/egg/ - Engineering Games General - formerly /svgg/ Anonymous
06/05/26(Fri)18:01:10
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569524732
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File: fff-441-new-rocket-silo.webm (3.5 MB)
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Showing all 397 replies.
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File: VGL 26 - Match 1, 1999.png (25.5 KB)
>Posted exactly as migration starts
fuckin
I'll add the thing I drew for this match instead. Ezio isn't playing for them this cup but I don't know shit else about the team
>>569518087
Well shit, that was a great one to open on - plenty of spaghetti but even more goals. No promises but I'll try to keep up the fun for the rest of the group at least.
>>569524579
Man I don't know the eggs were really unbalanced for this draw
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https://www.youtube.com/watch?v=y73CL2nu-xQ
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File: in a perfect world.png (440.5 KB)
>start a multiplayer factorio session
>tasked with setting up oil processing
>set up an outpost next to the only oil patch on the map that's over 1k% yield
>two other players start busting my balls over it because they have to set up train dropoff stations for plastic, sulfur, rocket fuel, and lube (we already had a light train network going so it was just a minor inconvenience)
>they start heckling me to improve plastic
>buffers are full but whatever, I'll do it anyway
>fast forward 3 hours
>they start busting my balls because LDS production is light on plastic
>check buffers
>one of them is light because my petroleum is going light
>heavy oil is clogging
>ok I'll just unclog heavy oil
>they're still busting my balls because even though the buffers are full, the belts aren't completely filled while the buffers are being empty
>build a tank and start running around for fun instead
>fix the plastic production after driving around for fun
>check back at home base
>this entire time they've been running out of shit like copper and iron because they refuse to build buffers to compensate for spikes in usage
>blue circuits are basically non-existent
>build a space platform so I can fuck off to fulgora and leave Nauvis to them
Multiplayer factorio might suck
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>>569527459
3D in general is a bit of a bitch to build in but yeah, the shitty blueprinting amplify it.
I really enjoy trying to make modular autoconnecting factory blueprints but the fact I can't make a simple rail crossing as a blueprint sucked all motivation out of me.
Even the medium designer wasn't big enough. maybe the big one is big enough but i didn't make it until then.
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>>569528135
I think the weirdest part is there's barely even a usecase for trains. Belts have more throughtput, are far cheaper than in Factorio, and easier to lay down since they tolerate curves and elevation much better and can even phase through terrain.
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>>569525246
>/egg/ won
>In the "oops, all champs!" group
A surprise to be sure, but a welcome one
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>>569531579
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>>569550469
>>569550157
trains fall off hard in vanilla space age post-game too
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File: Screenshot_20260605-194828.jpg (1.5 MB)
I have further evolved
it's ugly as sin but it functions and now automates
>iron plates
>iron rods
>screws
>reinforced iron plates
>modular frames
>steel beams
>steel pipes
on a whopping 299mw out of my 300mw power grid
now to tear apart my coal setup and double my generators
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>>569559721
what replaces stable hands cleaning up horses' shit when you have access to cars? nothing
there is one significant production chain you have to do, resources to science, it's not py where creating something has a by-product that cannot be utilized in that chain (with the sole exception of heavy oil for lube)
you start optimizing the designs, instead of doing advanced circuits separately, you integrate them with the consumers like blue chips and furnaces at the correct ratios they need
as you keep knocking out intermediates you need to transport to multiple places from the one production chain you are doing, you stop needing bi-directional transport, resources only ever flow one way
at the same time, the throughput and consistency start mattering more and more, since intermediates are integrated into the build you can't extra production elsewhere like you can with trains to smoot out the interruptions in supply
at lower consumption rates, the speed boost from doing train->chest transfer of full hands provides a speed boost that allows the chest buffer to fill up faster than it gets drained onto belts, masking the fact that supply doesn't arrive at a constant rate but in big train-shaped chunks
but at higher consumption rates trains get emptied faster and faster, increasing the relative time they spend arriving at and leaving from a station compared to being serviced by loaders
eventually, they can no longer keep up
>multi-tile storage unit
silos
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File: 1594320_203.jpg (1.2 MB)
Just recovered from a death spiral that required unity repairing three nucular reactors. The fragility of the late-game house of cards is insane, if my level 3 belt of copper runs dry for even a moment, it's all over.
New zoom level from the patch gives a better overview but I'm disappointed that it chugs even on a 5070Ti
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File: KSS-1-Retirement.png (1.2 MB)
Trying to get back into KSP and actually achieve some cool stuff for once.
Barely managed to dock a nearby ship to the KSS 1 so I can deorbit it and make way for the KSS 2. Each one only had RSS on one end of the ship, I forgot ports on the ship so I had to move some with an engineer, and managed to dock with 0.8 monopropellant left.
Wondering if I should reuse it as a Minmus orbital depot, but I think I'd rather make a new one for that too.
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File: KSS 2 - First Launch.png (1.2 MB)
Well the station exploded while I was trying to do some more construction, I think parts still have collision while they're in your 'hand' or something and I punched it in half by mistake.
Don't have a save and I don't have the heart to try docking again, time for another break.
Did get the KSS 2 into space though.
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>>569569526
>increasing the relative time they spend arriving at and leaving from a station compared to being serviced by loaders
you know you can set train limits to more than 1, right?
if you want high throughput, build a couple waiting bays and suddenly the trains only need to move 20 tiles to arrive at the stop
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>>569608635
The throughput of a station is still limited by the inserters and how quickly trains can move in.
Again, what problem do trains even solve? Except for moving scrap on Fulgora and tungsten on Vulcanus before foundation is unlocked, they're strictly optional and worse than laying down some belts in mid-late game.
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>>569613194
You build shit and have them fight other cooler shit that someone else made
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>>569613581
he says multiple times each stream that hes using the nickle addition with another mod, literally just watch the first few minutes of the first stream.
if you cant figure this out i dont think you're up for the problem solving needed for nullius.
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>>569613926
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>>569614053
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>>569614209
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>>569614329
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>>569614471
d'awww he's smiling :)
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>>569614471
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>>569614643
Done.
https://www.reddit.com/r/factorio/s/GcLiTczWZr
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>>569614329
Cute comic, but really sad how fags led to people drawing weird rainbows
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Are there any Engineering Games where building semi-realistic pipes and plumbing system is a major game mechanic? By semi-realistic I mean I want a game where you need more power to pump liquids uphill and can let them flow downhill without power intuitively, instead of pipes basically being slow-motion teleporters like your average minecraft mod. Having pipe length matter or resistance to fluid flow would be nice too.
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>>569617986
NTA, but when im building personal equipment, or expanding the factory.
science is the only thing that doesn't spike.
but if im putting together a nuclear reactor, i suddenly need literally millions of copper plates, that previous went unused.
the trick is to KNOW im going to need that, and just trickle build the reactors as i plan it, same with shit like the steel spike for building an oil outpost, or the stone spike when its time to expand the rail network.
there are spikes, but pretending its a surprise is retarded, you KNOW plastic is going to be needed in huge amounts for red chips for blue science, and then again for the LDS for yellow sci, and blue chips AND LDS for space sci.
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File: ship vs medium-.webm (2.9 MB)
>>569613194
Personal fav. There's an rts style campaign mode and an adventure mode, and we've had a number of egg tournaments over the years.
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>>569619329
It's quantum fluid, exists everywhere in the pipe at once until you actually use it, then it's been at that outlet all along.
Anyway that's Factorio and Stationeers, though Stationeers at least has vapor pressure and phase change in pipes. ONI and COI the fluid actually exists, but pipes are one-directional and move fluid at a constant rate without any pumps. DPS doesn't even have pipes. Satisfactory kinda has this with "max elevation" listed on pipe output buildings and when exceeding that you need a repeater pump, but it's a messy simulation there's always problems with it. Workers&Resources actually does this for drinking water and sewage, but it's hard to play around with it. You spend 20 minutes building your water tower first, then realize there's not enough pressure in the system.
There's probably some hyper-autism game out there focusing on pipes specifically.
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>>569618956
>>569623346
She gives me Kagura vibes
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>>569608635
you know that even if there is a train waiting directly behind the one in the station, the one in the station doesn't just instantly disappear once it's empty and the one waiting doesn't instantly teleport into the station, right? I wasn't talking about traveling inbetween stations, I was talking about moving THROUGH a station
>trains only need to move 20 tiles to arrive at the stop
they also need to wait for the train in the stop to leave, there is no train acceleration infinite research
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>>569625909
>sporty tomboy
I like the vibes you're getting.
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>>569548749
>Sand
Played the playtest, has the same issues as any extraction shooter, arguably worse because there's valuable resources only obtainable by destroying someone's walker so basically every encounter is hostile by necessity
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>>569631470
>>569631824
She's a blockhead tho, her grades are awful
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>>569614329
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File: Quite literally, From the Depths.webm (2.3 MB)
>>569613194
There's a lot of room for fucking around so it's good in my books
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>>569640753
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>>569640950
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>>569638230
Precisely. I failed in life for reasons that had little to do with my grades.
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>>569641213
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>>569637456
>>569638230
I had a GPA of 3.5 when I got my bachelor's degree at Computer Engineering
Still don't have a job nearly 4 years later
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>>569615783
that isn't even the gaybow though
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>>569641595
Any career involving computers got fucked by a double whammy of cheap Indian labor and shitty AI. It's bullshit. Now instead of people who know what they're doing we've got AI code and pajeets cramming spaghetti into everything.
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File: T1_pinup_.jpg (1.2 MB)
>>569613194
it has no clear development direction and is rather unevenly made, if that makes sense
however, it occupies a unique niche with virtually no competition, so it is the best of its kind.
also, next tournament when?
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>>569646773
The gaybow is here >>569614329, that's the point anon is making
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>>569524732
>As a part of 2.1 we are making our last pass over the graphics, so prepare your eyes for this treat and many more to come.
>and many more to come.
Do I have bad reading comprehension, or there are going to be more graphical updates?
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File: Roy G. Biv.jpg (3.9 KB)
>>569615783
Where's the brown and black?
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>>569577304
Build like 50 of each maintenance building and you can stockpile maintenance. They don't need to be active, just built like a buffer. That gives you far more time to respond to a production shortage. Make sure your mechanical parts and other shit is set on an alarm when it gets too low.
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