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Nullius Edition
Previous thread: >>430630035

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

WebM for physicians: argorar.github.io/WebMConverter

List of commonly discussed /egg/ games:

>Autonauts
>Avorion
>Besiege
>Chode - Children of a Dead Earth
>Captain of Industry
>Dyson Sphere Program
>Empyrion - Galactic Survival
>Factorio
>Factory town
>From the Depths
>Kerbal Space Program
>Machinecraft
>Opus Magnum
>Oxygen not Included
>Robocraft
>Satisfactory
>Scrap Mechanic
>Space Engineers
>Sprocket
>Stationeers
>Starship EVO
>Starbase
>Stormworks
>TerraTech
>Trailmakers
>Zachtronics games

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
>Hearthstone (learn how to add a “/” to your search)

OP pad for new thread
https://hackmd.io/Z-_iicnWRFi9T8Sm3Ro9rA

Reminder: /egg/ has no discord, any discord links posted are from tranny servers.

Current and recent /egg/ hosted servers:

>Factorio

>Satisfactory (private server, ask in thread for IDs)

>Stormworks (currently on standby, ask in thread for details)

>Empyrion - Galactic Survival

All IPs are in the pad for security reasons.
>>
to struggle against the endless void is human
>>
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ship nuts
I think the board is going faster tonight
>>
threadly reminder factorio is NOT /egg/
>>
>>431258125
cope and seethe, frenchie
>>
>>431258892
You will never be a real engineering game. You have no engineering, you have no actual building, you have no building blocks. You are a transport tycoon twisted by czechs and supply-chains into a crude mockery of engineering’s perfection.
>>
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>spengies 10 year anniversary
>>
>>431259450
transport tycoon is close to engineering already
supply chains are engineering
/egg/ was made specifically to include both factorio and /svgg/
>>
>>431259931
we are rewriting history now?
>>
my base keeps getting attacked randomly by parties consisting of 100% spitters even though i cleared all the nests in a wide area around my pollution. Do i need to clear a wider radius or is there another mechanic i dont know about. (space exploration defaults)
>>
>>431260083
no I'm guessing at it since I wasn't there the whole time
I was around in starmade general for a bit, but not continuously
>>
>>431260198
you can either look at your map and find the nest yourself or post a picture of it and have people laugh at you.
>>
>>431260563
There are some relatively close nests but none in my pollution cloud. I thought as long as my pollution didn't reach the nests i would be fine
>>
>>431261072
nvm i am a retard. they are persistent little fuckers.
>>
>>431262208
took me like 20 seconds to find it, jeez
>>
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release the COI update immediately
>>
degg
>>
>take 500 eggs to hatch 2 biter queens
>they are able to produce enough eggs to hatch another 2k biters and 20 queens
>queens eventually all die out somehow
what the fuck
>>
Poly Bridge 3 IS the ULTIMATE egg
>>
>>431272094
this, cracktorio has finally been dethroned
>>
>>431252545
Is Nullius nuclear processing still garbage and nonsensical?
>>
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>>431272879
tier 1 is separating heavy water into deuterium and tritium to burn in fusion reactors
tier 2 is putting lithium in the reactor to transmute it into more tritium
tier 3 is mining uranium asteroids for fission power
>>
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>need a way to quickly remove modules from assemblers using bots
>apparently no way to do that in vanilla because Wube are dumb and smell like pee
>see people recommend the Module Inserter mod
>install
>interface is made from Thatcher's hairy arse
>also blueprints don't manage to remove modules, only removes recipes
I expected nothing and am yet disappointed.
>>
>>431277186
learn 2 code and make the mod then chud
>>
>>431277365
Woah, careful with the goalpost-moving here, nigger.
>>
>>431276938
So it's still garbage and nonsensical. Why can't I just extract uranium from water, enriching it and putting it in a normal reactor?
>>
>>431278093
nullius planet doesn't have natural uranium, just like it doesn't have natural copper. no ore deposits, none dissolved in oceans either.
>>
>>431278093
>mod has a challenge
>noooooooooooo this is too hard I want it to be easy its not fair!!!!

https://mods.factorio.com/mod/UnlimitedPower
>>
>>431278093
read up on some geology kiddo
>>
>>431252545
>dedicated air separation
Absolute madman
>>
>>431259450
>You have no engineering
Factorio has the circuit network.
Your opinion is invalidated.
>>
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>>431277365
Well, that went better than expected.
>>
>>431279878
>unga solution
beautiful
do you have to have the dummy module items?
do the dummy modules remain in there, or do they go away?
>>
>>431278650
Neither is there any uranium in asteroids. It's the only reason why you'd go to a planet instead of an asteroid for resources, because it's the only place to get transuranides that haven't decayed to shit. There might be some fuckall uranium in carbonaceous asteroids, but nowhere near enough compared to every other type of ore. Unlike with precious metals like gold, silver, platinum, iridium, and others, uranium mining from asteroids isn't *even considered* as viable.

It'd be more realistic for the Nullius planet to have deep deposits that are inaccessible through any means other than eventual seawater filtration.
>>
>>431280002
>do you have to have the dummy module items
Yes, but their build time is literally one frame (0.016 seconds), and the stack size is 100K.
>do the dummy modules remain in there
Yes.
>>
>>431276938
You forgot the bullshit balancing act between fusion cells and fusion breeder cells.
I eventually just gave up and run everything on breeder cells now.

Fun fact though: you can create a closed circuit out of it.
Using the heat from the reactors running the breeder cells, steam up seawater.
That generates enough waste water to refine into heavy water, to electrolyze into deuterium and tritium to fashion into new breeder cells, that together with the tritium reclaimed from spent breeder cells, you end up net-positive on both deuterium and tritium. Deuterium climbs faster, _much_ faster, but can be vented.

So at least for the fabrication of fusion cells; breeder cells; and the tritium you need for uranium enrichment; you can do it in a nice and easy fire-and-forget way that won't deadlock; won't need complicated balancing; and won't need dedicated heavy water plants. (Or god forbid: carting around waste water in trains.)
>>
>>431280124
interesting
why do planets have uranium
is it just a place where the tiny amounts tend to gather together?
>>
>>431280904
https://en.wikipedia.org/wiki/Uranium#Occurrence
>>
anyone tried Poly Bridge 3 yet?
>>
>>431281118
>Along with all elements having atomic weights higher than that of iron, uranium is only naturally formed by the r-process (rapid neutron capture) in supernovae and neutron star mergers.
This doesn't tell me why it's in planets specifically.
>>
>>431280904
Uranium is highly soluble in water, yet doesn't mix with most magmas. It would have been excluded from most of the magmatically formed asteroids. It's possible a large fraction of the solar system's uranium is actually bound up in comets, but we don't know shit about them because large chunks of them don't survive atmospheric entry to be later studied.
>>
>>431280327
>You forgot the bullshit balancing act between fusion cells and fusion breeder cells.
>I eventually just gave up and run everything on breeder cells now.
pump tritium into tank. use excess tritium for fusion cells. can't tell if you're baiting or not honestly
>>
>>431282182
stars explode
nebula forms into new star system
fusion causes strong solar winds, pushing lighter elements far into the solar system
heavy elements (anything at or above silicon) practically unaffected and clump together, forming rocky planets.
>>
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How do you build and plan your bases so that they are not a random mess, but a designed area in which everything is in specific places and with convenient accessibility? Every time I start a new world, it ends up with ugly spaghetti with a total lack of logic and ergonomics. And looking at all this (pic related) I feel a huge frustration and no reason to play further.
>>
>>431283613
Can't beat the bus, man.
Then, can't beat the chunk-aligned rail network.
>>
>>431283613
Some people outright design the whole base outright, but I don't do that since it would take a very long time. What I design and figure out is the main logistics system and build around that. Are you making a bus base? A train base? What are the rails like? Is it grid-based or no? Are you just going to botspam? Shit like that defines how you build the base. If you have a bus, just build along it. If you make a grid, you expand on that and so on.
>>
>>431283613
Trains.
Look at OP's picture for an example.
>>
friendly reminder modular design is cope and always technically inferior to monolithic
>>
>>431285271
you dont helping anon
>>
Is CoI's update out yet?
>>
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>when the logistic train shows up in real life
uncanny, I bet they use bots as well
>>
https://files.catbox.moe/y21u93.mp4
maybe one day you'll be able to encode wembs from your phone
>>
>>431285426
the release date for the Update 1 is set to the 30th of May, approximately 10am Pacific time (7pm in central Europe).
>>
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Fucking Dosh, I've got a weird urge to play Seablock now...
>>
>>431285656
Ah shit nevermind then, I thought it was today.
>>
>>431286025
Watching Dosh's video make me realize that Seablock is actually almost a magnitude easier than fucking Pyanodon's.
Seablock: red circuits within 100 hours
Pyanodon's: SPLITTERS within 100 hours
>>
>>431285456
N Î M E S
Î
M
E
S
>>
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>>431286393
fluid wagons, even
>>
>>431285456
>NOR NOR NOR
kids learning logic gates, wonderful
>>
>>431286264
Py is in a different league compared to seablock.
While seablock is byproduct focused most issues are only temporary and only a pain in the beginning. All you that really hinders the player are power, landfill and ore production. After solving that you can always just plop down more of those 3 and brute force your way further.
>>
>>431286512
Fluid wagons and tuyaus
>>
>>431285271
Friendly reminder someone should indiscriminately bash your fucking brains in for shits and giggles.
>>
>>431282241
Fusion cells eat too much tritium.
You need to burn breeder cells and reclaim the spent ones to up your tritium rates.

But... fusion cells are more rich in power than breeder cells. So if you're using fusion power _for power_ and want it to be as optimal as possible, you have to balance between inserting fusion cells and breeder cells into your reactor cores.

Balancing the recipes isn't the shitty part.
Balancing the burning rates wrt how much tritium you have left in the tank, is.
>>
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>>431286264
pyanodon is orders of magnitude more painful than any other mod.
seablock, SE, IR, K2, nullius, doesn't matter, they'Re all much easier and smoother to play than py.
>>
>>431289231
Miraculously, SE developers appear sane and collected compared to the Py "developers" who actively try to spite their own nonexistent playerbase with every update.
>>
>>431289231
>pic
painful to read
>>
>>431288296
>Balancing the recipes isn't the shitty part.
>Balancing the burning rates wrt how much tritium you have left in the tank, is.
it's easy
>wire tritium pipes to always supply breeder cell production, but only supply fusion cell production when tritium tank is at least X% full
>use priority splitter to route fusion cells into reactor at higher priority than breeder cells
very simple setup, the result is reactors being supplied with fusion cells when tritium levels are high, then when tritium levels drop below the threshold the fusion cells stop coming in and the reactor switches to using the breeder cells (which are always available) until tritium is high again, at which point the fusion cell production starts kicking in again.

or if you got a large base you can just have dedicated breeder reactors and dedicated fusion reactors, run the breeders at max power always, calculate how many fusion reactors can be run off the surplus tritium that the breeders produce, and run the fusion reactors on an on-demand basis using inserters controlled by circuits that read a steam tanks storage.
>>
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>>431289931
also i've found that fusion cells become obsolete very quickly. by the time you get nuclear breeder tech, you are also super close to uranium and fission tech, at that point you should just run a breeder to supply tritium and use all the surplus tritium on fission cell production, because they are much more tritium efficient than fusion cells.
>>
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Fuck, that's comfy.
>>
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>>431290314
what the fuck man
>>
>>431290504
lol
>>
>>431290504
Four lanes go to red circuits, the other four go to blue ones. I can only afford 3 green circuit lanes though, so they have to be evenly balanced.

You take care of scalability before it becomes a problem, not after.
>>
>>431290504
B*sfags
>>
>>431285271
On the contrary, monolithic is the default and the simplest, but never as resource efficient when scaling up.
Modular is way more complex but more versatile.
>>
>>431291718
>never as resource efficient when scaling up
no idea what you are even trying to say
>Modular is way more complex but more versatile
versatility is cope for lack of planning, see this is the typical weenie mindset, "do only one thing and do it wrong" kind of nonsense, when it should be "do everything and do it correctly"
>>
>>431285546
Easiest solution is to use online tools, I use ezgif for a lot of quick edits (they do some video editing too) even on PC. Especially for compression, there's a really good site called XConvert that does a way better job than Webms For Retards (and doesn't measure output size in mibibytes like WFR, which still pisses me off)
>>
when Unix started out it was meant to be simple and fast, but "hacky" as opposed to monolithic computing "completeness and correctness", once resources started to scale up, and complexity to creep up, both the simplicity and speed requirements were progressively dropped, and only the hackiness remained
>>
trains are worthless and a huge ups cost when loading/unloading. never use trains.
>>
>>431292614
>"do everything and do it correctly"
do not let perfect be the enemy of good
the effort spent considering every detail of distance and logistics, and optimizing it, are just not worth it
>>
>>431292641
4chan requirements are in MiB, no?
>>
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>>431292945
If this one shows up as 2.93 MB then no
>>
>>431292908
"in practice" good only means less investment and development costs, and everyone knows what that means in practice, take at look at the correct practice of computing, very much "modular" since everyone competes with everything, yet "bloated" since complexity gave up monolithic monopolies
>>
>>431292945
Yeah they are.
>>
>>431293212
>correct
meant current
>>
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>>431293047
Wait, that doesn't prove anything, MB is smaller so it would have to be 3+ to show that the limit is in MiB (regardless of what the post's filesize says, since it isn't necessarily connected to upload limits).
Does anyone have an image/webm that's 3.1 or so MB that they can try posting?
>>
>>431292614
>no idea what you are even trying to say
Give me a field and I'll find an example.
>versatility is cope for lack of planning
In the real world, there's deadlines and allotted project time. Also the client doesn't (can't) know what he wants.
>do everything and do it correctly
Feature creep + huge cost. Give me a solid base that I can expand on instead of a tailored (but immediately obsolete) monolith.
>>
>>431290807
Yes; but that's not what a four-belt balancer looks like, retard-kun.
>>
>>431299553
No, that's what a eight-belt balancer looks like. 4 + 4 = 8. I know this because I used to have even less balancers, which caused the left-most lane to be congested as its output didn't reach the lowest lane. And now please do everyone here a favour and neck yourself.
>>
>>431301224
Fine 8-belt then.

It's not what a proper 8:8 balancer looks like either.
Not a basic one; not a throughput-unlimited one; and not a lane-balanced one.

You're just presening yourself as the poster-child for 'just toss more hardware at it' by going splitter-crazy without understanding how belt balancing actually works; followed by the rational conclusion and understanding that you *don't* understand it; and thus downloading a blueprint book of balancers to use.

It's fine. It's the one exemption to the rule that you shouldn't download blueprints.
And that's because proper balancers are retardedly math-heavy to the point that people are now just brute-forcing it with AI-based solvers to try and find more optimal solutions. (And no; I am not kidding. They are literally doing that.)

>please do everyone here a favour and neck yourself.
I think we'd be doing the collective gene pool a far greater service if you would neck yourself.
>>
>>431305314
That's a lot of words for saying:
>i'm wrong, you're right
But I accept your surrender.
>>
FUCKING TRAAAAIIIINNN
It's been a while since I've played Factorio, but for some reason my Oil train just wants to sit at the oil field doing nothing. The route is fine, it accepts the stations because if I manually tell it to go somewhere it does, but for some reason it never wants to leave the oil field unless told.
I set it to leave on full cargo, which it ignores. Telling it to leave the main refinery on empty cargo seems to be fine, though.
What's the deal? I know it's something I'm doing (or not doing) but it's driving me nuts.
I currently have no other trains or rails so it can't be a clash of schedules.
>>
>>431262208
Of course it's seattle
>>
>>431308596
if the condition is met and it's not moving it should give you an error message, like "no path", else if you check the station list in its programming, make sure the full cargo condition is met, that is the next station on the list should be highlighted, else it just mean your cargo is not actually full, maybe you have an empty wagon that's not used or your fluid not reaching 25k, you can try changing the condition to oil level above 1k or something to make sure
>>
what about that factorio dlc
>>
>>431310720
Calling the return of bug research
>>
>>431305314
balancers are not math-heavy. how did you get this impression? they seem complicated at glance because of the belt mess, not because their theory of operation is difficult to implement. you can build perfectly functional balancers of any size without the mess, but their area footprint will be larger.
>>
>>431306752
Jesus fuck, you can make an 8 to 8 balancer with 12 splitters, 20 if you want it to be throughput-unlimited.
>>
>>431311929
That's nice, honey.
>>
>>431311640
>you can build perfectly functional balancers of any size without the mess
>>
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>>431312179
>>
>>431313339
>b-but look how many splitters I saved!!1!
>>
>>431313575
You'd have a point if the splitter spam abortion posted above actually worked, but it doesn't. It's just retarded splitter spam and doesn't even balance anything.
>>
>>431316519
>you have a point
Stopped reading there.
>>
>>431317682
What a retard
>>
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>>431313575
That pic makes me want to shoot myself, I dont care about saved splitters or anything else. All that matters is a release from that abomination.
>>
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>>431317962
>>
Do not reply to the french.
>>
>>431309940
Yeah, I was an idiot. I forgot to connect one of the wagons to the pipes.
>>
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>>431324414
Finally. I was p. salty when I realized turbofuel didn't work.
>>
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first time playing with factorissimo and transport drones, and this is by far the most soulless thing i have ever experienced in factorio.
>>
>>431324414
Okay, but when is the game coming out of early access?
>>
>>431333128
That's cause you aren't stacking the buildings enough, when you are 20 levels deep it blows past soulles back into soul
>>
>>431322816
Netter Versuch, Dummkopf.
>>
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>>431293047
>shows up as
There's no reason to assume any sensible relation between file size display and file size limit.
>then no
If by 'no' you mean 'yes'.
>>431293364
I'm not sure what you're asking for. His webm was over 3MB, but under 3MiB, which seems like exactly what you're asking for, and proves that the limit is definitely not 3MB. (But it's not 3MiB either -- it's actually 4MiB these days.)
Are you trying to get at the possibility it's actually in abomination units like 4000 KiB or 4096 KB?

(4.001MB)
>>
Is there any mod that adds negative blueprints?
Meaning it deconstructs the specific things in the blueprint and nothing else.
Would be really handy for updating designs.
>>
>>431337226
Isn't the deconstructor planner filter enough?
Also the upgrade planner lets you upgrade/downgrade objects inside a blueprint to whatever you choose
>>
>>431337360
>Isn't the deconstructor planner filter enough?
No, it deconstructs everything of type, I want to deconstruct a few specific rail segments and leave other rail segments intact.
Unfortunately current the only way I can do it is to deconstruct everything and build again from scratch, instead of deconstructing specific things.
>>
>>431337727
It's been a while but doesn't right clicking a specific thing in the blueprint screen delete that thing from the blueprint?
If you are worried about the blueprint being updated like that they you can simply make a copy, edit it, use it for building and then delete it when you are done so that your main blueprint remains untouched.
>>
>>431339368
How is that in any way related to my post.
Is your reading comprehension really this bad or are you mentally challenged?
>>
Well, I launched the rocket, but I have to admit I didn't enjoy Factorio. What should I try next?
>>
>>431339875
The ironing is thick here
>>
would a "can't deconstruct, change recipe or replace any building" challenge make sense?
>>
>>431342478
No, because space is infinite.
>>
>>431339875
If you want to delete specific items from a blueprint, you can do that by right clicking the specific things you want to delete and they will be gone from the blueprint
>>
>>431342751
>>Isn't the deconstructor planner filter enough?
>No, it deconstructs everything of type, I want to deconstruct a few specific rail segments and leave other rail segments intact.
>Unfortunately current the only way I can do it is to deconstruct everything and build again from scratch, instead of deconstructing specific things.
Can you read this again and explain to me how did you reach the conclusion I'm talking about removing something from a blueprint?
>>
>>431343227
Use the updated blueprint on the marked area after using the deconstructor you monkey.
>>
>>431343634
>>Unfortunately current the only way I can do it is to deconstruct everything and build again from scratch, instead of deconstructing specific things.
That's exactly what I do and what I described in my psot and you seriously this stupid?
At this point I can only conclude that you are either retarded or pretending to be retarded.
>>
>>431340319
>keeps playing game despite not enjoying it
>asks the internet for advice
If you love suffering so much, why don't you marry it?
>>
>>431337226
What I'd like even better is a key modifier to auto-deconstruct all conflicting entities when placing blueprints. Perhaps in the expansion...
>>
>>431343634
You shouldn't respond to him
>>
>>431340319
Satisfactory if you want smaller scale and slower to build factories, but want to be more immersed and involved in personalising them. This is probably the furthest you can go from a Factorio style while also remaining in the realm of factory games.
Dyson Sphere Program if you want a 3D twist from Factorio without going all the way in with a FPV like in Satisfactory, and also enjoy a grand plan spanning multiple planets and star systems. Quite close to Factorio in many ways.
Captain Of Industry for the same 3D top-down view, smaller scale and space constraints, with great emphasis on landscaping and terraforming (which is also getting a huge update next week). I'd say it sits in the middle of the other two as fas as "being similar to Factorio" goes.

If you want to get away from purely factory games and want a bit of city building, without neglecting all the logistics involved in constructing and maintaining a city, then the absolute and unfiltered autism of Workers and Resources: Soviet Republic will be right up your alley
>>
>>431345551
Your lot has been saying this BS for over thirty years, and it hasn't done FUCKING JACK, with FUCKING JACK being out of town. When will you finally concede defeat?
>>
I dnno if I can watch this video Dosh, squeak through is cheating...
>>
>>431348564
squeak through is one of the best mods. unironically it should be incorporated into the main game
>>
>>431348987
deconstruction things so you can walk through and building it behind you is 100% core factorio gameplay
>>
>>431348987
Unironically buildings should lock together to impede movement, inserters should have a 3x3 cage around them for safety
>>
>>431348564
I didn't use squeak through, though I feel like time warp is more egregious
>>
>>431349171
inserters should hurt you if you walk between them
>>
>>431349214
are you sure i thought i saw you walking through pipes
>>
>>431348987
>it should be incorporated into the main game
for what, so you can spam your shitty solar panels even more? they are the only building you cant just walk through in vanilla.
>>
I want a mod where you can build homes and apartments for biters and charge them rent
>>
>>431155720
something that irked me about the builds in your vid was using belts instead of molten metal pipes
>>
>>431350362
metal is meant to be belted and not condensed on site...
>>
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Is Nullius a good mod to learn how trains works?
I beaten vanilla without use of complex train and station networks and I dunno how they work, but I'm interested in trying LTN and those city block things. But I have no desire to replay vanilla.
Maybe K2? But Nullius looks more fun with byproducts.
>>
>>431350521
Did the voices in your head tell you that?
>>
>>431252545
remove the discord line from the op
it trips my wordfilters for hiding spam
>>
>>431350950
what's there to learn?
>put down some copy pasted city block blueprint
>put in what you want at various LTN stations
wallah
>>
>>431346169
>no response
Fucking thought so.
>>
>>431350950
If your goal is to learn, just build a vanilla train base, or at least do it in something like K2 which isn't an absolutely huge departure from vanilla. Using other big mods to learn trains is probably a bad idea because those can be very involved on their own, if you want to learn you should play something which lets you focus on the trains.
>>
>>431311640
>balancers are not math-heavy. how did you get this impression?
Balancers are an implementation of a Benes network, which is a generalized Clos network.
Go ahead - have a look at the theory behind those and tell me that's not math heavy.

Again: there's a reason people stopped trying to create efficient balancers by hand and are using brute-force automated means to number crunch and find solutions for them, using solver software.

Yes; ofcourse you can build your own a super-inefficient and wasteful balancer by crossing over all connections with all other connections, including crossing a few of them multiple times. It'll work; but it's not what it's supposed to look like. And in this particular case, it's bloody FUCKING stupid to do so - when optimal solutions have already been found.

>>431306752
No. It's a lot of words for reaffirming that you're an utter, floor-drooling retard.
But as your posts show: you don't need anyone else to reaffirm that. You can do that perfectly fine on your own.
So maybe we shouldn't bother any further than just pointing and laughing.
>>
>>431322816
Oh. They're *that* moron.
Well; that kind of explains a lot then.
>>
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>>431354741
It's cute to see your desperation in trying to convince others that you're winning this exchange, I'll give you that.
>>
>>431355074
Only that I'm not French. But since when have facts ever corrected Weapons-grade autism.
>>
>>431285456
Do you have the confidence and grit to jump aboard?
>>
>>431351404
Sounds like a you problem
>>
>>431355270
If it jumps like a frog and tastes like a frog.
>>
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>>431354741
>people stopped trying to create efficient balancers by hand and are using brute-force automated means to number crunch and find solutions for them, using solver software.
nobody is doing that.
what people actually do is take a handful of balancer blueprints from the internet that are practical (mainly the 4x4 and 8x8 ones) and reuse them forever.
>>
>>431356412
Yeah, that exact Weapons-grade autism.
>>
>using balancers
bad for ups, don't do it
>>
If you need something larger than 8 belt balancer you are doing something wrong and it's time to rethink your design.
>>
balancers are a code smell
you should never have an endgame design that doesn't result in saturated belts
>>
why would you ever need to balance lanes?
>>
>>431356521
>nobody is doing that.
Except they literally are: https://github.com/raynquist/Factorio-SAT
>>
>>431354741
Dude, you need n*2^(n-1) splitters for a 2^n balancer. All inputs must be mixed with each other and made available to every output. There is no way around that. The only efficiency you can gain is less area footprint through good composition.
>>
>>431360930
tanks phd student
post your 121 to 75 balancer designs
>>
>>431364795
Take a 2^7, feed back 7 outputs, carry forward 75, leave rest unconnected.
>>
https://jensforstmann.github.io/Factorio-Blueprint-To-Combinator/factorio-blueprint-to-combinator.html

why does this only work sometimes? sometimes the combinator part doesn't show up and it just gives me an empty requestre chest
>>
>>431369536
have you tried https://mods.factorio.com/mod/blueprint_reader? Promises similar functionality in-game.
>>
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I will show you true power.
>>
>>431374130
I'll stick with green thanks
Not for bugs, but for power
>>
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>>431374636
how many times will I have to show you this, old man?
>>
>>431340319
Well, what exactly about Factorio did you not enjoy?
>>
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>>431252545
redpill me on Empyrion? is it worth the 20 bucks? or at least a free try?
>>
Dosh, you're pronouncing invar wrong
>>
>>431377043
It's a load of busywork that's why. I haven't truly enjoyed the last 1000 hours in it except for very brief moments. Now perhaps I had fun for the first 1000 hours, but I cannot remember, because nothing pleasant makes a lasting impression on me anyway.
>>
>>431382397
If you aren't having fun then that's a problem with you, not the game.
>>
>>431381985
yes
it has abundant bugs and jank, but tons of content and just as much PVRE SOVL
no one plays vanilla, get the Reforged Eden mod
>>
>>431382397
>nothing pleasant makes a lasting impression on me anyway
That sounds like a problem with you.
Like, you need therapy or antidepressants or both.
Not enjoying anything is a symptom of depression.
>>
Newfag here, started my first freeplay in Factorio. But the water is up at the edge of the map and the ore, stone and coal are way down the bottom. What do, mine enough resources for a lab then migrate everything near water?
>>
>>431390459
>he has to take pills to enjoy factorio
>>
>>431391826
Build your power plants near water, run a belt of coal all the way to it.
Build everything else starting from the resources, with a little bit of space so you can reroute new resource patches in when those dry up.
You won't need water for recipes until oil or concrete afaik.
>>
>>431344250
Because I'm already married, to justice
>>
>>431392265
anon
I hope you're just ignoring it for the sake of a joke, but to make it clear:
some people have to take pills to enjoy *anything at all*
>>
>>431391826
To start off you can probably just build your power plant near the water and feed it with a belt of coal. Also FYI that's not the edge of the map, the map is effectively infinite (not actually but it's extremely large).
>>
>>431392275
>>431393127
>dude just run a massive belt of coal like its rabbit proof fence
Won't the biters bite it?
>>
>>431393845
Not really, they only aggro onto military structures or things that generate pollution.
>>
I'm getting filtered by belief with Zachemups. I get about 4 hours in and around the third chapter/world/level I just can't even conceptualise what to do
>>
wtf is a turing complete unconditional branfuck interpreter
>>
>>431392425
Some people have to take pills to enjoy taking pills.
>>
>>431391826
Post pics.
>>
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>>431395986
This is from the very start but you can see where the water is
>>
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>>431396047
Literally next to you?
>>
>>431396421
Yeah I have to traipse back and forth constantly
>>
did you know the rocket silo part per minute is 200? accounting for the animation speed that would be around 180... funny number, isn't it?
>>
>>431396047
You can feed directly from miners into chests.
>>
>>431398172
imagine spoiling all the fun out of the game and feeling smug about it
>>
>>431398172
COMO PENDEJO????
no way
>>
>>431396547
Why? You don't need to expand the power plant every other half-minute, what possible reason do you have to visit it "constantly"?
>>
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>>431398519
>spoiling all the fun
You ain't seen nothing yet.
>>
>>431398671
>labs need magic science potions
>need electricity
>need to mine ore and coal and that other one for the materials
>>
>>431398904
It's been a while since I started a fresh Factorio map, but that's what, like the first hour of the game? After that you immediately move to having everything automated.
>>
>>431396547
anon
soon you will just use belts running from the coal patch to your boilers
it's not a very long distance
but since you probably don't have enough belts right now:
use a few chests with stack limits, inserting onto a belt, that then inserts into the boilers
(open chest, click the red X, then click on one of the slots)
(hold shift, right-click chest, hold shift, drag left-click over other chests, this is how you copy building settings, works for machine recipes and requester chests as well)
then dump coal into the chests periodically
1 MJ is 1 MW-second
use this to figure out how long a given amount of coal will last in a given amount of boilers running at full tilt
>>431398671
don't be mean to the new player who doesn't understand the game yet
>>
>>431398754
la abominación...
>>
my vanilla starter base to finish the game has a smelting setup 8 chunks long and over 16 chunks wide, my issue is my starter base is belt-based besides ore logistic, and my furnace stack is so large it goes over the 8-chunks radar radius even if I split it into several radar-chunks
but I'm not going to use speed modules, until I reach T-3 nor train logistics until I reach a sufficient throughput
>>
https://www.youtube.com/watch?v=2JlUnOAiMm4
>have only one way to determine altitude
>disable it because "error"
>lander doesn't know where it is and where it isn't
>>
>>431312179
I'm a noob at factorio and this picture gives off genuinely schizophrenic vibe
>>
>>431402779
I love this lad like you wouldn't believe.
>>
>>431405237
Don't worry, you're unlikely to ever need a 128 to 128 balancer. Even if you ever build big enough to need 128 belts of something (that's definitely possible) if you find yourself needing to pass 128 belts through a single balancer you probably fucked up somewhere else in the design phase and it can be done in some better way without requiring something as ridiculous as a balancer that big.
>>
>>431405237
it's just as schizophrenic as it looks
you would use trains long before you get to this scale
>>
https://store.steampowered.com/app/1307550/Craftopia/
>>
>>431406180
>use trains
>>
>>431406935
do you belt your ores from your outposts
>>
>>431382397
If you do things for thousand hours that you don't enjoy then you are mentally ill or in a chinese prison labor camp griding wow gold. I'm sorry for you.

>>431396421
That's not that far away like others explained to you but you can always just restart and make a map that you enjoy more, you are like 5 minutes into the run. The preview function and the settings are very extensive so you can make the start look like pretty much anything.
>>
>>431407231
I remember the first time I played I didn't even know oil existed (tutorial doesn't have oil) and it was so far away I wasted like 20 hours trying to get to it
>>
>spoil the game
>suggests cheating
what's next? mods?
>>
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>>431407003
Funny you should ask.
>>
>>431407493
Why not? Anything that gets you seething is a go.
>>
>>431406810
still waiting on open world update bro
>>
>>431407550
>at bot tech
>belting ore
ore is the very first and foremost usecase of trains
>at bot tech
>eff. beaconed miners
uh...
just set up flamethrowers and dragon's teeth, then you should be fine
>>
>>431406935
What is your problem with trains?
The setup cost?
It's really not significant when you compare to the cost of actually setting up the factory, and consider how much stuff trains can move.
>>
>>431406935
*also, are you the french anon?
>>
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>>431408976
>ore is the very first and foremost usecase of trains
I really don't care about your opinion.

>flamethrowers
Lasers or bust. I also play with a mod that simulates seasons, and winters are absolutely miserable for solar energy, which I use exclusively.

>>431409061
Just do a four-by-four interseciton like in >>431406935, but with trains. $50 say you'll start loving belts before you're halfway through.
>>
>>431408976
Don't bother trying to talk to the frenchanon.
>>
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>>431409142
No, for fucks sake! I had thought we had already sorted this out last thread! I never do barrelling, I never do efficiency modules in assemblers, I never do speed modules in assemblers to achieve a perfect 100% utilisation (I just have one additional assembler that only runs some of the time), and I never do trains. Oh, and my French extends to the ironical usage of "sacre bleu"s, and that's it!
>>
>>431409440
>Lasers or bust.
Why?
If anything, lasers should support flamethrowers.
>I also play with a mod that simulates seasons, and winters are absolutely miserable for solar energy, which I use exclusively.
LMAO.
Use nuclear power as soon as possible.
>Just do a four-by-four interseciton like in >>431406935, but with trains.
For basic setup, a grid of roundabouts works fine. (Right-hand signal or left-hand signal, no mixing, no double-headed trains.)
More complex stuff with chain signals and more complex intersections can improve throughput when you need it.
>>431409696
Okay.
You're not nearly as crazy as frenchanon, but you're still kinda dumb.
>>
>>431409883
>Why?
Electricity is used by miners, radars, and lasers. Setting up a grid that supports resource gathering, recon, and defence is simple enough - with flamethrowers you have to have a pipe network to supply the goo, but then it can't be used for much else other than manufacturing.

>Use nuclear power as soon as possible.
I'm not going to waste Uranium. Nuh-uh.

>lots of words about trains I didn't read
Post pic or shut up.
>>
>>431410175
>electricity grid
Oh, also lamps. I like feeling the utter hopelessness of long winter nights, but driving into my poles isn't so cool.
>>
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I've started making universal beaconed blueprints in SE. Each 3 assemblers get 2 separate blue belts as inputs and 1 output, in addition to a fluid input. So it can handle any recipe that needs 2 components and 1 fluid, with 1 result. Same idea for recipes that need 1 input and have 1 result.

Belting cables is retarded.
>>
are the French in room with us right now?
>>
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>>431411015
Based on your grammar: absolutely.
>>
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>>431410175
>with flamethrowers you have to have a pipe network to supply the goo, but then it can't be used for much
Gray lines are walls.
Light blue is electric network.
Red is belts bringing in stuff to the main factory.
Black is pumps, pipes, and underground pipes.
The pipes don't really add much extra stuff to your network.
You can place the pumps once every big electric pole and have plenty of throughput.
To send fluid to the outposts, split off of the pipeline with a T made of three undergrounds or pumps(how much throughput do you need? not much), and one pipe.
Your choice of crude oil or light oil.
>I'm not going to waste Uranium. Nuh-uh.
What are you using it all up with?
You'll probably need to expand for other ores long before you need to expand for more uranium.
>Post pic or shut up.
I'll let someone more experienced with trains handle that part, I just use basics for now.
>>
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I think using mixed belts would save on a lot of room, in addition to throwing out 4 assemblers so it's in nice lines.
>>
>>431411247
>using walls
>using pumps
Yeah, we'll never agree with each other's points. I like to KISS (keep it simple, stupid).

>What are you using it all up with?
True nukes.
>>
>>431411520
>using walls
The main point of the walls is that dragon's teeth makes biter AI slow down and go in paths that help flamethrowers work better.
Unless you mean more broadly, as in your base has no major defense setup and you simply clear out biters regularly so they don't reach your pollution cloud?
But that would limit your potential throughput, and require constant vigilance.
>using pumps
>keep it simple
How are pumps not simple?
They just speed up fluid movement in one direction.
You use the pumps and undergrounds as one-way transfer like belts, then pipes for junctions like splitters.
Obviously in production lines pumps aren't needed, but using pumps for other stuff opens up more options.
>>
>>431411252
>the so-called superior moded beacon design
>>
>>431412103
>But that would limit your potential throughput, and require constant vigilance.
Nah, I only get yellow alarms.

>How are pumps not simple?
Fluids in general. Put it this way:
>do I need recon? Yes, therefore => radars it is.
>do I need resources? Yes, therefore => miners it is.
>do I need defences? Yes, therefore either flamethrowers or lasers it is.
>lasers: only take energy, which is free with solar even in winter, and can use the same infrastructure as miners or radars.
>flamethrowers: takes oil inputs, which at some point is just converted energy (using pumpjacks), but which require their own infrastructure for transport
>which requires pipes, pumps, and stupid floating point calculations
>therefore => lasers it is.
>>
>>431409440
>Just do a four-by-four interseciton like in >>431406935#, but with trains. $50 say you'll start loving belts before you're halfway through.
What, like this? A crossing like that belt "intersection" is super basic. Doesn't even take a single minute to make from scratch and as you can see I'm not exactly using Korean SCBW player APM to do it either.
>>
>seablock beacons just have expanded area instead of better transmission or more slots
bruh
>>
>>431412981
And now make 8 trains run on it parallelly. Just like on the example.
>>
>>431413195
Why? Even a single train running over it provides vastly superior throughput to 8 belts.
>>
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how long will you morons keep replying to this subhuman who keeps posting the exact same bait every fucking thread

just mass report him and hide his posts already
>>
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>>431413020
You're welcome.

>>431413226
Even with the loading and unloading? Even with the UPS hit?
>>
>>431413469
>still hasn't realised he hasn't been accomplishing jackshit for thirty years
Seethe more, retard.
>>
>>431413561
>thirty years
What is this about?
>>
>>431414519
Must be some kind of projection
>>
so, satsifaggtory is good now? Mods mb?
>>
>>431414519
https://en.wikipedia.org/wiki/Troll_(slang)#Origin_and_etymology
>The contemporary use of the term is said to have appeared on the Internet in the late 1980s, but the earliest known attestation according to the Oxford English Dictionary is in 1992.

It's the worst internet snakeoil in existence, and yet people keep telling each other not to feed trolls like some sort of mindless mantra or anti-virus.
>>
>>431402779
Fascinating.
It would be interesting to have a list on wikipedia about all space lander failure with a detailed explanation. I couldn't find one on wikipedia, at least not complete or up to date or detailed enough.
>>
>>431414894
Yes it's a decent game if you don't go in expecting a 1:1 Factorio port in first person
>>
>>431414918
Are you implying the phenomena of trolls does not exist?
Or that not feeding the trolls has no effect?
Just because we remind people to do something constantly, does not mean that people have done it enough to work.
People are stupid and easily provoked, trolls will continue to be a problem, but it can be reduced and directed away (towards easier targets) by applying some caution.
Or are you simply saying that it is applied beyond its proper scope?
It's relevant because we can't know for certain that you are sincere.
You could just be doing this just to get reactions out of people.
Or just taking what you do and cranking it up to 11 and being combative about it, again to get reactions out of people.
>>
My shit was so oily and huge, it clogged the toilet. Automated nutrition when ?
>>
>>431417586
Just use your mouth as usual.
>>
>>431417586
Just reprocess it until it becomes less oily.
>>
>>431416878
>does not mean that people have done it enough to work
That stance reminds me of bootlickers who have been supporting the war on drugs for forty years. They spent billions of dollars on legislation, police, prosecution and sentences (sometimes up to mandatory life sentences - your taxpayer money at work). What has changed between then and now, other than the name of the origin countries, the name of the cartels, and the name of the drugs?

And yet they claim, just as you do with regards to trolls, that not enough has been done. That not enough snakeoil has been spread to keep people from smuggling drugs. Fun fact: Southeast-Asian countries often employ the death penalty for traffickers, and I support it, but not because I think it does anything to drug trafficking itself, but simply because I like to see people die.

But sure, go ahead and continue with your crusade against trolling. Write your congressmen and suggest the death penalty for trolling. I'm all for it, man.
>>
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>>431414894
>satsifaggtory is good now?
it's still the same game and the fundamental problems that make it shit haven't changed, it just has a few additional gimmicks to play around with now.
>>
>>431418360
>pic
i don't get it
>>
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>>431416878
>You could just be doing this just to get reactions out of people.
>Or just taking what you do and cranking it up to 11 and being combative about it, again to get reactions out of people.
this is what he has been doing for days

jannies ignore it, probably because they don't know the subject matter well enough to understand what is even going on
>>
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>>431418526
https://www.youtube.com/watch?v=iCIAGE9RAIA
>>
>>431418601
>betray my country for pussy
>betray my country for pussy (again)
To be fair: every country deserves to be betrayed, no exceptions.
>>
>>431418878
I would betray my country for a twinkie.
>>
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who would win???
>>
>>431419428
The map.
>>
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>>431419428
supcom ACU is the only one designed with actual combat in mind, the units it can produce from its base severely outclass everything the factorio engineer can build, and the DSP mech doesn't even have any combat capabilities at all
>>
>>431419428
>>431419673
The Icarus will have combat abilities when they finally get around to it and technically speaking it can develop whole planets faster than the ACU can.

The important question is about bending the rules; that dustball planet is the starting map but can any of them go off planet? If they are allowed to do so then the Icarus can peace out almost immediately and work on another planet completely unmolested until its got an interplanetary armada to overwhelm the other two.
>>
>>431419428
Factorio engineer is the only one rated to survive biter infested deserts.
>>
Do you need to bother with underground pipes to link all pumpjacks ?
I feel like the throughput is so small that it won't make a difference. What's your experience ?
>>
>>431419428
factorio artillery is global range. If he gets that up it's ogre
>>
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>>431421463
>factorio artillery is global range
supcom t3 artilleries and experimental artilleries have much more range and power than factorio artilleries
>>
Is organic fertiliser in COI a noob trap?
I understand it's a good way to dispose of excess food, but I've been finding myself trying to get more excess food so I can get more fertiliser so I can get more food to turn into more fertiliser.
I haven't done the math, but is this one of those things where I could have just stayed with the bare minimum farms to sustain my population and industrial processes and not bother at all trying to maximize organic fertilizer production?
>>
>>431421753
>orange lord vile!
?
>>
I know solar power is a giant fucking meme, but I do love building gigantic solar farms in the middle of nowhere. I wonder just how gigantic one would need to be to power an endgame base...
>>431381985
My brother in law plays it religiously. It looks fun, some people have even built Command and Conquer units in it and he showed me an Orca (GDI gunship) he downloaded
>>
>>431422069
>how gigantic
funny you asked...
>>
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>>431421850
organic fertilizer/compost is a good way to make use of biomass (collected from settlements, and it's also a waste byproduct in sugar and snack production)
in addition you can make compost from the sludge that you get from wastewater treatment

composting actual food to make fertilizer isn't a good idea unless you have unbalanced production with large surpluses of one specific kind of food piling up, but that's best handled by simply shutting down some farms that are not needed.
>>
>>431422532
>German Idealism
Welch Witz in sich selbst.
>>
>>431422895
German politics runs on idealism. Always has.
>>
>>431423319
>run
Very funny.
>>
>>431422414
How so?
>>
>>431422532
Yeah that's what I'm using it for (settlement waste, sludge from water treatment, I'm not to advanced food stuff yet), but I got into this habit of making food just so I can send more excess into fertiliser production and I started wondering if there was any benefit to that. I guess that's just a big old waste of food and workers.
>>
we need a local tranny which the other generals have, that makes a new thread 30 posts before bump limits and links them in the existing general
i'm tired of going back to the catalog and look for /egg/ every time
>>
>>431430162
Sounds like yet another you problem
>>
>>431430162
>he hasn't automated his egg finder
>>
Do you have to be good at math to play Workers and Resources?
>>
>>431419428
ACU obviously. can just turn any mass into any other mass, can build weapons minutes into the game
>>
>>431419428
The ACU is just a shittier version of the Commander from Total Annihilation, and those things literally converted most of the Galaxy into war machines in that games backstory until only two of them remained, one of each side endlessly replicating more machines to kill the other. If one of them was thrown into the contest all three of your examples would be fucked.
>>
>>431432074
No, not really.
>>
on my k2se game i'm shipping crushed vulcanite home to process. it would be much more efficient to ship vulcanite blocks but these require (1) shipping sulfur out, which isn't stack efficient anyway, or (2) shipping water ice to make sulfur, which uses like 0.1 cryonite rods per block which is a terrible deal. has anyone solved this problem or should i just keep shipping crushed vulcanite?
>>
>>431434884
>shipping sulfur out, which isn't stack efficient
ship out barreled petroleum gas instead to make sulfur on site :^)
>>
>>431436539
i mean it costs about 3 sulfur to make a block and sulfur is already 4x less stack efficient than blocks so what's the point, i assume there is no point but i just wanted to know if i was missing anything
>>
>>431421964
Trump?
>>
>>431437996
Well, she IS right.
>>
>>431430162
Last thread went off the page 10 unbumped though
>>
dying general is dying
/svgg/ will soon achieve its final form: a factorio thread on /vst/
>>
>>431445174
It's not our fault that there are literally no other games to talk about.
>>
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>>431446936
Soon there will be none.
>>
why do you install and uninstall factorio every now and then, and then post a screenshot of it?
>>
>>431447862
He's trying to beat the addiction but keeps relapsing.
>>
>>431445174
It's memorial day weekend, people are out
>>
>>431447862
Why are you assuming unreasonableness?
>>
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>>431448889
>people are out
>>
>>431413483
>Even with the loading and unloading? Even with the UPS hit?
Yes, absolutely. At max speed you can load/unload a single wagon at over 330 items/s. However that's generally the wrong way of thinking about train network performance, because the rate of loading and unloading doesn't actually impact the throughput of the rails. Loading and unloading only needs to occur fast enough to not bottleneck the needs of each particular station, beyond that you can and will have multiple trains loading and unloading in parallel at multiple stations, so this is effectively never a bottleneck and the wrong way to think about throughput, since it's effectively irrelevant. Throughput will generally be limited only by the design of the rail network and the routes the trains need to take.
>Even with the UPS hit?
Yes, trains are very UPS efficient given the sheer amount of throughput they provide and direct-to-train builds are some of the most efficient around, because inserters working with chests/inventories are much more efficient than working with belts.
>>
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>>431451936
yes, that's why the most ups efficient megabase designs all do direct mining into trains, direct insertion from trains into machines wherever feasible, logistic bot setups where direct insertion is not feasible, and pipes where fluid handling are needed. belts do not exist, pipes are kept to a minimum, trains and bots to almost all of the work.
>>
>>431450547
Aren't you visiting family too, anon?
We're heading to a barbecue restaurant for lunch and then mini golf or a hike or something.
>>
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>>431451936
>>431453691
>trains are much more efficient than working with belts.
>that's why the most ups efficient megabase designs all do direct mining into trains
so confidently wrong
>>
>>431453691
To be fair you can make efficient belt bases too if you don't go full retard with how you design them, but most of the efficient/impressive belt bases I've seen use cheat ores (as in ores placed in editor mode wherever they're required, rather than handling the logistics of bringing in ore from natural patches). The most impressive non-cheat megabase I've seen had crazy 8-32-8 trains and I believe all builds were direct-to-train, all running on a generated map with no editor mode cheating.
>>
>>431410786
holy sovl
>>
>>431412981
impressive video quality
how do i get mine to this point? >>430824213
i turned off clouds but the filesize is still massive even though the background is static
>>
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>>431455112
>no argument
>>
>>431458812
Your codec settings are fucked
>>
>>431458812
Well first of all the webm file size has been increased to 4MiB so you can increase your bitrate a bit more. Beyond that the codec is critical, the webm I posted is VP9 which just looks better than VP8 at the same bitrate, so for quality you want to make sure you're using that (encoding is very slow though). Beyond that you should do 2-pass encoding since it can also have a significant impact on quality. I have a bunch of other encoding settings in my script that I basically got from recommendations on the internet, I don't really know what all of 'em do or even remember what they are, but as you can see the output is good so I don't fuck with it. The main things are bitrate, VP9 and 2-pass encoding I believe. Also don't go crazy with resolution if the webm is on the longer side, you can get something better looking at lower res than higher res but with more compression artifacts.
>>
>>431447862
he's probably just reposting the same screenshot to show his disdain for factorio
imagine getting filtered by vanilla factorio
>>
>>431459379
>>431460305
oh nvm i see
you used vp9

i didnt use it because my phone doesn't have hardware vp9 decode and can't play said webbums at full speed
>>
>>431462672
>desperately spin-doctoring
In reality I filter Fagtorio.
>>
>>431458965
trains are bad for megabase UPS because every inserter swing for loading/unloading is costly in UPS. Even worse UPS if you use balancers (never use splitters)
>>
the absolute best possible ups is achieved by simply building nothing at all
>>
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>>431464330
sounds like Wube should fix their mess then
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>>431464330
Direct insertion is the most efficient mode of operation for inserters, what are you talking about? It's cheaper than doing the same operation with a belt instead.
>>
>>431464854
you realize just because you're inserting directly into a train doesn't mean its the same UPS as inserting directly into a machine right
>>
>>431465108
You insert from the train into the machine and from the machine into the train though. How are you going to do it more efficiently with belts, when inserters are worse at working with belts than they are with inventories (machines, chests, wagons)?
>>
>>431465314
all the highest SPM megabases are belt only, presumably because belts transport is cheaper to calculate than a train that needs recalculate its path continuously due to other trains on the network.

Also
>inserters are worse at working with belts
is just false
>>
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sounds like you faggots don't even know what Wube would have to optimise
patheitc
>>
Factorio, can a pipe hold the steam of six heat exchangers?
>>
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>>431465694
>is just false
you can jump into editor or sandbox mode right now and see it for yourself.
have one inserter do belt->wagon and another one do chest -> wagon and measure the time it takes them to move the items.
the one on the belt will operate a bit slower because it takes a bit of time to pick up each individual item from the belt, meanwhile the chest inserter picks up its full stack size instantly from the chest.

inventory to inventory inserters move more items per second than inventory to belt inserters or belt to inventory inserters, and since an entitys active time corresponds to its ups impact, that means they are also more ups efficient.
>>
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>>431467594
yes
>>
>>431467702
I agree that inventory to inventory is better UPS but using trains to shuttle items around still requires more UPS than just using belts
>>
if you are debating the UPS merits of train vs. belt builds, not including the use of splitters or suboptimal train networks that have pathing issues, I think you're a bit too far into megabasing
>>
I made a 25m SPM bot base using a mod that allowed me to spawn in science packs. Those who limit themselves to "vanilla" are simply unintelligent to conceptualize such advanced bases.
>>
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>Paralyzed man walks after bluetooth connects his brain and spine
>https://www.youtube.com/watch?v=oQyzSZkoYM4
>>
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>>431468194
>using trains to shuttle items around still requires more UPS than just using belts
no

direct mining into wagon -> train goes to furnaces -> direct insertion from wagon into furnace

versus

mining onto belt -> belt stretches all the way to the furnaces -> inserter from belt into furnace

the train version is simply better, because it will spend very little time doing any pathfinding and driving, most of the time it sits idle in a station while being loaded/unloaded, and the act of mining and inserting to a cargo wagon is much more efficient than mining and inserting to a belt.
>>
>>431470048
considering all the record breaking SPM bases are all belt based, I simply don't believe you.
>>
>>431469717
This one interested me for legitimate reasons at first, but this bit in the BBC article made me stop for a second
>The [old] spinal implant amplified weak signals from the brain to the damaged part of the spinal column and was boosted further by pre-programmed signals from a computer
>David M'Zee became the first patient to be successfully treated with a spinal implant, so much so that he was able to have a baby with his wife, something that had not been possible previously

There is a non-zero possibility that they specifically 'pre-programmed' movements to let this guy fuck his wife
>>
>>431470048
>picrel
All of a sudden I understand why mentally ill people were treated horribly throughout history. Serves them right.
>>
>>431469717
>enable bluetooth access to your brain
>>
>>431470575
>*Elon Musk wants to know your location*
>>
What would be an open-source equivalent of bluetooth ?
>>
>>431472096
Green Tongue?
>>
>>431465694
All the impressively efficient belt bases I've personally seen use cheat ore placement (done in editor mode) to remove the logistical challenge of actually feeding a megabase completely or at the very least they require high mining productivity as a prerequisite so they can do shit like fill the side of a belt with a single miner and basically assume that resources are infinite and as such no resource input belt runs out and no balancing/dynamic rerouting of raw resources is ever required because you will always have all the resources you need with 100% certainty, they never run out and you never ever need to feed build A from patch Y rather than feeding it from patch X as the base is hard-wired to do. This is impressive in a theoretical sense but in practice the efficiency is achieved by having prerequisite conditions which remove or greatly diminish the challenge of actually feeding a megabase on a standard map.

I'd love to see a highly efficient, belt-only base that actually works on a default preset (actual default, rail world or whatever) map and doesn't require hundreds of hours of mining prod first before it can work, if you can show me one. One that actually deals with the little problems like miners running out and resource output dropping, the need to make new outposts now and then and so on, without removing all the regular challenge the game normally provides. Using trains for raw resource input (and probably direct smelting) at the very least doesn't require these ridiculous preconditions.

>is just false
No it's not. Inserters have to pick up or drop items on the belt individually, when items actually pass by or space is available. This is not only slower, but requires more processing and requires the inserter to remain active (not asleep) for longer. Operating on inventories is much faster because the full stack of items is moved in a single swing and the inserter can then go to sleep.
>>
>>431472863
wow so trains are better when you're preconditions are met but mine coincidently aren't!
>>
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>>431472863
>No it's not. Inserters have to pick up or drop items on the belt individually, when items actually pass by or space is available. This is not only slower, but requires more processing and requires the inserter to remain active (not asleep) for longer. Operating on inventories is much faster because the full stack of items is moved in a single swing and the inserter can then go to sleep.

putting X items in chest:
>select first chest slot that is not maxed out
>increase the number of items in that slot by X
>if this would exceed stack size, repeat once with the next slot
maximum 2 iterations and very low overhead (increasing integer numbers is very cheap)

putting X items on belt:
>scan belt entity for empty space
>if empty space exists: create new "item" game object at [curent hand position] location
>repeat X times
maximum 12 iterations (stack inserter capacity) and each iteration incurs the significant overhead of creating new objects in the game world.
>>
>>431475617
>you're preconditions are met but mine coincidently aren't
train megabase preconditions are met by default
belt megabase preconditions are met only by using map editor / cheats
>>
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>>431475617
My "preconditions" are the default game settings, your preconditions are cheat ores or making a megabase that requires so much mining prod to work that it requires another megabase first to even research that level, or of course simply cheating in the mining prod in the first place - like the ores. Pic related is what you get in "efficient belt bases" - you can note the cheated in ores and also the fact that direction insertion is used heavily because actually interacting with belts is much worse. This is a very efficient base for sure, but not one that actually works in the real maps the game generates.
>>
>>431476134
>mining prod
oh no you have to play the game to unlock efficient upgrades!! but playing the game isn't in the default game settings for some reason! how dare someone create one base BEFORE their final base!

also yes, those ore spots are spawned in but not difficult to reproduce in a completely vanilla map. You would just have to find some copper/iron patches near each other. minimal UPS would be wasted by making the belts a bit longer from the patches.
>>
>>431477867
So how do you build your megabase that researches the science required for your belt megabase to work?
>>
>>431478062
you use a less efficient base as a stepping stone to your more efficient one, and then tear it down when you can upgrade to the more efficient one.
>>
>>431478323
So you're saying the belt megabase doesn't work on a default map?
>>
>>431478493
by your logic train megabases don't work on the default map because they require science research to unlock as well kek
>>
>>431478793
Using trains doesn't require running a megabase for hundreds of hours to unlock. You sure you've played the game before?
>>
>>431479032
stop moving the goalposts. why does it matter if takes hundreds of hours of research vs a few hours? it's still part of the vanilla, unmodded game.
>>
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>why does it matter if takes hundreds of hours of research
>>
>>431472096
KDE Connect? It uses Wiki though and I don't know much about limitations on Wifi capabilities
>>
>>431479197
It matters because none of the "vanilla" efficient "belt" megabases I've ever seen have done what you claim. I have asked you to show me an example and you haven't, the ones I've seen myself are all shit like >>431476746 which are very obviously cheated and operating at insane mining prod which is almost certainly cheated as well, not to mention that these """belt""" megabases actively avoid using belts wherever possible and prefer direct insertion anyway, because interacting with belts is not efficient and as such it is minimized - like I keep saying.

The one I posted the screenshot from doesn't even have a power plant, despite solar being effectively free in terms of UPS. It uses those infinite accumulators for power.
>>
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>>431479197
>why does it matter if takes hundreds of hours of research vs a few hours?
>>
>>431480325
not an argument
>>
1K SPM is plenty
beyond 5K SPM is a land of complete silliness
>>
>>431480136
https://www.reddit.com/r/factorio/comments/td2hne/20k_spm_megabase/
here is example
>>
No one needs more than 50 SPM.
>>
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>>
Wouldn't the UPS problem be "fixed" if they just lower the tick rate? Having it at 60 seems kind of high and I don't see why they need it that high.
>>
>>431481905
yeah just like how we can lower car accident deaths to near 0 if we make the speed limit 10 miles per hour
>>
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>>431479197
>why does a task taking hundreds of hours matter when the alternative is a few hours?
>>
>>431481865
Whoa, anon's programming a CRT simulator in Factorio!
>>
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>>431481865
But how much do you really see?
>>
>>431482218
the most efficient upgrades taken hundreds, even thousands of hours is a common trope in gaming
>>
>>431480136
another example
https://www.reddit.com/r/factorio/comments/oqzmer/so_i_built_another_monolithic_megabase_this_time/
>>
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How come these won't line up? I can't feed ore directly into furnaces?
>>
>>431484991
>I can't feed ore directly into furnaces?
No. For moving stuff inside inventories of buildings you need a inserter.
>>
>>431484991
Belts don't insert or extract things.
Miners push their contents out, but they're the exception.
>>
>>431484991
the miner can input directly to the furnace, but from belt to inventory you need an inserter
>>
>>431481905
You can do that from the console but that also means the game is going to run slower, it's basically the same thing as UPS going down because you're reaching the limits of your hardware. If the simulation is slower then that's just it, the game is running slower. If nothing is being simulated then nothing is happening, nothing is changing in the game world.

>>431484102
That's a cool base, but as you can see by the UPS (62 as the guy says, per benchmark) the fact that it's on a real map takes a heavy toll compared to the "efficient" belt megabases. If you look at the hyperoptimized record-setting shit that doesn't actually work in the real game it gets like 200 UPS at 20k SPM and I'm not even sure that's the fastest one. That's a real base but it's nowhere close to the records that are actually being set with cheated "belt" bases, a real belt-predominant base is several times slower. You can also see from the screenshots that UPS when actually running the game drops down all the way to the 40s too, so it's not actually particularly fast when playing and can't maintain 60 UPS. That's still impressive for how big it is, but it's not a record-setter or anything.

>>431484991
No, you need to use inserters to put things in and take things out from buildings. Miners being able to output directly into/onto something else are an exception.
>>
>>431486349
ok now you post an example of a vanilla train megabase more than 20k SPM at 60 UPS
>>
why are you guys going on and on about hyper-optimized megabases
once you reach 1K SPM, it's time for mods
>>
>>431486553
>once you reach 1K SPM, it's time for mods
Once you launch a rocket is time for mods.
>>
once you finish red chips its time for mods
>>
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I installed space exploration and cargo ships before I ever got past green science solo
>>
Is there ever a need for raw ore, or should I always be making plates from it?
>>
>>431487308
In vanilla? Always make plates.
>>
>>431482160
How so? It's just tick rate isn't it? Doesn't that just define how "smooth" the game updates?
Typically only FPS or other fast paced games need a higher rate to handle all the small thing.
>>
>>431487308
you'll find out! :)
>>
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https://store.steampowered.com/news/app/954850/view/3725085394635172512?l=english
>a dark reality about the game's state is being concealed
>>
>>431481905
There's a mod for that, GTTS. The author originally intended it to play at higher FPS on his fancy-pants gaming monitor, but it also works the other way; I'm using it to play at 24 UPS so I have some hope of completing Nullius on my toaster.

But in the world of megabase autism, it wouldn't actually accomplish anything, since the whole point is to see how big you can build. If you cut the target UPS in half, then you're just going to build twice as big, and run into the exact same UPS issues.
>>
>>431486512
Shouldn't you be the one posting these super efficient belt bases which set SPM records first? The one you posted drops to 40 UPS.
>>
>>431487308
iron ore for concrete
I think you need stone for some things too (as opposed to stone bricks)
>>
>>431487896
nope, because my argument is that belt bases are the most efficient UPS in both map editor vanilla bases and pure vanilla bases and I've provided examples.

will wait for you to post a train base that disproves my arguement, thanks.
>>
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>>431487783
>In the past, every item in these posts has has to cross a threshold of certainty - we don't want to announce some new feature or target date, only to experience a trust-eroding failure to follow through
You coulda fuckin FOOLED ME
>>
I'll fucking wait for space in destination you
>>
>>431488239
Really? You said that cheated ore & cheated mining prod levels of performance are possible because you can totally do that on a real map if you play long enough, then when asked for an example you proceeded to post a base which drops to 40 UPS while the cheated ore shit you claimed was possible in the real game runs at 200. Why do I even bother?
>>
What's more efficient, 1 lab with 5 science packs or 5 labs with 1?
>>
>>431489302
it's not worth arguing, this guy is singlehandedly making me distrust the french
>>
>>431489302
and you're the one who said that train bases > belt bases, and provided 0 evidence at all
>>
>>431489614
I mean just watch a Godard film if you want to justify your hatred for frogs
>>
>>431489532
5 labs with 1 will go faster
efficiency-wise, they're the same
once you unlock modules, you'll want to use the highest level of prod module possible, so only as many labs as you can manage to fill with prod modules
>>
>>431489532
>What's more efficient
What's your metric?
>>
>>431489532
UPS efficient? Generally you want as few working buildings as possible, each one running at speed as high as possible to get while having max productivity bonus.
>>
>>431487308
iron ore goes into concrete
stone goes into rail
>>
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>>431489705
anandtech's review, 10k train base doing 165UPS
>>
>>431489532
Best I can do is 0.99999 repeating (one) lab, with 4.999999523162841796875 (0x409F FFFF) science packs. It's been a terrible year for float weevils.
>>
>>431490310
They're burning off residual grease from assembling them.
>>
>>431490267
10k is not greater than 20k.
link to the full base or video so I can see that they're not using cheats.
>>
>10k is not greater than 20k
I learn so much from the PhDs in this general
>>
>>431490632
>>431490267
I mean I post a 20k spm belt base running at 60 UPS, and then he posts a 10k spm train base running at 165 UPS, even though he's the one arguing "MUH VANILLA MUH NO CHEATING" meaning the game should be always be at 60 UPS for benchmarking and using time tools to change tick rate to 165 UPS is literally cheating.

Just post a train base that does more than 20k at 60 UPS.
>>
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Feels good to finally have automated inventory refill.
Now I just need a mall with more than just essentials.
>>
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>>431491008
>running at 60 UPS
>>
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>>431491330
Lmao, beltard didn't even check his own source.
>>
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>>431491008
>post a train base
Best I can do is 4 coal miners
>>
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>>431491330
>>431491654
People have different CPUs so we use a standardized benchmark to compare builds. Though I didn't really expect you to read the post explaining the base in depth.

https://factoriobox.1au.us/result/dcc58845-cbd2-441a-882a-713320dc5034
>>
>>431491654
It's especially amusing once you realize there are also trains and train stations on the minimap
>>
>>431491330
>whatsapp
usted eres un colombiano?
>>
>>431491906
Again, you didn't read the post. The creator explained that he used trains to build the base and then removed them (aka not using them for any logistics in the final build), which goes perfectly with my previous post here:
>>431478323
>>
>>431492031
Not that fag but all of Evrope uses Whatsapp
>>
>>431487783
Wasn't ksp 1 shit before a bunch of updates too?
>>
>>431492565
ksp 1 was made by a bunch of mexicans in a cartel basement, ksp 2 has like 6 years of big budget pro studio time
>>
>>431492805
Oh. Isn't it just a midsized studio though? And has it really been in full development for 6 years? If so it's probably doomed ig
>>
>>431492805
>6 years for an unpolished unity game
kek
>>
>>431491760
>People have different CPUs
Huh? The 40 UPS screenshot is from the same guy who made the base in the first place, it's not a different CPU. If you look at his 6 screenshots, only 1 of them is anywhere close to 60. The base probably has huge swings up and down for whatever reason, in any case it's clearly not actually running at 60.
>>
Am I playing it wrong by making multiple assembley machines? It feels a bit jank
>>
>>431493808
Ok here's another one he built
https://www.reddit.com/r/factorio/comments/td2hne/20k_spm_megabase/

>This is a vanilla beltbase (~6million belts) built from the ground up, only mod used was maxratecalculator. Resource richness & size were cranked up to max, trees and water to the the minimum. Biters & pollution disabled.

>All design/test/benchmark for the builds were done in the editor, blueprinted and then brought into the real map. The base was mostly built using clusters of spidertrons.

>It runs at 60UPS in game, and was benchmarked to 68UPS.

Still waiting for a train base that comes close.
>>
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Alright boys, the first VGL dates are set - this is our chance to prove(?) that we're not as bad as last time.
We're going through the qualifiers first as there are a lot of teams and we placed pretty fucking near to bottom last time. Don't worry, I know slightly more about what I'm doing with those tactics now than during those latest friendlies.

First opponents: a general I know nothing about. There is a slight chance I won't be at home to watch the first match but if so I'll still make sure to post the link when we're up
>>
My inserter isn't taking from the assembling machine and putting it into a lab, what do?
>>
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my god what have I done
>>
>>431497856
Are you feeding it properly?
>>
>>431498028
Is that from prod surplus?
>>
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https://www.youtube.com/watch?v=4gODHMvG1pI
Where's my autoautists at?
>>
>>431499571
no its from me being a stupid idiot who didn't use filter inserters so the byproduct filled up the main storage chest
>>
>>431497856
does the lab already have science packs in it
>>
>>431499774
Is prod even allowed in "tooled" recipes like that?
>>
>>431500056
Yeah but I thought I could do a thing where as I make packs from the machine it feeds it into it
>>
>>431500239
When fed with inserters, machines only buffer a couple recipe's worth.
>>
>>431500239
You can do that, but a single assembler can make red science packs faster than a single lab consumes them
and inserters will buffer only a few packs into the lab.
>>
>>431498028
why would you
mass produce
milling drums
when you only need 1 or 2 going back and forth for an assembler
>>
>>431498028
Which mod is this? py2?
>>
once you need to set up electricity it's time for mods
>>
>>431506196
seablock
>>
>>431490356
labs don't use floats as long as you're not going over 2 crafting speed, that's the third lab speed upgrade that unlocks the devil
>>
>>431487783
>you cant please these people. Just do your best and your actual fans will be happy.
fucking kek, those comments
>>431492805
>bunch of mexicans in a cartel basement
initially it was just the one in his shed
>>
>>431508032
that's good to know
I fucking hate floats so goddamn much
>>
>>431493000
it had to get remade from scratch 3 years in because take-two bought it and fired everyone
>>
"FLOATS could be here" he thought, "I've never been in this neighbourhood before. There could be FLOATS anywhere."
>>
>>431510189
too late
https://arch.b4k.co/vg/thread/427130146/#427219603
>>
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I heard there were some fans of direct insertion in this general.
>>
>>431512260
Now that's a proper abomination!
>>
>>431512260
How do you get inserters to take from an assembly then put it in another? Mine won't do it
>>
>>431512684
post pic
>>
>>431495745
If you can't tell what a general is about from the title alone then it's gacha
>>
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My inserter is waiting for ages, I want him to work constantly so as soon as the furnace makes a product it moves it. How to accomplish?
>>
>>431515996
>How to accomplish?
Quadruple(no I'm not being ironic, you will need the output) your current furnace amount.
>>
OK turns out he only puts 3 plates in the assembly machine then stops, wtf is happening?
>>
>>431516496
inserters only fill a certain amount of stuff in a machine
if it needs 1 plate per recipe, it'll only insert a few
>>
>>431516629
How do I override this to make it take one, insert one?
>>
>>431516704
put a chest and an additional inserter in the middle
>>
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>>431516908
It's still doing the 3 plates only thing
>>
>>431517180
why do you want more plates *in the assembler*
plates from the chest will go into the assembler
the assembler has as many plates as it needs
the assembler WILL NOT produce other recipes to fill requirements, you need other assemblers
>>
>>431517397
So the assembler is at constant production instead of having a stack of resources to burn through. It needs plates and cogs, so if I continually feed it plates and cogs it'll contiinually produce
>>
>>431517658
The same applies to the output, the assembler won't produce more if there's output.
You need a chest to store product if that's what you want (usually you don't want that though).
>>
>>431517658
Whether the inserter stops when it has 3 plates or 100 plates doesn't matter; either way, it's only using 1 plate per production cycle, and the inserter will then put another plate in to keep it from running out, so you will get continuous production either way.
>>
>anon struggling to grasp the concept of factorio
cute
>>
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>>431518573
>>431517818
So if I set it up, even though I don't see it moving all the time I shouldn't worry because it will all work out? like life?
>>
>>431519021
yes
>>
>>431519021
Yes, it doesn't have to be moving for it to be working.
>>
>>431519021
Basically yes. Default inserter behavior will keep machines fully fed to operate continuously, you don't need to worry about micromanaging that. Of course this is conditioned by things like actually having enough ingredients available to feed the machine in the first place and the inserter being fast enough to do it (there are slower and faster inserters in the game). There are some extremely rare and highly specific edge cases where default inserter behavior will NOT feed a machine sufficiently, but you never need to think about that this early in your Factorio career since you will not encounter such problems.
>>
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HOLY ANONS I'M DOING IT
I'M AUTOMATING
JUST CALL ME DAN THE AUTOMATOR
>>
>>431519947
You're starting to get the hang of this anon
>>
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>>431519947
when it starts looking like this you know youve made it.
>>
>>431520175
dios mio
>>
>>431520175
do not listen to this anon, he is insane
>>
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Now the inserter won't take from the "output full" assembly machine to insert into my other one
>>
>>431522076
go to the options menu and turn on directions for inserters. its probably just backwards
>>
>>431522076
the inserter on your inserter-assembler is facing the wrong way
rotate with R
>>
>>431522349
>>431522387
JEEEZ that was it, thanks
>>
>>431252545
You're doing work for The Man.

Read Enders Game
>>
>>431522870
The movie made me not want to touch the books with a ten foot pole.
>>
>>431522870
>You're doing work for The Man.
Ooooo spooky.
What are you, an anarcho-primitivist?
If it makes factories run better somehow (which I doubt, as these things are often heavily simplified), that's not a problem.
If it gave police more power to run roughshod over people with, or something like that, sure, there's a problem, but I don't see how that happens.
>>
>>431522870
And if not?
>>
>>431522870
Enders Game is just The Last Starfighter
>>
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>>431490267
>i9 BTFO by processors with 50W less TDP
>>
>place a dozen roboports, drop 1000 bots and some chests with some work to do
>come back later once the job is done only to find 273 (?) bots in place
this can't be a floating point issue... and this is literally my only roboport network so they can't be roaming around, and none of them was destroyed
>>
>>431527117
>this can't be a floating point issue
Lol, lmao even
You forgot what game you're talking about
>>
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WTF
they are just vanishing?? who is eating my bots??
>>
>>431527523
Why are you french?
>>
>>431527523
its a float error just ignore it.
>>
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................
>>
hon hon mon cherie, let us watch Gerard Depardu and eat fromage
>>
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>>431526876
If only you knew how bad things really are
>>
>>431527117
Almost everything in Factorio is a floating point issue, whether it's timing, positioning, or energy. The devs are completely, utterly incompetent.
>>
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is this going to be an UPS issue? this is my starter base setup but most megabase don't even have this many furnaces
>>
also it's going to be increased by a third once I research blue belts, so over 2k total
>>
>>431528296
Don't bother optimizing for completely broken code. Just get a refund: >>431447121
>>
>>431528749
>refund
https://arch.b4k.co/vg/thread/424427127/#424562706
>>
>>431528967
>it works improperly
Well, there you have it, now get to it.
>>
>>431528296
No, that should be fine, especially if you have a fast PC. It depends on what else you're doing in the base as well of course. I've got 4100 (beaconed) smelters in my megabase for instance and it's not super huge as far as a megabase goes (4050SPM). People build a lot bigger than that.

Still I have to say I question why you need that many smelters this early in the game. You might be better off just rushing better tech and scaling once you have that.
>>
>>431529121
>rushing
I'm trying to enjoy the game here, I plan for 180 SPM all the way to space science before going for T3 prod + beacons
also, you only need a little over 3k properly beaconed furnaces for 6480 SPM, hence my comparison, since I'm reaching 2k for over an order of magnitude slower throughput
>>
>>431527523
Are bots moving to other roboports?
>>
>>431529475
>I'm trying to enjoy the game here
First and biggest mistake.
>>
>>431529475
I guess I played end-game so much my sense of scale is completely off due to beacons and modules. Sure enough I checked an older save where I also built a 180SPM starter base and sure enough I also had like 2k smelters. There's really not going to be any UPS problem at 180SPM level even without speed beacons and prods in the smelters. I didn't even use electric furnaces to do it.
>since I'm reaching 2k for over an order of magnitude slower throughput
It's to be expected, beacons and productivity modules have a huge impact. The speed bonus combines multiplicatively with the productivity, not to mention that the productivity itself stacks multiplicatively across multiple production steps.
>>
love how absolutely no one is denying factorio is badly optimized bullshit.
>>
>>431494369
Bro you will need hundreds of them.
>>
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worst part of the game incoming
>>
>>431518872
Feels good to know we came a long way, but we all started as babies (cute).
I remember when I spaced out miners because "Why use more miners than you need ?"
>>
>>431531516
>I remember when I spaced out miners because "Why use more miners than you need ?"
Hey, I did this too.
>>
nevermind fuck this game defense mechanisms, I'll go with mines again
>>
>>431522870
That twist was so fucking lame jesus
>>
>>431531369
factorio is well-optimized, what are you smoking
could be better without the floats, but it far outshines basically every game out there
>>
>>431531629
>factorio is well-optimized
>could be better without the floats
a computer would have a system crash at this point. are you living in a perpetual system crash yourself?
>>
>>431531369
Spengis, Avorion, Empyrion, From the Depths, Oxygen Not Included, Satisfacotry, Starbase, Astroneets, Autonauts, Besiege and Captain of Industry have worse optimization than Factorio.
And I just picked some from the OP that I recently played.
>>
>>431531774
I don't even know what you are saying.
Are you saying without the floats it would be terribly slow?
Obviously there are tons of places where floats make sense, like character position.
But, I think only a few decimal places is sufficient for a fluid flow system, and perhaps the science packs as well.
>>
>>431531819
>fucking with the scale to make his favorite game look good in comparison
i thought autists only dealt in absolutes?
>>
>>431531976
List the /egg/ games with better optimization than Factorio.
>>
>>431531976
>moving goal post
>>
I'M FUCKING SICK OF THE FRENCH
you have nuclear reactors and that's cool, but holy shit SHUT THE FUCK UP
>>
>>431531952
>I don't even know what you are saying
classical you-problem, not surprised, but still disappointed.
existence of floats throughout the game means that it literally CANT be well-optimized unless you compare it to games that have absolute garbage optimization.
>>
>>431532412
actual people>>>french>krauts>anglos
they may be annoying as fuck but at least they're not subhumans
>>
>>431532087
>>431532139
im not moving any goalposts. factorio has absolute garbage optimization, and you retards try to make it look good by comparing it to games that are even braindeader than factorio is.
this is why people hate autists.
>>
>>431532431
oh
well, the bar is EXTREMELY LOW
it makes floats seem like nothing
>>
>>431532530
I don't know of any games that are optimized to such standards.
Maybe some games from before 2000.
>>
>>431532412
or else?
>queue in cricket chirping
>>
>>431532513
what about irish
>>
>>431532784
They're a minority oppressed by anglo imperialists.
>>
>>431532550
how popular is factorio? how much money did it make? and when was the last time they did some actual content updates?
their job right now should be to fix the mess theyve been carrying around since 2016, but 2016 was seven years ago. instead of holding the devs to actual UPS improvements you tell people how to work around a broken codebase that might not even exist in five years time, if god wills it.
>>
>>431532645
games from before 2000 are even worse optimized due to both physical memory and virtual address space constraints. both went away with more RAM and x64 processors, but the code doesnt know this and does dastardly retarded things like it's 1997 simply because it assumes there isn't 16 GB of RAM left. and to be fair factorio doesn't do these exact things, but not because its so well optimized, but because there's no reason to read 256 KB chunks from a file every ten seconds if you can just map the file into address space and let the OS caching manager deal with making it fit.
>>
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>>431532924
>>
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>>431533341
they are well optimized for the constraints they were designed around. when memory is very limited, going out of your way to save some memory at the cost of slightly higher cpu time is a reasonable tradeoff.

some think it's no longer relevant today, but it absolutely is. programmers acting like resources are unlimited because dude moores law lmao is how we end up with abominations like chromium and electron that devour all your ram and run like shit when it runs out.
>>
>>431534124
The /g/ council has spoken. Kill electron devs, behead electron devs, etc
>>
and before someone asks
>how would you do positioning
64-bit for x, 64-bit for y
tiles have 64 pixels (8 x 8)
use the least significant byte for positions within a tile, use the other bytes for the position of a tile
that leaves you with 36,028,797,018,963,967 (0xffffffff´ffffffff >> 9) tiles in either direction (north, south, west, east) for pixel-perfect positioning without any need for floats

>>431534124
I never said anything about active memory being used. i said:
>let the OS caching manager deal with making it fit
, because the OS probably knows best. but sure, let's talk active memory allocations: why doesn't factorio allow a special large/hugepages mode to make use of modern CPU's dedicated TLB caches?
>>
>>431534452
feel free to address these issues in a mod
>>
>>431534656
these issues CANT be fixed in a mod unless it rewrites the machine code, and at this point it's a lot more effort to reverse-engineer how the game works and provide it with better algorithms than to get a refund because the devs don't know what they're doing.
>>
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>>431510189
>>431510189
>>431510189
>>
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who drives the trains in factorio?
>>
>>431535125
Me. Now please help me I'm stuck.
I waited for your base to be completely empty to tell you this (^:
>>
Recs for nice ambient music for FACTORIN'?
>>
>>431535756
I'm responsible for at least 3K views of this video: https://www.youtube.com/watch?v=JeoK1dc8EKs
>>
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>>431535756
https://www.youtube.com/watch?v=sC0cvwnG0Ik
>>
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chunk alignment and symmetry is all I care about at this point
>>
>>431535756
https://www.youtube.com/watch?v=PZ5Xp-I3Ybs
meow!
scratch!
>>
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this is how you deal with trees btw
>>
>>431535125
NIGGER STOLE MY TRAIN
>>
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on the one hand this mod combo is extremely soulless and makes me dislike looking at my base
on the other hand, it's more fun to play than a train grid city block base

i'm torn on whether i like it or not
>>
Does solar power even do anything?
>>
>>431536985
>Does solar power even do anything?
Is more polluting than nuclear.
>>
>>431536972
No one cares about your soul.
>>
>>431535756
https://youtu.be/CQoIh4VUB9s
Thanks /wsg/
>>
>>431535981
I'm into this brand of autism right now too.
I get it.
>>
I bet this blows a few balancer-heads
https://files.catbox.moe/ekk398.mp4
>>
note I have zero balancing splitters, besides that last one, which is not going to be used until the patch is nearly depleted, and even then it's not even necessary
>>
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>>431539112
>be balancer-head
>didn't click
>feels good
>>
>single cargo wagon carrying raw ore
>total station throughput: 2 (two) belts
rofl
>>
it's a proof of concept, I'm planning for 30 blue belts of ore throughput for my starter base
>>
final base around 300
>>
The tutorial really sets you up for constant attacks, but I've not seen a single biter yet.
>>
Am I really playing it right if I have backed up resources? In RTS floating resources is a death sentence
>>
>>431512260
>no prods unpacking copper rolls
>bots
>not stack inserters
>all inserters going past 90 degree swings
>>
>>431541454
And there's nothing you can do about it.
>>
>>431541389
Backed up belts are fine, though they show a bottleneck.
Chest buffers, aside from train loading, are not fine.
>>
>>431542002
*train loading and unloading
>>
>>431541389
This isn't an RTS and the amount of resources and items you have is both ever increasing and endless. Unless you are an AI then you will inevitably waste some resource at some point. Not wasting resources isn't really the goal of the game. Remember that a less than 100% is also wasting a resource (in this case transport capacity and perhaps machine work time) just like a half saturated mineral line is waste. In the end you will have to choose where your waste goes, you can overbuild machines and transport infrastructure and then not have enough items to fill the belts or you can overbuild mining and have backed up belts. In both cases adding more of the other would increase your production.
Instead is better to think in terms of bottlenecks, you have a particular goal, typically science and then you try to eliminate bottlenecks that lead to that area one by one. It's fine if the belts are full in places or most places if that's not really the biggest bottleneck of the production line. I'd also say on a side note that full belts is usually what people aim for because it makes things look nice and it makes diagnosing problems real easy (just look at where the belts aren't full). A full belt that's moving is the optimal scenario, and full belts that stop occasionally is similarly problematic to a belt that has occasional gaps and a full belt that's never moving is as bad as bad as entirely empty belt.
>>
>>431487783
I wanna hear how jamal and betty the trans girls are gonna make it run at more than 30 fps on my 3070
>>
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I'm a bit new to this whole factory optimization business, before I just spaghettied together whatever worked.
But how do I optimize this type of setup, where I can't properly saturate the belt, because stuff is in the way when the inserts want to put new circuits down.
>>
>>431543428
First rule of Factorio: Don't belt copper cables
>>
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>>431543428
As long as the assemblers don't stop working you don't have to worry about that. However, once they do ...
>>
Where do I find oil?
>>
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>>431544180
And there's nothing you can do to stop me.

>>431544393
Pink dots on the map.
>>
>>431544247
>As long as the assemblers don't stop working
Ah right, kinda forgot about that.
>>431544180
I guess, but I don't have much of a choice right now. This is for my very first green circuit production line.
>>
>>431545850
>This is for my very first green circuit production line.
>>431290314
>>
>>431546010
Oh god
I'm an idiot
>>
>>431543428
Besides flipping the belts like what the other guy showed you can also put machines on the other side or directly feed the cables into other machines.
>>
There's a nest of biters right near some oil. Time to go full america fuck yeah and gear up for war
>>
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>>431548468
Only that America doesn't really do that anymore ever since shale.
>>
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so cute how train limits gives priority to empty stations
still debating the "niggerliciousness" of this feature
>>
>>431499771
I'd be way more inclined to play Crossout if it wasn't for the face-tearingly massive grind
>>
>>431531609
what twist?
i've read the series so long ago i don't even remember what you mean
the fantasy game actually being the bugs trying to communicate?
or the fact he wasnt playing a sim at all and was nuking them in realtime
>>
>>431537156
I think he meant ingame.
>>
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I think I'm getting onto something
>>
>>431555830
Way too late though: >>431409440
>>
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>>431558693
rate my intersection
>>
>>431560624
>2x2
Can you run it at 100% utilisation - aka all lanes running at least one train without pause?
>>
>>431560802
my 30 belts starter base needs about one cargo every 3 seconds to sustain itself
>>
>>431561000
You're not answering the question.
>>
>>431561287
I don't know if I can but I know I don't need to
>>
>>431561447
In that case:
>rate my intersection
rubbish/10
>>
>>431561546
that was the joke...
>>
>>431561609
You are the joke.
>>
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why wouldn't this work?
>>
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dios mio, el diplodoco logitistico
>>
>>431563557
Would this help you?
>>431398754
>>
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any of you blokes playing this one?
>>
>>431565561
I'm not really into transformers.
>>
no one can stop me from making this work and tileable
>>
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>>
>>431566905
An electrician cutting off your power supply can.
>>
>>431567124
débloque-moi s'il te plaît mon cher french engineer
>>
>>431565561
what is it
>>
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>>431569623
The beginnings of a megabase, can't you see?
>>
j'espère que ce n'était pas toi qui avais répondu à mes messages, moi qui croyais m'être fait des amis
>>
Give it to me straight, is Space Ex worth a playthrough?
>>
en fait je corrige : j'ai juste posté une fois ici pour avoir de tes nouvelles, le reste c'était pas moi

viens on va parler sur google tchat
>>
>>431571272
Yes.
Please post pics
>>
>>431560624
true neutral
>>
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>>431571272
it's worth playing because setting up cargo rockets and spaceships is cool

it's not really worth finishin though. slogging through 20 different science packs is just boring.
>>
>>431571272
i'm 100 hours into my first game, setting up all of the space metals and preparing to start the tiered space sciences. it's fun if overwhelming. do K2SE.

also i just found out you can make a water-positive oil loop using crude oil processing -> coal filtration at .312 water per crude.
>>
I guess it's time to give one last goodbye to this mess before the new update
>>
>>431577256
This is the beating heart. A coal-powered power plant right next to a coal mine that took forever to dig out. All the dirt and rocks excavated were used to enlarge the area around other ore mines so that they have more space to go underground when the time comes.
More than half the power plant is actually paused because a lot of the load is shared by another power plant that uses oil byproducts as fuel, but this is ready to go when spikes happen.
>>
>>431577591
This is the metal smelting area.
Steel is in the foreground, already upgraded to mk2 buildings, then there is iron still on mk1 and copper is in the distance with mk2 stuff.
>>
>>431577256
zoomed out like that the map actually looks pretty small
>>
>>431577834
Oil area, not much to see here.
Oil comes from ships.
Byproducts are all burned in their own dedicated powerplant.
Sour water goes off screen to be turned into fertilizer
>>
>>431578115
Right next to oil is fertilizer, glass and concrete. Nothing out of the ordinary here as well.

>>431577949
Compared to the default map this place is huge man, such a relief. The only downside is the starting oil which is very far away from your spawn and costs a lot with the necessary pipes to get there
>>
>>431578345
And this is the settlement.
It sits at around 1200 people, gets all its water from rain collectors and all its food from the farms in the distance.
After decommissioning organic fertiliser production (of which you can see some leftover digesters near the beach), half of the farms have been paused because there was actually no need to have all that surplus, freeing up lots of water and workers.
It has just been hooked up to household goods for a nice unity boost.
>>
>>431578731
And finally this is the main production area.
Science, building materials, vehicle parts and maintenance are all made here.
I've unlocked T4 science not too long ago, so I guess I'll keep on researching to see what's there and then I'll finally delete the save
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>>431520175
Almost thought I found Waldo there for a split second.
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>>431531425
It can be made to work, for the most part.
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>>431531369
Because you don't reason with the village idiot.
You just politely smile and nod and hope they'll leave.
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>>431535125
The Machine
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>>431541454
those are express stack inserters
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>>431553252
>or the fact he wasnt playing a sim at all and was nuking them in realtime
Yeah, this.
I thought about it but went "No this isn't possible, they wouldn't pull this garbage."
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>>431560624
"Will statistically never need more than this" / 10
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>>431579396
lots of village idiots in here apparently.
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>>431580603
engineering games are an autism trap, many people here literally are the village idiot
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>>431560624
Achieves basic functionality / 10
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>>431522870
I did in middle school. I revisited the series in my 20's and liked Xenocide more. The Bean saga is shit though. Oddly enough OSC is still releasing books about the series. My favorite book by him was Worthing saga, mainly it has a teenage girl getting railed.
>>
>>431579258
retard here, I can see that's partially modded but if you're not using crude oil why use heavy over light oil?
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>>431580908
>mainly it has a teenage girl getting railed.
Card has daughters, I wonder which one of them he was thinking about when writing that
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>>431581354
Hopefully the youngest one.
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>>431581285
Not him.
On one hand, light oil is a bit more efficient.
On the other, oil is so powerful and its consumption so low, it probably doesn't make a difference.
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>>431581285
It's not modded, it's vanilla. IIRC I used heavy oil because it's the least useful of the oil products. It's only actually required in very small quantities for lube production and the rest gets cracked into the much more useful light oil instead. Might as well use it to light biters on fire.
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>>431581285
Probably the excess.
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>>431580830
sure, but the amount of engineers who have no idea how computer programming works is stunning.
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>>431581738
oh, are the red buildings because your character is red? I forgot that happened.
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>>431583081
Yeah, that's it
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>>431582756
i'm painfully aware
t. only one in my division of about a hundred engineers that's fluent in a language newer than PERL
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>>431531369
no point in arguing with a loud mouthed midwit who recently passed optimization 101 at his cs program and thinks this qualifies him to make broad assumptions and sweeping judgments about the quality of a piece of software whose architecture he does not know and whose source code he has never seen
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>>431584364
>implying you have to see the source code to see if it's badly optimized or not
si tacuisses, philosophus mansisses.
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>>431565561
>any of you blokes playing this one?
Not any more.
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I love gondolas so very much
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>>431586964
that's too bad. I did use your zeppelin design a bit to get this somewhat round

>>431569623
robocraft 2
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also quite proud of this one
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>Get to the part where I have to make distant mining outposts and crack oil into the three different byproducts
This part always fucks me up. I've brute forced my way through before but making some well made factory that doesn't slow to a crawl around the rocket production is far beyond me.
Firstly, how are you actually meant to balance the three oil products without getting clogged somewhere along the line?
Secondly, how many science pack assemblers is considered a good idea for a medium base? I tend to build around 14 or so for the late game ones and it can feel like overkill until you need to research stuff that takes forever and a ton of packs.
>>
>>431591531
just play sea block then
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>>431522870
Funnily enough I've just started reading it.
It does feel more like a book aimed at teenagers, but its got a neat setting and story so far. I just hate the cover for my edition, it's got the fucking movie actors plastered all over it and the back cover outright has the "STARRING" crap, like the book contains Harrison Ford and Ben Kingsley somehow. I also hear the movie utterly SHAT on the source material, so that must be a huge slap in Orson Scott Card's face to have that shoved on the cover from now on.
>>
>>431591531
>Firstly, how are you actually meant to balance the three oil products without getting clogged somewhere along the line?
Do some cracking, it's a good place to practice circuits.
Have a tank for each of the 3 products, then read the level with a wire and then send a signal to a pump or a power switch when the level is below certain treshold, if you want it to be fool proof take 2 readings and only turn the crackers on if there's enough of the source material and not enough of the target material. You always need petroleum gas the most but if that backs up then you can add an optional solid fuel process for the gas which is again triggered by nearly full gas tank. The circuits allow you to oversize the cracking plants ensuring it always works without worrying about them burning trough all of your heavy oil for instance leaving you with 0 lube.

>Secondly, how many science pack assemblers is considered a good idea for a medium base?
Just pick a number and build everything to that same standard. I usually just do 1 science per second at the start because it makes the numbers easy but even less than that can get you trough the basic tech tree. Then scale up once you have bots, are able to launch rockets and are researching repeatable techs
>>
>>431591531
>Firstly, how are you actually meant to balance the three oil products without getting clogged somewhere along the line?
first, build your refineries and route the outputs into three tanks (one heavy, one light, one gas) and make sure you have plenty of empty building space in the area.

second, place a pump on the heavy oil tank and use red/green wire to connect it to the tank, then click the pump to open the circuit interface. set the enable condition to heavy oil > 10,000. this pump now acts as an overflow outlet, it will remove excess heavy oil from the tank so the refineries never get blocked by heavy oil.

third, route the heavy oil that comes out of this overflow pump into chemical plants that crack it into light oil, then route the resulting light oil into your light tank.

fourth, repeat step 2 on the light tank to make an overflow pump for excess light oil.

fifth, add a second set of chemical plants that crack the excess light oil into gas, and route that gas into your main gas tank.

now you're done. this setup will produce all three oil products for you, and it will never get clogged by heavy or light oil. it will only stop working when your gas tank is full, and since gas is by far the most consumed oil product (it goes into plastic and sulfur) this is never a problem in practice.
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starter base: complete
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>>431591531
Just crack that shit.
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>>431252545
>formerly svgg

What year was the last svgg thread?
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>>431595036
beacons?
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>>431596064
It's an older design.
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Man, I'm always happy when I get to build something that does not need to be expandable and I can can spaghetti it up a little. Really helps to break with an otherwise monotonous looking factory
>>
>>431579258
>>431531425
I've just built a self replicating minefield an never looked back. Takes care of most enemies before they even come into turret range
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>>431597449
I could never get minefields to work reliably because a spitter would always stop at the edge of the field and simply snipe the robots as they tried to replace the mines.
>>
>>431597809
Yeah, that can happen for sure. It depends on how the timing works out between attacks and how quickly your bots get there with replacement mines.
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>>431581738
With T3 prods, even flamers are a poor use of heavy oil; it's more efficient to crack it (40 heavy => 39 light), with the extra 5% damage bonus more than making up the volume loss.

I usually just use crude because I'm lazy.
>>
>>431599554
I guess. I will never give enough of a fuck to actually calculate that since the consumption of flamers is tiny and irrelevant. That base wasn't really using modules IIRC, it was just a death world run, launched some rockets and played around with some outpost designs and was done afterwards.
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>72% more metal for free
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>Had this shitty fucking game since 2017, have always been way too fucking brainlet to ever finish it.

>Finally make it to the end with a base that shuts down every night due to power issues, as well as constant shortages of important materials and nonstop biter attacks

At least I can finally say I've beaten this game but jesus christ does it make me feel like a fucking moron.
>>
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>>431602764
Final stats, feel free to laugh at me
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>>431603003
Now do Seablock.
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>>431603264
Jeez anon, are you trying to kill him?
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>>431603401
Yes.
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>>431572053
>marxists do not resist taking a bath
av you seen one recently?
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>>431603003
>no fish kills
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>>431603264
>>431603401
>>431603534
I've seen videos of that shit already and I want to get better at the game before I start fucking with that nonsense. If I'm able to do the speedrun achievements I'll consider doing those psycho mods for lunatics, but I'll probably do Space Exploration first cause it looks the coolest.
>>
https://www.youtube.com/watch?v=kRzgCylePjk
>>
>>431604958
>I'll probably do Space Exploration first cause it looks the coolest
Beware, it's no easy mod either.
The space sciences get really repetitive, logi bots are aggressively nerfed, etc.
>>
>>431604958
>Space Exploration first
hehehehehhe
>>
>>431605162
IS there a mod that is recommended for less skilled players that isn't just straight up cheats? Some of those ones with boats and cars look cool
>>
>>431605575
Krastorio 2, alongside whatever strikes your fancy (and isn't an overhaul mod).
(Don't combine K2 and SE though.)
Cargo ships are cool.
>>
>>431605575
krastorio 2 is good
>>
>>431605575
Krastorio 2
If you want Cargo Ships then change map settings to islands and maybe get Waterfill and Hovercrafts too.
>>
>>431605881
>>431606304
>>431606404
>Krastorio 2
Might check it out, thanks guys
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>>431605575
what are you looking for?

there are 'overhaul mods' which basically revamp the entire game completely, it's like playing unofficial sequels to the game. many of them are extremely complex and difficult. seablock, space exploration, and krastorio are examples of these.

there are also mods that add new tools and mechanics which can open up new ways to build and manage your base, but they don't change the games content itself. some examples are LTN, transport drones, factorissimo, and bobs inserters.

then finally there are minor quality of life mods. these don't change the gameplay in a meaningful way, they just make your life a bit easier and more comfy. these are mods like even distribution, vehicle snap, and squeak through.

there's also a few fast start mods that let you start with construction bots to make the early game more smooth. nanobots is one of them, tinystart is another.
>>
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>>431606939
k2 is the easiest of the major overhaul mods, but also high quality and well designed overall, can't go wrong with that
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>>431607321
you also need to lower the picture quality on intel
videos look like ass when forced to run on igpu
>>
>wake up
>read todo list from last night
>"expand copper"
>start putting some things down for copper
>notice base is running out of shit
>6 hours later
>still haven't expanded copper
>>
>>431607134
Mostly just wanted cool toys to play with, I really like the trains and shit so stuff like rockets, vehicles, big specialized section off pieces of the factory all seem pretty cool, which was why SE interested me. Honestly I want to play another vanilla game and just fuck around with trains instead of using a main bus next time. They started to click a bit more for me by the time I reached endgame and I realized how easy it became to go and plug in another ore vein into my rail network.
>>
I was getting the hang of this until I hit the point where I need 3+ science packs



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