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Individually Packaged Belts edition
Previous thread: >>562331430

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, Timberborn, Trailmakers

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

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

Programming puzzles (or most of Zachtronics)
>Exapunks, Last Call BBS, Nandgame, Opus Magnum + De Re Metallica, 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

(bad) 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 (pyserb)
>Stationeers (Monday@2100Z)
All IPs are in the pad for security reasons.
+Showing all 760 replies.
>>
this OP sucks
>>
this OP rocks
>>
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High delta-v missions really start to break this game. Even with a part expansion for fewer bigger fuel tanks and trying to minimize the payload, lifters get unwieldy. I had to shit a ton of support columns to stop it from collapsing on the launchpad even though it has no problem once in flight. I might reconsider and send the plane SSTO separately to cut a bit of payload. I also need to do some proper math because I'll bet it's well overbudget on mission delta-v.
>>
>>562925987
you should really use mods when playing ksp nowadays
there's no reason not to
>>
>>562926354
The situation is a bit better than it once was, what with communications and resource processing being implemented vanilla, but modding KSP is still kind of a pain in the ass and bloats it like fuck. I was avoiding installing any part mods because I don't want to constantly hunt through them in the builder. TweakScale didn't fucking work or I would've done my damnedest to have no mod parts. I would at the very least have to go through the mod files and cull anything I don't strictly need.

But the thing that most needs fixed I'm pretty sure can't be - their absolute dogshit piece-wise rigid body physics implementation and half-worthless PID stability control implementation.
>>
>OP changes every thread
padtranny lost, eggineers won
>>
>>562926818
>but modding KSP is still kind of a pain in the ass
isn't it as easy as checking a box on ckan or something?
>>
I color the floors >>562909614
>>
>this dogshit OP again
>>
rotting /egg/
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>>562916746
bit overbuilt for logi honestly
>>
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Man I love Industrial Revolution, I've been playing with the patchset and I gotta say Deadlock989 was a fucking savant when it came to graphics, I understand it's not to everyone's liking but the fact that most graphics haven't changed since Industrial Revolution 1 back in 2019 (pic related), shows how fucking consistent it was, the artstyle is consistent across all versions and sprites from it's first version up to the last. It's such a fucking sad thing that he had to be a brit and do his anglo schtick.

I even began learning blender make my own free version of all assets, one day I'll be free of the curse, but the difficult thing for me right now is all the layers each sprite has, and the internal helper functions used in the code to align spritesheets, but that can be reverse engineered I guess. Also why do modders never share the blender models and only opensource the spritesheets?
>>
when col 0.8.3
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no fuel value? where's my semi-fluid generator
>>
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>>562952135
You can't burn creosote, dummy.
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>>562956953
You can burn anything… with enough fluorine.
>>
>>562957040
>oxidizes your oxygen
>>
>oxygen not included
>there is indeed oxygen included
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>>562958189
Gotta love the Clang element.
>>
if i start satisfactory now in 1.1, will i be able to continue the same save when 1.2 goes stable, or will i have to restart
am i still ip blocked
>>
Does anyone have cool SE builds to show off?
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>>562922378
boy am i glad this is not a vanilla feature and will never be a vanilla feature so i never have to deal with this dogshit
and if it ever did become a feature i would mod it out anyways.
>>
>>562965947
>am i still ip blocked
no, but gookmoot should block all satisfactory players
>>
>>562951672
Switch to experimental.
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It's almost time to build my new power plant but first I need to get a few super computers to get mk.3 miners. The plant will be built in that crater area once I deconstruct the coal power plant there. Since all the numbers line up so nicely I'll build half the fuel gens first, turn them on and then build the other half so nothing catastrophic happens.
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>>562978168
After the power plant comes motors
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>>562965947
>if i start satisfactory now in 1.1, will i be able to continue the same save when 1.2 goes stable

yes, it's always forward compatible
>>
>>562978168
>>562978284
does it model several factories? like you know you make 60/s in one factory and consume 45 in another so it tells you you have 15/s left to use in a new factory?
>>
Do I really need to use trains to transport liquids across bridges? I figured there would at least be a utility bridge of some kind but nope. I guess I'll have to make a land bridge if I want to tap water sources on the six different islands.
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>>562982849
*
Forgot my pic
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>>562978832
You can set the input from one factory to another
>>
Man- it *REALLY* pisses me off that it's been, what? two years now? -- and Py mods are *STILL* using the fucked up hidden beacon centered over buildings via script to add TURD-related special effect modules to buildings.

Factorio 2.0 has a base_effect on the effect_receiver property of all crafting machine prototypes for this, which doesn't need the sloppy, performance sucking beacon-hack. But most importantly: using the base_effect works transparently correctly with any planner mods like Helmod or Factory Planner.

Helmod requires you to manually configure an additional beacon with the hidden effect every time. And Factory Planner just flat out doesn't support the hidden beacon's module effects AT ALL - and any plans you draft with TURD-module affected buildings are permanently fucking broken and wrong once you enable one of those.
>>
>>562978551
Caveat: they sort-of/kind-of guarantee forward compatibility between stable versions.
They explicitly DO NOT DO SO between a beta version and its stable version.
E.g. loading a 1.1 save into 1.2 betas, and playing it there and then afterwards loading it up in 1.2 stable may result in game-state corruption, crashes, or the save failing to load. ALWAYS keep backups and ALWAYS treat beta experimentation as a separate branch to be thrown away once the stable version releases. NEVER carry forward from beta to stable - you WILL hit cases where subtle issues slip in which won't be fixed anymore, and on a massive thousand-hours save you WILL regret that mistake.
>>
>>562982849
>I figured there would at least be a utility bridge
An undercarriage for piping would be super-sweet.
But given that electrified trains and train networks have been made part of DLC already - you can guess where THAT would end, right?
>>
>>562991293
in theory i agree, in practice it hasn't happend after dozens of experimental branches yet
you can also unfuck corrupt saves with the SCIM save editor
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>>562983186
Can you set it to 2 others? or is it one to one? I'm using satisfactory-factories.app right now but i'd prefer a local software
>>
>three mission trip
>repair satellite
>get temperature scans and crew reports around the Mun
>repair the satellite first, super easy
>move on to adjust for other stuff
>miss about 15 times in a row either by proximity or altitude
>eventually just orbit into a crater wall
Not even mad, didn't think a couple of scans would be a hundred times harder than an orbital rendezvous but here we are.
Even if I didn't orbit into a crater, we would have run out of fuel just trying to get all 6 targets.
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>>562991790
Man I'm just going to start building land bridges again. Looking at the 10k steel cost for a small bridge across to the next island is crazy. I might as well dump the coal and iron into the water.
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>>562993216
>>eventually just orbit into a crater wall
Some of those hills are a several thousand meters above sealevel. Better check the body metrics next time
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nothing wrong with me
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>>562993759
I gave up being safe after the 15th orbit adjustment because our inclination was changing a little with every pass and I was making no progress
Reloading and fixing this satellite again didn't even take 5 minutes, time to try again.
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>>562992684
>you can also unfuck corrupt saves with the SCIM save editor
To a certain degree, as far as it relates to no longer existing UnrealObject subtypes, etc. - but there will be things it won't be able to fix. And then it becomes a game of: do you wish to chance your thousand-hour save on that, or not?
I'd err on the side of caution and at least keep a 1.1 backup _somewhere_ such that if shit hits the fan, you can always revert to that. Means you may lose a few hundred hours, tops - rather than a thousand plus.
>>
>>562990786
yes yes, well done anon, well done anon
HOWEVER
you can't change prototypes at runtime stage
>>
>>562993317
>Man I'm just going to start building land bridges again.
Just don't fall for the trap of mass-spamming the new dumping towers everywhere.
Their enormously convenient utility has a price tag.
Namely: an enormously high Maintenance I consumption.

And we all just LOVE Maintenance, don't we?
I mean, personally, I LOVE it when someone drives a rusty nail through the back of my shoulder and twists it so it tears in nicely and hits JUST the right angle under the shoulder blade to permanently ruin my ligatures, don't you?
>>
>>562994560
Not a problem. Py already has several cases where TURDs swap out entire machines for alternate copies. Such as having to accommodate for saw mills where one of the TURDs swaps out their use of normal modules for sawblades.

Anything using a TURD module effect would simply use the same mechanic: update its building recipe to spit out the TURD-base_effect-ed buildings. Update any stocked items of the building to the TURD-ed version; and swap out any placed buildings.

For additional clarity, instead of using the standard TURD icon in the bottom-right corner of the TURD-ed building, it could use the icon for the specific TURD module-effect. E.g. the sickle-moon icon for the night-time TURD on Vrauk.
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He doesnt know
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>>562993865
Vrauk1 are utter shit you're not seeing a full tank of formic until you hit the 4th science unless you pick wohler which you shouldnt
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>>562994560
>>562995039
...

Actually, technically you don't even need to set it up this way - come to think of it.
Because you can create a unique module effect rather than just re-use the base productivity and speed effects, and attach THAT effect to the building's effect_receiver.base_effect property. And then you can have that specific unique effect, which is set to zero by default, be upgraded to its actual effect when the relevant TURD is activated.
Which is something that IIRC you *CAN* do in the runtime stage.
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>>562995314
Double-checked: nope, still can't adjust it in the runtime stage. Only reason it's in the runtime docs is because it has a *read* capability there, but it's read-only.

So you'd still need the entity-swapout strategy mentioned in >>562995039 as Py is already applying for sawblades and others.
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>>562994647

I had one the was hooked up to my slag/dirt/trash early on so it saved a shitload of fuel and truck time before I made the switch to all yellow. I'm getting ready to reshuffle my entire island for trains so I'll need to find a good way to hook up all the trash products and haul them off to a good dumping zone.
>maintenance
That reminds me thread I need to make a recycling zone too for whet my glass rocking chairs break.
>>
>>562993865
Is there some kind of dick measuring contest between modders to have the biggest buildings or something? The fuck is the point of making them so massive?
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>>562994383
for sure
i used to backup my valheim world file after each session
>>
Another more measured attempt and we've completed the three missions. Now I have a little less than 700 delta v to return home with.
>>
>get to Aquilo
>look inside
>you just ship everything in from other plants instead of making intermediates on site
>undergrounds and heat pipe spam for every building
>Wube clearly knows this because they tried to head off bot malls by making energy drain 5x faster
after Fulgora and Gleba I was excited for this
>>
look at my spiral
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>>562995270
>unless you pick wohler
Doesn't wohler synthesis just give you a TURD-specific recipe to break down cyanic acid + formic acid + hydrogen into ammonia, in one of the worst possible ratios imaginable?

I'd think the only TURD option you ever should choose for Vrauk should be the +15% prod, -25% speed, -50% energy use one.
-50% energy use literally turns paddocks into two-for-one passed the initial construction cost and the placement area, completely cancelling out the -25% speed. And the +15% prod is pure gravy sex for an alien-life building that can't take normal prod modules.

It's only real problem is that it fucks up rate calculations in Factory Planner and Helmod, as per >>562990786 and you cannot rely on any ratios involving Vrauk paddock buildings anymore.
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>>562992823
I don't know what you mean but you can have multiple outposts (factories) and have them all link if you wanted but for much larger builds it bugs out. It's easier to just add the item, say you have X per minute then use that as an input. I like modeler because you can build from the ore, or build backwards and you can also use it to build your power plants. It's free on steam and even has steam cloud. You can even add chests, splitters and sinks. It's hands down the best planning tool out there and it's not even close.
>>
Jeb and Bill have made it home after the Mun triple mission.
The heat shield survived until the landing, where it protected them until the very end.
The capsule is a little heavy for one chute when it comes to landing on solid ground. Something to note for later.
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>>562922378
Why aren't the belt motors powered?
>>
Hopefully this flight will be less cursed than the last.
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The Wing returns to the sky after completing its first ground survey. One of its wingtips got clipped though and it is now missing some of its control surfaces.
Since it has many along its length, the ones at the far left have been disabled and the next outermost set over have been switched to Roll control
It is still able to fly straight and stable despite the damage and is making its way back up to its flight ceiling.
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progress
I wasted a lot of time trying to set up mini trains to vrauks instead of just pulling a longass belt
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choo choo
after 100 years of trading Ikea furniture for coal, I finally reached a deposit and can mine it again.
Coal for furniture was OK but ended up being quite steel and wood intensive.
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>>562997594
if you're earendel it's to make people see your art
if you're mootykins it's because you have an undiagnosed mental illness
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>>562982849
you can just as easily use water trains
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to the anon using the molten trains in the last thread, what is the benefit of transporting molten anything vs just casting it in the same area?
>>
The red ones go faster
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>>562946384
those sloped boxes with a couple robot arms on top and a hole in the middle look oddly familiar. bunch of other mods use the same design for the machines. did deadlock make the graphics for other mods?
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>>563016003
none. but you get to choo choo around molten shit.
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>>563016003
>>563018592
Funny, I just came here to post again about my molten trains. I think there is a use case for sure.
Each carriage holds 480 metal, which is enough to keep a single caster busy for 20 minutes. While it's definitely a bit niche, I found it easier to move the molten copper to a site where acid was available for electrolysis.
You might argue that I could have just brought the acid by train to the smelting location, but that's less cool.
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>>563019351
they do look cool. they look like bombs
I bought the DLC too but mainly to spite the cheap faggots who constantly cry about being poor. I haven't used trains at all yet but I'm getting close
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>play KSP, designing craft
>iterate on chunks to find a configuration that works out to how I want it
>use undo whenever possible instead of building a really long undo buffer
>this somehow causes a memory leak, consistently, and I have to restart the game before it eventually uses all memory
how the fuck
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>>562952135
sorry, only after soaking wood in it
fucked up how there's actually nothing else to do with the stuff
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>>563019351
Feed your poor starving population something other than potatoes
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>>563013315
It just seems silly. I haven't messed around with T2 trains yet so maybe the throughput isn't that bad. It's hard to beat T4 pipes though.
>>
Damn it's hard to stay undersize for these bonus puzzles. 3 in a row I've been too big for
Also holy fuck this puzzle took eons to resolve
https://gofile.io/d/JAF2xn
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>>562993216
I always skip those "take measurement" missions, reward is nowhere near the effort involved.
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>>563002376
I do like the water one as it makes the whole vrauk setup smaller
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>>563031985
You're doing the extra credits puzzles
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>>563033582
Yeah, but water is also completely free. And it's just one more belt. Actually; it's not even that. The consumption rate p/sec for most stuff is so low, you could probably just feed vrauk paddocks off of a sushi-belt. 2.0's full-belt sensor mode makes that piss-easy to maintain.
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I really hate the statistics tab in COI. It's like they're afraid of giving out info. Plus having to click on every single individual product is really fucking annoying compared to something like factorio. Food is the only one that shows more than one product at a time and even then the limited timescales are annoying.
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>>563035554
Yeah well, piss easy is a level above not having to deal with it at all. It's also a return belt for the empty barrels.
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>>563002116
woman screenshot
>>
quality is such a waste of time before endgame
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>>563036068
>It's also a return belt for the empty barrels.
That can be the same belt.
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>>563037604
I like to put quality modules on the end products in my mall. Minimum effort and will produce some green+blue assemblers, smelters, solars, modules, etc to make early ships better, and better fortify some locations with long-range towers.
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>>563038972
outside of asteroid fondlers and personal armor none of it is worth a damn imo
I must've added 40 hours to my first playthrough by figuring out the logistics of quality, and even when I reliably had quality everything I wanted (rare combat armor pre-vulcanus, rare mech armor pre-gleba, rare everything that mattered buildings-wise) I think I'd have done better to just ignore the whole thing until post-game where you cheese modules with LDS and then cheese everything with asteroid shuffle
it just isn't fun dealing with it imo, unless you go full autist megabaser
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>>563031985
>301/150
damn
at that point just use a new exa for each test case lol
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>>563039173
I'm just saying, "dealing with it" can be minimized down to putting quality modules into a dozen assemblers at the end Treat whatever comes out as a bonus.
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path to PTer?
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>>563036885
delusion affirmation comment
>>
>my dumbass mod got downloaded over 10k times for some reason
damn that's a lot of nerds with bad taste
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>>563040307
Neat. What did you do?
>>
FWIW - to anyone thinking to update to the new release of 2.0.48 release of the Factory Planner mod for Factorio:
Be sure to disable the display of the satisfaction amount in your save games before you update it.
(Reachable via the ingame 'preferences' window in Factory Planner - not via the Factorio mod settings.)

Version 2.0.48 fundamentally changes how its internals behave, which leads to a lot of recipe chains needing to be 'repaired' - resulting in missing steps. It looks like recipes locked to a single machine now no longer allow machine selection - which changes their internal representation and causes the old versions to be wiped. Not migrated to the new ones - just flat out WIPED. You'll need to re-add all of them manually. (Which is fun in e.g. Py, which has a lot of machine-specific hard-locked recipes ...)

The problem is: not only will you need to re-add them, but the mod's internal calculate_satisfaction function has a null/nil dereferencing bug trying to perform arithmetic on a satisfied_amount field in its data structures which it assumes will never be null - but potentially due to this half-baked not-quite-migration gets stuck with a nulled out value and crashes the game.

If you don't disable the "general preferences -> satisfaction amount" setting before upgrading, you may end up stuck in a crash-loop when loading the game, and may need to downgrade the mod again to be able to load your game and actually access and disable that broken setting (which- again, is not accessible via the general purpose Mod Settings dialog).
>>
>>563042131 (cont.)
Also - you might want to consider just not updating the mod at all, because it removes the dedicated power usage column and cumulative report and instead lists 'power' as an ingredient tile. And it doesn't have an overlaid amount visible like normal ingredients/products do. You have to hover over individual power-ingredient tiles to get the tooltip overlay to show and read the actual power consumption. Which is total ass.
>>
>>563042131
>>563042583
thanjs chatGPT
>>
>>563001863
I had the same experience with Aquilo. I was hyped for some big challenging culmination of things where you applied what you had learned, but nah, it's just a 'have you gotten your platform logistics sorted?' check and then, like, 30 minutes of putting heatpipes around everything.

Very disappointing that that is the ending of the game and not some xenomorph death world where you have to build the most convoluted bullshit to mine the core of the planet for magic or something.
>>
>>563040303
Weird lightning rod.
>>
I wish there was a way to upgrade planner/blueprint tiles (in fucktorio) across raw dirt without replacing any of the already placed tiles.
>>
Rail electrification is going to be total ass with all the pipes
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>>563055741
Third rail instead of overhead lines is another 15$ DLC.
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>>563055741
>electric rails clash with overhead pipes
Hydrogen trains it is, then.
I have heard it said that it's more efficient to fuel trains using fast breeder super steam to crack water to hydrogen anyway, rather than use electricity
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>>563059403
I have heard it said that it's more efficient to buy diesel and burn it for power than to run nuclear. Don't believe the /egg/s.
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>>562995270
16 vrauk 1 pads is a perfectly fine to get more than enough py 1 going.
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>>562995314
the py github is right there, offer your services for the greater good
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>>563060491
That's the same number I used
spacecow manure on the left
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>>563010013
>50 hours for electric miners
>>563062379
it's the number required to always use 1 slaughterhouse
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>>563042607
Not ChatGPT, thank you very much.

In the meantime - I actually dug into the code to figure out wtf Therenas was doing with the rendering of power as items to leave them without clear labeling.

It is implemented as, frankly, a hack. It doesn't bother to implement anything dedicated in its data structures. It just has a boolean marker property called 'special' on Products which tracks whether something is being treated as a product, though is not actually a product. And then it's literally doing custom tooltip rendering by looking for the fake item prototype names "custom-electric-power" and "custom-heat-power" and treating everything else that's a 'special' item as pollution emission (which is the third type that was added at the same time).

As it turns out - Factory Planner uses Factorio's built-in GUI prototypes and is using the basic sprite-button type to render ingredients/products, and now also 'special' products like heat or electrical power. Sprite-buttons can ONLY overlay a floating point number in the bottom right-hand corner. This is literally the built-in GUI element that's laser-focused on presenting signals and signal values.

So - these new 'products' will likely never be able to display an actual value with a proper W / kW / MW unit suffix.
The overview that prior versions of Factory Planner gave for power consumption of a build is gone, and staying gone unless Therenas is going to up-end the entire UI.
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>>563060748
yeah, about that...
>>
Don't tell me the reason why most of the pY farms take water in the form of barrels is because he didn't want to add pipe connectors without a monolithic black base.
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>>563069254
kek
might just be it
>>
What do I think about Modulus?
https://store.steampowered.com/app/2779120/Modulus_Factory_Automation/
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>>563002116
tits or gtfo
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>>563070313
omg women are so dumb that's why i hate women
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>>563071508
tsm
>>
>>563070313
but they are the object. they always are and they know it.
>>
In CoI, if I have the highest recycling edicts unlocked and active, does it make more sense to immediately use the recycled stuff in the furnaces or stockpile them and use ore first instead?
I thought that since you can compress scrap, you could store 3 times as much of it as you can ore so it makes more sense to build a large scrap storage instead of ore storage.
Using ore first would also lead to your mines depleting faster and freeing up space for leveling and construction.
>>
>>563079563
Not sure. Using it right away reduces ongoing coal, power and diesel demand, delaying your need to scale up if you're in a bad spot.

Not sure if storage compression has value beyond saving some construction parts and space, both of which you probably have plenty of by now.
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>>563079563
Why stockpile it at all? If you have an excess trade it for something. Use your saved resources to make even more unity producing goods and get an even higher level of maintenance and recycling efficency.
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>>563081434
>increase your resource usage even more so the death spiral hits harder
COI is not for me
>>
>>563082867
Just set up a strategic backup of steel and electronics and some paused maintenance assembles somewhere. You could do the same with gas generators paused just in case. You should be able to unfuck your situation in the decades those take to run out.
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>>563068049
oh hey, neat
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>>563084364
All it took is some additions to the entity filters used for beacons and modules in the generator.lua file in Factory Planner. It skips over anything hidden by default, but in this case you want it to use:
1. (type="beacon" AND hidden) or (type="beacon" AND name="hidden-beacon-turd") for the special Py TURD-bonus beacon.
2. (type="module" AND hidden) or (type="module" AND subgroup="py-alienlife-turd-modules") for the special TURD bonus modules.

To bring it all together, when assigning the allowed_module_categories for the beacon and the category for these special modules, you bridge them via a fake category name instead - e.g. "beacon-turds"

Then there's a bit of validity check inside ModuleSet.lua which acts like a consistency check and would throw out invalid combinations, but because you then and there know both the entity name (that being the "hidden-beacon-turd") and know the (faked) module category (that being "beacon-turds") you can short-circuit the validity check and have it always return true for that case.

Works like a treat without having to glue everything together precariously for the full validity check.


Doubt it would ever be accepted as a real integration into the official Factory Planner mod though. Because: woo-boy, this is quite a hack - even if it DOES work. Yuck!
>>
>>563085885
can you like, open a PR for it or something
>>
>>563084364
>>563085885 (cont.)
Realistically though, Py's devs should indeed just fix their shit to use https://lua-api.factorio.com/latest/types/EffectReceiver.html#base_effect correctly and get rid of the screwy hidden beacons.

But that's a battle I'll leave for another anon- I have a working fix for myself now, which will suffice. At least until I have to start combining TURD bonuses with regular AM/FM beacon setup. *THEN* I'm screwed again - because iirc Factory Planner doesn't support multiple different beacon types active on the same factory building.

(Stray bit of advice: that's one of the reasons you should use Helmod and not FP when you decide to play Nullius 2.0. Nullius heavily pushes you to combine different beacon layouts for optimization, and FP screws you there.)


[..]

Hm... actually come to think of it-- according to the documentation base effects have no problems being negative. So actually ... shouldn't the Py devs be using a negative speed bonus on all the Alien Life farm buildings instead of that current stupid approach with teeny tiny low base speed and then all kinds of awkward numbers happening when you use modules that don't exactly match the machine tier?

They should just give e.g. a 10-slot moss farm a base speed of 0.5 and a base_effect speed modifier of -100%.
The lowest that can effectively go is -80%, so each base moss module adds +20%. That means with the first module inserted (and the machine's attached scripting kicking in to take the machine out of script-disabled state) it will operate at exactly -80% speed, aka 0.1 speed, etc.

0: -100% (stopped via script)
1: -80% -> 0.1
2: -60% -> 0.2
3: -40% -> 0.3
4: -20% -> 0.4
5: +/-0% -> 0.5
6: +20% -> 0.6
7: +40% -> 0.7
8: +60% -> 0.8
9: +80% -> 0.9
10: +100% -> 1.0

Put in a Mk2 moss and make that climb 1.5x or 2x as fast, with a MUCH nicer curve than now. Also - you can basically also get rid of the atrocious notion of "real speed."
>>
i'm the pYnis cupcake
>>
>>563092534
you're
ugly
>>
>>563095759
t-thanks
>>
>take oddly high paying satellite repair job
>get to Mun where satellite is
>realize too late that the satellite is in an opposing orbit
ahahahahafuck
>>
>>563099465
plenty of deltav
>>
>>563076106
is that a long hair dude in space
heavy metal my friend!
>>
Jeez that's almost a collision course.
>>
Well the satellite is fixed.
I think I figured out why it pays so much, couldn't attach the reaction wheel without a snapping point so I had to move parts around to get one.
>>
And back home.
Started deorbit at about 3.2k m/s, got a little hot.
This capsule is proven on many missions now.
>>
>computer/aluminum factory I built not long ago worked perfectly
>come back a few days later
>notice hafl the machines aren't getting any oil
>check pipes going into machine
>no oil
>check pipes below
>completly full
>tear down all the pipes and rebuild
>still no oil
>tear everything down a rebuild the pipes again
>they seem to be working
>notice sloshing in the pipes despite everything being flat and even having added a pump
>say fuck it and leave

My patience with the game grows thinner every day
>>
>>563103619
use water towers
>>
>>563103619
>>563103772
My issue was usually water coming OUT of alumina plants refusing to merge correctly with the rest of the water. I don't think I ever got a loop working correctly without accidentally discovering the janky ass priority system. I just accepted that my machines would pause for 1% of a cycle and moved on. If the game had automation systems we could solve this but it doesn't.
>>
>>563103619
That's multiple times you've complained about pipe systems
maybe you should, like, spend time specifically figuring out how pipes work?
instead of just building things

unless you're a different anon
>>
>>563104938
my solution is that my aluminum outputs to a tank that inputs into my aluminum, and the system takes from my output tank before my fresh input tank. So, my output is always near empty but my input never runs low.

Had to tinker for a while to make that setup.
>>
>>563105060
Pipes have been busted for a long time and diagnosing the problem can be a pain in the ass. Sometimes you go over your entire system and just can't find out what's wrong. it turns out that at some point one of your junctions broke the connection between two pipes despite looking like it was connected normally. You remove the junction and find a tiny pixel wide gap between the two pipes that makes them not connect properly.
Janky shit like that makes pipes super annoying to play around.

Even a year ago Snoot pointed out that he saw tons of threads on steam about people either confused about pipes or thinking they were bugged entirely. If people don't understand how they work maybe the game doesn't explain them well enough (or at all)
>>
>>563105060
This is the only real issue I've had. I simply don't understand why they worked and then suddenly stopped. It also took me weeks (?) to finally build that factory as I kept putting it off but finally got it done only to realize it was useless to build it because the next tier of parts requires all the shit I just built but in much larger quantities than what the factory provides so I either tear it down or go rebuild it bigger somewhere else but first I need to make another power plant just so I can build more shit. I don't even think I'm enjoying the game anymore but there's nothing else I want to play and I'm beyond exhausted with factorio and DSP feels like a cheap mobile game and has no steam cloud. Most of the time I have to force myself to start the game and will go days without playing because I just can't be fucking bothered but then I feel bad because I've built so much stuff and remember how fun it was but then I remember it's just going to keep getting more and more tedious. I haven't even gotten started on even trying to decorate stuff which I'll likely never do anyway because I'm not creative at all. I don't even know anymore. Thanks for asking and reading, be sure to like and subscribe so you get more nobody asked blogs.
>>
>>563106402
Check back in another year to see if they fix it.
https://questions.satisfactorygame.com/post/68b22be2dbe2e46a549b0664
has been open for months with no response.
>>
>>563106787
Their fluid simulation has always been much more complex than it needed to be. Not sure why, it doesn't add anything to the game. More like the opposite.
>>
rail yard is starting to look a bit chaotic, I have no idea how anyone finds the space to use trains that only go in one direction
>>
>>562922378
UHHH SIR UHHH SO
SO UHH BELTS ARE POWERED FINE
BUT UHHH OFFSHORE PUMPS???
AND UHH PLACE AN UHH WHAT'S THE NAME AAH A """BURNER INSERTER""" SO PLACE IT YES
PLACE I-
LOOK
PLACE IT IN A
LISTEN!!!
IN A COAL PATCH
COAL PATCH
LIKE COAL ORE
NO IT DOESN'T REQUIRE ENERGY EITHER
HAHAHAHAH
YEAH IN
IN A COAL PATCH THE BURNER INSERTER, YES IT STARTS ITSELF AND REFUELS ITSELF
LMAOOOOO YES
>>
Is he okay?
>>
I made a remote rover and put it on the Mun
Never done it before, surprised it works this well.
It can't really do much but it exists
>>
>>563107137
they should streamline it like factorio did in 2.0
>>
>>563108091
>trains pollution 4
Bro go melt some sand into purple construction parts. The big power generator alone is worth it.
>>
>>563113428
I'm struggling to set up silicon, I don't have enough lebensraum
>>
>>563112634
He'll be fine
>>
>>563113146
They take so long with updates it'll be 2+ years before there's any meaningful changes.
>>
>>563112769
The trick with rovers, especially when you've unlocked more repeatable science experiments to attach to them, is to land near the border(s) of different biomes so you can easily gather more data in a single mission than from an ordinary lander. This matters more when you're going interplanetary, where sending multiple landers would be more expensive and take a long time
>>
>>
>>563115557
>>
>>563115729
pretty cool mod that removes a huge annoyance with sf blueprints
>>
>>563115729
Can you show some more pictures of those stacks splitters and the lifts? That looks really nice
>>
>>563117380
No it's from the mod page https://ficsit.app/mod/BlueprintHighlighted but you can copy it easily, just stack them and do a 90 degres angle with the top belt with a lift
>>
>>563115557
NOOOOOOOOOOOOOOOOO
THATS CHEATING
>>
>>563115557
What was stopping them from making this the actual implementation of blueprinting? You know, instead of that retarded box which barely worked.
>>
>>563079563
As in everything else for CoI it depends specifically on your setup and your demands for the time,
I have a separate set of furnaces that only deal with recycling, and they can run pretty much at 100% if I have the edicts turned on
I'm now planning upgrading the facility doubling its capacity
>>
>>563123936
Spite?
>>
>>563123936
why would you want blueprinting in the shitty unreal engine 5 painting simulator? blueprinting is relegated to factory games and such, you dont need it in a ball crushing painting simulator.
>>
the inevitable and civilization-ending train traffic jam
>>
>>563106402
nvm I kept playing, I think I was just ina bad mood or some shit then I started feeling good again so I started playing
>>
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Time to claim another island. Mostly I'm just greedy and want free water for farming on all that flat land. Plus it has gold,bauxite,and quartz.
I just unlocked mega vehicles so I can start flattening the mountains on my main island.
>>
>>563131160
islands make this tedium simulator worse not better
>>
>>563134589
The game has very adjustable difficulty. You can remove a huge amount of the tedium by tweaking it if you want.
>>
>>563134589
>tedium simulator
which /egg/ game would you call not tedium simulator?
>>
>>563137186
Factorio

Specifically Nullius. Always new things. New things for old things. New old things. Late game flip turns upside-down. Novel end goal that's well contextualized
>>
>>563138283
I'm guessing that's a mod? I don't use cheats
>>
lol, you can unlock calcite processing without ever stepping foot on vulcanus, if you get advanced asteroid processing first and let the oxide crusher recipe run. neat, and not many people probably ever see this happen haha
>>
Is there a mod so mega véhicule can cross bridge
>>
>>563142592
Probably not. The devs don't seem to like modders.
>>
>>563123936
because theyre incompetent fucks that can't actually implement something of actual substance and allow players to do as they please
if they disagree with that notion, then implement real blueprints and give us early game green houses that get better in late game instead of giving excuses as to why that can't be allowed
i'll wait
>>
>>563123936
Iirc they've been against blueprints for a very long time, and only after people kept bitching (and new late game stuff made the need more evident) they finally gave up and made a compromise between having blueprints at all and them being actually usable
>>
>>563145756
Oh and there was also an issue with game object number limit hardcoded into the engine that could be casually reached if people started slapping fuckhuge blueprints all over. It's still there I believe but they've optimized the game quite a bit since then so it's not as bad as before
>>
>>563146031
>if you do dumb things then dumb things might happen, we can't let you do that!
>>
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>>563147069
They basically overreacted and assumed people would copy paste their entire factory and just plop down fifty of them and crash the game.
I made this webm five years ago and it's still better than the shitty blueprint system in some ways. The dude that made the mod had auto aligning belts for buildings and whatnot all the way back then. Saved you literally hours upon hours on a long play through.
>>
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>>563105904
The pipe junctions have been bugged for a very long time: depending on orientation they can add some virtual elevation which will mess with fluid merging/splitting priorities. I believe a lot of trouble people have with fluids is caused by that actually.
The devs have claimed they've "fixed fluids" in 1.2 but that remains to be seen.
>>
>>563147592
To fix fluids, you perform engineering and build lines with headroom and a little bit of minimal redundancies in mind. The majority of problems are caused by lesser players building from spreadsheets and linking up massive lines to a single pipe, then wondering why it sputters on a cold start.
>>
>>563147506
>They basically overreacted and assumed people would copy paste their entire factory and just plop down fifty of them and crash the game.
Why would that even be a concern? It's like designing Skyrim around the fact someone could potentially open up the console and spawn three million watermelons. Yeah, they *could* crash the game; so what?
>>
>>563149843
Unlike spawning a million watermelons, the action of building a streamer+ class factory is the expectation of the player. It isn't something done in jest. When some crazy autist is building a truly ridiculous amount of things with a plan in mind and then the game seeming randomly crashes consistently, the chance of spergout is significant. Even if you have to build a truly absurd amount of things because streamer builds are already way more than a reasonable amount of objects when a single wall segment consists of 10 different buildables.
>>
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>>563149843
I don't know anon. Most of what we know of the devs thoughts on blueprints comes from this guy. It didn't help that he flat out doesn't like factory games and would usually brush off any concerns over how long it takes to build as people not 'trying' hard enough.

https://www.youtube.com/watch?v=0HoRmIFZq4Y

Here's one of the hundred+ clips of him talking about blueprints
>>
>>563150594
Here's another one talking about how blueprints would lead to bad fps.
https://youtu.be/T1w4TV8Y8Lk?list=PLbjDnnBIxiEpUuYgu0-pxFGsbN2YXpbOP&t=34
>>
>>563139887
Interesting, I always thought mine entity means you need to actually, you know, mine the entity, not just produce the item.
>>
>>563149791
Fluids are fundamentally fucked in this game because the people implementing them had zero clue about fluid dynamics and essentially just vibe coded whatever they thought should work then supplemented it with more crutches until it stopped bugging out too obviously on common tasks. There's still a lot of subtle issues that you can only try to work around at best.
>>
>>563152056
It was way too early for vibe coding
>>
>>563147592
>>563152056
Honestly glad that Wube decided to say 'fuck it' to flow rates in Factorio. It was the most obnoxious part of building a factory in the more complicated mods.
>>
>>563152242
I mean in the spirit of it, where you do something you have no idea about and hope it magically works.
>>
>>563152489
It works for Factorio because of the scale you can get up to and how abstracted it already is, but fluids behaving like electricity would be absolutely horrible for Satisfactory.

>>563152685
>vibe posting, vibe rationalizations
>>
>>563152885
I would force pipes to be one-directional and simplify how fluid flows through them. So that if there is a pump every 20 vertical meters you always get full flow rate, instead of those random fluctuations.
>>
>>563153170
I would put a small buffer at the end of any long production pipeline and not worry about being an ideas guy for redoing the fluid systems.
>>
why would the mafiniggers kill COIE
>>
>>563154721
because greed
>>
Guys I think my payload might be too big.
>>
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>>563154721
>NOOOOO YOU CAN'T LOAD A MOD AT THIS STAGE YOU ARE ONLY ALLOWED TO CHANGE WHAT I LET YOU CHANGE
>>
kill yourself
don't post that shit ever again
>>
>>563139887
I wonder if testers just missed it or the devs decided that triggering it that way wasn't worth fixing
>>
>>563139887
Thanks, will report it to the devs as a bug :^)
>>
>>563154775
im too retarded and/or the game is too tedious to play without COIE making the grind atleast a bit faster, especially with the game speed settings letting me go 20x
>>
>>563155810
If only you knew how bad things are
>>
>>563161302
An exception from what?
>>
>>563161302
It's even funnier when remembering this response of marek to the modder leaving a bad review months ago
>>
>>563161575
https://www.captain-of-industry.com/modding-policy
Just the usual ameri-semitic corporate shenanigans
>>
>>563161302
may all their belts be powered for long
>>
>>563158819
I think speed controls were part of those small QoL side mods, not COI-E core. Some might still work.
>>
>>563123936
Spite. Literally spite was stopping them.
The limited box-space of the blueprint designer is what they came up with to answer the players' continued clamoring for blueprinting, regardless of the fact that they never wanted it in their game from a gameplay design perspective. So they set out to create the most limiting and annoying way of *technically* being able to claim the feature was present and could be used, just so they could dismiss any more complaining about it. It's basically malicious compliance.
>>
>>563150594
> jeet
> lip piercing
> spraycolor blue overcomb

Well, no wonder Satisfactory's code is a buggy ill-performing dumpster-fire.
>>
>>563162795
xir/xer doesn't write any code
>>
>>563161597
> some mods hooking during DLL load
So CoI mods are native code? Yeah- that has a long history of working well and not being an absolutely hole-riddled backdoor for getting malware onto players' systems via supply-chain compromise.

(God- Marek is a fucking idiot for not embedding a script language.)
>>
>>563163039
Where there is one there is more, anon.
>>
>>563163204
It's certainly not ideal, but people are responsible for whatever shit they download and execute. Imagine if the regular minecraft launcher stopped you from modding the game.
>>
>>563162795
He only worked on vehicles before becoming a CM. You can thank him for the handling of the Explorer.
>>
>>563154721
Official reasoning is for him filing "False" DMCA's against other modders. I wish he would have posted proof of the code he considered stolen. It would make his side of the story so much more convincing.
>>
>>563164536
How would they even be able to judge whether the DMCA's takedowns are legitimate if they don't have access to the source code of his closed source mod?
>>
>>563150594
community manager phenotype
>>
>>563164849
>>
>>563154721
Wait is COI-E dead again? The creator made a reddit post a week or so after U4 launch saying he was back to supporting it.
>>
>>563163204
It's the same thing with Stationeers, they even expect you to install BepInEx on your own.
>>
>>563166967
>From Keranik's (CoI-E creator) GitHub April 2nd
Am I reading this right? He got pissy about people using his code? For a mod? Something he couldn't ever legally monetize or use outside of CoI?
>>
>>563168170
Is it common for mods to remain closed-source? I think my over-exposure to Factorio gave me weird expectations elsewhere.
>>
>>563168170
Is it modding that makes people insufferable or are insufferable people more likely to become modders?
>>
>>563168459
I think it was pretty common during earlier modded minecraft days, but I think nowadays most of it is open over there as well
>>563171590
Honestly, 50/50
>>
>>563171590
I imagine the rate is higher among people who would undertake a massive mod project rather than make small things or contribute to open source development. Combine that with a bit of confirmation bias from the sheer volume of mods.
>>
>>563173765
Reminds me of the guy that created Ultimate Admiral Dreadnoughts. He was a modder for Total War that caused drama because his mod didn't win some gay-ass arbitrary award (aka a head pat from the devs). He ended up abandoning UAD because he couldn't take criticism and feedback, believing everything he did was gold and everyone else is wrong. I had a feeling when Keranik brought back CoI-E for U4 it wasn't gonna last long. The ego always rears its head again eventually with modders like this.
>>
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>>563171590
Autism can have so many outlets anon, from creative endeavors, to interpersonal interactions.
>>
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feesh.
Now I can tackle korlex, zipir and the xypoutpourri.
>>
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Always greet your neighbors!
>>
>>563187324
anus borms :DDDD
>>
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only 2 more to blue cirx...
>>
For those that wondered if Modulus was good.
So far, it's pretty decent. I would think of it as a kind of a puzzle factory, not unlike Shapez.
You have a set of wanted end products, but how you make them is entirely up to you.
It's very freeform, whether you have a few, or many intermediaries depends on how you design your lines.

I rebuilt my lines several times as I realized I could optimize things here and there shape-wise.
After all, combining shapes lets you condense, like stacks on belts in DSP and Factorio.
Speaking of stacks, you CAN use assemblers as stackers, literally nothing's stopping you but the 8-cube size limit.
>>
>>563142592
Kind of. COI Extended added another tier of vehicles to replace the Mega ones, and moved the actual Mega Vehicles to a later tier with another 3x capacity.
>>
>>563163204
>NO YOU CAN'T RUN WHAT YOU WANT IN A WAY YOU WANT IT'S NOT ELEGANT ENOUGH
who asked?
>>
so uh, whats the best nullius fork for 2.0 right now? the dev branch on the main repo doesnt work out of the box and I am too lazy to fix all of the mod and dependency jsons myself
>>
>>563171590
Modding requires spare time with no compensation.
Who has a lot of spare time?
>>
>>563194261
>Modding requires spare time with no compensation.
Truly, modders are the jannies of the vidya world
>>
Main bus should not be a static, unchanging line of simple uniform products. Who gave it the sanctity of not having production chains built into it? Also, what's the plural of "bus"? Buses? Beece?
>>
>>563201732
bussy
>>
>>563201732
Okay, but why bus iron sticks when iron plates are twice as dense per belt, and you can just stick a couple assemblers near the recipes that make them instead
>>
>>563202041
bus has what assemblers crave. it's got sticks.
>>
Can I get game suggestions? I've only played Factorio and usually get bored around blue science (base) or after I get to the first planet (SA) since it feels like that the point, I've solved the game. It's just repeating designs, etc

Anything like a city builder or at least has some sort of 'you need to redo what you did because of x/y/z' like new recepies, new buildings, old buildings outdated etc and not just 'just repeat what you've been doing the past 100 hours'
>>
>>563202896
yeah, factorio
>>
>>563202896
Bit of a contradiction. If you need to turn 10 ore into 5 plates, and you currently have a design that turns 5 ore into 2.5 plates, then the obvious solution will always be to duplicate your build.

In cases where you can benefit from scale, you instead make a build which turns 500 ore into 400 plate for half the energy/plate or something while running at capacity, and then you attempt to both supply such a mammoth and handle it's outputs in order to make it worth using. Once that's done, if you use it to scale up, you then run into the same problem, where the obvious solution will always be to duplicate your build, because your build was right.

>however
Satisfactory. You will be power-choked and, as you unlock further researches and stages and obtain random unlocks, the most efficient method of production will change for basic materials, such that early builds will be insufficient both in scale and method and won't even be building things you need anymore.

You may recognize this as a complaint given in this thread, but one man's complaint is another's praise, sometimes.

Also, all the other things annoying about satisfactory, but that's on you to decide if you like them.
>>
>>563204180
I do like all the alternate recipes you can unlock, probably my favorite part of the game.
>>
>>563204180
Also to note is that, in that game, you can le sip you're are morning coffee while petting a heckin' doggerino who just dug up two reddit gold for your fifteenth cake day.
This is because Satisfactory has no scaling. None whatsoever. You -CAN- theoretically extract more resources using the SAM nodes as wildcards, but even they are finite, and will run you into the ground with its UE5 limitations, if the fluid system doesn't.
The only way a factory grows in Satisfactory is in beauty.
>>
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what if I told you you *don't* actually need to bother with sodium hydroxide for cellulose pre py-2 when hydroxide is a semi-precious resource only made from saline and can just chuck a lotta wood (free) into a box and cook it like you did in automation science, but better this time
>oh but the biofactory recipe uses 10 less wood/s and is smaller
who cares, I am making 100+ a second out of thin air and I'm not even using it, to get the same amount of cellulose I'd need 6 hydroxide a second and that's the entire output of my 2 salt mines combined
*and* I need the hydroxide for microfiber in the first place
just unga bunga it
>>
>>563205449
I remember getting plenty of saline water from tar processing.
Or is py-2 actually science pack #6 or some shit because of the retarded naming and you're talking about lategame.
>>
>>563206149
>I remember getting plenty of saline water from tar processing.
I remember getting my literally everything from tar processing, I wouldn't squander all the my precious tar I'm squeezing from 8 belts of raw coal to get saline of all bloody things.
Py2 is post-logi, it's the 4th science pack. 5th if you count military (don't).
>>
d'egg
>>
gegg
>>
mibph
>>
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>>563206425
loaded up my old save that died right before Arquads, also used that recipe
only in a spaghetti setup not remotely suited for Py
>>
>>563214369
It's a decent recipe to pre-2: that's when you unlock both both a better hydroxide recipe that's 5 times more more productive at the cost of coke and better cellulose.
Saline as a whole isn't that big a deal, but 300/s for 6 hydroxide is quite terrible and it's a hard requirement later on.
>>
>>563220967
Don't you get a salt mine right around that time? Should give you unlimited salty stuff, I remember the mining speed being crazy high.
>>
>wait I don't get it this puzzle seems oddly easy I-
>the Links randomly turn off
Oh
>>
Has anyone tried this one?
>>
>>563163750
>He only worked on vehicles before becoming a CM.
Did he work on the cybertruck?
>>
>>563185881
>Now I can tackle korlex, zipir and the xypoutpourri.
Statements dreamt up by the utterly deranged
>>
>>563231837
yes
not me tho
>>
>>563185881
>>
>>563201732
Okay, but you also shouldn't build it with no room for expansion either. Because then you do as you are doing there and will be obligated to tear the whole thing up and replace it at some point. That's adding needless busywork.
>>
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What's the name of that feeling where you know what you need to do but you're too worried about doing it perfectly and end up getting nothing done instead?
Instead of fixing major bottlenecks I end up fiddling with other minor crap instead.

This piece of shit has been blocked off for hours and I kept putting it off to fix it. Or is that just regular procrastination? Whatever it's called I'm just going to fix it now and draw out a blueprint while paused so I can stamp it down in the future when I need more. It takes me forever to come up with working designs which is probably the biggest issue.
>>
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>>563238015
>>
>>562978168
Half the plant is built
>>
>>563238369
I got over this by accepting that no matter what I do, how much time I spend, how much effort I put in or how many hours I sink into the gameor life the end product will always turn out like shit, it's unavoidable, so may as well just do what ever the fuck I'm gonna do and get it over with so I can move on.
>>
first shipment of polysilicon to new electronics factory :^)
I am putting as much as possible on trains, everything must be on trains this playthrough. I'm wondering if it's too rogue to ship naphtha around by train to transform to various useful products where it's needed.
>>
>>563158819
>>563161812
can't you add a custom fourth game speed with a console command?
>>
>>563238015
I've been putting off my gold and aluminum factory and end up spending hours doing dumb shit like this simply because I want to see if I can.
>>
>>563193914
Seems to me to be more like trying to avoid liability if a mod fucks anything up.
You know that even if legally they would be in the clear, physicians don't understand such a thing and will blame the devs for 'their game infecting my system'.
Imagine the death of sales if that will be the prominent review on steam.
So now that even if someone makes a mod that causes the system to shit the bed the dev can point to him saying earlier that they should not mod the game for stability reasons.
>>
It's getting closer...

I'm not ready, I'm not smeggin' ready!
>>
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I just read that paused maintenance depots still give extra storage space. By making a ton of them you could build up a huge buffer that should make death spirals WAY slower and give you plenty of time to react to them.
Pic related is stupidly overkill but the island map has a ton of flat land so why not?
I think I'll end up cutting the train size in half or even more though. I'll just stick this next to my steel plant since all the other products are needed in much smaller amounts. I kind of want to try the new network trains before realizing you really don't need super high throughput for unit items compared to loose. I could probably get away with 1-2 T2 cargo wagons pulled by bidirectional T1 locomotives.

My last save needed about 8 maintenance1 depots @ 6k pop and I barely did any space launches so I wasn't using much red maintenance besides for mega vehicles and a FBR.
I'd love to get to 10k or even 20k pop so I can actually start messing around with offices and their bonuses.
>>
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>>563244512
At least you'll have your train network ready to go. I didn't really like setting up aluminum but gold was pretty fun once it was all working.

I like doing the gold -> oil contract and gold -> Uranium so I ended up building a pretty big processing plant. Then I traded servers -> Gold ore to keep the cycle going once I mined out most the gold on my map. This time I'll make it far more compact instead.
>>
>>563238015
>What's the name of that feeling where you know what you need to do but you're too worried about doing it perfectly and end up getting nothing done instead?
Is that a name for that? If so I would need to adopt it as my second name.
Maybe there is a japanese word that's describes it perfectly
>>
>>563244512
fucken nice, are those pumps going over some retaining walls?
I'm thinking of doing something exactly like this, but putting off as much as I can too
>>
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>>563247526
>that amount of gold
what for anon?
>>
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>>563248315
Contracts mostly. They really nerfed nuclear so you need something like 4 or 8x as much uranium as you did in older patches.
There's a ton of contracts now for various things that might be way easier like food packs -> Uranium. If you did asteroid mining you could turn something like iron 1:1 into uranium for practically no pop cost besides the maintenance and fuel for vehicles. Or maybe you could even find a uranium asteroid? I only called down one as an experiment and it was almost all Iron.
>>
>>563248535
TERRAIN
PULL UP
>>
>>563247810
I just put the narrow retaining wall between the pipe sections. It's simply an aesthetic thing.
>>
i have a confession, i killed jeb accidentally yesterday by not firing parachutes in time
>>
>>563250260
oh right, but just fyi, I think you can in fact place pumps above it, it needs to be 1 tile higher though, I'm probably gonna go crazy when I finally attempt this
>>
Sensor but 2
>>
>>563238414
All that's left for the set up is to add the small turbo fuel plant using the byproducts of the current plant. This is 260 generators running off 1080/m rocket fuel for a total of 74,745mw with an added power booster.
>>
>>563150782
>>563150594
>game made by a jeet
it was obvious
>>
>>563150782
>even the thumbnail has a rainbow visible
kek
>>
>>563248315
Stockpiling gold is an end in of its own.
>>
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>>563201732
how's my main bus
>>563234969
the starter base is destined to be torn up and paved over, the starter base must function to build the true factory. all bases are starter bases.
>>
Well that wasn't so bad. Test 93 had a link that stayed closed for long as fuck hence the @REP 13
>>
>>563252623
So the idea is:

>pump fuel from ground floor to the very top into 4 fluid buffers
>have the fuel come out of the buffers down into 24 fuel gens (4 on each level)

No idea if it'll work, or how I'll make it work but I'm committed now.
>>
>>563261361
I did something similar to this once but I pumped crude and water to the top, refined it on the top 3 floors and then had the next 5 floors down be gens.
What I found was pipeslop would mean the gens on supply extremities would flicker which drove me fucking mad.
>>
>>563221654
>Don't you get a salt mine right around that time? Should give you unlimited salty stuff
I have two salt mines. They yield 15 salt each, which turns into 150 saline.
I get 2 hydroxide a second for every 100 units of saline.
That's 6 hydroxide a second, using the entirety of my salt reserves and completely disregarding everything else that might need saline like seaweed, fish etc. So I'm capped at 5/s as a theoretical maximum throughput for something that becomes incredibly ubiquitous for everything from fiberboard to fibercloth and many others. Salt2 fixes it, but salt2 is py2, and hydroxide is in demand *right now*. If I can cut on hydroxide use for cellulose (for substrate, which is ubiquitous) then I'll take a more wood-haevy and space-inefficient recipe that just works.
>>
>>563260782
>done in half a day
Had me doubting my skill until I realized that maintaining the minimum activity level of 4 probably made this a much bigger challenge than it normally is.

because as I remembered it, it was so bad, actually
>>
>>563259675
bro are those tier 1 assemblers
>>
>>563263175
where? everything is either tier 2 or tier 3, and most of it is filled with modules of some variety. ive got a lot of vestigal steel furnaces from when i upgraded to electric and didnt want to stop production flow, but no tier 1 assemblers i think.
>>
>>563263349
>where? everything is either tier 2 or tier 3
yeah mb didn't notice the prod mods in the engines
>>
>>563226792
better read the level briefing next time
>>
The only thing I genuinely dislike about space age are the trigger techs.
They were added to help people new to the game and have added needless complexity to the modding scene because of how linear they are, and require manual unfucking by the mod dev in the first place.
And the added sin that some of the overhaul mods like nullius are actually adding trigger techs as a core part of the gameplay.
>>
>>563265261
Yeah, I completely despise trigger techs. The most egregious one I think that's affected me the most is a tossup between oil drilling and uranium mining. Needing to either drag a long ass pipe for sulfuric acid and a power line out to your nearest uranium mine, which on default settings is roughly a light year away, just to have the privelege to start the research for nuclear. Sure, I'm going to tap the mine anyway once I research nuclear, but I'm typically very busy at that point in the game and I dont want to spend 10 minutes fully setting up the mine till I'm ready with everything else, the everything else being the research that it won't let me do. A similar but possibly worse issue is with oil, as at that point I dont even have bots unlocked to do things in my absence.
It's also annoying for alternate planet start mods and really any to all overhauls and such. Just such a pain in the ass and there's no real reason for them to be in the game.
>nullius is adding them
garbage, unexpected from nullius.
>>
>>563259675
I like the completely random beacon placement and dartboarded module selection. Just shove one or maybe two beacons to pump specifically these three machines and then let the others go without. That's good. And these six chemical plants? Better put efficiency modules in there to lower power cost. But only one for some reason. And in the electric miners too, as those are obviously the largest power drain.

And still using yellow belts while you're making all the Nauvis science. Throughput isn't an issue if you just wait 4 times as long. So why even double-lane the bus with anything. Just wait. Patience.

And four times as many pumps as you need. You know, to prepare for those legendary tier 3 speed modules you'll be putting in. That's smart future-proofing.

And stone brick paths. But not for any reason to in straight lines or anything. Just to add some colour.
>>
>>563265756
To be fair, he's managed to get to gleba in less than 10 hours, so some complete nightmare spaghetti randomness is to be expected.
>>
>>563265491
I genuinely wish 2.1 would add a game option to disable trigger techs, because all mods that actually do that conflict horribly because the internal mod is usually also trying to unfuck trigger techs and it's just
grr
so stupid
add some order
>>
>>563265912
People use the term 'spaghetti' too loosely. That's not really a convoluted mess of intertwining belts. He's just made some strange design choices and has no zoning.
>>
>>563263035
huh. i thought you got lime sodium cycling basically as soon as you cared about hydroxide
>>
>>563265261
>>563265491
I like trigger techs if they're done right. How they did it on the new planets works really well, just one mostly straight path towards the planet science of you doing shit and then research takes over, it just flows nicely. Same thing should be done on Nauvis up to chem science.
>>
>>563265756
some beacons and some modules are a tad random, oil processing i'm still not entirely sure how i should be treating it's processes as far as pollution and speed goes, i just add more refineries or more cracking if it starts running low, and because cracking isn't on 24/7 (usually) i didnt know whether to throw efficiency modules in there or not, but i made that choice a while ago when i didnt have many thousands of red chips available.
>power drain
i dont really care about power drain anymore, the beacons themselves take up 70mw, i've got a 480mw reactor setup. the efficiency modules are all for reducing pollution, which is why they're loaded in every single one of my miners (mostly), because they have 10 pollution/minute. for fun i wanted to get through this without any base defense on nauvis, so i'm trying to reduce pollution as best i can while still going fast.
>yellow belts
Quite a few spots do still use yellow belts, as they supply the throughput for that spot perfectly fine. Where I needed more throughput i made red. The bus isn't double lined because like over half of my iron/copper comes from the left and feeds directly into yellow/purple science. In hindsight i should have just made a wider bus and done things more orderly, but i like how it ended up.
>pumps
for the single omni-pipe oil processing i have, you really want more than 1 pump for each type of oil. it's very very slow if you dont, even if i'm not making tens of thousands of oil products per minute, because you have to wait for each one to empty out and the pumps go slower the less fluid there is.
>stone brick paths
i had some leftover stone in the pre blue science era, so i threw some down to speed up walking times. i have a similar concrete noodle from my old mall to nuclear power.

on the pollution note, anyone else ever plant 7.9k trees by hand? they are quite nice for pollution control :3
>>
I love opening Factorio and watching the menu screen games but my actual games keep ending in me dying of exhaustion trying to not make spaghetti
>>
>>563268752
You are even worse than a italian, you are - may allah forgive me for uttering this word - an elf.
>>
anyone care to guess at nullius 2.0 release?
it's either that or retrying Py, this time without biters
>>
>>563271858
You can play nullius already, there won't be any interesting changes, just bugfixes
>>
>>563231837
yeh?
>>
>>563267998
I wish.
>>
>>563244690
>You know that even if legally they would be in the clear, physicians don't understand such a thing
"physicians" I assume you mean normies? autocorrect from plebeians?
This logic can be used to justify anything.
>I need to cut off your dick because IF you rape somebody then MAYBE someone will not understand I've had nothing to do with it
>>
shitting up some pipe werks
>>
>>563282784
these fuckers always getting stranded
>>
>>563283105
Ok, broke my mind for several hours today but got this accomplished
Maintenance, upgraded last tier research,
+ upgraded recycling center with arc furnaces tier 2
>>
>>563283454
Why is there a single research lab in the middle of a bunch of random stuff
>>
>>563283454
Ok miscalculated it a bit, but fixed version

>>563283539
>bunch of random stuff
what do you call random? like the stuff that is needed to keep the lab running?
>>
>>563282784
>>563283105
>>563283454
I admire your dedication to making everything look reasonably aesthetic, my base is very much function over form.
This miserable cramped refinery is the worst I've ever built, and is constantly flaring heavy oil
>>
>>563283816
This and more is needed to keep the lab running. If you're going to ship arbitrarily chose items in, then you might as well build it expandable.
>>
>>563284670
Whats arbitrary about it?
I'm researching the last tier assembler (which requires this lab btw)
and then upgrade a few of them to reach ideal ratio
>>
>>563284251
Thank you anon, I appreciate it,
I'll admit, it takes and abnormal of time and autism to get this way
most would probably had already build all over the island
>>
Speaking of which, this is my proud little literal garbage plant,
the scrubber is practically running full capacity now, with the occasional few spurts of smoke on the stack
the cooling tower too, pretty much full on,
but it can just about handle the current setup, so maybe in another 500 years I'll upgrade this too
>>
Speaking of which2, this also took way too long, and I'm not even close to building part 2 of the bridge yet
>>
>Want to play KSP again
>But career mode is a fucking joke
Any way mods that make it better? I never liked the way it played since it is so easy to cheese and you advance through parts way too fast.
>>
>>563288968
play:
>>
>>563289310
Simple Rockets, eh? Eh. I guess I can give it a shot, have this as thanks. You guys like tall girls, right?
>>
>>563289625
>You guys like tall girls, right?
well not really, but ok
btw, its called Juno now
I'm still somewhat getting into it, tho it seem missions are more meaningful
progression is slower, but the physics and engineering are satisfying once you get the hang of it
>>
>>563289958
Thanks for the info. Hope your missions will be free of failures!
>>
>>563288968
What specifically makes it bad for you? Asking because I've seen many valid criticisms over the years.
>>
>>563290092
I gave my reasons for not liking career mode, at least vanilla. It's too easy to get parts just by doing stuff around Kerbin and or the mun. No real need for probes or anything like that except for a self imposed restriction. Planes? Why bother. Stuff like that.
>>
>>563289625
Only if they're also muscular and wearing a cute dress.
>>
>>563290515
Not a bad choice.
>>
>tall girls enjoyers
>muscle girls enjoyers
It is a comfort to know that /egg/ is a cultured man's general.
Even the local /d/egenerates seem to be of the better sort.
>>
>>563289625
now there's a blast from the past
>file modified: 31st December 2008
>>
>>563293959
I remember watching Macross Frontier on some janky site that most likely doesnt even exist anymore... I am also upset how LITTLE they use full sized Meltrandi in any Macross media.
>>
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useless intermediates made somwhere else and delivered by caravan notwithstanding, this is all you need to make 2.5 greens/s in py.
Honestly, pretty cheap.
>>
>>563295243
Green circuits?
Still weird that they're not used in any science, just buildings.
>>
>>563293701
I counter-balance it by using AI imagegen for those
one must take care not to become too based
>>
fuck you dosh
>>
>>563238015
>What's the name of that feeling where you know what you need to do but you're too worried about doing it perfectly and end up getting nothing done instead?
It doesn't have a name, but there's a common mantra for it: perfectionism, procrastination, paralysis.
Sometimes referred to as "the 3 Ps."

The first begets an infinity of the second, leading to the third.
>>
>>563221654
>Don't you get a salt mine right around that time?
If you're lucky, yes. Salt mining locations seem to have an unusually low spawn rate - and you can get completely fucked on them quite commonly.
>>
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I've noticed my miners are slightly too slow and don't properly output the full stack contents they should because they can't quite fill the gaps in time, despite each miner outputting 5.6 units of coal a second, and thus being more than able to fully saturate a stacked yellow belt with 15 units per side. A lot of the time they will lead small gaps that would be solved by having another miner just irregularly turning on to fill them. But that's space-inefficient and annoying. Using splitters to try to distribute the load between belts doesn't fix the issue, it's inherently filling the belt with less coal than it should. Is there a way to check if the previous tile has less than 30 units, lock it for a few ticks until it's full, and then unlock it again without using combinators? I was thinking an analog clock with an item on a belt, but that might actually be too slow and actually decrease throughput.
>>
>>563298749
I never got geothermal, in the same way
>>
>>563299236
I would suggest you simply connect another coal pile, unless you're playing Py with biters for some reason.
>>
>>563299556
It's a matter of personal annoyance and symmetry.
>>
>>563299556
making the last two miners output into an underground belt actually fixed it because of how undergrounds handle extra items between empty spaces, neat
>>
>>563300596
Are you sure? I don't see how that's going to affect anything. Positioning a miner on a bend might actually do something because the items travel more slowly.
>>
>>563290063
>aircraft missions have you actually going through valleys making it in time
that was nice, that being said, I genuinely don't know how to progress science anymore
>>
driving trains up this incline is gonna suck, but it's the only way I can open up a whole juicy new island
>>
>>563303017
it's gay and retarded that you can't deliberately mine inclines at any other degree other than the one preset
>>
anyone play this recently? dyson sphere program
>>
>>563307582
I heard a lot of good shit about it, like people saying it's the second best factory game behind Factorio.
Unfortunately, early access.
>>
>>563309126
nigga literally every non-AAAslop game is in early access now
>>
>>563309213
considering the usual state on release, AAAslop games just pretend they aren't
>>
>>563303592
Well, technically you can, it looks like ass though,
as an alternative you can combine* the slopes
>>
>>563309213
Yeah and I still don't like it.
>>
haha, everything is fine
all is good
nothing to worry about
>>
>>563307582
it's shit. you'll uninstall after the first 5 minutes minutes without mods. even with mods it's not worth your time.
>>
>>563307582
it's great. you'll love it after the first 5 minutes minutes without mods. especially with multiplayer mods it's worth your time.
>>
>>563313643
I bet that 99% of the positive reviewers are small and yellow and grow a natural dog leash on the back of their head.
>>
>>563314678
I bet that 99% of your time is occupied by thinking about yellow micropenis
>>
>>563313353
If you were going to get stranded in any planet Vulcanus is definitely the best one anyway. You did send everything down from the spaceship before it blew up, right?
>>
>>563314798
I love how you know so well what the small refers to lol
>>
>>563313353
It's because you didn't name the ship
>>
>>563315152
everyone knows, brosephina
still bigger than jeetnis thoughey
>>
hmmmm, do I want all the cool COI-E stuff, or bridges and floating trucks
>>
>>563315104
Yes, but... :([/spoiiler]
>>
>>563295540
They are used in science
>>
how does milord call those who occupy themselves with the production of concrete

concretins

ahahhahahah
>>
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There you have it. Circuits, supplied by caravans.
>>
>>563318548
But you don't use tin in concrete production.
>>
>>563317080
oh right, the next one
only in tiny amounts, I remember hand-delivering them one stack at a time along with that next-whatever alloy
>>
>>563307582
ye
not me tho
>>
>>562923778
>>562925862
which one
>>
>>563333095
the duality of /egg/
>>
In skipped this one because it kinda intimidated me but I think I can manage
>>
forgot pic
>>
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The power plant is done and everything is running as it should for now.
>>
https://mods.factorio.com/mod/nucular-engineering
Anyone want to playtest? I'd love to hear some opinions, especially on the big change of making Aquilo accessible as a first (second) planet. I probably still need to balance the explosive damage on uranium ammo to make sure the nauvis-aquilo trip before unlocking rocket turrets isn't too annoying.
>>
>>563307582
it's great
combat is still half baked though
but factory wise it's pretty complete
>>
>>563315104
Fulgora is faster and easier to set up from scratch
>>
>>563339129
Only if you know what you're doing. Vulcanus is kinda retard proof whereas Fulgora requires thinking slightly outside the box since you have to void items. I didn't even know you could drop items down from your ship without a landing pad so I was hand crafting accumulator parts in my pocket. It took forever.
>>
no you idiots
>>
>>563340850
That's our policy, it's written on our trucks.
Double your coal back if you're not satisfied."
>>
>>563340850
It's what the manager ordered.
>>
>>563341605
yeah well they should do what I meant, not what I actually said, gosh
>>
>>563338392
you forgot to update the changelog larry
and sorry I am on my 4th py attempt
>>
>>563338392
not to insult but I remember it being an extensive, but relatively obtrusive and uninteresting nuclear overhaul
at the same time too much but too little to be worth using on its own
in my onlygleba run I ran with transplutonic (with heavy recipe editing to cut some of the retardation with hexafuoride 1-10 into a single step with the same level of diminished returns as one would by not chaining 20 centrifuges together )
I found it very refreshing
your mod somehow feels both stifling in its constraints but also not fresh enough to justify them
make of that as you will, I'll give you nuclear revamp mods are always good, because the baseline is starving
I would have loved it if realistic reactor had kept the original flavor instead of the current 2.0 retardation, really
>>
>>563340827
Well Fulgora probably doesn't have unkillable demolishers, courtesy of not having military science at all as a consequence of Nauvis spawning you on a small island forgoing any need of defenses
>>
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I seem to be doing something wrong. I want to do a slingshot and finding an Eve slingshot window looks to be a giant pain in the ass (one would think that a date series would have been found and disseminated but no) so I decided to just do a Kerbin assist. Procedure:
>eject from Kerbin into a slightly above 2:1 resonant orbit
>adjust at Apoapsis to intercept Kerbin from an angle friendly to the assist
>add prograde transfer burn to the assist and inclination adjustment as necessary
>launch date chosen so that the assist lines up with a normal Kerbin-Jool transfer window
But it won't line up. Is it the ejection angle of the assist? I don't know how to adjust for that and didn't think it could throw off so far.
>>
>Thermal Solar Panel 2's need electric motors
Nullius is usually more sensible when it comes to materials for buildings but I don't understand this one
>>
>>563362652
To give an example, white refined concrete needs Rutile to make. Rutile is Titanium Oxide. Titanium is used in white paint

So it's actually weird that something that passively generates and transmits heat in the sun and doesn't need to be powered, needs an electric motor
>>
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>>563358605
I made a maneuver to see how much delta-v the assist was worth including the change of orientation and came up with a radial-in component of 2400m/s, so I conclude that is the problem. I still don't know the proper way to account for it but from this I can hopefully estimate the total real delta-v of the transfer and pair it with the flight length to find the corresponding launch date on the plot from this planner tool.

This would be so much simpler if the maneuver planner tool would just let you slide along the parent orbit with proper correction to find the phase angle and launch date. To do it with this shitty system you'd have to move the node to restore the ejection angle after mashing the "skip to next orbital period" button potentially thousands of times.
>>
>>563338286
Instead of building 9x your current consumption you could have spent that time advancing forward to nuclear and having even more for a fraction of the cost, even if your (temporary) nuclear solution was to just store the waste in a concreted-over hole. But alas.
>>
>machine isn't getting any fluid
>check pip connected directly to machine
>it's full
>fluid just int going into the machine because fuck you

I hate this fucking game
>>
>>563365490
What game?
>>
>>563366059
satisfactory
>>
>>563366101
Yeah
>>
>>563295243
that one moondrop turd (co2 from nothing?) really does do some silly shit
>>
I love Nullius

I also love that with the 2.0 changes I can make it so that my volcanic gas processors will automatically switch from producing Boric Acid when my buffer chest is full. So much nicer than just having two different setups
>>
>>563365490
I redid all the pipes and basically made a giant loop with machine connections coming off T-junctions (i'm not convinced these work) and it seems to be working significantly better.
>>
>>563368121
Also I have real trains now
>>
>>563368128
>still having issues
>turns out the supply line was running dry some how
>just connected the rubber output buffer tanks to it

This should work for now
>>
l'egg
>>
>>563366949
I'm told it's terrrible later on because you miss out on the copper one
co2 is just biomass, easy enough if you're already growing (blue) mushrooms simply compost a few of them
>>
>>563340827
I disagree. I went to fugora first, blind, without landing stuff
I made my way back to space from zero faster than when I went to vulanus after, where I brought stuff like robots, materials and power
>>
>>563347165
I think the problem was that the mod had no point beyond the uranium -> nuclear waste -> space science chain. I grafted the other ideas I had onto that, but it didn't integrate with the rest of the game.
So I made Aquilo into the uranium and asteroid processing planet. Or rather, I'm still thinking if letting crushers be built on Aquilo would make for good gameplay.
I've started my full run now and I'll see how it goes, but I'll definitely visit Aquilo first to make sure that part is fun.
>>
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>>563375896
>>
>>563379593
That might be interesting then.
>>
This space game that just released into Early Access™, Solar Expanse, is precisely how Mexican Scam Program career mode should work. Yet it doesn't, because fuck you. It's probably the best evolution on the BARIS formula there's been. Mars Horizon is a faggy dicerolling sim in comparison.
If MSP was this except where you manually pilot all the missions you schedule, I'd be cumming buckets. But actually good games aren't allowed to happen anymore.
>>
>>563337771
this one's easy
>>
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>>563379086
>I'm told it's terrrible later on because you miss out on the copper one
Is it? There's a hyper Keep in mind it also makes the base moondrop farms much faster, so you get an inherent speed boost shitting out moondrops for cheap with the tier2 logi science recipe out of just water and electricity, but also at the same time, keep in mind there's only a relative handful of uses for moondrops and moondrop seeds to justify the level of throughput that the copper recipes output for cheap
even methane, the major utilizer of moondrop seeds with the fertilizer recipe, uses 0.5/s to make 60 methane/s
I still think there's a clear breakeven point where you can make biomass out of muddy sludge anywhere on the map and then burn that for c02, but still, also take those points into account

On a different note I'm realizing just how much situational caravans are as a whole compared to a strong train system
this thing takes inputs from halfway across the map with a point-to-point interrupt
but I need batteries for science and other things, I've built the infrastructure as a perfect ratio and I will *not* need the full 2.5 greens/s for a long, long time
So I would literally need to rebuild everything again to the side *or* leech batteries from it when and only the caravan and buffer are completely full
which is just kind of dodgy
>>
is there a save file for this or similar bases online? i want to inspect this so bad
>>
>>563382871
just build one yourself bro
>>
>>563382871
it's so beautiful.
How does he do it?
>>
why would you do this?
>>
>>563382871
Are train blocks fun?
>>
>>563384342
no. they are a cope for people who cant design and future proof their bases
>>
>>563384342
They're a necessity in big overhauls like nullius/py/seablock
those big ass city blocks I see people do in those mods make me puke, but this is remarkably pretty
>>
>>563384342
yes. they are a hope for people who can smart and don't have infinite neet time to spaghetti everything.
>>
>>563384642
>blocks
>smart
blocks are literally the epitome of braindead
"I need more of x"
"oh I know I'll just make another 500x500 block for it and baloon my base to ridiculous sizes"

city blocks exist for people that play mods without biters and don't want fast train transit
>>
>>563384745
>blocks
>dumb
blocks are literally the epitome of genius
"I need more of x"
"oh I know I'll just make another 500x500 block for it and sacrifice space for time investment"

city blocks exist for people that play mods without biters and don't need fast train transit
>>
>>563382871
meanwhile my block base
>>
>>563384983
The blocks daddyanon doesn't want you to see
>>
>>563384983
horrid.
look at all that wasted space.
>>
>>563384983
>those warnings
lol
>>
>>563384983
city block more like shitty block lmao
>>
>>563380909
Looks neat. I'll follow it to see how they handle feedback and updates.
>>
>>563380909
is like a strat/econ sim?
>>
>>563380909
>But actually good games aren't allowed to happen anymore
It's not like the zeitgeist prevented KSP from being good, career mode is pretty much the same as it was 10+ years ago and it was an amazing game on release. Expectations have changed.
>>
>>563384867
>blocks are literally the epitome of genius
...turning factory building into duplo blocks?
>>
>>563388236
It's like Interstellar Transport Company except there's an actual game outside of the extremely simplistic logistics. You either do missions or you exploit resources to sell them, but money is a minority resource.
The competitive AI also isn't really all that competitive; the worst they can do is completely mine out resources on an asteroid/body before you can. It'd be almost a sandbox if you didn't have to keep all your people alive or if you didn't have specific goals to complete. It even has the MSP mission where an asteroid is on an intercept trajectory with Earth and you have to transport a nuclear bomb onto it, except unlike in MSP it isn't the most tedious shit imaginable, mostly because of the timescale. A second is one Earth day on "normal" speed, at maximum speed you can pass an entire year in a minute or so.

It's kind of scuffed graphically (ships start/end in the middle of planets instead of on the surface; movement within a planetary system all also starts/ends at the parent body) but it's mostly mechanically sound. I just wish there were more ISRU options. There is a process that allows me to make Mars fully self-sufficient by splitting atmospheric carbon dioxide into oxygen and carbon for the hydroponic farms, but that's about it. It's weird that there aren't any more chemical processes, even though the water bosch-haber process comes with by default. Some of the deposit choices are also questionable.

>>563388572
No, it was utter dogshit even on release, everyone was merely high on "BuT iT hAs PoTeNtIaL". It was good only with the explicit acknowledgement that it is unfinished and will get polished.
It never got polished. It remained shit. It will always remain shit, no matter how many mods you paste over it, the only thing that changed is that there isn't any hope anymore. The pink goggles got shattered.
>>
>>563366101
Satisfactory isn't a game. It's legalized commercialized torture.
>>
>>563368267
No Cybersyn?
Of all the mods I'd think essential for Nullius, being as high by-product as it is, that one would top-rank for sure.
In particular because you're going to end up in sucky situations where just priority level management won't cut it.
Some by-products you want to save as much as possible of rather than voiding/trashing them outright, which is where Cybersyn's ability to use dynamic network bitmasks helps.
(Put the voiding/trashing/recycling on a separate network bit. Then for any one byproduct provider station going above a certain safety threshold, temporarily enable that additional bit.)
>>
>>563391856
>>
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don't you die on me
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>>563399650
*dies*
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>>563392164
I'm having a lot of fun
>>
>>563382871
You can steal it from his Patreon on kemono.party
(Yes, the site for stealing paywalled porn)
>>
>>563411687
name?
>>
>>563411774
I don't mean to imply that everyone should know our ecelebs, but did you really post that without knowing that it's Dosh's Seablock run?
>>
>>563411687
why are people reposting dosh's stuff of all things
>>
>>563412168
i cant find it. is he under a different name?
>>
>>563413008
His Patreon is Zyllius
>>
>>563413316
the link is dead
>>
kek
The Remembrance guy just stole all of Tesla's Legacy without giving credit. He wanted to change one tech and couldn't figure out how, so he just took the whole thing and set the mod as a conflict.
>>
>>563414923
embarrassing.
>>
>>563414923
Is anyone actually playing that? I'm too invested so I'll probably finish it, but in hindsight it's been more annoying than fun. Mostly cause biters are more of a pain, and there's enemies on every planet.
>>
What do I need to know if I'm getting started with KSP?
>>
>>563417169
>Is anyone actually playing that?
it's shit. Why would anyone?
>>
convenient coal power plant location
just when I start thinking that it's the late game I realise there's so much left to do, nucular power is always such a pain
>>
>>563417436
Because it's the only SA overhaul other than an (also shit) version of K2. That was my reason, anyway.
>>
>>563391856
>>563392436
Dunno what to say anon, game actually looks interesting, as I might try eventually.
Though its entirely different in scope and objective than KSP was
KSP was fun for what it was, and community and mods did make it a lot more than it originally meant to be,
of course following the shit management, its hard for modders to stick around forever
>>
Now trains are actually in full motion, I can see how it can be troublesome keep a large network manageable.
>>
>>563418617
nullius and py exist if you're not a coward
>>
>>563418946
They're 2.0, not SA
well, nullius isn't even 2.0 yet but close
>>
>>563418920
Building two tracks would help.
>>
>>563419475
There's also TFMG but it's just as bad
>>
>>563295540
They're used in mechanical parts, those start from py2 and go on from there.
>>
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>>563380909
Spent like 30 hours on this game already, its incredible. It's also incredibly frustrating, because the UI was made by LITERAL FUCKING RETARDS. I haven't seen such bad UI in a very long time, honestly. The game is going to be kvlt status for a generation or three, but it desperately needs 10 years in the fucking oven

Also, not being able to design your own starships using components and shit makes me sad as absolute fuck. I don't think that will ever happen, but we probably will get more variants. I just got to the Prometheus nuclear thermal craft, and I'm about to go full ham on moving all my production and focus to Mars. Fuck Earth, the licensing and launch costs are prohibitive, I wont even bother expending my orbital presence there, just move everything to Mars asap and expand to the asteroids and the Jovian system from there. Tbf, Mars has almost everything you need, other than fissiles and rare earths, which you can import from Luna and Lutetia, respectively, using solar sails

Pic related, I'm goddamned obsessed with this janky, clunky fucking spreadsheet simulator. If they don't streamline the UI and ESPECIALLY THE GODDAMNED CONTINUOUS MISSIONS I'm going to burn their studio to the ground
>>
>>563419475
wait, they locked landing pads behind SA modpack didnt they?
how embarrasing.
>>
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>>563391856
>not getting the Mars 2050 achievement by having a 1000 colonists on Mars before 2025

lmao git gud, the game opens up tremendously after you have an industrial base outside of Earths gravity well. Tho the RTGs are a bit cheesy, you can just spam the fucking things for like 300-400k a pop on Earth and never have to worry about power
>>
Are there overhaul mods for Space Age yet? Or am I returning to cryosleep for another couple of years
>>
>>563426802
yeah, the UI is bad, almost mobile-tier, but I honestly prefer it to endlessly fiddling around with KSP's horseshit science menus.
cyclic missions absolutely need conditions or something similar though, otherwise they're borderline useless. even the semi-tutorial "bring fuel back from Moon" not only doesn't make sense, since the shitty not!Starship you get burns most of the fuel you bring back anyway, but also it doesn't work because it launches before it gets a full load of fuel even when configured that way. the only useful cyclic mission I managed was one to repeatedly import hydrogen/noble gas up into orbit because it's not like it has literally any use on the surface of Earth anyway.
the mission planning UI especially needs improving. I shouldn't have to click 10 fucking times (or more) to simply deorbit a spacecraft, nor to trivially move resources into orbit. it should default to a "best fuel economy" orbital transfer between surface and orbit when you click on something you want imported rather than start a whole fucking ordeal. it's also really not fun trying to line up a transfer window syzygy to make best use of gravitational slingshots; you essentially have to guess or to check every window, though the one-third angle rule works fairly well.
>>
>>563429028
There's a lot of fiddling with lifting payloads into orbit and the like. REally, what you want to do is have separate ops, one to boost stuff into orbit, the other to transfer it between orbits. The fuel thing with Stratos is a pain in the cunt, you have to load the fuel as CARGO, if you take it on as propellant, it'll get burned. The way to do it is to use the Stratos to lift shit off of Luna into orbit, which btw costs ZERO propellant for some retarded reason, you just have to manually put the slider all the way to the left, and then use a solar sail to move it to Earth orbit, again for zero fuel cost.

Agreed 100% btw, all the clicking is retarded, those autists just need to hire an actual UI person. Anno 1800 did UI right, its comparably complex, but it doesn't make you want to put a fist through your monitor
>>
>>563426802
>>563427083
Is this shit like terra invicta without the gay agents part?
>>
>>563428081
we literally just talked about them an hour ago
fucking read
>>
>>563429504
yeah I know all that, the stratos with Luna specifically appears to be bugged. any other body, asteroids included, there is at least some liftoff DV required, but for some reason on Luna it doesn't enforce the 4 km/s DV required for a full load liftoff. though it's nice that minor bodies like asteroids allow a hermes/prometheus/whatever to take resources directly from the surface without an interface orbit. I'd rather it work like that for all bodies (with an appropriate behind-the-scenes launch cost) than have to fuck with more menus.
>>
>>563429803
no, it's a lot less than that. it's terra invicta's space-only gameplay with less/more retarded transfers and essentially no real difficulty other than micromanaging the supplies for colonists (which is barely any micro anyway once you have farms). it is very similar to the space part, apart from making your own ships or even different orbits/space stations. space stations are a later research.
>>
>>563384529
Those huge city blocks that are uniform size and basically always too big for the production area they contain are disgusting and apex soulless behavior
>>
>>563384529
Not strictly necessary, just make planning and expansion easier
>>
>>563418127
I find it really goofy that there's such a large gap between the small and big ore sorter. Sometimes you need three sorters to keep up with demand which looks retarded but still isn't enough to make the big one worth it.
I REALLY hope they find a way to put mixed materials on trains so I can haul everything to a central processing area. It would make even more sense to put it on belts but I have no faith of that ever happening.
>>
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Aquilo is finished, everything is being made and able to be shipped off planet.
The planet was alright, not as good as Fulg or Gleba but better than my initial impression of it. I would have liked to see what the brain enemy that they teased years ago would have been like.
I think it's possible to push for the win condition as soon as you get railguns, but I think I will dick around on Nauvis to automate biter eggs for the final science pack.
>>
>>563384983
>roundabouts
shiggy
>>
>>563443030
roundabouts are superior
>inb4 you post that webm
it doesnt count
>>
>>563418946
Alright, I'm doing it. Starting Py from scratch. This time without biters and pollution.
>>
>>563444152
you played py with biters on? how'd that go for you
>>
>>563447330
Without expansion though. Made it to arquad/korlex without interacting with enemies at all.
>>
>>563443261
>>
>>563419475
You can 2.0 Nullius if you aren't lazy.

Mmm blue salt
>>
>>563450815
your typical uk roundabout with muslim drivers
>>
>>563364275
>nuclear
Why would you torture yourself so
You literally don't need anything else after you get rocket fuel. The production chain is piss easy and you can run pretty much your entire factory just from plastic/rubber byproducts and the only issue is building shitload of generators without falling asleep in the process. Nuclear is much more convoluted, especially if you want to permanently solve the waste problem, for no real benefit.
>>
>>563450906
what is that, lithium salts?
wait no it's taking in uhhh. is that alumina?
>>
>>563453104
Eutectic Salt

Yeah that's right we're getting into esoteric chemistry now
>>
>>563364275
>nuclear
>satisfactory
Did you skip 1.0?
>>
Forgot how terrible Py early game is, probably the worst of any mod or vanilla. I'm literally waiting for iron plates to smelt so that I can connect more furnaces for iron, 40 minutes in.
>>
>>563454258
Sounds just like Seablock
>>
>Hocus pocus! Numbus are now hexus!
All the numbers are now hexadecimal but your conditions are still set in decimal.
How much of a pain would it be for you to fix everything?
>>
>>563458453
pain * num of elements with manually set conditions = result
Nobody knows how many things we've set manually over the course of a game, any game. So we would have to check every single manageable element.
>>
>>563423035
Not in this particular case, no.
>>
>>563465460
I didn't make myself clear. The conditions are still in decimal (no bit comparison). FF is not equal to 255. And yes, 100=100.
>>
>>563458453
>>563466364
>x=y has a chance to randomly fail for no reason
so basically the same thing that usually happen when i try to use circuits?
>>
How do you actually remove the foliage that stays when you pave concrete? I tried the placing hazard/normal over it repeatedly but it didn't work on gleba
>>
>>563471371
you gotta get a mod in order to pave over that stuff
i think Clean Floor is the usual one?
>>
I forgot Nullius lets you be lazy about exploration
>>
>>563472667
But does it feel as good as exploring with artillery?
>>
>>563478173
It is exploring with artillery.

Just the shells explode into scans and are far more expensive
>>
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>>562889246
>>562889820
Not 100% sure on what you're trying to achieve, but subassemblies are great for building some weird or specific shit.
In this case I wanted to dock fuel tanks at a weird angle, with the docking port on the nosecones. You can't surface-mount stuff to docking ports so I made the fueltanks a subassembly with the ports on the nosecones, then re-rooted the ports before placing the subassemblies on the station.
>>
>>563483931
There's a lot of important functions necessary to make things buildable or make things work that are far too hidden. Subassemblies are one. All the right-click configurables that are hidden unless you enable an option are another. All this shit is workarounds and bandaids for some absolutely abysmal UX design.
>>
>>563444152
>This time without biters and pollution.
They're called recommended presets for a reason. And the reason is UPS death.
There's no need to be a tryhard, there's people out there playing x1000 science hardmode pyblock. They don't get any more internet points than you.
>>
>>563487013
That was not quite my reasoning, but you're right.

Seeing how the mod starts you off with 400 ammo and how it changes all the military recipes made me think: surely the message is just a left-over nobody bothered to update. When in fact it's the opposite, the message is correct and the rest has been neglected for presumably years.
>>
>>563487575
to be fair those are easily unlocked by logi which is like what, 100 hours in? I like that recipe.

But yeah, much like nullius, you're fighting the factory, not the enemy. It's basically like adding enemies to fulgora and aquilo.
Biters in vanila factorio exist organically along the game, in overhauls they're generally not a good choice.

Also for the love of god stay away from rampant. That shit will tank your UPS harder than anything.
There's one guy playing rampant py and he hasn't posted in a year and change after saying he'd update the game to 2.0 and taking almost 1 thousand hours to get to auogs.
>>
>>563483931
I think that problem wouldn't actually be solved by subassemblies. It was the game shitting itself over weirdly rotated parts.
>>
>>563487575
that ammo is for purging trees until you arrive at grenades.
>>
>>563489374
Oh it's shift+space now, used to be C. Thought they just removed it in 2.0
>>
>>563458453
not much, -9 to 9 are still the same, and most of conditions have either 0 or 1
>>
>>563487013
>They don't get any more internet points than you.
This is false. I bet it all on SA being amazing, but that was already priced in, next thing you know, I get margin called, insufficient internet points, and nothing to cover it with. I lost everything, I would've been fine had I been playing even regular pyanodons instead of SE. Don't let it happen to you
>>
Are finite or infinite resources objectively better for /egg/? No, no fencesitting allowed. There must be some rationale that tips the balance to one side or the other.
>>
>>563493835
finite resources are better if you have the mechanics to support them
>>
>>563493835
Personally I prefer infinite, just because it lets me take it all veeeeeeeeeeery slowly
>>
>>563493835
Finite. I want to strip mine the world and then build more factory in its place
>>
>>563493835
If I had to choose: Infinite. Factorio's finite system is pretty good overall, but in the late game your extraction rate is ultimately ups limited, so really deep patches end up practically infinite anyway.

If you could actually reasonably run out of ore in Factorio that would be a fucking disaster.
>>
>>563493835
Infinite but with some restrictions to source throughput. I want to be thinking about resource efficiency while not having a hard time limit or having to constantly set up new mines just for maintainence (new mines to expand production are fine)
>>
Whiskerwood is on sale. Should I get it?
>>
Forestry turd, thoughts?
>double wood output from recipe
okay, seems best
>+50% speed +50%prod
25% more output than the above if my math is right, but uses 50% more seedlings, co2, fertilizer, etc; three times as much ash, and less than half the power
>better fiber from wood
Kicalc looks like an easier and more efficient fiber source even after this upgrade
>>
>>563493670
tragic, really.
>>
>>563501503
2wood is a no brainer and it literally makes fiber easier to get from wood than kicalk until kick3
>>
Well this blows. My only source of tin is nowhere near water (needs steam to mine), and I'm not allowed to use barrels, trains or caravans yet.

After blowing up two cars trying to find a better source, I am now researching repair pack in a game without biters.
>>
>>563501761
Right, just there being a no-brainer pick seemed suspicious.

>>563504214
forgot pic
>>
>>563504351
>just there being a no-brainer pick seemed suspicious.
most automation turds are easy choices
it's later on that things get finnicky
>>
>>563501503
Forestry was the worst update in old school factoryscape since the evolution of quality. That's why I voted against Navalry.
>>
>>563493835
Just add quality bro.
>>
>>563508829
eh?
>>
Ok, once again, tweaked a bit this mess of a station
once again, only a temporary settlement until future me deals with it
>>
>>563504351
>Right, just there being a no-brainer pick seemed suspicious.
your expectations for turd quality are far too high
>>
I'm going through the motions of py2 and I think I'm pretty close to getting it automated. Just have to make three more plants and two animals, really. Not that complicated, but a bunch of stuff to balance.
>>
the gold train taking the scenic route
>>
>>563399650
Where can I check these milestones? They don't seem to pop up on their own.
>>
>>563528939
nvm found it, it's a separate mod

>>562552847
Probably doesn't count though since it's my second run. And I did just beeline for Splitters to make iron mining+smelting less of a pain. Now to see if I can do the same for construction bots, before having to tear down all this technical debt.
>>
>>563493835
Most /egg/ games get to a point where resources barely become an issue through either unlocks or ore richness increasing.

Foundry has an infinite ore tech
Factorio has near-infinite patches further from spawn along with the new big miners making even normal patches last dozens of hours.
Mindustry has endless resources
Dyson sphere program has vein utilization resource upgrades,infinite components from drops, and super rich planets around certain stars.

It's a small early game hump that quickly goes away. Most of the games can be beat after you tap a few extra patches here and there.
>>
>>563515281
Please push that top line up a tiny bit so the exit trains don't block incoming.
>But then my trucks can't use the ramp.
Not my problem.
>>
>>563529608
>Circuits in 6 hours
What in the speedrunning fuck
>>
>>563508829
lol, agreed. but i still like my fox biter transmog.
>>
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All this garbage just need to get some naphta because I need to mine rare earth and natural gas for arquads.
Silly.
I don't even need the power but there was genuinely no other way to get rid of natural gas other than sinking it and I just need a trickle of the stuff.

Also, why in the goddamn is petroleum gas only usable in chemical science?
>>563530923
Entirely doable if you know what you're doing. It's just wasteful not to rush that early in the game.
>>
>>563533240
Yeah, best to get through the early phase asap even at the cost of some hand-feeding. Just having splitters and caravans makes life so much easier.
>>
>>563533954
Don't stop there though, rush logistics for molten metals. It's another waste otherwise.
>>
>Skipping from steel furnaces straight to foundries with modules and beacons with module 2 speed and productivity
>>
>>563534073
Why stop at logistics? Rush to pyrrhic victory, why spend a second playing Py longer than you have to? It's a waste otherwise
>>
>>563533240
>natural gas, petroleum
you can use them both as burner fluids eg in your glassworks. the surplus BTX is nice for that too. i'd say you could use them for power gen but the good generators don't take that shit until like mk3
>naphtha
i don't remember when it pops up but whenever you can start working with crude oil it's a much nicer source than trying to pull trace amounts out of condensate cycling
>>
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>>563534260
What a silly reply.
You can sit as long as you want on logistics. It is the earlygame breaking point of the mod. Molten metals, even tier 1 recipes, are a gamechanger and the tier 2 recipes are much later on in the game and offer only circumstantial improvements compared to smelting ore instead of casting it. It unlocks construction/logistic bots. It is surprisingly easy to handfeed, even. Py2 in contrast is more of a slog and offers more nebulous rewards. I've been comfortably sitting on logistic for ~100 hours improving my infrastructure by now before even deciding to bother tackling py2. I literally just started breeding fish because there was no use case for them compared to fishing with bots or by hand.
You should always rush py1 for electric miners, and logistics for everything else, you're doing yourself a disservice by wasting an incredible amount of resources and needing to rebuild everything right off the bat otherwise.

Don't be silly.
>>
>>563534265
There's really no usecase to using those instead of syngas really, and I'm already at ~1 GW powergen out of literal exhaust fumes that I need to burn or void not to clog my factory. I really could have just voided the natural gas overflow if I wanted, especially since I hadn't even bothered researching gas powergen, especially with how much of a slog the recipe for cycling molten salt is so far out in the boonies where I need to get everything by caravan or fill up my car with salt, but the cost of making the power plant on its own was negligible and it was just there.
Had I thought about the salt *before* making the plant, I'd have probably just stored in a 125k tank and voided the excess natural gas.
>>
>>563533240
Refined natural gas can loop into condensates and back to make naptha, sure - but it can also go into formaldehyde at which point you skip methane and moondrop entirely.
Naptha can instead just be gotten from crude.
>>
>>563536638
Wanna know something funny?
You can make 100 gasoline per second from 0.8 logs per second, using only logistics science tier technology.

Logs go into wood, goes into coal and coke, then coal gas + tar, with coal gas into syngas and more tar. Syngas decomposes into hydrogen and carbon dioxide. The later is vented, the former goes into ionic upgrade of anthracene (gotten in bulk from tar) supplemented with a little bit of hydrogen from an electrolyzer. The oxygen gets selectively added into coal gas -> syngas for increased syngas yield which raises hydrogen yield when decomposing. (It reaches a break even balance point.) Part of the coke is to be set aside internally, to convert into acetylene to use with oil burners to create the requisite 250 degree steam for the cracking of tar and grabbing anthracene from tar.

The whole build gives 100 gasoline p/sec and ~90 aromatics p/sec from 0.8 logs p/sec and 70 MW of electric power.

Bottom line: 100 gasoline p/sec from 0.8 logs p/sec for
>>
>>563541310
>Bottom line: 100 gasoline p/sec from 0.8 logs p/sec for
*for basically FREE.

(urgh - got cut off when copy-pasting somehow)
>>
>>563540648
I've thought about formaldehyde, but I've already finished ratio'd circuit build and not only I don't really see the point, you use a trickle of it and I need naphta more than I need to save 1.2 moondrop seeds at full speed for melamine resin, I've got a deposit full of seeds. Also it only uses 7.5 salt, and I needed to break even again with 25 in 25 out, and I really don't want to stockpile and sink formaldehyde of all things.
Also this bitumen seep was in the middle of nothing so moving fluids around is actually kind of a pain in the ass. I'm sure it

>>563541310
brother if you're trying to make power from wood, .8 logs is 8 wood which straight up literally makes 300 MW in a biofuel power plant without even doing anything to it.
>>
>>563541642
>I'm sure it
will be more useful later on when I can make melamine and plastic out of it or when it'll be used in red chips, but for now I really just wanted naptha because I need to dig up rare earth for cobalt oxide and all that crap for py2.
>>
>>563504351
>no biters
pff casuals
>>
>>563534265
also feed them into a gas burner and feed steam to other buildings and overflow into turbines.
>>
>open 0view factorio
>stranded on aquillo
>building_destroyed.mp3
>check on nauv
>everything being eaten, belts everywhere
> train tracks to nowhere, dozens of solo nuclear reactors, empty ammo belts, contaminated fuel belts, bots dropping roboports on biters and dying faster than a ukraine meat grinder
>building_destroyed.mp3 on infinite loop
I've finally found it... sovl...
>>
>>563540648
>Naptha can instead just be gotten from crude.
I haven't touched bitumen (I already have a huge surplus of syngas) or oil derricks, mostly because none of the byproducts are interesting for me at the moment and I'm already making 3 belts of coke as a byproduct of my tar processing just to get rid of anthracene at the moment. There's a case to be made for it for heavy oil, because molten zinc, but I was already getting it from shale oil, which I have 5 million units trapped in gas vents and honestly it's already starting to back up in the first place.
>>
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>>
>>563547198
these py maps are looking crazier every time
>>
>>563544056
i love opening these 0 view streams when youtube reccomends me them, one of the only things I like about the random reccs that i dont care about "feature". it's always an absolutely adorable mess in so many unique ways. i saw one that made a few parking spots for their car and decorated them with walls, gates, and bricks on the ground.
>>
>>563529608
it's my 4th run, (well, 2nd one I actually got to circuits)
>>
>>563547198
I am picking up what you're putting down, however for me, it's throwing orbeez into feedwater for datacenter cooling/generators
>>
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>>563547198
What do they do here
>>
>>563549296
they peer into the veil
>>
>>563549209
bless you, those data centers are hungry
>>
>>563550405
>>563549209
https://www.youtube.com/watch?v=kKKg5fzIKeE
>>
>>563550769
I guess there's a limit to
>not my problem
when it comes to sending stuff down the drain
>>
>>563547198
>solar and thermal each produce only a little under coal
kinda wild
didn't realize how prominent gas was either
>>
>>563551848
despite a certain orange man's efforts
>>
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Red construction parts are the bane of me. At least when I finally get this crap built I'll be able to crank out a bazillion electronics. The nice part is that with exhaust scrubbing it comes out water positive. I'm breaking up my industry and putting everything on trains a bit at a time. It's probably not as efficient as tight,compact areas on the beach right next to cargo ships trading goods but it will look cool when I'm done.
>>
>>563493835
>no fencesitting
finite resources with upgrades to make them effectively infinite
>>
>>563551848
>didn't realize how prominent gas was either
Yup. Gas wins by quite a bit.
We flare so much Ngas as a waste product that you can even see it from space.
>>
>>563547198
>win11
>news thing in taskbar not disabled
fag
>>
>>563555960
>ENG IN
Indian fag, even.
>>
Am I retarded or can we not edit blueprints IN the blueprints?

Cause it would be a lot easier to get this shit to work if I didn't have to leave the BP interface to change certain things.
>>
>>563556414
you can remove things from the blueprint but you can't edit anything
>>
>>563555567
>as a waste product
wew
what's it all a byproduct from, plastics? gasoline?
>>
>>563557035
Drilling for gas/oil.

https://science.nasa.gov/earth/earth-observatory/gas-drilling-north-dakota-79810/
https://en.wikipedia.org/wiki/Bakken_formation
>Absent the infrastructure to produce and export natural gas, it is merely flared on the spot
>>
If I rank
1. Satisfactory
2. DSP
3. Factorio
(power gap)
4. Captain of Industry
what're the odds I'll enjoy Foundry
>>
>>563558701
>DSP higher than factorio factorio
I'm not even gonna address your top pick because it's fucking shit and we all know it but that is just ridiculous
>>
I've VASTLY misunderestimated the amount of trains this will need to keep running
>>
>>563559449
dsp looks fantastic once the sails start flying around. The space visuals are peak. The gameplay gets pretty repetitive after logistics, and everything turns into commie block spam.
>>
>>563562051
M O U S E
>>
>>563559449
I like making things look pretty
Factorio is a nice puzzle game but you could replace the sprites with Dwarf Fortress ASCII graphics and it would still be fundamentally the same
Satisfactory has has an entire sandbox building system and DSP is pretty enough on its own
>>
>>563562474
Didn't mean to quote you, whoops

Gonna be a bit difficult to tell what's going on here. Basically, this complex is designed for .2 teir-3 science per second. Most of the ingredients require very small amounts to achieve that, but there are a lot of them.

it's been 286 hours, and I finally have the science burning in a lab.
>>
>>563563202
Most of the space, on account of the extreme variety involved, is not used optimally like one might be able to set up optimal engines in vanilla factorio. Due to chaotic demand, I ended up with a chaotic floorplan, with both empty useless space and just hardly enough space.

Still proud of some of the beltwork, like the coke line that goes underground to the supply 3 machines from 1 tile, which you can't quite see.
>>
>>563563550
Like, look at all that unused dirt.

I might have been able to build it better if I already had an idea of what the demands would be, but the ingredient chain was too big for that. If I ripped everything up and built it again using this as a prototype, perhaps there would be less wasted space, but this took days and it's going to run until I'm done with teir 3 science and have better tools, like tar pumpjacks.

The mice.... am I supposed to need that many? It's only like net .8 per second or something I think, but it's so big.

My main belt currently moves tin, lead, copper, iron, titanium, zink, nickle, ash, wood, treated wood, antimony+nexalite, stone, coke, coal, ash-reclamation, aluminum, 4 glass products on 2 belts, flora, gasoline, water, hydrogen, aromatics, and syngas.

Part of the main belt currently has tar-reclamation, coal gas, acetylene

That's a fucking lot, that's 24 tiles wide or so.

What's more, builds a huge, but process only a small amount of material per second. That emans belt distances are longer, and items on belts represent a larger amount of value in terms of seconds of productivity invested in their creation, which means that the materials waiting on the belts as waste represent a much larger amount of waste than they normally would. 1 plate on a belt is 5 iron ore and a stone byproduct that must be handled. A chest, for the same reason, can run a machine for a very long time.

I'm starting to think that py really really wants me to use trains and caravan beasts.
>>
>>563565432
>there's nothing in my copy+paste clipboard
fucking...


Anyway My base is 91k iron plates worth of pipes and conveyors and it may be better to use trains/animals because a box of materials lasts for like an hour of crafting in this mod.

Once I've built my 4rth simple-circuit sdetup or by 4rth latex complex which inovles killing ants, maybe it would be better to just have one big latex complex, or just one circuit complex that actually has enough supplies to run at full speed, which can supply anything.
>>
>>563565432
>py really really wants me to use trains and caravan
It does, that is why caravans are unlocked with the first science pack.

Your base makes me feel better about the mess I built last time
>>
>>563562474
One of these days I'll actually have to bite the bullet and install pyanodon because there's this shit that keeps getting posted and I have no fucking idea what any of that is.
>>
>>563566128
Pyanodon was invented as a divine smite after some guy pushed a rock up mt. olympus and it rolled over the punch bowl and his punishment was being forced to build a factory, forever.
>>
I started career mode for the first time, tuned some of the difficulty options for less tedium (some starting science but reduced ongoing reward, increased money for fewer contracts required so I can focus on exploration). I decide to make the first launch a probe orbital insertion->measure->deorbit and recover since I already know how and am starting myself with the means. But I don't have stability control unlocked and despite my design knowledge the thing will NOT fucking fly right. Eventually I discover that asymmetrical parachutes are causing drag which pulls the thing off center ludicrously hard as it gains speed. I'm trying to make the thing land for recovery in a certain way, so I try making the main chutes symmetrical and just the drogue asymmetrical and EVEN INSIDE A FUCKING FAIRING it still causes catastrophic drag. Parts of this game are unbelievable shit.
>>
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How
>>
>>563567849
skill
>>
>>563567797
in the engineering world wind is basically RNG and if you're designing around it you're doing it wrong.
>>
>>563569149
Lifting from one side of center of mass puts that side upward.
>>
>>563530669
I know, I'm thinking of rebuilding the ramp more far off to give some extra space to deal with this.
That being said, no need to be afraid of the two way tracks.
>>
>>563566128
Py is the final boss of Factorio

A mod that might as well be functionally endless because only a few chosen people could ever finish it.
>>
Behold! Solar Thermal...2!
>>
>>563562474
time to start drowning them in sewage
i feel like there might've been something else that was okay to do with them but not what. kinda sucked for all butchery products
>>
>>563565432
>>563565902
>main belt
>on py
alright man good luck with that
>>
>>563493835
I thought about this too a few times, and i always felt bad about how gratuitous Factorio was with resources even though they are technically finite.
So i tried doing a minimal resources run thinking this would make the game more strategic.
It didn't, it simply made the game into a gigantic chore, because even if you have effectively infinite resources, there are still costs involved (particularly your time and patience) in acquiring those resources and making them fit into proper designs. All i did was multiply that cost tenfold.
So the point of resource efficiency is reducing engineer hours, and for efficiency to exist there must be occasional limits, meaning the answer is almost always finite.

However if a dev thinks that resouce acquisition will become unsufferable eventually, particularly because they are simply unwilling to give the players any tools to mitigate the negative parts of that experience, then yes sure just throw proper game design into the trash and make every resource infinite.
>>
I know Nullius uses a lot of fluids but holy shit the T3 fluid wagons having a capacity of 250,000 is nuts.
>>
>>563573264
But the rationale in the 2nd part is the opposite. Devs choose to develop an infinite resource game because they think the acquisition becomes insufferable at the start of a new game. So skip all of that and focus on other ways to limit the player's rate of progress. The question then is which is ultimately more fun for the player.
>>
>>563556414
It'd be real nice if it would show me WHICH combinator had which value
>>
So, when doing py
what's a reasonable science/min goal? What did you actually output, during each science level, in terms of the production of your choke point science?
>>
>>563578487
I feel like if you have to ask this question, you don't need very much science, but I crapped out of my last run at Py1 so I'm a bad judge of this sort of thing
>>
The train network function they added to the Experimental build of CoI is fucking awesome. I have all of my ore/coal trains running on a single network. I condensed 4 train lines into 1 and they'll all sit in a waiting yard until a delivery is requested.
>>
>>563571912
Mice cost seeds (wood (electricity)), ralflasia seeds (hydrogen + electricity) and moondrop (electricity)

Currently, only mice, fish and auogs give bones, and aougs cost native flora.

Fish costs meat and compost, but doesn't make brains, which is needed for the animal sample. 8 fish produce 2 meat.
2 meat makes 1 jerky. 1 jerky makes 3.333 phytoplankton. That makes 1.6 eggs at the cost of .8 fish, which is a net gain of .8 fish per 2 meat.
So, by turning fish into meat and back into fish, you lose 7.2 fish, meaning that fish butchery is a loss in terms of meat, for a gain in terms of skin, bone, gut, and fishoil. Also, it makes wastewater.

So, it seems like mice are the best source of all bodyparts, because you can simply make more with no repercussions or significant inputs.
Other than space, that is.
unless I'm missing something
>>
>>563584935
you're missing that native flora fields are absolutely insanely huge and also replenishable with a tech after either chemical science or py3 i forget
auogs are great
>>
>>563584935
Native flora is free though, along with all other non-vanilla "ores". There's tens of millions of it in every pile past the first.

iirc there's also a horse-looking thing that butchers into bonemeal directly, should unlock in the same stage. And bonemeal is where most of your bone usage goes into. So you could combine those with another source.
>>
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>looking forward to factory game on a barren windswept ice plain
>load in
>forest of fuckass ugly rock pillars and patches of dirt on the ground
and I thought Satisfactory's terrain was bad
fuck Foundry
>>
>>563586420
ulrics
they're nice but pretty optional if you've got other animals set up well. especially by the time you start needing brains for the research boosters, you'll be producing so much byproduct bone that it's barely worth worrying about bonemeal
still doesn't hurt though, not like they're high demand and it's just more butchery materials you can put to use wherever.
>>
>>563566128
>install py i thought
>itll be fine i thought
>>
>>563585990
insanely...??

This is my flower field
I could technically have more miners on it, but the bits I'm not using have very little "flower ore"

For 40 formic acid, that's .2 varucs, which is 1.5 flower and 1 egg, which is another 1 flora. So, that's 2.5 per second while a belt is 7.5 per side and a miner supplies 1 flower/second.

For t3 science, for rubber, I consumed another 20 formic which is another 1.25 flowers, as wel, and another 1.2 flower for manure.

So, my consumption is 4.95 while going out of my way to avoid using flowers, and my production is 8 (due to one of the miners being empty already)

Is this the kind of "massive" supply you described, or is my world kind of low on flowers?
>>
>>563586707
Well at least it's flat. The only beef I have with Satisfactory is the extremely vertical and cramped terrain. Virtually always having to build artificial platforms at the highest point of the terrain makes it very difficult to take advantage of the natural landscape for decoration and building shapes.
>>
>Sent Jeb to land on the Mun and back
I've officially made it further in this game than I ever have.
>>
>>563567797
Hard to tell from this angle but you seem to be using control wings near the center of mass, that's the opposite of where you want them. The further away they are the more leverage they have to turn the ship (or to stop it from turning). You should put some wings near the very bottom (or top), especially if you have to fly without SAS. There are buttons on the bottom left to show center of mass/thrust/lift.

picrel has a parachute only on one side, it flies straight without me touching any keys.
>>
>>563587086
That's your starter field I'm guessing. You unlock caravans right after Vrauks, so you can grab resources much further away. This is the second flower field I found, with 160M
>>
>>563588026
Thrust in front of CoM is cheating.
>>
>>563588204
>Thrust in front of CoM is cheating
prop-plane bros...
>>
>>563588204
Maybe not the best example then. But it does spin out of control if I put the wings one stage higher.
>>
>>563588193
Here's the only other flower patch within a significant distance, with car for scale. 31M.

Always good to know I've been fucked with, or maybe your patch is just big.
>>
>>563588879
by that I mean "only other one I can see at all", to be clear
>>
>>563551848
the cost of solar equated the cost of coal very recently
gas is still peaking
>>
>>563562474
https://www.youtube.com/watch?v=ocaumww0Qvs
>>
>>563567797
I had a 20-25ton craft start spinning during orbital maneuvers because of a net 0.04ton imbalance from science units off-center in a payload bay. Apparently that shifted CoM enough for the engine thrust moment to significantly exceed the reaction wheel that I had limited to make the controls less squirrelly.

>>563588026
Even if the ship had too small of a restoring lift moment, that drag problem absolutely should not exist with such limited build tools. The fact that there was still a drag problem even with it inside of a fairing is absurd. The game is just constant "do a retarded workaround for a problem that shouldn't exist."
>>
>>563584935
>Fish costs meat and compost
false, fish cost nothing if you take the objectively correct fish turd.
>mice are the best source of all bodyparts
you literally, unironically and genuinely have 0 reasons to kill the rats given how much they cost. They exist to be bred for science. Also wastewater is free urea.
>>563586420
ulrics may butcher into bone meal but they're horrifically expensive on ralesia seeds. We're talking orders of 4 seeds a second for a medium sized build. You need an enormous ralesia plantation to just supply the same demand that more auogs would at the price of some moss and flora.
>>
>prototyping first space plane
>stubby delta wings
>needs roll controlling canards
>flies well
>can ditch in the water at 30 m/s with no chutes and suffer minimal damage
>cargo undamaged
Not bad for a first attempt. The control surfaces need some fine tuning but I think I'm ready to strap this thing to a rocket.
>>
>>563589527
What would be the point of Ulrics then, they don't seem to have any other use.
>>
>>563587086
Blud, you've been literally mining for 300 hours with what, mining prod 2 at best? It's kind of a miracle your starter patch is actually alive and kicking still.

>>563590132
i literally just set them up for THE BEES.
>>
>>563567797
This is what I ended up with as a single stage recoverable orbiter. The tech tree is full of absolutely retarded part-unlock assignments that give you partial sets that unquestionably should all come together. I have a tricoupler but not a bicoupler so I smashed two engines together with the offset tool down in the bottom. I didn't have a probe core with a top attachment point, only the putnik, so I had to mount it inside the maintenance bay in order to place a heatshield above it. I'm pretty sure the bay is covering it and the shield is unnecessary but god damn it. Also a nosecone overheated anyway. I then had to sink the probe core down inside the fuel tank with the offset tool so that the momentum wheel wasn't inside of it which wouldn't have been necessary if I had a 0.625-1.5 adapter to complement the 1.5-2.5 adapter that I DO have or if I had a 1.5 size wheel to complement the 0.625 size one. I couldn't use parachutes to land it on its side so I gave it legs instead.

Also I took four start of game contracts that all should have been covered by this flight and only "Get to orbit" shows in the archive. "First flight," "leave the atmosphere," "collect any science" all fucking vanished.
>>
>>563590648
Why are you doing all shit with the worst probe core in the game? It's like 90 science for one that has actual SAS and built-in reaction wheels. Far more important than an engine multi-coupler when you can just mount stuff radially.
>>
>>563589527
butcher mouse: 5 mouse for 5 bones. Can be crafted into 2.5 bone meal
butcher ulric:6 bone meal

Can be normalized: 60 mice for 30 bone meal
10 ulric for 30 bone meal.

Ulric pup cost: water, 3 fawogae shroom, and 2 ulric food for 3 cubs.
Adult ulric: 3 cubs and 1 food, plus 15 seeds.
total cost for 10 ulric: 10 food, 50 Rseeds, 10 fawogae. The 10 food costs around 16.6 flora, 16 seed, 8 ralasia, 8 fawgorae, 3 tin plate, 160 steam.

4 mouse adults are used to make 10 pups, and 7 pups make 6 mouse adults. So, 4 mouse adults make 10/7*6 = 8.57 mouse adults, a net gain of ~4.5714 per cycle. A net gain of 60 mice takes 13.125~ cycles.
For adult -to -pup
13.125 * (15 raflasia seed + 2 moondrop + water) = ~ 26 moondrop + 196 raflasia seeds)
For pup-to-adult
(13.125*10pups produced / 7 pups consumed)* (4 tree seed + 3 ralasia seed + 4 moondrop) = 75 seed, 56.25 Rseed, 75 moondrop

So, for 30 bone meal, ulrics cost about 16 flora and 58 Rseed, while
mice cost about 250 Rseed and no flora
>>
>>563591287
Buddy, we know you have the wrong autism. But it's not helping you in this.
>>
>>563590790
I didn't say that I bought or wanted to buy a coupler. I said that whatever I bought that gave me one should have given me the other. You illiterate moron. I also said that it was my very first flight, as in I didn't have enough to buy what you suggest. I actually did, but I didn't realize that I was only getting the shitty probe core and not any others (even leaving autopilot as a later unlock there fuck well should be a stackable probe core) and I got bigger fuel tanks and decouplers instead (because, again, I literally just started and took what seemed most important with my starting science).
>>
>>563591287
https://litter.catbox.moe/mdyc7bw8ys8ziuya.png
4chan is shittsing the bed so you get catbox

the choice is between 17 ralesia plantations for 1 bone meal a second or 18 auog paddocks (or one third that with the 35% prod turd you unlock in py2) and 10 flora a second (stacks to 30 on a belt, which means you can get 3 bone meal/s, although again, 35% prod counts massively) and 5 moss/s.
I've set up my vrauks and auogs next to a 68 M native flora patch and I get my moss for free as in free air from my moss stack that doesn't use muddy sludge. Auog 2 is terrible, and auog 3/4 require bedding+quality food, which is frankly an extra nuisance. Auog 1 keeps being the best option for almost all the game unless you gimp yourself with the sawdust turd for better returns *later on the line*.
keep in mind that means that you need 50 ralesia plants to keep up the demand for 3 bone meal a second, compared to just a belt of flora. Frankly, it's not sensible.
>>
>>563591664
I understood your post perfectly well, no need to be rude. My mistake was assuming you bought the coupler tech with purpose.

Most people just run crewed flights to start with, it's ironically easier than probes. You get built-in heat shielding, reaction wheels, monopropellant charge, good connection point for a parachute, and you maintain control even without comms or power. Probes really start at the Okto cube, which at least has SAS.
>>
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This took forever but it's hooked up to the train network. COI's literal train network is pretty damn simple once you understand how it works. It basically works like factorio interrupts except you only need to add stops and waiting bays. No labeling required or fancy wait conditions beyond keep full/empty. Trains seem to be smart enough to only load/unload if there's enough room in the station+assigned storage bins.
>>
>>563565902
main bussing py
you deserve all the suffering you get.
>maybe it would be better to just have one big latex complex, or just one circuit complex that actually has enough supplies to run at full speed
thats what im doing. literally 1 chip machine for producing each chip feeding a buffer before loading onto trains. so it can run non stop.
>>563589527
then your gonna hate that i kill the aruthians for the extra brain and lulz.
>>
>>563594869
>i kill the aruthians for the extra brain and lulz.
arthurians literally are the best for brains so not really
or was that scrondrix?
>>
>>563595778
its s effectively the same ratio of mice to brains, probably worse when factoring in the science it consumes for the pups.
>>
>>563595945
Well, he's barely at logi and doesn't know what he's doing, but you're at purple, son. You're already beyond saving. Have fun in whatever way you find possible.
>>
>>563593205
Those are the deposits in the far corner of the new islands map, right? Looks like they can all last hundreds of years
>>
i managed a munar flyby yesterday in ksp but i forgot to save the rocket design and now i forgot how i built it :(
>>
>>563570990
that image is just lifecraft
>>
>>563592240
file not found
>>
d'egg
>>
>>563593205
Yeah the new Network feature on Experimental branch is awesome. Condensing a bunch of ore/loose train lines into a single network was game changing
>>
>>563598649
Yeah. I'm purposefully splitting my industry up to use trains to connect several different islands.
>>563606413
The only thing I've had trouble with is weird edge cases where you move a train manually and it ends up with a partial load. The train doesn't seem to recognize it has any cargo and will get stuck in a waiting bay.
>>
>>563607746
>Partial load
I only encountered this when I was consolidating my lines and I had some wagons with leftover material from waiting at the loading stations when it had the old single line "depart when full" condition. Once I got those cleared I haven't encountered and issue. I have 4 identical trains running around picking up and dropping off Iron Ore, Bauxite, Gold, and Coal now. Im definitely not going back to the stable version until it this gets patched in lol
>>
>>563541642
>brother if you're trying to make power from wood
gasoline is also something you might like to use to run your smelters, glassworks, and atomizers on. And those can't run on electricity.
Though I guess atomizers are actually more practical to run on biomass - in particular after you've refined it to dried biomass to give it x4~5 fuel value.


(Fucking hell- the captcha and posting is asinine slow.)
>>
>>563589527
>false, fish cost nothing if you take the objectively correct fish turd.
Fish cost saline water. Which is damn well fucking annoying if you have an unlucky map seed that is low in salt mines.
>>
Aw yes, construction bot time.
Will be drinking gasoline for personal power.

Also, an inventory upgrade and an armor inventory size bonus.
>>
>>563575826
>they think the acquisition becomes insufferable at the start of a new game.
That is a nonsensical take to me, is that your opinion or are you actually talking about what Satisfactory devs said?
>>
>>563616617
>Satisfactory devs
>nonsensical take
sounds like hand in hand to me
>>
>>563616617
>>563616961
I'm pretty sure satisfactory has infinite nodes because they have a finite map. I'm not going to trawl through the thousands Q&A videos to find out for sure.

Also the captcha was slightly faster this time.
>>
>>563616617
they said something something constantly replacing mines is tedious, so they made mines infinite and everything else tedious. look, satisfactory devs arent very smart but at least they can hop on a fad
>>
>>563617365
>Also the captcha was slightly faster this time.
I actually got the Cloudflare prompt this time - and now it's stuck on "Waiting for sys.4chan.org to respond"
In other words: it's literally just the 4chan origin server that is slow and crapping out.
In a stark and rarely occuring miracle on the universe, for once - a network performance issue is NOT due to Cloudflare. Go figure.
>>
>>563617996
I kept getting 502 bad gateway on the captcha for most of today
>>
wait... if I use trains and caaravans, won't the trains just hit my caravans?
>>
>>563617365
>I'm pretty sure satisfactory has infinite nodes because they have a finite map.
That a nice copout if you want to justify infinite resources no matter what, or even worse, if you're so much of a normie sheep you HAVE TO design for trendslop
>>
There is literally no upside to finite resources. The gameplay remains the same except now you have to interrupt whatever you're doing occasionally to slap down a new miner blueprint. Infinite resources means I can just actually work on my factory.
>>
rail yard is getting ridiculously cramped but I think it's aesthetic in an industrial kind of way
>>
There is literally no upside to finite power. Gameplay remains the same except now you have to interrupt whatever you're doing occasionally to slap down a new generator. Infinite power means I can just actually work on my factory.
>>
>>563630218
>Gameplay remains the same except now you have to interrupt whatever you're doing occasionally to do more gameplay
power is an intermediate product of your factory

holy laggy captcha
>>
>>563630218
When you build more power, you do so to expand the factory, and the increased capacity is permanent. It's expansion, not "you let the factory run for an hour, now fuck you go walk to another iron patch and build more miners"
>>
When you build more iron ore, you do so to expand the factory, and the increased material/science is permanent. It's expansion, not "you placed a couple more buildings, now fuck you go walk home and pay the power tax."

>power is intermediate
Not primary?
So, when I shape iron into a building and put it down and it burns uranium to produce electricity, that's an "intermediate" product?

So, when I shape iron into a building and put it down and it burns electricity to produce iron, that's an "intermediate" product?
>>
any use for the 150C steam in py?
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Making my own Factorio API doc reader in Emacs.
You have no idea how good this feels. Maybe one day I'll start actually making my mod.
>>
>>563632156
150c steam is a byproduct that cannot be used for many of the normal uses of steam. It represents less power than normal steam when used in a turbine.

So, if you manage to spend 150c steam in a recipe instead of higher-temperature steam, that means you're spending less energy on that recipe.

Also, solid fuel burned in a boiler creates an equivalent amount of mj worth of electricity, but solid fuel burned for hot salt makes a larger amount of electricity. So, the cost of steam is actually greater than its energy value suggests. Once you're using electric boilers for steam, you'll be able to visually see how much it costs under these conditions.

The only viable example I have so far:
my polybutadiene building, used for rubber, is near my latex building, also for rubber. The poly makes 150c steam. The latex needs steam, any. So, I can just use some of the low-energy steam byproduct instead of making new steam, and vent the overflow.
>>
>>563629289
In a game with enemies that: halt your expansion and require resources to push back, expand themselves back into areas where you previously cleared if you have not used resources to secure it properly, and in most circumstances require constant resource use to keep from destroying your factory, limited resources become an integral gameplay restriction that require you to change how you think about factory building and planning, and how exactly you will spend those resources you have. Will it be to rush technology that make resources last longer for tech, or technology that makes you more effficient at killing the enemies? Will you not research, and instead spend your resources carving out a space for your factory, and claiming more resources along the way?
Finite resources allow for gameplay like this. This gameplay is of course, not inherently factory building, and in some cases it can absolutely make for a worse pure factory building experience. Not beating around the bush, in Factorio if you have biters set to off (or you're on default settings with many forests) AND you have low resource nodes, then the finiteness of them is just annoying. The biters are a pushover and mean nothing, and you just have to do something tedious once in a while to get more ore. Infinite, or practically infinite, resources are better here. But with biters set to high amounts, it becomes a challenge that finite resources compliment.
>>
>>563638049
On the other hand that argument is incumbent on a single game's balancing. It is entirely possible to have a game with infinite (rate limited) resources that is built around difficult enemies, which require careful planning of those resources to manage. There needs to be care given to the distinction given between infinite reserves and infinite throughput, even when it is clear that the former is really the only one being discussed.
>>
>>563615209
just get all your saline from byproduct stone

>>563623303
i think they don't actually collide at all
i know trains don't touch them and also they can just stand directly on top of each other unlike biters
>>
Can I pirate the DLC for KSP or should I just use mods instead?
>>
Made floorplan which I think is passable for new iron and steel using molten + tier 2 processing

If I were to actually execute on this, the steel would require 52.5 coke per second, and the iron would want 18.66 coke.

I'll be leaving the blueprints here and building just a tiny amount of the buildings, enough to get some steel, so I can make more power plants. Probably, only 4 or those molten steel furnaces will actually get built, as that uses almost 15 coke/second, which seems a reasonable cutoff point.

So, this is all I'll have to show
>>
>>563632156
basically every single process that needs generic steam, and there's hundreds of them. it's not really worth it to convert 250 to 150 because it's 1) slow 2) inefficient 3) doesn't make that much anyway, but you can if you want to.
>>
oh good, they unfucked posting? Sorta? I still get errors when posting images.

Anyway, I finished rare earth oxides leeching caravan byproducts from the ammonia build, the organic solvent from the tar build, the sulfuric from the copper build and cyanic from the circuit build (which in turns leeches wood to coal from the cellulose build)
it's perfectly fine because I have backup storage of the stuff, I've overbuilt and I'm just mooching off the excess, plus py2 will let me make everything more easily
only thing is that when this build is at 100% it will drink 175 sulfuric a second, but I needed to re-implement refined syngas for acid air just to mine niobium anyway so it's perfectly fine.

https://files.catbox.moe/36tk14.jpg

>>563641126
holy mother of overbuild, but at least you won't get a better iron recipe until chem

are you VOIDING that much tailings
like a MADMAN?
do you have any clue how much acid gas you can make out of that stack alone?
>>
>>563631178
>Not primary?
>So, when I shape iron into a building and put it down and it burns uranium to produce electricity, that's an "intermediate" product?
>
>So, when I shape iron into a building and put it down and it burns electricity to produce iron, that's an "intermediate" product?
the only productive uses for energy are spending it produce something, or storing it to spend it later
so much so that electricity producers will automatically scale down their production (and so consumption in case of engines/turbines/fusion gens) if the electricity they would make cannot be spent
it's only purpose is making other things, making it an intermediate
like gears, they have no utility by themselves, only to be made into something else
>>
>>563611827
I hate that faux-stencil font.
>>
The only productive uses for iron ore are spending it to produce something else or storing it to spend later
so much so that ore producers will automatically scale their production if ore they would make cannot be stored
it's only purpose is making other things, making it an intermediate
like gear, they have no utility by themselves, only to be made into something else
>>
Cookie clicker has been right all along
>>
>>563656696
Elaborate
>>
>>563640307
I dunno how it works with Steam, but you should just be able to unzip the files into your KSP directory and be good.
>>
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fucking hell this thing was a bitch to land
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>>563661316
wide is better than tall
You can also hold...shift? or was it alt? And align parts in smaller increments, to make the lander legs flare out more.
>>
>>563661523
yeah, i knew going tall was a bad idea but im still pretty limited in the parts i have available
and also this was a rescue mission and even though i know they cant run out of food or oxygen i wanted to do it asap for autistic roleplay reasons so i had to use my existing mun rocket design and this was the best payload i could design for it
>>
>>563661316
That's why landers only look like that in fiction
>>
Factory... Home...
>>
>>563663351
the japanese manage to make even industrial hellscapes, aesthetic
>>
>>563661316
at some point we'll manage to do it in real life too!
>>
>>563663351
it wouldn't even be that bad if the middle and upper management wasn't 98% populated by a cabal of insecure retards, day and night shifts were exclusive, check-in/outs wouldn't take several minutes (taken from your lunch time), paid fair wages and could take your phone in with you
but alas, gotta make things shit for the sake of making things shitty
>>
>>563665827
Okay but think of the shareholders
>>
>>563663351
Greenies will look at this and think it's ugly and evil.
>>
>>563665907
They're the biggest retards in the scheme.
They demand that the share price go up NOW, the more the better, at any cost.
Even the CEOs are but mere slaves to that mentality, squeezing those quarterly profits to meet their quota.
Any notion of long-term tenability of profits leads to an autistic tantrum. "Muh share price must go up! Up! UP!!1!"
Then they have the CEO replaced with another one that says only the things they like.
Shareholders are the epitome of gibsmedat mentality.
They are the financial version of porch monkeys parasitizing on the company.

When you think of shareholders, you're thinking of communism!
>>
>making a ship to collect promethium
>thinking ill have a long trail of cargo bays behind the ship
>realize that since promethium only stacks to one that just using belts will give me almost 6x the item capacity per tile over cargo bays
>if I use undergrounds it can go up even more
a km long trail of belts behind the ship will ruin the /fa/, but the gains tempt me...
>>
>>563667251
i blame financialisation desu
shareholder value makes sense if you think of shareholders as actual people who own part of the company
but today all the biggest shareholders in most companies are financial institutions like banks and various investment funds who treat their positions as interchangible financial assets, so short term line go up thinking is all they know
>>
>>563668207
I blame kikes
>>
>>563668207
I still hold that the modern stock market should literally be treated the same as gambling in terms of expectations
You put money in, the casino known as economy does its thing and maybe you profit, maybe you lose
Companies shouldn't have to prioritize stock value over their own operations
>>
>>563669639
That's what he said anon.
Who do you think owns those (((((financial institutions)))))?
>>
RE:RE:RE: Ulrics & bone Meal

looks like butchering ulrics is actually quite alright for bone meal overall. This build alone makes 3.6 bonemeal/s. You also get a decent amount of lard and brains too. Guts turn into hydrogen chloride, skin gets absolutely trashed, meat turns into jerky, blood gets trashed, lard goes into oleochemicals.
You can reduce the obnoxious size of the ralesia field with the tier 2 recipe by just adding some fertilizer.

The paper towel turd is also excellent because it can halve that at the cost of some constant drain on hot air and some cellulose.
>>
Are pilots in ksp just a waste of time compared to remote control + scientists + storage pod when it comes gathering science?
>>
>>563667886
Do it pussy.
>>
>>563667886
>collecting promethium instead of processing it on-site
gay gay homosexual gay
>>
>>563667886
learn to weave belt tapestries, my soon to be carpet merchant
>>
>>563671607
nice, you can turn guts into straight chlorine for better ratios if you don't mind fussing with adding hydrogen later.
>>
>>563673354
guts are the second lowest trash butchery byproduct, only better than skin which is quite literally beyond fucking useless other than processing fatty acids, so I am genuinely NOT going to lose any fucking sleep over LOSING guts I'd have to void otherwise, than to burn fucking LAMPS to get my hydrogen chloride thank you very much
>>
Turns out you need only around 6 vrauks/s for 18 py2/min, or 2/research startion
my 100+ hours babby's first vrauk build can make 12/min and I have coke + copper to give me more than enough formic for rubber in the first place

py is very silly sometimes
you genuinely only need a trickle of everything
>>
At least the pyggers are keeping the thread bumped I guess
>>
>playing ksp for the first time (installed it years ago but never got around to it, picking it up now because of artemis same as everyone else)
>figure out the basics and get some flights under my belt, build up enough science for some fairly beefy rockets
>do a series of 4 missions testing plans for a munar landing, culminating in full munar orbit (i know its a game and theres no reason not to just full send straight away but im having fun with the autism roleplay element)
>mission 5 lands on the mun but burns most of its fuel landing because i fucked up and went down at the edge of a crater so i had to manouevre a lot
>immediately begin work on a rescue mission for valentina
>cavalry i crashes into the mun and explodes because i was using sea level not terrain level
>cavalry ii lets go
>monstrosity of a lander (>>563661316) touches down near-ish and valentina is able to use the last of her fuel to fling herself to within walking distance
>she boards the lander and they prepare for takeoff
>stupid tall lander was so finnicky to land that it only has about 600dv of fuel left
>able to get to munar orbit but not escape velocity
>cavalry iii
>get to munar orbit
>turns out its really fucking hard to get two spacecraft to meet up
>eventually get a trajectory that will put them about 300m apart at a relative velocity of 5m/s
>fuck it were going
>valentina and doodgan eva across the gap between ships
>shitting myself the whole time
>both of them make it
>cavalry iii returns to kermin
>re-entry is awful because of the extra crew compartment but the combination of some skipping bullshit and all the thermal junk i attached to the outside, no one burns to death
>land on a hill and roll down for a full minute, everything except the crew explodes
>recover the vessel and get the three of them home safe
>another successful mission
this game is great. jeb has been stuck in kermin orbit for 90 days so i guess ill try and grab him and then space station/moonbase time i think
>>
>>563676460
i hope ksa lives up to the hype
i want ksp but better
>>
>>
>>563676460
>>turns out its really fucking hard to get two spacecraft to meet up
update i found out youre supposed to use RCS to do this, i guess ill unlock that before i rescue jeb
>>
>>563678792
>turns out its really fucking hard to get two spacecraft to meet up
i find it rather easy if you're not concerned with efficiency, just follow these steps:
1. match the target vessel orbit as closely as possible, doesn't matter if it doesn't result in an encounter of it's nowhere near
2. plan a manoeuvre some orbit forward, expanding the orbit into an elipse so an encounter will happen
3. do the manoeuvre
4. as soon as you see the target craft, change your speed indicator to that of the target and burn retrograde until the speed is as close to 0 m/s as you can get, this means that your orbit is essentially the same as that vessel, just a few hundred metres apart
5. use rcs to dock
>>
>>563679092
also if the distance is still too far (in excess of several hundred meters), it might be better to aim at your target and do a small burn with the main thruster, just make sure to stop before colliding with the target
>>
>>563679220
also use [ and ] keys to quickly switch between vessels, turn them to face each other
>>
Landing a plane in KSP is a real fuckin shitfest of control design. Too much juggling trying to line up approach and too much juggling trying to control descent rate. Controlling both at once fundamentally is what it is to land a plane but not with both properties being BOTH floaty and jerky. A big part of it is the full fucking retard interaction of stability assist, manual input and trim all fighting each other to apply to the same control surface. Sometimes you're able to feather it right and it feels easy and other times it's basically impossible.
>>
The captcha works but my posts takes so long to go through that it expires before sending. I might actually have to play videogames at this point.
>>
>>563679750
ksp is just fucked in terms of wheels and aerodynamics
>>
>>563679315
and don't try to dock along the world Z axis, because the camera hits gimbal lock
>>563679750
KSP is begging for joystick input

fuck today's broken post submission. you mining bitcoin as part of the captcha now?
>>
>>563679921
Same, when submitting via 4chan X, and it fails to go through at all. I have to use the original form instead and that will go through despite sending me to a 500 error page.
>>
>>563679925
The aerodynamics actually aren't too terrible. I am able to make a plenty stable plane by putting the wings high. It's just the shitty non-analog input. It would all even be workable if it just let you use trim properly.
>>563680005
I starting looking up if I could use a controller because it's so fucking bad.

It's worse with small planes like you'll start out with in career. I was having no problem with a big beefy spaceplane that I was testing before. Fortunately I already had plans to not fly around Kerbin doing tedious long haul surveys and shit. Just wanted to do one multi-contract flight near the KSC and then only ever bother landing spaceplanes.
>>
>get wildly frustrated trying to put my space plane in space
>make an atmosphere version
>it's now my best plane I've ever made
Dreams of the stars, born to stay on Kerbin.
>>
>>563683283
space planes/sstos are notoriously difficult because your center of mass will in fact, change depending on how much fuel is remaining in a vessel
also you either need 2 different types of propulsion for in-atmosphere and vacuum flight or contend with a mediocre propulsion
>>
>>563683561
I did manage to put it in space but it only made it there by strapping a bunch of solid boosters to it.
>>
>>563683926
it also performed a beautiful reentry and successfully splashed down after a very long glide.
>>
>>563683926
that defeats the purpose of an SSTO, no? it becomes a weirdly shaped rocket by that point
>>
>>
>>563684175
>>563683926
>>563684160
It's literally just the Space Shuttle, kek
>>
Doing warptario now

this any good?
>>
playing warptario now
s'it any good?
>>
>>563688614
>we have a space shuttle at home
>>563661768
starship looks less stable than that pic.
>>
>>563178957
Fuck Darthmod.
>>
>>563683561
It's not trivial but getting dry CoM and both fuel types CoM coincident is totally doable. Only not trivial because the design tools are lame.
>>
>>563683561
It's not trivial but you can totally get dry CoM and both fuel type CoM to be coincident.
>>
>>563665827
projecting much?
>>
>>563688497
Now post the spengies one.
>>
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I don't get it. How can this possibly jam when on enforce even inputs? Each station gets exactly 240 items
4 stations
960 items
My trains only deliver when full which is 960 items
480 per wagon.
So each station ends up 100% full. How the hell does the splitter get de synced and by so much?

I must be missing something
>>
>>563694727
I think it's because the belts to the outer stations are longer, so the items don't reach the balancer at the same time. if all four stations were connected to the balancer via belts of the same length, it would work.
>>
>>563671607
>blood gets trashed
>meat gets trashed
look forward to those becoming a good source of nitrates
>>
>>563694727
Are you factoring in belt length technically counting as additional "storage"? Maybe I'm retarded, but I just cannot fathom a typical use case for those functions. They always end up jamming my shit
>>
>>563694727
it should work, the only thing that could happen is if you triggered that after it had already pushed some stuff
but long story short, you really don't need it in this case, stuff will get pushed out the same rate anyway
>>
In answer to my question, fuck yeah warptario is any good
look at that shit

15 ore/ .62 iron = 24.19~ furnaces, so 25 have to fit on a floor to eat a belt.
Of course, the furnace actually eats .625 ore/second, which means I didn't need to fit the full 25 furnaces in there while maintaining the water-passthrough pipes, but I did.

Space restrictions are awesome. Compress me into a cube and ask me riddles.
>>
>>563697639
Longer belts shouldn't actually matter if it's going round robin. So A->B->C-D A->B->C-D etc. I'm starting to think there's some kinda fucked up internal buffer that's causing it to jam.
>>563699174
It's to make sure each station gets fully unloaded so the next train that arrives doesn't get stuck trying to unload into a single station that already has items in it. If they don't all unload in a balanced manner then you end up with problems. You can technically solve this with a much larger buffer which is what I might end up doing if I can't fix it.
>>563699260
Nah this is from 0 items on the first unload. There's nothing extra or leftover from other unloads.

I think I'll just add another train worth of buffer and make sure I set the request to under that amount. That way the stations will empty with room to spare. It's annoying to have to do that since I had everything lined up so nicely.
>>
>>563699594
You're honestly overthinking it, just having the balancer already makes sure all docks can unload at the same, so there's nothing to gain or lose otherwise
>>
>>563699594
>It's to make sure each station gets fully unloaded so the next train that arrives doesn't get stuck trying to unload into a single station that already has items in it. If they don't all unload in a balanced manner then you end up with problems. You can technically solve this with a much larger buffer which is what I might end up doing if I can't fix it.
You'd have to switch builds (but you can continue the same save) but the new train network feature on the experimental build will only request a train if it can be fully unloaded. And load stations will only fill a train to the max capacity the unloading station can receive. You can even link storages to the station to include them into the receiving buffer calculation.
>>
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out of these is anything worth it to make a scalable build?
>>
>>563699319
no it isn't
>>
>>563701312
I don't understand your question.
Are you asking if it's worth doing it by logistic because you'll get better recipes later on

answer is simple
go to yafciacci
will show you if there is better recipe down the line
>but doctor
>I am yafciacci
you get better optical and lab recipes later
plasmids are plasmids
I'd say first and foremost you have only shitty rubber recipes right now so don't be retarded because rubber is your gate to plasmids really
your options for subcritical water for polymerized organics are genuinely fuckawful until you unlock hot air+water so don't even bother until then
feel free to make as many optical sets as you wish
hell, fill a bathtub with zogna if you really feel like it
don't bother with anything else right now
>>
>>563701312
boron trioxide is pretty important for general glass processing purposes i guess?
>>
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>>563702954
>will show you if there is better recipe down the line
see, that's what I want to avoid, making a nice expandable build that I will need to abandon with a new recipe as soon as it comes up
>feel free to make as many optical sets as you wish
I think this is a good example of what I meant
I already have better recipe, and just adding hot air is not a problem that would make me rebuild
I see it's other uses in later packs
will I need any of these in large quantities?
>>
>>563704608
use braen
>>
>>563701312
animal samples definitely, you don't really get an alternative recipe and you need it for other things
plasmids too but those might get an alternative
>>
>>563708169
plasmids cost rubber
rubber is annoying to scale before biotech2
also he has shit rubber recipes
thus scaling plasmids is inefficient
scaling animal samples means scaling plasmids
thus he shouldn't scale animal samples
>>
>>563708315
doesn't mean he couldn't put either to the side and leave space for expansion
>>
Dang this one is hard. I think I'm doing a method I can wrap my head arround though. Been hopping between 5 methods chewing on this puzzle.
Toughy.
>>
>>563708409
okay that's a different thought I hadn't considered.
But then the answer is "everything" really.
All those things will be required en masse later on.
>>
if you don't make a new thread you're factory will die in its sleep
>>
>bro thought it was a better idea to put speed modules and beacons for petri dishes instead of pasting a couple more

I thought the chemicals in the water made the frogs gay, not dumb
>>
NuEgg
>>563714178
>>563714178
>>563714178
>>
you're gonna get flak for using the different op format
>>
>>563712786
+ electricity use per item output with
- tiles used per item output per second

might be a good trade, once space becomes equivalent to electricity.
>>
>>563714562
I can guarantee you wasting an entire gigawatt for a 20% increase on fucking petri dishes is NOT a worthwhile increase
>>
>>563712705
Didn't Gleba teach you to never let it fall asleep

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