yeah
ill level with you anon i got this game like two or three weeks ago and dont entirely know what im doing yet, i just went with nuclear because i read they were the most efficient and i wanted to minimise the amount of fuel i had to lug to orbit. this started out as being a semi-ambitious duna mission and ballooned into me biting off way more than i can chew making the mother of all space stations kek. final part count is 1510, btw, for that anon who was asking about it the other day.

i cant be fucked changing the engines now and ive come this far so ill just send it with the nuclear and hope for the best. really its only like 3-4 burns and only the transfer one should be particularly long. the game seems to be shitting itself too much for any of the dV displays to work properly so im just trusting my own maths that i have enough and ill break the transfer burn into multiple orbits
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Made my first mixed interrupt for mixed ores
I have to pick up nickel and copper ore: the caravan is always empty and waiting at a midway point, interrupt triggers when one outpost is below the threshold, sends a signal to the caravan to go to another outpost and fill up with one type of ore, then empty itself, then go back to waiting, and the failsafe is it won't trigger unless the caravan already has 1 stack of said ore, so they don't get actually mixed up and mess everything

Can't wait to see how long it takes until it breaks

as far as I can see py2 is done and completely automated, there's not much to do but research at a snail's pace
I've grabbed molybdenum and upgraded my seaweed for 15/s because my rubber demand has skyrocketed and I've doubled my latex, on top of flavonoids and everything else, plus that meant I could make my agar tower go at full speed at 8/s, so I haven't been bottlenecked by petri dishes

I'm making a staggering 15 mechanical parts a minute even if the science is only using 2, I'm just stockpiling a caravan for them

I make 1k py2 research an hour and I've been told even that is relatively fast, but it still means that all researches are 500/900 py2 each, and there's a TON of them
even if I wanted to research vatbrains ASAP to boost my production, it'd still take more than 5 hours of my base going at full throttle just to get there
getting productivity 5 and belt stacking 3 up and running was nice but it really feels like py2 slumps compared to the rest of the earlier sciences
All I can do is just minimal busywork around the base by copypasting builds, double my borax production, double my antimony in another vein, double my rubber etc
>>
I started a blind Nullius run and the read that I'm getting is that it's better to make factories dedicated to performing certain tasks. Wind power doesn't really seem like it's gonna be sustainable for instance, so I want to make a power plant that's dedicated to the singular task of generating steam power.
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>>566654982
Yeah steam batteries are required for early Nullius because windmills will fail you. Thankfully you get some bootleg solar panels after you start processing aluminum
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>>566654457
I've got a screenshot of 100 windmills generating 0 watts somewhere
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>space science needs barreled RR + water
>take barrels of RR from nuclear icebreaker
>repackage into high quality barrels on nauvis
>shoot it back up on
>get 3x on space science
Might actually be worth it even early game. Iron is free from orbit, so running an entry level space casino would suddenly make a lot more sense. Not to pat myself on the back here but this is definitely more fun than vanilla space science.
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Reinstalled stormworks today.

Wanted to build a starter boat then realized i have a paddle boat that's a speed boat but river barge so i shrunk it.
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>>566656967
>put the same fluid in higher quality barrels
>science is now better
quality was such a mistake
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>>566657224
They're great barrels. The best barrels.
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>>566653623
I guess he was probably referring to the annoyance of having to clear out large biter nests, not the threat of attacks coming from them.
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>>566654982
nullius has a bunch of ways to store power. Wind has great output overall but sometimes drops to near zero so you need a backup, and storage is cheaper than real long-term power generation
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>>566657221
I'm bored now.
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Satisfactory player here! I just bought Factorio. What are the memes to look out for?
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>>566658749
Don't endlessly restart. You can pick up buildings and move them.
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>>566658749
>What are the memes to look out for?
What does this mean?
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>>566658849
Satisfactory does the same so that's alright
>>566658960
Basically noob traps and such
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>>566658749
The game.
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not the cleanest transfer ever and well need a small correction burn (which would have been necessary anyway to get as tight an intercept as possible) but after seven kerbin orbits to break up the transfer burn, were officially mars bound :)
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>Finally unlocked mobile storage chests
I haven't put my sodium hydroxide to use so it was locking up my factory. I am certain that I will probably need a whole lot of it down the line since it is making so much as a byproduct. God bless you, mobile storage chests.
>>
Didn't even have to research projectile damage 7 to get there with barely a scratch on one of the solar panels
750DU ammo + 1100 yellow ammo were used in total. In fact, yellow ammo almost ran out, while I still had >2k DU sitting in storage. I think I will add some laser turrets to snipe those small chunks, then it should be fine.
I do wonder though, does anyone know what happens if an interrupt to go to Vulcanus starts up while the ship is at Aquilo? Will it plot a course over Nauvis, or will it ignore the interrupt because there's no direct connection?
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>>566658749
Don't start in a desert for your first playthrough. The biters attack you based on pollution produced by your base, but trees also absorb pollution so having them around means less biter attacks. Also don't start in a dense forest as clearing it early on is just frustrating.
At the start make the simplest automation possible to make basic things like gears and green circuits where you occasionally stop by to manually dump a stack or five of the ingredients in a chest for the machine to make stuff. The people with 1k+ hours in the game will tell you that handcrafting stuff is a sin. It's not. The real sin is handcrafting the ingredients for things as it massively increases the time it takes.
If you find yourself spending a lot of time handcrafting something (e.g. ammo) it's a sign that you should automate it.
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>>566659951
Did you uninstall Principia, or was it another Anon using it?
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>>566660120
Nevermind, I just found out, it still goes there. Is there a way to only fire an interrupt if it's at a certain planet?
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>>566660120
Uranium ammo? On a space platform?
Aieeeeeeeeeeee kovarex-sama save me
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>>566660108
Well you'll need it for green science and you will need a SHITLOAD of it for initial bio science but honestly you should be turning it into caustic solution to neutralize excessive hydrogen chloride and then just dump the rest into the ocean. Judging by your tanks and car full of hydroxide you have a lot of chlorine
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>>566660362
I don't know what that is, so I assume another anon. Only non-graphics mods I have are the joint strengthening one per another anons suggestion so I don't get krakened during the burn, and the space station and surface base parts mods.
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>>566660108
>I haven't put my sodium hydroxide to use
just flush it you dork
you'll need some for aluminum but beyond the initial surge you'll need the chlorine more
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>>566660120
smol green pp
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>>566660108
wtf are you doing, there is nothing for you to get by pumping out this much hydroxide byproduct
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>>566661198
>I don't know what that is
In stock KSP, your vessel is only influenced by a single celestial body at a time (which is decided by each planet having a "sphere of influence"). You can't be influenced by two bodies at the same time
With Principia, it's like in real life where everything influences everything. So for example, if your orbit is high enough, it can slowly get more and more fucked by a moon over time like it would in real life
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>>566665423
I see. I was vaguely aware of ksps sphere of influence system but didn't know there was a mod to make it more realistic. That sounds cool but also way more headache inducing kek
>>
So why are Angel and Bob's mods considered so bad? I'm new to Factorio and they seem like they're popular, but every time I see people talk about them it's like the mod shot their dog
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>>566676753
they were the First Big Overhauls and so existed before people really figured out what was good in a factorio overhaul mod
you can trace pretty straight lines from them to both nullius and py, and both are significant improvements
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half the fun of this game is wire management
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>>566658138
artillery and a couple clicks
waow
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prod is 120/120/12, blueprints are a pain in the ass.
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>>566659692
DAMN IT
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>>566665423
I'm the one that's using principia in ro/rp-1 but that's on hold because i'm doing a different type of egg right now
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>>566689872
oh. I didn't even mean it like that. I just meant the game as a whole is a meme.
That's on you my man.
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>>566658683
>10 minutes later
>I'm bored now.
rate the gameplay
>>
wow holy shit red circuits in py seem fairly straightforward.
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8 miners into a gigawatt of power
it's really not ideal and I will eventually turn this off but it wasn't that expensive all things considered and I am going to need the extra power right about now
The better solution I had in mind was using oil power from crude into kerosene but that's much later on in py2 and I need the extra power now
hate doing temporary builds, but eh
it's just like 1k circuits and plates and small parts
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>>566710603
It could just stay there forever. Coal has ridiculous ore richness in Py.

What are those void boxes removing ash? I thought you had to burn or filter it.
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>>566711013
Electric incinerators from flare stack. I could turn it into flue gas or just use them around the base, they're technically in demand at least for automation science, but who cares right now really.
>It could just stay there forever.
I mean it could, but it's gonna make such a pathetic amount of power
coal PPs suck so much balls past logi, any tier
I could improve them to mk2 to get more power, but I'd have to build 6 of them to get 2 GW
and they cost 50 red circuits each

meanwhile I can just cram 2k steam out of t1 oil power and cool down 2k steam to 1k with a heat exchanger at no loss to get 5 GW pre-modules with the same setup using kerosene
this is just a "I need power now and I don't wanna think about it" kind of thing
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>>566711835
Just seems like a weird thing to cheat on, Py has its own item disposal that already feels too powerful sometimes.
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>>566712468
>cheating
as long as you're not editing recipes and giving you free shit that's truly none of my concern, that's just a more compact way of getting rid of ash with less steps, I'm not playing hard mode
I was also using companion drones when I was starting out and removed them once I got personal robots, you're welcome to feel morally superior
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successfully captured into duna orbit :D
capture burn was tricky because the nuclear engines have so little thrust, i baaaarely dipped into the atmosphere which i think probably helped. now just to circularise and i can start dumping stuff and get my frame rate back
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>>566713334
nah I gave up way before reaching your place
like I said it just seemed weird, saves a few tiles in a mod where every building is oversized anyway
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>>566714506
less logistics for trash byproducts for no gain, really, and less inserters taking care of crap I don't need hogging my UPS
if I wasn't using inserter config I'd need 5 each instead of 1 in the first place
turning it into flue gas would baloon the build, and turning it into soot would add 10+ inserters and 4 buildings for the dubious claim of getting a whole 100 silver plates an hour which is an order of magnitude less than what I'm making already and would just become clutter I'd need to move and get rid of
https://www.youtube.com/watch?v=oewMbg8wFQU
that said, soot to silver would be the best possible option since each building would use 10 a second
but I don't wanna so they go in the electric incinerator at a rate of 3.5 a second and bye bye
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Wait a minute is Turing Complete just the Nand2Tetris course as a video game without the toy HDL language coding
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>New game on the big cave map
>Quickly lose track of where I even am
I've spent over an hour just running around unlocking areas, hand-mining the exclusively hand-mining nodes and collecting everything together, and a good chunk of time has just been getting lost. I know it says it's bigger than the starter map but fuck me it's like 10 TIMES bigger, pic related is only a fraction of all I've found
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>>566726573
The cunt is this game?
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>>566727892
MineMogul, fairly simplistic but fun 3D belt mining game. Pic related is fairly earlygame so not very spaghetti yet, like I said I've just been running around getting rid of anything that's hands-only so I can focus on the automation
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>>566728136
At least it would have been pic related if I had put the related pic in
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Reworking my nullius setups (I had too many machines just directly connected without pipe room) so that I can smoothly get to trains.
There's plenty of space above for items as well, so this should be able to get there. I have vague memories of feeling constrained at the end of my last nullius playthrough (was just getting to trains before 2.0 dropped), so hoping this is expandable enough.
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>>566728293
And if I had used alt+printscreen instead of printscreen good lord I need sleep
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>>566728449
It's not. You're going to need a LOT of distilleries pumping out CO2. I wouldn't worry about expandability until after purple and you can make all the T1 buildings anyway. Then plonk down big lines for water electrolysis and air separation specifically

Some people don't like Solar Thermal, but my advice is to build a setup to crank out a couple hundred of the panels when you get a chance because you're going to be having power issues unless you make a gigantic windfarm which is also annoying to make if you don't have pylons yet
>>
>>566729104
NTA but I put up a few solar thermal setups and haven't regretted doing it. It doesn't cost that much and it just works.

Tangentially related but are there any downsides to dumping wastewater into a body of water? I've been doing Seawater -> Boiling and have just been dumping it into a nearby lake that's separated by some landfill.
>>
why are nullius pipes so easily overextended?
constantly adding pumps is not interesting
>>
>>566732052
yeah...

someone mentioned the pipe tiers were supposed to affect throughtput before 2.0, and now affect max length. But only if the whole pipe is made of the same material
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>>566732052
tanks kill the extents, you have to pipe/valve in/out of them.
>>
>>566732052
You could use one-way valves instead of pumps to mitigate the pressure issues a little bit, but it still kind of stinks. It's honestly the thing that's making the mod hard for me, not all of the other stuff that you have to do to get the game off the ground.
>>
>>566732689
>one-way valves instead of pumps
(To clarify, I meant so you can do it without having to run powerlines fucking everywhere. Throughput suffers but you get fluids from A to B)
>>
>>566729831
Nah there's no downside to venting fluids into the ocean. Factorio doesn't really have water soiling mechanics beyond the water turning green when there's a shitload of pollution
>>
>play engineering games because it feels like I'm progressing towards something
>look back on my previous efforts
>have fuck all to show for
also why is from the depths the only game with a website link on this thread?
>>
>>566734393
To annoy certain people who don't add a / to their search in the catalog
>>
>>566734393
>on
In.
>>
>>566729104
I've mostly been using volcanic, halfway though purple. Around 80MW for each cluster of fumaroles you find.
>>
>>566732052
i honestly think it's just the nullius dev being weird about the 2.0 fluid rework and how throughput used to work
>>
>>566735250
I don't think that's right.
>>
>>566737808
in this thread
not in my previous efforts
nta
>>
>>566734490
Who, the hearthstonefags?
>>
>>566737808
>a jew in the oven
vs
>a jew on the oven
>>
>>566739897
yeah
>>
>>566740421
It's the usage of "previous efforts" that makes me think otherwise. It's a generalization encompassing his entire work, not the actual work itself or its physical location (which "in" and "on" are more suited for). I think the best way to write it should have been:
>look back AT my previous efforts
>>
>>566741178
No it's
>on this thread
You can't be on a thread it has no surface.
>>
>>566741317
oh lol I thought the first reply was talking about the "on" used in "look back on my previous efforts" and not the "a website link on this thread"
I didn't even notice the second one
>>
>Fuck it, I'll go back and finish my Space Age game from last year on my last machine
>For some reason, my older saves pre-Space Age still exist, but not my newer ones
Well, shit. Guess I'll have to start over. Maybe I'll finally escape the solar system this time.
>>
>>566741317
that's what I said >>566738213
>>
For vanilla space age, what map gen settings do you recommend / use?

I haven't tried a run yet and don't want to restart because something could've been set differently.
>>
>>566745280
defaults
>>
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Giving Shapez 2 a fair shake.
Getting further in - unlocked trains but didn't use them for the entire milestone. Hopefully they alleviate the "set up a build then wait 10 minutes for it to reach the platform" that I had a couple times.
Also kind of made a windmill of peace with the central platform - it will go back to normal once I unlock all the inputs though.
>>
>>566745280
default
>>
>>566745280
Desert is fun, incentivizes you to haul your ass out of there
Like no water, no trees, just sand
>>
https://www.youtube.com/watch?v=e9SMLd13XDA
aw yiss more 3D factory sloppa
>>
>>566752498
thanks, I hate it already
>>
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>>566752498
>look inside 3d factorio clone
>single-sided belts
>>
I kinda want to use pure nodes only in Satisfactory. Will that be interesting or just cause a bad time? Use normal uranium and maybe include clusters of non-pure nodes that add up.
>>
Playing deep core operations. It's a factorio mod which sells itself as being about being trapped on a devastated space ship and getting it back into working order.

It's a deeprock galactic cosplay instead.

It's kind of ok and the gameplay loop is a bit like warptario. Like in deeprock, there are missions you can sign up for which are randomized and have random modifiers on them. You have a timelimit until your escape pod arives and, after you finish you rmission, you can call the escape pod early if you want.

One of the modifiers is "poor veins" and one of the missions is "mine x amount of [resource]". Turns out this means that veins spawn with like 80 ore. I would have to mine 29 separate ore patches to finish this, which also means digging into the wall and spawning fuckloads of biters. If you haven't finished the mission, you can't call you escape pod early. I'm just trapped here, huddling in a corner with my turrets and waiting for 20 unproductive minutes.

This seems like the exact situation where you would want to call the pod early, and you can't, until you finish the mission.
>>
>>566754353
Unless you set all nodes to pure, that just means limiting your input resources arbitrarily. I don't see the appeal.
>>
>>566754986
Maybe tell the guy on the mod page so he can improve things. He does mention that it's an early alpha version.
>>
>>566755115
Well I don't intend to develop every node in any case. It's more about lesser nodes falling below a threshold of being worth developing, even moreso with getting them connected and trying not to pave over the whole map.
>>
>>566755836
Two normals next to each other is a pure. But if that doesn't answer your autism then autism it is.
>>
>>566599794
Loaders can *also* support belt stacking though. E.g. AAI has support for it natively now.
Just one pair of blue loaders can e.g. already load or unload train-to-chest or chest-to-train @ 4*45 = 180 items p/sec.
>>
>>566758562
Nevermind autism, you're fucking illiterate.
>>
>>566758604
yeah but they lag like ass, and a single yellow crane inserter can already do like 300 a second
>>
The way I set up tin it's such a slag of a build holy shit this is the third time I fiddle with it
>>
I know that nobody cares about an opinion of a stranger on the internet but today I played Factorio for the first time and once I've reached train tech I came to a conclusion that I was not having fun, and therefore the game is BAD.
Also, stop using autism as an excuse for wasting your time solving kiddie puzzles with conveyor belts. It trivializes the perception of my disability, and makes your shit more liquid than it should be. Thanks.
>>
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>>566760361
>>
>>566760361
>makes your shit more liquid than it should be
wut
>>
is there a single rover wheel in ksp that isnt unusable ice skating 0hp dogshit
>>
>>566733756
Had to ask precisely because that's a mechanic in the vanilla game. Thanks anon.
>>
>>566760683
Don't you also think that solidity of shit can be measured on a linear scale, from liquid to completely solid shit?
>>
>>566761056
Configure them after adding to build.
>>
>>566760683
Just like duplicants.
>>
>>566759725
tin was pretty straightforward in terms of balancing, what's giving you mess?
>>
>>566760683
I think she meant it literally
>>
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>>566764107
It's the way I built it. I got the ratios slightly wrong because I didn't factor in the extra tin 1 for all tin rejects requiring adequate spacing or it'd clog the belt since I'm already pushing 7.x a second, and I got that fixed by reworking a 2x1 through long handed inserter direct insertion (horrible shame) and now that I've fixed THAT I'm realizing that there's a sneaky extra tin3 tin3 a minute that backs up my washers. I can't rebuild the damn thing, so I'm just sending a radar signal to stop the feedbelt when there's 200 tin3 on the washer belt.
The speed remains is the same as the build was meant to handle, but only artificially.
>>
i hate ksp rovers so fucking much
>>
>>566760361
After spending 780 hours playing Factorio I can confirm this is true
>>
If you vibecode you're not an engineer
You're a cheater
>>
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>>566760361
This guys an actual autistic retard kek
>>
>>566790403
>autistic
He fits right here!
>>
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waow
>>
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>>566793389
Yeah
>>
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wait
nullius updated the mod page?
did they finally 2.0 it? i've been out of the loop
>>
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>>566801923
You tell me.
>>
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>>566801923
Where you been, Homer?
>>
can't believe you fucks are making me reinstall nullius, I thought I was finally free
>>
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I've been literally doing nothing but nudge my factory around here and there for the past ten or so hours and I still haven't researched anything useful
Apparently the beginning of py2 is supposed to be a meaningless slog
>>
>>566812776
I thought the same about the previous one
no rewards, just a bunch of new animals and plants each with a singular use case
at least py2 gets you quality modules and you can start to fuck around a bit
>>
>>566814717
>logistics
>no rewards

nigga
you get belt stacking
you get CONSTRUCTION ROBOTS
you get ALL THE MOLTEN METALS which are literally three to four tiems are productive as the previous version
you get the nonsucky air recipe and you don't get better ones until chem
you get prod 3 AND 4
you get the only good rubber recipe until chem (again)
you get the urea to ammonia recipe so you can make it out of shit and wastewater
jesus and the list goes on, and it's readily available

meanwhile I've invested the same amount of tech I've used to get to the late biotech2 ammonia recipe I was gunning for in logi to literally get NOT EVEN HALFWAY THROUGH PREREQUISITE TECHS FOR ONE THING I WANT

I HAVEN'T EVEN SET UP ANIMALS
I'VE JUST SAT HERE CLEANING UP MY POWER GRID LOOK FROM MAP VIEW

anyway you get what I mean.
>>
>>566811587
You're here forever
>>
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>>566822301
word
at least the slow early game goes by quickly the second time around
>>
>>566815928
Robots are nice, yeah. Should've come earlier, along with splitters and long inserters.
I think I was still in the wrong mindset for Py at that point. Not getting enough throughput to need belt stacking, not even red belts except for coal. Molten metals are nice but the added complexity in the recipes themselves plus having to caravan borax and sand casting everywhere makes it easier to just expand the lowtech production. And demand for metals is tiny anyway, science bottlenecked by the giant animal pens and moondrop+ralesia plantations.
I thought urea to ammonia was the first recipe for ammonia, you need it for batteries.
>>
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>>566812776
It never ends.
Also tidal power seems too strong, but maybe that's the intention, UPS cheap power is nice.
>>
>>566826809
Perhaps it should take up more space in the water. Still, if you compare the footprint to >>566710603 which makes 1gw at with tier1 machines and takes a tiny portion of a coal field. And that's supposedly a bad power source.
>>
>>566827161
The problem with that power is - it's nice once you get it as it's a huge power surge for awhile, it's just expensive to run 24/7 and shits out a mountain of ash, and at that point of the game (when you unlock that form of power generation) ash isn't that useful. You end up begging for more steam (250/150 degree) as it's used heavily in later recipes.

Not to mention you'd prefer to process coal into coke etc and use it for unavoidable sources of consumption of solid fuels (oxygen furnaces etc).

I'm not even 'cheating' and using waterfill etc and using default settings for my play through, and the overwhelming majority of my power is just tidal lol.

Like i said, its nice that its cheap as fuck on UPS consumption but compared to Solar its not even close.
>>
>>566827673
>you'd prefer to process coal into coke etc and use it for unavoidable sources of consumption
Can always drive out somewhere and find more coal. I guess UPS savings are the biggest thing, it's just constant power without any moving parts.
>>
>>566827850
From dabbling in the late game recipe book while bored - the power consumption requirements look unhinged, but you're given some cool toys to generate power to meet the needs. Guess it's nice to be able to chill with tidal from early/mid through to the mid/late game.

But yea, no moving parts giga power generation for barely any space (useless space even, unless you're land filling the area) but no shot you're going to do that with how valuable stone and its derivatives sand/gravel etc are in later recipes.
>>
>>566826809
>Also tidal power seems too strong
brother, "renewable power" is throwing a few logs into a machine and extracting 5 GW from it
tidal is as much of a meme as wind power in py, extremely overpriced and there for no good reason
you get fucking 6 MW out of the same amount of resources you'd use to get 600 at tier 1, and that's not an exxageration, each tidal is 3 coal/gas/biomass worth and they can feed a HS turbine with molten salt to spare
you want strong
open up 3 oil seeps, get 10 GW of power out of it with fucking tier 1 kerosene and 2k steam
more if you bother to efficiency module the plants and speed up the seeps
hundreds if more if you beacon the seeps and plants with speed
>>
>>566827673
>Not to mention you'd prefer to process coal into coke etc
coke is a goddamn byproduct I make to get tar
and I still have to get rid of the bloody bastard by turning it into ash just to get my factory going
my starter patch still has 20 million units of coal in it and I'm almost 200 hours into the run and I'm milking it for 120 coal a second
closest patch has 100M
the one I'm using for the GW coal plant has 150M and I'm barely using 45/s, it can run for 2 thousand more hours before I decide that no, I want to move 200 meters away and drain another one
and they're both inside my base ground, which is also, admittedly fucking tiny
you can discuss UPS if you want I can't disagree on that but c'mon
I'm even voiding the fluids I get from making tar just to get the coal gas to make syngas to mine borax and whatever else that needs that shit
>>
>>566828672
thousands if you add quality
>>
>>566829092
no, thousands if you actually bother with higher levels of power plants and higher degree steam
what kind of deranged lunatic would want to play py with quality when there's already tiers
that's like playing angelbob with quality
I already hate rolling for T2 animals like a fucking savage
>>
>>566829201
Why not, it's optional. With animals, plants and most machines you'd maybe get two out of a hundred that work faster, won't make a difference.
>>
>>566829514
Because it makes no sense to have quality when there's tiers
and because quality makes sense when there is a planet where you literally have to trash shit forever to keep the flow going and by happy accident make better things out of it
If there's no fulgora, and there are tiers there is no need for quality
also because there's so much recipe overlap with the recycler logic that it literally breaks everything in py, which means there's also no recyclers in the first place

also I'm not a gambling addict
>>
>>566828672
Wind sucks cos you can't stack them on top of each other so they just become some sparsely used thing and ain't worth the effort, i threw some around for the fuck of it cos it looks cool.

Trees cost space, the buildings are huge - also uses UPS.

Solar can be stacked but generates less than tidal, and you need to use dirt to place them. Also generate 0 power at night.

Tidal works 24/7, generates x4 power (x2 if being fair relative to solar tile space) the power gen barely fluctuates, can be pixel stacked and easily blueprinted to smear an ocean effortlessly and takes up dead space you probably are never going to use or waste resources landfilling. Most importantly uses 0 UPS, no fluids belts etc. Not to mention tidal isn't even that expensive to make, it's essentially the same shit as a oil/biomass/coal powerplant + green chips and a tier 1 util box.

I'm not denying traditional power production methods aren't strong, i'm just confused at the disparity between the green energy power methods, and it's a perfectly reliable way of generating power mid game.
>>
>>566829056
Nice thing about coke is its pretty dense energy wise, 5MJ for how easy it is to make, and as you've said you'll get a bunch shitting out as a byproduct. If you're being blunt and just making it directly from raw coal, its minimal processing + you'll make coke oven gas which is nice. The byproducts end up being nice if you're actively consuming coke. Logs are the next best for simple solid fuels that have high MJ for low effort.
>>
>>566829056
You can turn coke into more tar, very early recipe
>>
>>566830983
that's what I meant when i'm turning it into ash, there's no way to actually burn fuels in an incinerators otherwise
that said, turning it into tar is abysmally bad for all intents and purposes except for actually getting rid of excess coke from other processes, it's just fractions of a fraction of what you'd get from raw coal in the first place
>>
>>566831442
I treat it as a straight pipeline for tar production, raw coal -> coal -> coke -> tar
and then make coke for regular use separately with the oven gas recipe
>>
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>>566831807
>I treat it as a straight pipeline for tar production, raw coal -> coal -> coke -> tar
You're using a recipe made to get rid of a byproduct to get a product. It's not horrible, but it gives nothing. 120 coal turns into 20 coke, that turns into 20 tar and 20 coal gas!
There's better options.
If you want to maximize tar production early on, you want raw coal->coal through destructive distillation and then coal to tar with coarse fraction made out of sieving dirt. You get twice as much by default since the coal to coke recipe is only half efficient. Then syngas the excess coal gas for even more tar. This makes 640 tar a second from 120 raw coal/s and gets rid of the coal more efficiently. If I were to use the coke voiding recipe, I'd be using 45 buildings instead of 35, and I'd get diddly squat for getting rid of that coke.
>>
>>566836478
for the record, I made that for the coarse alone, but then I realized it was also a perfectly ratio'd source of sand for pure sand and I'm making my filtration media just above that. The biomass and limestone I'm just getting rid of.
>>
>>566836478
Huh, I do not remember the coal to tar recipe existing. Thanks.
>>
>>566658749
Don't get stuck using spaghetti or premade city block layouts.
As soon as you get the basics down, familiarize yourself with circuits and blueprints.
Doing so cuts out most of the dog work.
>>
Best overhaul mod to play after completing space age?
>>
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>>566849107
You should play Nullius
>>
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>>566849107
you should definitely try nullius

>>566850269
I love how they chose the logi recipe for it which is actually fairly straightforward allt things considered compared to the hilarity that is the next science, let alone everything else
>>
>>566850935
What the fuck is a Flavonoid?
>>
>>566851157
yaedol (alien fungus) plus seaweed, juiced
fairly straightforward actually, compared to good alien samples
>>
>>566851157
That one's actually a real thing, unlike sarcorus. Some bio chemical.
>>
>>566851157
the stuff that makes koolaid taste good
>>
>>566851542
>unlike sarcorus
logical fallacy, boiling rats in denatured cow shit has never been tried
>>
>>566851723
idk man I'm sure some village in india has that as their finest delicacy
>>
>>566850935
What does evil alien sample look like?
>>
>>566851849
see, that's the thing
they're all evil
>>
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>>566851723
They're boiling rats!

BOILING RATS!
>>
>>566851723
I meant the name has an established meaning in English
>>
>>566851946
>rats? I'm outraged!
>You promised me dingrits or higher!
>>
>>566851723
logical fallacy, boiling rats in denatured cow shit has never been tried... as far as you know
>>
nullius and gtnh should be used in schools to make chemistry less shit
>>
>>566858167
the second one straight up invents half his shit
>>
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>check custom coi maps
>resources are buried deep underground
>5 layers of dirt everywhere
>>
>>566758967
> a single yellow crane inserter can already do like 300 a second
Py cranes are tuned to precisely match 7 inserters; or 3 inserters for short cranes. This is why under the hood they have many different variants that automatically swap out as you research inserter hand size increases, as there's a non-linear connection with the swing speed that can't be reconciled otherwise.

I rather doubt a single yellow Py inserter can move ~300 / 7 = 42~43 items p/sec
>>
is there any way to make surface bases not slide around and/or kraken themselves in ksp or am i just doomed
>>
>>566827673
>You end up begging for more steam (250/150 degree) as it's used heavily in later recipes.
With Py you can substantially mitigate some of the need for 250 degrees steam by condensating the 150 degrees steam back into water using cooling towers first and then heating that to 250 degrees with oil burners.

The water you get from the mk1 cooling tower is actually 100 degrees water; not the basic 15 degrees water. And the mk2 sharts out 200 degrees water. Yes- water, not steam. (Don't ask how the physics of that work please.) The thing is- oil burners actually are real boiler prototypes, so they look at relative temperature increase and both fluid heat capacities to work out the necessary joules that need to be invested into the transformation of the input fluid into the output fluid.

The amount of energy savings are ridiculous even for the mk1 cooling tower and 100 degrees water, because the whole formula scales linearly.
You go from a 250-15=235 delta to a 250-100=150 degrees delta. Which is a 150/235 = ~64% reduction in fuel use.
>>
>>566867076
nothing wrong with 200 degree water physicslet
>>
>>566827673
>>566867076 (cont.)
Inaccidentally, it also makes the oil burners operate faster. 100 degrees water as input will make them output approx 94 of 60 steam p/sec.
Yes- it actually breaks the UI. But it works. The boilers actually cycle in roughly 1/3rd less time. Which means next to consuming less fuel, you also need less of them built.
>>
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>>566865408
>Py cranes are tuned to precisely match 7 inserters
nah they ain't
https://mods.factorio.com/mod/InserterCranes-for-pymods/
you're thinking of the gay ass mod made by the gay ass dude who whines about those cranes https://mods.factorio.com/mod/pycranes
first looks uglier but he just pushed an update to reuse the texture of the second's :^)
fuck that guy
he's a premium fag
no they're not *broken* they're intended to be that way with the new autotech
giant ass fag hasn't even gotten past logistic and somehow he's managed to piss off everyone in the devteam by being a prissy little faggot with sand in his mangina
all my niggas use fomak's inserter cranes
>>
>>566866945
Several mods come with a part you can stick onto the planet's surface directly and then put a docking port on it. KAS or KIS had one for sure, but I've seen others too. In vanilla I'm guessing you could use the grabbing claw to attach directly onto the planet, as you would to an asteroid. Better test that on Kerbin first.
>>
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like
lol
lmao

anyway there's also biocranes which are a thing in regular py but I haven't touched those yet
>>
>>566867076
learn you a science, fool
>>
>>566829930
>waste resources landfilling
>waste
You can literally make landfill from nothing, trivially.
For pure hilarity though, you can go full "Blood for the Blood God!"-mode and plonk down a tailings pond in the middle of the ocean, run a pipe of slaughter blood to it and purposely overfill the pond. It will start creating polluted land tiles around it. (Yes; you can literally build your factory on the hardened crust of the blood of millions of husbanded alien cattle, sacrificed for industrial progress.)
>>
>>566867554
>>
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>>566868193
https://mods.factorio.com/mod/InserterCranes-for-pymods
I always forget you gotta remove the /

I am not butthurt, I didn't even know about the dude before I heard about him saying that everyone else was playing the game wrong and his way was better
also he directly insults the other py guy in the description who's been making mods for years longer than him which is just ass behavior
also his mod broke continuously
>>
>>566851157
Vitamin P. (Yes- it's a real thing.)
>>
the thing about Py is that every solution is "technically valid". All resources are unlimited, there's no failure condition and you're guaranteed to win if you play long enough. It's purely a contest between how long it takes you to beat the game vs how long you can keep playing before life stuff happens.
>>
>>566868897
that's all sandbox games
>>
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Greetings /egg/ of 2026. Assume I have been in a coma, have any new eggs came out in the past couple of years?
>>
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>>566869613
Well, Factorio got an expansion but basically you're paying 30$ for an overhaul modpack
Captain of Industry is fun
Stormworks devs are making a new game that focuses on smaller vehicles, currently in closed alpha or sth?
A couple 3d first person view factory games in early access, all are shit
Shapez 2 exists
>>
>>566869613
List of ok stuff is in the op
>>
>>566867076
>Yes- water, not steam
wait till find out what's steam made out of
>>
>>566867903
>normal melting point is exactly 0
>normal boiling point is perfect 100
Explain this, atheists.
>>
>>566872727
>build your temperature scale around these 2 points
>wtf why is this happening
>>
>>566872727
it's called evolution, encoding a nice even "1" "add two zeroes to that" takes less space in the DNA giving water an evolutionary advantage
>>
>>566829801
Quality means less machines and inputs needed which means less UPS drain
>>
>>566869613
Factorio got a circuit logic overhaul. You can now code your machines and make them do cool things.
>>
>>566872727
That's why freedom units are superior.
>>
>>566869613
Yes, it's called Create: Aeronautics.
>>
>>566872727
everything in life is centered around water
>>
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>>566875361
>everything in life is centered around water
>>
>>566867326
From an open air cooling tower, rather than from a compressor?
>>
>>566836478
>If you want to maximize tar production early on, you want raw coal->coal through destructive distillation and then coal to tar with coarse fraction made out of sieving dirt.
You actually don't.
According to Factory Planner the coal->coke->tar is 200 tar for 21.9 raw coal input, whereas the coal+coarse->tar is 200 tar for 22.9 raw coal input.
You have to factor in that the coal->coke step also generates additional coal gas that you can turn into syngas to squeeze it for more tar. And that makes it win out.
Barely. But it does.
>>
>>566876923
oh no my less than 10% difference
planner mods were a mistake, just build more shit until it's enough
>>
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>>566872727
Never heard of the metric system?
>>
>>566876923
>You have to factor in that the coal->coke step also generates additional coal gas that you can turn into syngas to squeeze it for more tar.
eh, I did the math while I was writing the post and I specifically didn't factor in the coal to syngas, I did say it makes 640 tar
technically, it makes 1K tar with the syngas
problem is, I am venting the syngas already because it's too much and it's a nuisance, and it makes extra ash, and it's a big ass bulky build that makes ash and whose output gets vented to make 20 tar with each machine
on top of that as I said, you're using 10 extra distilleries minimum
that's without factoring in the added gasifiers needed
but like yeah, you're doing two steps of raw coal to coal to coke
as I said my setup is smaller and getting rid of the coke is inefficient by design
hell my design already makes 13 ash a second that's just going to the automation science build, you could use part of that coke to just get rid of the syngas ash in the first place
>>
I wonder why there are no turd upgrades for coal processing, or chemistry, or metallurgy
>>
>>566878349
there's tech upgrades for all those
>>
>>566878239
>as I said my setup is smaller
If you do not take into account coal gas->syngas on the raw-coal -> coal+coarse-> tar path, then it takes 35 DDCs for 600 p/sec tar @ 117 raw coal p/sec input, plus a burner to get rid of the iron oxide byproduct.
The coarse fraction add 4 separators and 12 soil extractors. This does not yet take into account getting rid of the limestone, biomass and sand byproduct. You had somewhere to take that sand, most probably won't and to prevent jams - you WILL need a way to reliably trash it. Taking the easy road and burning it all means 1 gas refinery for biomass->flue gas, plus a vent, and means 5 additional burners for the sand.

That's 58 buildings total.

If you build the raw-coal->coal->coke->tar path and use coal-gas->syngas+tar then for 600 p/sec tar @ 40 raw coal p/sec it takes 23 DDCs, 30 gasifiers, plus 5 burners.

So 58 buildings total.

Tada. Your build is not smaller.
>>
>>566880081
a'ght that's fair
>>
>>566880537
how is that fair? He's introducing biomass into a build full of coal because he needs something to burn
just burn the damn coal
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>>566881359
ye
both make tar out of coal
they're similar enough
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>>566881359
>He's introducing biomass into a build full of coal
Have a look at the coarse-fraction from soil recipe.
It produces biomass as a byproduct.
>>
>>566886583
I think that's what he was saying
all in all they're basically the same thing
one makes less tar and more gas
but you can make the gas into tar
they use functionally the same amount of buildings, technically the coke one uses more because it has more coal gas but they use the same amount of coal, make the same amount of tar, just in different ways
>>
>>566850269
>>566850935
here we go ~
>>
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How does one fuck up webdev this badly? Also the mod manager, which didn't even work, infected my wine prefix with edgeupdater aids. I deleted the install but I can't be assed to hunt down the registry keys to properly clean it.
>>
>>566891151
Have fun. I think it's the bestest overhaul
>>
>>566896248
Just typical modern webdev, really. Uses a gazillion libraries, devs can't even write the tiniest functions on their own. That site needs about 6 megabytes of javascript to run. Of course it also uses web workers, so it can run arbitrary code on your browser whenever it wants whether you're on the site or not. Don't you just love modern web. For some reason it also constantly attempts a websocket connection to localhost:33642. I guess Satisfactory would run a server there?
>>
https://mods.factorio.com/mod/WhistleStopRevived
i saw this and wanted to play it
but i'm in the middle of nullius
i couldn't figure out how to add it to my current game easily
and it only does chem plant and furnaces (which it says have no recipes)
plus i'm not even sure it would be that useful
>>
>>566867326
>>566876173
>Good lord what is happening in there!?
>Uhh, water?
>At 200 degrees celcius? At 1 atmosphere? Located entirely within the confines of an open-air cooling tower?
>Yes
>May I see it?
>No
>>
played a metric fuckton of modded minecrap lately and the automation stuff has piqued my autism
should I go with satisfactory or factorio? I like factorio's art style more but I think the first-person part might make satisfactory an easier transition
>>
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>>566902249
>>
>>566903396
Factorio is the much better game. I highly recommend it as a dual /egg/-/mmcg/ poster
>>
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rocket up on the new map. Might take a break now. Almost died due to a really stupid death spiral just now:

>shut down dedicated rock mine for concrete, and use slag instead
>no more rock so connected filter media factory can't get gravel now, so no filter media
>water treatment stops working but silently switches to dumping raw sewage into sea
>with no sludge from water treatment, anaerobic digesters don't produce fuel gas
>fuel gas is needed to run the trash incinerators
>settlement gets full of trash and everyone gets sick
>>
>>566850269
>poor alien sample
what would a sample from a middle class or billionaire alien look like?
>>
>>566905581
I've been interested in this game for a while.
How chill it is in terms of slowly going through the mechanics and sorting stuff out until you feel comfortable to push towards bigger things.

I like the idea of steady progress but i don't know if this game has the random chokepoints where difficulty suddenly ramps up and punishes you from every front for not planning 4 hours ahead and then you have to rebuild everything and by that point everything goes to shit.
>>
>>566908187
in Factorio, if something stops working, generally the worst consequence is that everything grinds to a halt while you work out where the problem is.
in CoI, your population is supported by an ever more precarious web of interconnected supply chains such that there are many ways to fail, and often that failure can snowball before you can fix it. It's very fun.
>>
>>566907958
Middle class would be silver and billionaire would be adrenochrome
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>>566907958
trick question, all aliens are poor.
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>>566913137
but they are ceos saar
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>>566793389
hope you set up your hydrogen or compression batteries
or just a bigass thermal solar array
>>
>>566829201
most t2s aren't all that bad, just make a setup and then come back when the alarm you attached goes off
fuck 3 and 4 for anything that isn't sap
>>
>>566867893
why would those be a thing and what do they do different
fucking py
>>
>>566878349
only living organisms have turds, stupid
>>
Satisfactory having a lazy arachnophobia mode and the wikis going out of their way to hide images behind toggles is goofy as hell. I wouldn't have even made a connection if they didn't scream in my face "DUDE THESE ARE LIKE SPIDERS." I connect them more to Klendathu bugs or Prey mimics. Your phobia has to be seriously strong for these to be triggering.

Anyway, does shatter rebar one-shot stuff or should I pack explosive rebar and keep my distance?
>>
>>566922039
>arachnophobia mode
Complete tranny bullshit
I fucking hate that this shit is in most recent games.
>>
>>566922039
The fuckers are worse than skyrim spiders. In particular, the giant jumping ones are just unpleasant to deal with.
>>
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Managed to bug out my fusion reactor.
It's not using any fuel but still running.
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>>566923870
You figured out the quirk they used in The Expanse.
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>>566917883
they're cranes but py
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>>566922039
No, shatter rebar isn't worth it. The spread is huge and the damage isn't anywhere worth the trouble. Remember to turn down the volume for it because those explosions up close can be pretty bad.
If you can set up explosive rebar you can set up for a rifle instead. Forest clearing is faster with cluster nobs than with splodebars, though the latter is more convenient for clearing small obstacles.
>>
>>566922039
Each enemy type comes in multiple sizes (five, I think) and the neighboring ones are hard to distinguish. So it's hard to say if anything gets one-shot, the biggest ones don't even ever.

Don't remember if explosive blows up on contact, might be useful like the quake/unreal rocket launcher aiming at the ground underneath them instead of going for a direct hit. Shatter kinda does the same thing, guarantees at least some damage so you don't need a direct hit. Since those things move quickly and erratically. Best option is rifle or tracking rifle rounds once you get to oil and electronics, respectively.

But the main thing about combat is just having a supply of healing inhaler or fruit. Nothing can interrupt you in using them, enemies do little damage per hit and they take long breaks between attacks.
>>
>>566917371
I do have hydrogen batteries yea, but not enough
and thermal solar just sucks IMO, can't stack it for shit because the thermal capacity is so trash after like 10 in a row of a rectangle you can't even get heat fast enough and middle panels waste heat at 250C
>>
>>566927845
>If you can set up explosive rebar you can set up for a rifle instead
Sulfur and coal can be had well before rubber that is required for the rifle.
>>
>>566922039
I have mild arachnophobia and satisfactory spiders unnerve me
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>>566923870
congrats you've reached 100% recyclable nuclear
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>>566878021
>base 10
Ew.
>>
>>566922039
Related, can one build a wall in a cave with a gap that is player passable but not for stingers then go in and aggro them before retreating to the killbox?
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>>566928356
You have to pull heat from both sides
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>>566929418
I've seen them clip through natural rock quite frequently, only to jump out at a weird angle somewhere else. But it was in multiplayer.
>>
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Made a bigger iron setup - the rest is still scuffed, but I want to have more iron since it was starting to be a bottleneck.
I also set up 36 wind turbines, which should bridge to solar. I'm still in the area where my 10x modifier hasn't kicked in (it's a long time until the multiplier actually applies since most of early nullius is basically scripted), so this should be enough production for now.
>>
>>566931531
Early iron is even worse than Py, incredibly slow. But at least the machines are cheap so you don't spend the first hour just waiting for iron to make make more drills and smelters, much better experience starting out. Py should just have you start with a full stack of drills+inserters, or a few hundred iron plates.
>>
>>566899254
>Of course it also uses web workers, so it can run arbitrary code on your browser whenever it wants whether you're on the site or not. Don't you just love modern web.
That's not how web workers function.
They're background threads to a main browsing context, i.e. webpage, you have open in a tab. Either dedicated to that one tab - i.e. a regular worker - or shared between all tabs that have pages open which are on the same origin (same domain, basically) - i.e. a shared worker. In either case they are automatically halted and garbage collected once all webpages using them have been unloaded. They do not persist.

There's also service workers, which sit inbetween the webpage and the browser engine and are capable of manipulating traffic, gaining low-level access to the browser cache, etc. - but again: those only run when you actually have a webpage open for the matching domain. There are some aspects of service workers that can run without a page being open at that time, but these do not give the web developer arbitrary control. An example of this is the background sync API which is part of service workers. That one can be used when the browser has no internet connection or has a flaky connection, to defer syncing data between client and server until the browser notices it has a stable connection and wakes up the service worker to complete that one previously enqueued request. And nothing more.

https://developer.mozilla.org/en-US/docs/Web/API/Web_Workers_API
https://developer.mozilla.org/en-US/docs/Web/API/Service_Worker_API
https://developer.mozilla.org/en-US/docs/Web/API/Background_Synchronization_API
>>
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>Watching the ship explode and remembering the pure headache my retarded ass experienced last time I tried to beat Space Age
I mean I've got a few hundred hours below my belt now, surely it can't be THAT bad this time around, right?
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Forgive me place-and-route Father, for I have sinned.
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>>566903396
If you want a quick casual 3D belts one I've been enjoying MineMogul recently
I say 'quick' as in relative to other /egg/s, it's still a decent timesink
>>
>>566935601
It was unavoidable
>>
I thought I would set up aluminium "correctly" the first time around, just put it separate from everything else on a new ore node and void all byproducts. But now I'm running into the issue another anon mentioned last(?) thread, overproducing chlorine that cannot be dumped. I will have to either export plastic from this place using the shitty recipe, or import mineral dust and melt it.
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>>566869976
Yeah, The developer for anymaker is banning people who unlock items that aren't in the game yet.

(THEY ARE SHOWN IN THE TRAILER)

The game is like 99% building and 1% game; the game part isn't fun like it's dismal dogshit like if someone took stormworks tried to make it like project zomboid but had no idea what project zomboid was.

I don't know what i was expecting when, I played the alpha had like 8k hours got in and then it's like this is it?

building system is a mixture of stormworks and flyout like flyout if it was less cool and just dumb down like stormworks and did i mention banning people left right and centre? for like most silly shit possible.

Doesn't help that 100% of the discord is trans and gatekeeping anyone from having a say on how to improve the game, they are basically just telling deltas that his game is good and it's fun while talking in general about how not fun and how shit the game is in front of the mods causing drama and get people banned for silly reasons

If this is indie game development LET ME OFF THIS TRAIN

WE COULD MAKE A BETTER GAME THAN THIS SHIT.
>>
>>566945898
You're already voiding perfectly good methane from your aluminum carbide by-product that can be recycled into ethylene for plastic, but it's nearly impossible to use up all that chlorine without the mineral dust voiding chain.
>>
>>566954895
Yeah, it seems balanced to eat up all the mineral trash from iron/steel and silica production too
>>
>>566954165
SO.

Here's my game prorposal: Part 1

/egg/ engineering

It’s a physics-based engineering sandbox where you build everything from scratch and then try to survive in the world you’ve helped shape. It takes inspiration from games like Flyout and Sprocket, where the focus is less on pre-made parts and more on actually understanding how your machine works.

You don’t just place an “engine” into a vehicle. You build it. You start from a block and define how it runs, bore, stroke, cylinders, fuel delivery, cooling, all of it. From there you physically route everything through the machine, drive shafts, fuel lines, wiring, steam pipes if you’re using steam power, hydraulics, the full system. Nothing is abstracted away.

The world itself is rough and unfinished. It is not a convenient, fully built map, it feels more like something left half-developed on purpose. Huge open plains, dry ocean beds, broken infrastructure, gaps where bridges should be, and long stretches of nothing. It has the scale of something like Minecraft, but the focus is not freeform building, it is survival through engineering.

Terrain actually matters. Soft ground can be dug out, while rock requires proper tools, drilling, or heavy equipment. You can cut through land, mine resources, or drill for oil and build extraction systems. Everything is physical, nothing is just clicked into existence.
>>
>>566955447
PART 2
Structures follow the same rules. A bridge is not a static object, it stands because the physics of your design hold it up. Load, stress, and weight distribution all matter. If you get it wrong it will bend, shake, or collapse. If you get it right it can become part of the world’s infrastructure. Other players start using it, routes form around it, and it becomes something real in the landscape.

That is the core idea of the game. The world is not just a backdrop, it changes based on what people manage to build. Roads, routes, fuel stops, bridges, entire supply lines can emerge because someone engineered something stable enough for others to rely on.

Everything is designed to behave like real life as closely as possible. Machines wear down, systems fail, heat builds up, pressure matters, and maintenance becomes part of the design process. If something is messy and impossible to service, it might work for a while, but it will eventually become a liability. Clean, accessible engineering actually matters.

At its core, it is about taking engineering seriously inside a survival sandbox and seeing what players create when everything they build has real consequences.
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>>566931531
Did you mean to start out in a frozen hellscape?

Because if so, brother!
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>>566935509
That depends. Are you going to make fewer stupid mistakes this time?
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>>566955887
shame it doesn't matter in nullius
would at least prevent explosive biters in other mods

>>566956041
it's fine as long as they're different ones
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>>566956510
It's an aesthetic choice
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>>566945898
fwfw my solution to the problem was ultimately just to start making a whole bunch of caustic solution and pipe what isn't going towards aluminum production in the general direction of my hydrogen chloride and hydrochloric acid so that I can deal with it later. I built mine big, and it would probably be churning out aluminum like there's no tomorrow if I didn't only have a single crusher working on bauxite (that's just because I was focused on making my aluminum production line rather than worrying about the resource input). I just need to remember to fork off a buffer of sodium hydroxide for when it becomes a necessary ingredient in chemistry research, or alternatively just make a skid that's dedicated to the sole task of making it, waste be damned.
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>>566959851
Also my Aluminum Hydroxide production line. It would be a lot cooler if it were being fed an appropriate amount of Bauxite like I mentioned.
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>>566954165
>100% of the discord is trans
in the bin it goes
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>>566956041
I'm a brainlet who is inexplicably fond of Factorio. So no, I'll probably make more.
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>>566962904
just remember:
>CHAIN IN
>RAIL OUT
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>>566964357
I remember that and advanced oil cracking. I'll have to fuck around with uranium again and try to remember how space platforms are meant to work. At least Vulcanus and Fulgora are simple enough, and Gleba isn't THAT much work once you're settled in. Aquilo I have no idea, I never reached it.
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>>566930146
I do it's still shit
>>
Started a new save for DSP as a Watch Later video clearing task. Starting system has a Scorchedia close to the star and a Glacieon 4+AU out, the latter of which is where the silicon is. An interesting pain in the ass but at least it's different from the usual braindead Gobi + Lava start and the giant is an ice type so that's a big convenience.
>>
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>>566964706
Aquilo isn't terribly complicated. It's a hell of a lot easier if you build it with trains in mind, where you make individualized factories for each thing that you need and just cart things from factory A to factory B, and carry a little bit of rocket fuel in each of your cargo wagons so that they can jumpstart local heating towers.

I've posted this abominable thing on /v/ and a few other places. It's the first instanced factory that I set up when I get to Aquilo. It does Ammonia -> Ice + Ice Platforms -> Solid Fuel -> Rocket Fuel, plus a little bit of power just because the water's there. A couple of those can provide you with all the solid and rocket fuel you'll ever need, and the power generation is at least decent -- if you need more, you have the option of just copypasting more of these abominable things down.

Someone in the factorio discord told me that I only really need one solid fuel cryoplant for this setup, but that's fine since part of it was making a cool looking design rather than an efficient one.
>>
>>566973473
The ONLY problem with this is the initial ice platform cost, really. When I make this, a lot of times I'll slice it in half so that I only need the platforms for one line of solid+rocket fuel and power, but you still need a whole bunch of ice platforms to get it started. Kinda makes me want to do a smaller setup that churns out just enough to get the process started. Really wish they made ice platforms faster to make.
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>>566972751
I doubt anyone remembers which planet features the names refer to
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>>566973473
why would you spoil the whole thing for someone who hasn't even reached it yet
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>>566973473
Oh, this is how the outposts work, by the way. Each wagon has its inventory filtered (middleclick with an item or ghost) so that they're only carting what they're transferring, in addition to rocket fuel to kickstart the local heaters. Burner tech in general doesn't freeze on Aquilo, so you just have a burner inserter rigged to put the items in a buffer chest (so that the outpost can run without the trains) and then into the heaters.

The only time this has locked up for me is with Lithium production, because I wasn't supplying my planet with a consistent supply of Holmium. The trains go to the hub to pick up holmium for the lithium outposts, and if they aren't doing that then there aren't trains to unfreeze the stations. That is a logistic problem unrelated to what happens on the planet, though.
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>>566974620
They have the option of just not doing it the way that I do it and ignoring everything that I said. You can get Aquilo done a lot faster and a lot cheaper if you just don't do it the way I'm doing it.
>>
always thought it odd that rails don't freeze but pipes do, making rail based aquilo optimal, but at the same time hard to find a reason to use trains in the first place with how little you need for cryo
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>>566945898
you'll have a better time with centralized chlorine/caustic production instead of setting up separate smaller builds here and there
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>>566974437
Windblasted desert
Iceball planet with water pools
Gobi = Mars
I didn't like the name changes when they got around to it but nowadays I think they're descriptive enough.
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>>566935130
Yeah meant service workers, my bad.
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>>566978893
It makes the terrain generation completely irrelevant when you do a train-based system, as soon as you get a reasonable number of ice platforms. Sometimes the levelgen for aquilo just stinks like ass, and you have the options of either piping fluids the length of rhode island or just building a train to do the same.
>>
>>566935130
I once had a service worker start waking up suspended tabs, no tab for that domain unsuspended. Service workers aren't really a security risk but they definitely have far too much freedom. I hate modern webdev so goddamn much.
>>
Does riftbreaker let you go wild with some of the automation and factory sides or is it just expansion to get more resources and putting down turrets everywhere?
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>>566993254
There is no automation in Riftbreaker. It's basically Total Annihilation/Supreme Commander base-building, except with added pipes
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I thought having coloured lights for the sciences would be neat, but looking at the screenshots it's starting to make my base look like a gay pride parade every night.
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>>566994879
nice
you should be proud of being such a faggot, it's almost june
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>>566995013
Yeah, I don't know what I was thinking, my base is shitty enough without being gay as fuck too. That does it, I'm ungaying these lights.
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>>566995171
eh, if you insist.
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>>566994879
Remember when rainbows were okay for kids to draw
it's why I needed the whole set of crayons
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I think i fucked something up
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>>566994879
Go further. Make your base look like Crimbo

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