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This thread is dedicated to all games about engineering machines and systems.
List of common, rare and legendary /egg/ games for CTRL-F purposes:
Aerospace and military
>[ Chode - Children of a Dead Earth, Flyout, Highfleet, Juno: New Origins, KSP - Kerbal Space Program, Sprocket ]
Logistics and factory management
>[ Autonauts, Captain of Industry, Dyson Sphere Program, Factorio, Factory town, Foundry, Lifecraft, Oxygen not Included, Satisfactory, Shapez, Timberborn, Workers and Resources: Soviet Republic]
Mechanical engineering
>[ Algodoo, Automation, Besiege, Crossout, From the Depths, Hydroneer, Infinifactory, Nimbatus, Roody:2d, Scrap Mechanic, Stormworks, TerraTech, Trailmakers ]
Programming puzzles
>[ Bitburner, Exapunks, Last Call BBS, Nandgame, Opus Magnum, Shenzhen I/O, Spacechem, TIS-100 ]
Space voxels
>[ Avorion, Empyrion, Space Engineers, Starmade, Starship EVO, Stationeers ]
Games that are not /egg/:
>Minecraft
>Other /egg/-likes that have their own active general
WebM for physicians: argorar.github.io/WebMConverter
Reminder: /egg/ has no discord, any discord links posted are from tranny servers.
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Remember to feed the eels, anon
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>>555169896
https://www.youtube.com/watch?v=9I3wkLU-HPc
I also hoped so.
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>>555169993
>watched it without audio
>about to ask what was he expecting
>see >>555170650
>watch again but unmuted
nevermind
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>>555168638
You forgot fissile materials, my dude
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>>555171245
considering the aftermath, you wouldn't have seen much of it anyway without a well-positioned high speed camera
otherwise just imagine a pot of boiling oil splashing out and covering the entire kitchen
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Does anyone else feel retarded going into a new save? I feel alright when I've got a ton of shit up and running, but I started a new save and now I'm like
>make steam engine
>???
>???
>uhhh electric pole I think...
Whereas before I was making all kinds of crazy shit
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>>555171854
Only because I keep swapping overhauls
>Nullius
>Can't make proper buildings for a long time besides using/repairing the ones you start with
>Space Exploration
>Steam power is locked behind green science so you need to use burner generators that are useless after about a half an hour
>Seablock
>Make due with your government-provided windmills until you get algae and can burn carbon like a real man
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>>555173649
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>>555134149
>>555135447
>still no save file upload
do it pussy
i want to see into the brain of someone who complains about performance of a newly added feature from spage launch while playing a two year old version of the game
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>>555176043
Are you fucking retarded, or are you merely pretending?
>update game
>but now collectors don't acknowledge previously blacklisted chunks
You can keep your updated buggy mess for all I care. At least the two year old version of the game *works*.
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can I also get some (you)s or am I too late for it
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I recently started playing Foxhole and holy shit it makes me want a mod for Factorio or similar with a simulated war for me to manage production/logistics of.
Is there a game/mod/modpack that does anything like this?
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>>555179149
>ignore the problem until the problem goes away
>or your country goes away
Luckily I made a safety copy of the old version - the one with low UPS? Turns out that's the price you pay if you don't want a bunch of ex-soviet retards cut corners, like they always do.
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>>555177041
>now collectors don't acknowledge previously blacklisted chunks
as in
you blacklisted the chunk type for a short period of time, it got "marked", then you stopped blacklisting the chunk type, and now it won't pick it up?
that's weird, but
WHY are you blacklisting if you don't have plenty of chunks already
there's a solution to chunk filtering and belt management
which I'm 90% certain is better than whatever you're doing, and will let you update the game
>sushi belt that runs around the ship
>circuit connection on belt, read whole connnected belt contents
>add this together with a constant combinator that has 1 signal of each asteroid type
>feed this into a circuit which outputs anything that isn't above the limit
>configure the limit to be 1/4 of the belt's capacity, 3 types means there's always space
>this output signal then goes to all of the collectors, which pick up chunks that the system is low on
Also, if you're just making steel with a platform, and don't have asteroid reprocessing, then just collect only the metallic asteroids
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>>555185834
>for a short period of time
More like: up until now. Then I got the necessary infrastructure up and running, and now I don't have to filter anymore.
>WHY are you blacklisting if you don't have plenty of chunks already
Why would I collect chunks I cannot process *yet*? All that does is introduce the necessity to throw away resources you cannot process (until you can process them) - it's just better to *collect slightly more resources than you need and throw away a little bit*, rather than *collecting everything and throwing away most of it*.
>circuit connection
Because from my naive programming perspective it's better to assign collectors statically than to rely on Czech circuit network fuckery to set filters dynamically, *especially* since they seem to have had issues with exactly that setup in the past.
>if you're just making steel with a platform
Orbital transfer chests. It's essentially a shipyard with refuel station.
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>>555179804
How is that relevant in any way? I want to produce war material and have some level of simulation in its use.
>>555185452
That seems more like just different enemies+RTS units you can control. I don't want an RTS where the economy part is Factorio, I want Factorio where the military part is handled by the AI which demands goods from you.
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>>555186626
Ah, I think I get it.
You have individual collectors dedicated to specific types of asteroids?
It's unfortunate that this doesn't work, but the sushi belt solution should do the job better.
Also requires fewer collectors for complete coverage.
If you really want to split it off into separate belts, you could use an asteroid stack mod and space chest mod.
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>>555187336
Listen bro what I really want is a game where I build and manage a factory making BF-109s or Panzer IIIs and WW2 is simulated in the background but that isn't going to happen so I'm trying to ask realistic things.
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>>555187280
>You have individual collectors dedicated to specific types of asteroids?
No, I have:
- all collectors set to iron asteroids (steel production)
- many collectors set to oxygen asteroids (ice/water has lower yield and can be stored better)
- some collectors set to nothing at all (to collect carbon)
All iron excess would go towards steel production, while some of it as well as ice and carbon would go towards space science. Now I want to produce fuel, which massively increases water and slightly increases carbon demand - and the collectors don't collect oxygen asteroids because the game apparently doesn't acknowledge the new filters that I set up once, statically, without circuit network.
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>>555168638
Is pollution even bad? You're just creating more opportunities for evolution to deal with it. There are bacteria that eat plastics. Hot springs inhospitiable to life = colonized by bacteria. Too much coal soot? Peppered moths. Toxic water? Tomcod and killifish. Radiation? Black mold that eats radiation.
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>>555189872
I want me and my family and humanity in general to survive. I don't care about animals or evolution except in the context of how they benefit humanity. Loss of biodiversity bad for humanity because those lost species might be beneficial to humans. New forms of life that survive off things that kill humans and other species that are known to be beneficial to humans is most likely bad for humanity.
Yes, pollution is bad.
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>>555189872
Too many changes too fast are an issue and it's what caused all the mass extinctions in earf's history. Things like the sudden appearance of unbound oxygen or a meteor impact blocking out the sun or that one time where all of Russia erupted for millions of years
At this point the only thing that would destroy all life on Earth is a cosmic hairdryer particle stream or loss of the magnetic field resulting in the dissolution of the planet's atmosphere but just because things can live doesn't mean humans can
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>>555174924
>>555176004
little boy mad?
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>>555200080
At least she actually looks like a woman unlike 99.99% of troons. Like she did kind of roll poorly with small eyes and thin lips, but if she wasn't old and wasn't fat and put in some effort she would still blow troons out of the water.
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>me when I realize every engineering class is an iq test
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>>555189872
Heavy metals are on another level. You can't evolve a defense for something that fundamentally destroys the cell wall itself. The only thing there is to be done is re-evolve life from scratch with a chemical basis that uses the heavy metals constructively.
This is also why silver is the perfect antibiotic.
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>>555205475
>mfw literally too stupid for maths and engineering, but smart enough that being a labourer makes me want to kill myselfI feel this in a visceral way
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>>555177041
Jesus fucking Christ.
>make blueprint of all collector positions and filter configurations
>deconstruct all collectors
>reconstruct collectors using blueprint
>filters *finally* apply
>realize I collect too little carbon
>now have to do this retarded song and dance until carbon collection is sufficient, too
I'm developing a genuine hatred for Czechs here.
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>>555207038
Sounds like you have no reading comprehension at all, in addition to no maths and engineering skills.
Because my shit works where Factorio *doesn't*.
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>>555169993
the funny thing is he already did it (with boiled eggs) https://www.youtube.com/watch?v=DlBfQBDCVjs
ie he did this on purpose for the ragebait
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>>555215993
There's no building of machines and systems in ED. Just time wasting and money sinks.
Try /vm/
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>i play gleba
>not a single place with yellow-purple being close
>friend plays gleba
simply NOT fair
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>>555189872
Pollution isn't a problem over geological timescales, nature will adapt. What we're concerned with is the time between now an then, because the fact some bacteria will clear it long after I'm dead isn't the most reassuring for me as someone living in the here and now.
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>>555206924
>>555177041
Sounds like a bug. I find that 2.0 is a lot buggier than 1.0 was. I had never encountered an obvious issue before the update, but then in my Spage game I had several instances of an inserter deadlocking itself - empty hand, valid source and destination, but just refusing to work until deconstruted and replaced. Something like this used to be unthinkable in 1.0.
Plus there was the time they fucked up belt dragging and refused to fix it for several updates.
Post save anon, I'm curious to see if I can reproduce the same issue
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>>555226885
I've created a scenario instead where you can reproduce the issue:
https://limewire.com/d/RcjBK#tY6cAhCsc4
Those two carbon asteroids only get collected if you add another filter to the thing.
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>>555230880
>doesnt pick up the initial 3 carbon asteroids
>don't touch anything, just let it run for 10 seconds
>old asteroids despawn
>new ones spawn
>it picks up all of the correctly filtered ones without me changing or touching anything
so the old asteroids get invalidated somewhere between the versions and after that everything is normal again
waow
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>>555233736
>it's not a problem if you're on a small map bro
Just do the world a favor and kill yourself at this point. The more painful, the better.
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>>555234379
What does map size have to do with anything retard
I'm not that anon, but if >>555233736 is right then it's literally just a matter of waiting 10-30 seconds for the old asteroids to get past you and new ones to spawn. Map size doesn't affect local asteroid spawn rates
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>>555234650
>What does map size have to do with anything
Are you actually retarded, or do you simply not understand how asteroid generation *works*? And if you don't understand it, then why do you have an opinion in the first place?
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>>555235138
>he actually doesn't understand the thing he has an opinion about
Why don't you learn how the game *actually* runs behind the scenes? You only need a little bit of maths and engineering knowledge.
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>>555234379
Look, there are certain things that are just guaranteed to take a lot of processing power, and lag your game if you go too far. Factorio goes a long way towards optimising the engine to a significant degree, allowing you to build pretty large factories with minimal thought behind them. But if you're starting to build megastructures like this, you have to start working with the engine and not against it if you want to maintain your performance, because there's only so much that can be "optimised" if you're adding a ton of raw work to the engine.
In your case the choice is basically between checking all asteroids in real time, taking up 8ms of time in your save, vs. having an optimisation that requires asteroids to respawn after filters change and doesn't matter in 99% of usecases while making the game run much much faster. Your design is going to cause you grief in both cases, so you're reaching the limits of the engine: you need to either scale down or simply build more intelligently. This is the case for anyone building anything particularly large in Factorio, and not unique to asteroids: look up anyone building massive 1M+ science megabases on youtube for example, they will all be using inserter clocking and optimised layouts designed to work with the engine to help optimise things like inserter and belt updates. Building a 10km wide space station also falls in the category of "massive structure that needs to take into account engine performance".
And as concret advice in your case, I'm pretty sure you'd get way more asteroid fragments by shuttling from planet to planet with a significantly smaller platform, than you can get by trying to build infinitely long arms in nauvis orbit. Nauvis asteroid spawn rates are atrocious compared to what you get when going fast between planets.
Or just accept that asteroids are the laggiest part of the game and space is not a good place to build a megafactory.
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>>555236026
>But if you're starting to build megastructures like this, you have to start working with the engine and not against it
Working with the engine is EXACTLY what I'm doing. I don't have a circuit network constantly changing filters - I only change change them once, manually, and I absolutely wouldn't mind the UPS counter tanking during the update for a couple seconds as the game recalculates asteroid collector behavior.
My problem is that the game *doesn't* perform the recalculation when the filters change, meaning that *old* asteroids DON'T get collected, and that, as retard >>555233736 already highlighted, one has to wait for *new* asteroids to spawn - which is a goddamn pain and a half in the ass if you have a big map with loads of spawned asteroids that have a gargantuan travel time to your collectors (because they spawn from the EDGES OF THE FUCKING MAP, which everyone who has ever done but an IOTA of actual research would've known), ESPECIALLY if destructing and then re-constructing the collectors performs the recalculations setting filters manually should've triggered all along.
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>>555236803
And before anyone suggests:
>just place your collectors at the edge of the map too, rather than intersecting the map at its center
I'll consider it once they fix deconstructing parts of the platform. I'm not gonna wait half an hour just for the fucking game to understand that removing specific tiles doesn't create donuts just because I want to extend the spawn area by another hundred meters, fuck that shit.
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>>555236803
If you only set the filters manually once or twice ever, what's the deal with waiting a couple of minutes when you do so? It's not going to be a regular operation.
>Working with the engine is EXACTLY what I'm doing. I don't have a circuit network constantly changing filters
Working with the engine in this case means not building a fuckoffhueg platform when you can do the same thing with a platform 10x smaller and a few thrusters. It is the opposite of what you're doing.
Factorio is far from perfect (especially 2.0), but it's pretty good, and there's usually a way to reach a lot of massive goals if you do it right. People have built factories creating 250,000 raw SPM while staying at 60UPS - but to get that working you have to work with the engine, not in an abstract "I'm doing what I personally believe is correct" way, but in a concrete way of optimising for what the game is good at.
Bashing your head against a design that is clearly straining the engine and yelling at the game will not help you with your goals.
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I really like the fact that this anon seemingly asked the question in earnest confusion a literal week ago
Little did he know what would follow
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>>555238598
>what's the deal with waiting a couple of minutes when you do so?
You mean, aside from the fact that I'd like to know how many of each resource I have to collect to have my systems run at full capacity, but without having to throw away more than half of it? Or the fact that it's not just a couple minutes - that I, in fact, waited for over half an hour with no noticeable increase in ice production before I started to investigate? Or the fact that deconstructing and re-constructing the collectors fixes the issue?
I simply abhor waste.
>Working with the engine in this case means not building a fuckoffhueg platform when you can do the same thing with a platform 10x smaller and a few thrusters.
Meanwhile I only have to put up 25% of the rockets other people have to put up (a bunch of copper cables, and that's it), I can construct ships in a fraction of the time that it takes other people, and since I already have the collectors in place fuel production and refueling in general is lightning-fast, too. And excess steel is dropped planet-side, where it's used for productivity increase research. It's called "specialization".
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>>555239523
You mean, because the old version actually does its job, even if it's terribly inefficient? Or are we back at ignoring problems like a midwit? >>555181257
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>>555239567
>I simply abhor waste.
And that's cool at small scales but again at gigantic scales there are certain things that work well and certain things that don't. At some point when you are scaling up large enough you are forced to abandon your personal autistic preferences and go with what works.
>Meanwhile I only have to put up 25% of the rockets other people have to put up (a bunch of copper cables, and that's it), I can construct ships in a fraction of the time that it takes other people
What does that have to do with anything? First of all, how is your platform helping you build ships? New ships can only be constructed by planetside rockets anyway. Are you playing modded?
Secondly, I'm not proposing to edit your entire platform design, all I'm saying is if you had the same thing but with thrusters constantly shuttling between one planet and another you'd be getting WAY more asteroid fragments than you could possibly get sitting stationary in nauvis orbit. All I'm saying is to change your asteroid collection strategy, without touching the rest of your platform design (other than adding fuel and ammo production, and gun or laser turrets at the front).
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>>555240027
>Are you playing modded?
>>555186626
>Orbital transfer chests.
https://mods.factorio.com/mod/orbital-transfer
>you'd be getting WAY more asteroid fragments
And would have to bother with weapon systems and energy and planet-side resupplies, and Earendel can suck my two nuts before I let him artificially dictate that I cannot specialize my platforms by banning transfers. It's a fucking crime transfers aren't in the base game to begin with.
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>>555240654
>Orbital transfer chests
Oh, cool. Makes sense, I missed that.
>And would have to bother with weapon systems and energy
Yes. It's an engineering game, a properly engineered solution will work better than trying to brute force it like a, well, brute.
>and planet-side resupplies
What for, the overhead of turning asteroids into fuel and ammo is a small fraction of the total asteroids you can collect and process from a typical interplanetary trip. You never need to resupply from the planet unless you're using fission or fusion power (and then it's a super rare delivery of a single rocket of power cells).
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>>555246394
same. spacechem is brutal though, probably the hardest zach game (I haven't finished every other one but spacechem is the only one I actually got stuck on rather than just procrastinating, and pretty early on too)
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>>555260050
>also there's nothing wrong with a main bus
Until you have to scale things up, and then you wonder why no one shot Von Neumann in the head when they had the chance.
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What do
>satisfactory (doing a run where I use no world foliage and just collect it all into crates)
>try out minemogul
>kill myself
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>By the time I finish setting up my last bot assembler the ore patches I tapped for my bot factory are halfway gone
Man foundry has some tiny ass ore patches and no trains(yet) for bringing in more from far away. There's a way to get infinite ore but it's endgame final science stuff.
You can also buy the ore using the money you make from selling robots but I'll need far more hangar space(that I can't get until later) to do that in any kind of decent volume.
Setting up a new mine in this game is actually pretty time consuming so you want to avoid constantly tapping new veins if possible. I guess I'll just focus on science and do the bare minimum to unlock more hangars and other efficiency upgrades.
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Hello I hate trannies
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>>555261589
Main buses are as scalable as you want
Mine regularly ends up being triangularly shaped
nobody says it has to look like a main bus, it's just a general downstream of resources in a particular direction likely costing less UPS than an equivalent cityblock
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>Been doing various terraforming/building things simultaneously
>Aha, this section of dynamite is complete
>Hit detonate
>...just as a beaver walks over it
>It actually fucking kills him
Fucking kek, I didn't know that could happen
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>>555267082
I'm not paying those 2 months. Basically, someone messed up really badly on a construction work and destroyed part of the internet installation. So it was a city problem, which means my ISP literally couldn't do anything until the city's contractor fix the situation.
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>>555271078
nah, copilot is assuring me it's spain
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>>555270348
I did! its very claustrophobic and early access, there is no area to make the factory grow youre only in minecraft caves, though I havent explored far
But I like the concept of smelting ores and polishing gems a bit much so I might be biased
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>>555283239
>look these up
>all vtubers
those are men, you retard
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>>555268238
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>>555274185
>Runway (mostly) relocated for expansion
>Landers cause fire and death
>Batteries in series was a bad ideathey magically have no throughput limits
>All Fabricators have been moved and now have stackers
>Deep gold miner established
>Initial gas trades
>(1) burger sold
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>>555270132
>source: your unwiped anus
>>555267575
>than an equivalent cityblock
The counterpart to a main bus isn't a cityblock. In fact many cityblock designs I've seen were connected via railroads, which became the main bus instead - i.e. a limited global resource that requires locks and releases to not crash and burn. You want to avoid sharing as much as possible.
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>>555205475
I went to college and still failed my way to a laborer. I fucking hate my life. I've been trying to learn programming and electrical engineering when I can get my ADHD brain obsessed into those instead of whatever 2 week run of whatever game I haven't touched in 6 months it wants to do.
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I love watching delivery cannons fire. Can't wait until I have a field of them firing off shit
Just got my first Cryonite rods. It's going to take like three hours to fill a rocket, but a rocket has enough for 50,0000 utility science so I probably don't need a whole rocket for a while depending on what science I pursue later
Soon as I set up cannons to fire off rods and water ice I get to do Vulcanite. Boy I hope I can do that before I run out of U-235
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Playing Stationeers and my autistic dislike of using wikis is clashing with the fact that the in-game documentation seems to be worthless for anything more technical than "this is how you craft this item".
Also how do I get this airlock circuitboard to work? I've installed in in a console and connected to airlocks and a vent to it but it's just saying there's an error in configuration and flashing an error on the switch, meanwhile the description mentions something about inserting a data disk but I can't find anywhere to put one even when I completely disassemble and reconstruct the damn thing.
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>>555320728
Yeah I noticed the configuration screw early on. Turns out I'm just a retard and missed that my gas sensor wasn't properly connected in this case. The data disk was a red herring.
>>555327373
Frankly I wouldn't even mind doing that if the data entry side of things wasn't such a pain. I've been burned one too many times by trying to do shit like reverse engineer ONI's heat transfer mechanics, so it's usually not my first approach.
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>>554728176
Well trains are on the experimental branch of Foundry and holy fuck to they have a wide turning radius. Looks like rail signals/chain signals are in along with pic related for Scheduling. There's automatic track placement with click+drag (like factorio) or manual placement. Two fixed belt input and Two output per station.
It's clearly still WIP with each part only requiring a single plate in the experimental branch. They also don't seem to take any energy/fuel kind of like elevators. I was really hoping they would transfer power like the trains in satisfactory do so I wouldn't have to also run power lines but oh well. Oh and thank fuck it auto-destroys terrain obstacles like trees when placing rail.
Overall not bad.
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When can I/should I start making my factories out of stuff that isn't belts and arms?
I'm moving on to yellow and purple science packs and if I have to make functioning spaghetti much bigger than this my head may explode.
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Choo choo.
Locked webm fps to 30 because 60 looked awful.
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I've come up with half a genius idea but it won't scale
>have each ore patch be its own material thing, like iron plates or steel plates
>ship these plates somewhere to make more complex stuff
Right, but then after that, when it gets really complex is where I'm not sure what to do that won't end in a mess of spaghetti and regret
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>>555332924
I do have 2 simple rail lines but they are just for simple, A to B transportation.
Can you elaborate more on what you mean? You make trains seem so lifechanging.
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>>555331258
The issue with smelting at patches is that every time a patch runs out you have to set it up again and the next patch might not even be big enough to feed your previous setup. Now if the patch is super large/rich it's less of an issue. If you do decide to do it remember that the further you go from spawn the richer patches get.
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>>555333624
Yes. Make sure you cut all ties to your family (they're weighing you down). It's good to forget where you came from (greener pastures, and whatnot). And last but not least, forget your day ones (slime them if you must).
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>>555333445
Trains are smart.
Lets pretend you have 4 loading stations for iron ore and a few for unloading the same. If you name all the loading/unloading stations the same thing
Iron Unload
Iron Load
Your trains will automatically go to whichever one is available. So now your signal that says "drop off at Iron Unload" can pick between four different stations with that one schedule instead of setting up a bunch of individual ones.
You can also put a train limit on your stations to make sure you don't have 10 trains all trying to wait there. This also requires you to make sure all your rails are connected in one network.
Here's a random image off google just to illustrate what I'm talking about. You don't need to emulate this at all but you can take a look at the station names.
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>>555333445
>Can you elaborate more on what you mean? You make trains seem so lifechanging.
Once you have a train network set up (by which I mean a bi-directional rail setup where you pull off for stations), everything is effectively connected to each other. If you set up a station, all other stations can reach it - that means that on one bidirectional line, every single product can travel down it.
You don't have to do anything fancy like city blocks, just two blueprints - a straight rail, and a 4-way intersection.
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>>555331083
you're close to construction bots (insanely useful) but you need yellow science for logi chests, which let your logi bots actually route items
>wooden poles
if you don't have a mall to produce all your bits and goodies for building up your base, you need one. you should feel the same disgust i do when even thinking about using wooden poles. they're ILL
also your ratios are a little funny. you can kinda eyeball hand-calculate ratios by looking at the requirements and time-to-build of recipes. like you have 10 engines which (ignoring the crafting speed modifiers of different assemblers) will produce 1 engine a second, and require 1 cog and 2 pipes per second. which means 1 cog assembler (produces 2 cogs per second) and 1 pipe machine (produces 1 pipe per second) to fulfill its needs
if something takes N seconds to craft, if you place down N machines, you'll produce 1 of that item per second. and then for its requirements, if it needs X components to craft something, you need to produce that many per second
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>>555335284
You dont need to eyeball ratios
Every machine tells you how much it makes of a product using whatever ingredients it needs per second, and if you use modules and beacons you just need it all to be powered to tell you the amount of items produced and consumed per second
Literally just pop down as many assemblers (of any speed) needed to reach your desired items per second for a set recipe and just work backwards.
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Finally beat spage after 140 hours
>vulcanus
Just nauvis but on crack.
>fulgora
I am running out of room again to store excess holmium ore/plates but the challenge it presented was quite fun to solve, albeit not the greatest way i think. I just loop belts back into the scrap recyclers, will be nice to try something different when i have some more room thanks to foundations
>gleba
Annoying to start but honestly my favourite planet. Quite looking forward to scaling production up and setting up quality builds. I ended up settling on a yumako, jellynut, bioflux, and scrap main bus and just making nutrients at every prod chain
>aquilo
Boring
Laying heat pipes near everything gets old pretty quick. Also pipes and turbines shouldnt freeze if you have steam in them
>space platforms
Average, they feel kinda tacked on. Although i have some plans in mind to use them as small production plants to help with certain things nothing is set in stone yet
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>>555342103
>scrap main
Meant spoilage
Also I tried gleba after vulcanus intially but got tilted when i spent like 5 hours with really nothing to show for it so i loaded back before i went there and went to fulgora instead
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>>555300498
>filename and pic
Reminds me of a greentext of someone working IT in an incompetent boomer company and mentioning how they had a computer with an ancient worm somehow contained in a folder called "INFECTED - DO NOT OPEN"
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>>555333980
The one thing I dislike about train bases is that the map ends up just being 90% dense rails everywhere, and 10% tiny pockets of production nestled in-between the massive rail interchanges
And not even in a cool way because all Factorio trains are laughably tiny and there's no such thing as a shunting yard mechanic, so it's not even cool autistic trainyards, it's just soulless tramway paths taking up all the real estate with glorified pushcarts with a couple of wagons zooming around with ADHD
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>set up shitty tungsten upcycler by crafting and recycling foundries
>within two minutes it bootstraps itself from common and I start getting a trickle of legendary tungsten
>within twenty minutes I've produced easily half as many legendary speed 3s than my entire egg upcycling setup had shat out prod 3s in the past 20 hours
Well shit, that really drives home the inefficiency of just quality recycling without crafting. I gotta look into upcycling some egg crafts then
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>signals are 32 bit ints
has anyone tried controlling the factory with bitwise operators on very few signals sent over radars? for example turning on/off multiple copper foundries, cable making, circuit making etc. separately on a single signal
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>>555349102
Are you retarded?
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>>555348380
Bitwise signals do indeed have usecases but there's not many reasons to control parts of a factory remotely like that. They're mainly useful for coordinating transport networks, e.g. reimplementing some overcomplicated logistics train network by having separate network IDs each getting their own values over the signals.
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>>555349482
probably? bitwise operators are here, so I don't see why would it fail except for one major issue of not having any reason to do it other than to do it
>>555349569
>But what would be the use case?
no clue, I don't remember ever building a factory that would require even the basic set of signals
>>555349586
that sounds alright, like a single copper load station having multiple different unloads
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>>555340050
You can tell he pulled out the numbers out of his ass, too.
>laser turret rocket stack is 25
>i.e. 25 x 12 batteries = 300 batteries
>i.e. 25 x 20 green circuits = 500 green circuits
>and zero steel if you produced it on the platform
>yet you can send up EXACTLY 300 batteries and 500 circuits
>because steel is apparently weightless
Wube has been taking Ls in the past, but this is getting ridiculous.
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>>555350048
>>because steel is apparently weightless
On one hand, this is a game where you can carry nuclear reactors in your pocket. So this kind of logic seems pointless. On the other hand Wube invited this by putting an explicit weight reading on rocket payloads. This entire mechanic is stupid as all fuck, the way it's implemented and communicated to the player is stupid as all fuck.
It's not so much an issue of steel being weightless, it's an issue of items having a physical weight stat in the first place.
There's other items where it's cheaper to send intermediaries than completed items, too, so I think this laser turret weight might be something of a coincidence.
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>>555350318
>There's other items where it's cheaper to send intermediaries than completed items, too
And their ratios are also somewhat wonky (tier 1 modules vs tier 2 and 3), but at least there's *some* incentive for the player to finish products on site. It's just that it's not consistent.
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>>555349102
not from this place but btw an array is read (or stored?) by the computer as one long line of digits, not a cube. its just one line that gets fed into the processor
if you want an array of digits then maybe just make a normal string. or a string of 1s and 0s. maybe that is like a bitstream
I dont do programming
or with >>555349482
you could store it as a string of booleans and then either shift right >> to "pop" the last digit (boolean) off and use any len() to read the last digit. not sure it would work with shift left << to "push" a digit on to the stack or array
really is no reason though
PS. this might be the wrong approach or the wrong way of thinking about it. or you arent complicating it enough. you could have the part that handles that logic depend on a few states, to end up outputting, then the processor just reads it without having to calculate it or even know what any of it means really
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>>555349102
but also that it is costly for the computer to do it BECAUSE of the way it is stored. if there are 32 booleans in a row going in, then it might have to use the first one, then skip 7 more to get to its next in "memory"
not just because of how it affects your thing here (it would be slow and inefficient) but for having to have to go and actually do any of this instead of reading it from the much faster cache (which the game youre doing this in probably doesnt have)
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>>555356541
>if there are 32 booleans in a row going in, then it might have to use the first one, then skip 7 more to get to its next in "memory"
Mate, skipping lanes is elementary to do. You load in a word (usually 64-bits wide, because we're all on x64 processors) from memory into a register, and then you AND that register with a hexadecimal constant, like 0x80 for bit 7 (1 << 7).
The expensive part is fetching the word in the first place, because memory accesses are *slow*, even if they're cached. Loading constants or ANDing them is done in a couple cycles; just waiting for L1 or L2 data can take 10 to 20.
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one last thing,
I noticed that in the github Pokemon Red remake/unpack where they have the asm (gameboy SP/advance specific) they go at the end of a battle to compare a value to 0 and if not then it jumps to the next
read it a few days ago so I forgot mostly and I dont wantto put in a lot of effort on these posts, but after a battle it will go through all the checks to see which type of battle it is - it will compare the value (or flag) to 0 so that if it matches it = 1 and does the jmp to .trainer_battle (where trainer is i.e. rival, rival3, gym, giovanni) and if not it will go to the next one to compare that to 0 too, each being the different trainer battles
so I guess that if you want to store a string of booleans (again I dont code), you could have your factorio items on a belt that go in, and go XOR with 0 to either have 0 (false) or 1 (the item matches), for looking for that item, and/or when that item goes in it goes to do the correct logic, or vice-versa, where the item is the true/false and then goes in and does the logic. I said that you can do it with a string of the items, so that it can be an array (the different items) doing onto say, a belt, for storage or stack - but if they came out of the crates (not a single line of booleans, but a bunch of storage containers) they could be pulled out and XORed to be true/false. hope this helps
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>>555357239
I guess my original point was about arrays. that an array would be read by the processor as one number (a line of bits), and stored/by the cache in arrays but with a caveat if youre unaware of how it reads them
I guess it couldnt not be loaded as one number, but that idea sounds pretty retarded. idk anon...
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>>555358181
>not "Autists Arguing About Anything Again"
One job.
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>>555358773
Nuh uh, you're not pulling me into another Autist Argument, friend.
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>>555372580
I only have my memory of the greentext to go off of, the most trustworthy of sources, but if it was real then my best guess is it probably contained some infected files (whether executable, or infected documents or something), maybe even a full user's home folder that might have been infected initially, and the computer-illiterate boomers thought gathering all the affected files it into a folder and forbidding access was the best way to lock it down
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>>555373179
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>70% of the space platform must be solar panels so it won't shit itself
i hate it
this is a high speed hauler mind you, not a cardboard cuckbox to drop my ass off quickly to another planet
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>>555348380
Before Factorio 2.0 implemented train stop priorities, I created my own priority system within a vanilla train system using combinators and bit-shifting signals into 4 groups of 7 bits each - allowing up to 127 stations per product per priority level to indicate they wanted to send out or receive one or more train loads, pre-empting other stations set to lower priority levels by temporarily forcing those stations' train limits to 0.
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>>555377957
go back to sucking your own dick
>>555378053
already using them
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>>555377632
I have only ever fielded nuclear ships and I don't see any reason to change my ways. The only purpose of solar panels is to bootstrap the initial bit of ice melting to feed the initial burst of water to the turbines once the reactor is up to temperature.
One reactor, one-two heat exchangers and 2-4 turbines takes up very little space and is basically enough for any power needs for any reasonably sized ship in the inner solar system.
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>>555379759
>biters and low UPS
Afaik the only solution then is artillery, if you go out there personally with nukes (or send spidertrons) you're just creating more biters whenever you walk near the edge of the map
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>>555381558
https://mods.factorio.com/mod/True-Nukes_Continued
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>xhe is subtweeting
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>>555167076
didnt add - formerly /svgg/
kill yourself
took me more than a second to find the thread because retarded people like you don't know how to create it, respect the space voxel games. never make a thread again, leave it to people that are capable
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>>555391421
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>>555391538
for good reason mate
but funnily enough, OP added Starmade "for Ctrl F" yet that space voxel game has been dead since this thread was /svgg/. it never gets mentioned here anymore, so i respect OP for that.
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>>555174924
>>555176004
>>555391421
>>555391538
>another episode of the hackmd svigger tranny losing his mind and samefagging the thread
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my first gleba build
i suppose i will need at some point to build a seperate bit to the side just for more science pack production, but this actually seems to feed out everything i would want
the only thing needing imports is the oil for luxury reasons of wanting cool flame turrets, but nothing has actually attacked me so far, is that normal?
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>>555406680
gleba enemies are spread pretty far and if you arent producing much the spore cloud wont really expand
also dont bother with flame turrets, import tesla turrets and later railguns, alongside rocket turrets and gun turrets is all you need to defend the base forever
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>>555342103
Gleba is so much fun. It's the only planet that really shifts things around. Vulcanus is just Nauvis with some build limitations and free power and metal/stone and Fugg is interesting but lacks a certain something
Gleba is just a new way to play and I'm going to do a Gleba-only run after I finishedor dropmy Space Exploration run. Just got Cryonite and am minutes away from launching to get Vulcanite. The space part of science is done it just needs ingots and vulcanite blocks
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>>555406680
You really don't need to import oil for flame turrets. Eventually you'll be able to make enough coal to liquefaction enough oil and if I remember correctly the sulfur requirement to make coal out of carbon should eat up all the petroleum gas if you're smart about it. It's not like you need a gigantic amount of oil to run flamethrower turrets anyway. I had the bare minimum amount of buildings to make oil out of coal and I was more than fine. Gleba enemies take their sweetass time, but they do come eventually and in greater numbers
>>555410150
>also dont bother with flame turrets
You don't NEED them, but they sure are satisfying since nothing on the planet resists fire.
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>>555413449
>I have like 6 months to kill.
Lucky bastard
Well, Helmod or some level of factory planning to start with. Py has insane recipe chains and just making the fucking buildings/modules to make the thing you want can get pretty insane
Milestones because it both sort of nudges you in the right direction of what needs making and also it's like a thousand hours you probably want to keep track of when you got what just to see how long your journey has been
Alien biomes, maybe? I dunno.
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>>555413290
>>555410150
ok thanks, yeah i mostly just like watching the flame turrets go fwush, but i see now how the chain works to actually make your own oil
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I still can't get over how big of a nuisance the gleba terrain gen is, if you don't get fuck it's a great experience, but if your spots are 50000 tiles away, the sheer amount of belt shit you have to spam out starting out is a nuisance, unless you come actually prepared.
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how do i remove these snot piles
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>>555447095
your layouts don't have to be efficient, they just have to work
occasionally post pictures of your base to either make anons seethe or call it sovl, depending on whether they ate/fapped prior to seeing the image
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Stormworks
I don't think what people say about Steam Turbines are true, I was told they are more powerful and my own experimentation seems to suggest they are almost equal to Medium Steam Pistons.
Perhaps, I'm doing something wrong but i can't seem to increase the output.
>>555442306
I have a 2 cylinder that outputs 1,000 swatts.
https://files.catbox.moe/svf5bm.xml
I have two WIP engines.
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>>555447095
>is it any decent
Yeah it's a good game. A bit less deep than Factorio, but still fun and good, and you don't get the feeling of building your own space megastructure anywhere else.
>more approachable
Kind of, yes and no. In some ways as I said it's less deep than Factorio, and especially mid to endgame logistics are very very simple to scale up. 3D belts also makes it a lot easier to get away with all kinds of spaghetti. But the spherical building grid comes with its own limitations, and IMO the 2D building in factorio is still in some ways easier, and gives you more tools to easily fix mistakes, and the multilane belts are not to be underestimated in their spaghetti capabilities.
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do i need it?
no
do i want it?
yes
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>>555459104
I wish Factorio had ship logistics
But I know how useless it would be especially now with the expansion.
Maybe if there was a way to pack single types of items into large containers of 10s of thousands, make Nauvis into a more water dominated planet and somehow make Nauvis itself better than Vulcanus at making infinite resources.
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>>555460259
What I mean is:
Belts should be very fast but low throughput.
Trains are super fast with medium throughput.
Ships are slow with massive throughput.
As things stand belts already have massive throughput and foundries shitting out raw materials on site on demand is even better.
Also I don't think UPS fags would want ships. I'd assume hundreds of agents with pathfinding checks is a death sentence to optimization.
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>>555461751
there is a mod to add ships, which basically are trains on water rails
with an optional toggle to let them go on regular rails too
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>>555461751
I don't think pathfinding is the way to add ships, at least not dynamic pathfinding: maybe it could statically pre-calculate a route between two ports when you first set down the ship.
You're right that currently stacked green belts make even trains basically obsolete, especially without quality wagons.
A water planet could still force the use of ships, though. And since running belts or trains would require insane amounts of landfill, it could even force you to use slow but very high capacity transport and build your logistics around that.
>inb4 forcing is bad
Half the DLC (or more like 3/4th of it) is already built around forcing the player to use certain mechanics.
Imagine Aquilo but the fluid patches outside the starting ones are very far away, and ships obviously don't need external heat.
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>>555461974
>>555462369
"ship rails" are an acceptable solution
>>555459873
freight forwarding in 1.0 had that, I loved the increased focus on logistics
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>Been unable to force the game to get beavers living near these scrappers to live there or vice versa
>Remember I uninstalled all the mods I had since I wasn't using 90% of them
>Remember one of them was for housing/workplace distance optimisation
>Install
>INSTANT results
Doesn't even have any dependencies. Hire this man
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>>555470203
Districts would solve the problem too.
Now, if only inter-district resource transfer wasn't such a fucking pain…
Also, really wish the district center building wasn't so fuckhuge.
Just a single-block sign or something, a fucking town bell, not a 3x3x5-ish thing.
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>Factorio takes 32% of an available core even if paused
I'm beginning to think Czechia is actually not a real country.
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>>555476056
I didn't say *anything* about fixing shit. Which wouldn't make any sense either, considering that the Czechs still clearly have the source code and would be able to fix their shit much better than anyone could via binary editing.
Now, do they *know* about the problems? If they read the mail, sure. But even if they did they might have just ignored it, considering they continue to use UTF-8 internally.
>inb4 what does that have to do with anything
Are you actually ready for that answer?
>>555476335
Cry more, retard.
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calm your horses, 2.1 will fix everything
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>>555476918
just post them your save file brah
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>>555474386
>Districts would solve the problem too.
They absolutely do not, unless you're maintaining like 10 residents per district. I THINK they've slightly improved it so beavers take a job nearest when they first move in, but after that they try to stick to said housing or job no matter how many times the house/job gets paused. The mod forces a reshuffle every night based on proximity which is infinitely better (even just once every few nights would work)
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>subwoofer is right next to my feet
>stand next to rocket silo during launch
>ground starts vibrating
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>>555480186
Didn't say it was better, just that it did solve the problem of beavers refusing to move to a nearby house at a distant workplace.
It's also clumsy and awkward as fuck to manage as well.
>The mod forces a reshuffle every night based on proximity
What's the mod? This sounds fucking amazing.
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>turning biter eggs into nutrients and feeding the biter nests with it
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>>555205897
>>555205475
arent certain trades a good middleground
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>>555491782
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>>555492693
idk man
the personal inconveniences of this situation far outweigh the joy of laughing at any number of other people in the same situation
like if you slip on ice, you're not gonna laugh at someone slipping right next to you, right
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>>555493303
How low do you want to set the bar? Do you want to compare Factorio to games that literally read assets one byte at a time?
>inb4 it's buffered
No, I mean, literally one byte per mode switch. Which I have seen with my own eyes. Factorio is not *that* bad, but it could be so much better, especially on modern NVMes and multi-core CPUs.
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>>555470203
I hate that shit so much. The devs seem to be unable to add little QoL things like that for some reason.
>>555474386
Districts are a leftover flawed system that were only in the game because the pathfinding was so fucking bad that it would bring your computer to a crawl if too many beavers ventured out beyond 30 tiles.
Whiskerwood is basically Timberborn with mice and never had these pathfinding issues or district shit. They also live close to where they work automatically which is crucial in a game with a sleep cycle. People have been asking for this for years and they've never mentioned it even once.
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>Start a new game in Factorio, DSP, Satistfactory
>Great start, fully focused and know what i'm doing
>Go to sleep
>Wake up
>Load game
>Suddenly forgot everything i had planned out, just fumble around randomly making minimal progress because i don't know what the main goal was anymore, everything i do becomes a chaotic mess the moment the first challenge like a depleted resource happens in my main factory area
>Quit
I wish I wasn't such an Alzheimer's bait figure.
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>>555495867
I don't look at percentiles; I look at what the game is actually going.
>millions of tiny standard allocations all over the place
>leading to such egregious amounts of false sharing and cache invalidations that multi-threading ends up being slower (despite cores having their own separate L1 and L2 caches), neutering multicore CPUs completely
>in fact data is so non-compartmentalized that asynchronous saving has to be implemented via fork() and copious amounts of COW page faults (not available on Windows because everyone sane would just copy the data in one go and send it over to a low-priority I/O thread)
>superfluous draw calls (which GPU driver devs have been trying to combat for over twenty years now)
>and my favorite: copying all assets in 4096 byte chunks in sequential order because page caches and DMA transfers are too low-level for boomers, neutering massively parallel NVMe capabilities completely
On one hand you could argue that most games fuck these things up, too.
On the other hand Factorio is a game about interplanetary logistics whose development started fourteen years ago, and the game still receives updates!
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>>555446245
https://mods.factorio.com/mod/RealisticDecorationCleanup
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>>555496387
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>>555496387
My problem is that instead of forgetting what I was doing it becomes
>oh man I have a giant list of shit I want to do
>run around in circles because I can't decide which one to focus on
>give up and close game
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>>555496387
Become notepilled. I fucking take notes for everything. half the time it's not even stuff I ever intend to refer back to, just the process of writing things down helps organise my thoughts and compensate for my dogshit working memory.
t. ADHDfag
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>>555510412
Only in the kernel, in the page cache. But getting that data still requires two ring switches per byte.
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>>555511886
If I misunderstood the tone of your post please refer to pic related as explanation
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>>555485242
https://steamcommunity.com/sharedfiles/filedetails/?id=3438044391
Highly useful (as in, it's the only one I've bothered redownloading after the last purge I did, which says something I guess)
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lol
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>>555493303
>>555497023
I think it's a matter of dev effort and priorities. When people praise Factorio for being very well made and highly optimised, it's because the devs genuinely spent a lot of time doing optimisation work, which is "invisible" work that is often overlooked in games because it doesn't directly drive sales and many people won't even benefit from it at all. When you can spend 100 dev-hours optimising belt packing update calculations that will not be a bottleneck for 99.5% of players, or you can spend those 100 hours implementing some new and shiny feature which will be visible in promo pics and will be seen by most new players and drive them to leave a positive review early on, most game choose the latter. Wube went deep on the former, and it paid off because it got a reputation for being very polished, and so even players who don't directly benefit from this are predisposed with goodwill and appreciate the idea that you can build giant megafactories, even if they never get around to it themselves.
But despite that it does not mean that they spent infinite time and made a perfect game. Direct evidence of this fact is that for all that people gushed over Factorio being so awesome and having so much QoL back in 1.0, for the 2.0 release they still found so many QoL additions that now 1.0 looks unpolished and awkward in places.
And so with optimisation, it's pretty clear that they mostly focused on performance of a running factory, and that game loading performance or save performance never really was enough of a priority for them to spend significant effort optimising. And it's also easy to imagine that by now, the codebase is large enough that any major change in the data formats and such would be a vast amount of work, not to mention that it could also conflict with runtime optimisations.
Having constant allocations does sound bad though. But if they're using a decent allocator it's not catastrophic.
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>>555518849
>it's pretty clear that they mostly focused on performance of a running factory
Are you all just going to ignore the
>millions of tiny standard allocations all over the place
>leading to such egregious amounts of false sharing and cache invalidations that multi-threading ends up being slower (despite cores having their own separate L1 and L2 caches), neutering multicore CPUs completely
? Being able to distribute entire chunks of the simulation to separate threads that are perfectly separate from one another, don't interfere with other cores, and can make use of additional L1 and L2 caches Is the definition of
>focusing on performance of a running factory
And the reason they didn't do that? Because tiny allocations without any control over their placements is the name of the game in C++.
>But if they're using a decent allocator it's not catastrophic.
new/delete => malloc/free => HeapAlloc/HeapFree => RtlAllocateHeap/RtlFreeHeap.
In other words: they use the standard stuff, rather than proper arenas with virtual address space reservations.
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>Accidentally submerge one of the new badwater 'seeps'
>Because it's submerged over its maximum depth, it won't produce any badwater
Neat (though I should probably cover it completely anyway)
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>>555520174
>I wonder what the actual impact on performance is.
We might never know, but they are CLEARLY aware of the problem: https://factorio.com/blog/post/fff-215
>To my surprise, the parallel version didn't speed things up [...] the problem is that as long as I don't control the memory allocation, the data of 3 objects that might be completely independent can end up in the same page of memory cache.
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>>555520630
Not the other guy but as a complete codelet, if this is a C++ problem which language(s) do not suffer from this that would be a suitable alternative? And practically speaking how much work would it entail to rebuild the game in it?
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>>555521680
You can do anything in any language (mostly...). Different languages just encourage different patterns by default because it's more convenient to write that way. Rewriting the game would be a beyond colossal effort, but also completely unnecessary. This can be fixed right in the existing game code. The issue is most likely that it would require re-architecting a lot of the core entity management and would just fundamentally require a big change to the internal game logic.
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>>555522113
>This can be fixed right in the existing game code. The issue is most likely that it would require re-architecting a lot of the core entity management and would just fundamentally require a big change to the internal game logic.
Compared to rewriting the game then, how much effort is it to fix it?
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>>555522240
Why isn't yours?
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>>555522384
Compared to rewriting the game? Tremendously less effort.
Imagine your plumbing pipes are leaking in the crawlspace under your house, and to fix it you'll have to rip out large portions of the floor, moving tons of furniture out of the way, making a couple of rooms unlivable for a time while the plumbers cut, replace and re-weld new pipes and fix it all up. And someone remarks "yeah, that's a common problem with the way they built the houses in the 70's here".
So now you're asking "oh so it's the 70's construction that's the problem? how much effort would it be to rebuild the house with modern methods? is it more or less effort than just fixing the pipes?"
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>>555522807
>people science
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>>555522807
The purpose of your first base is to build platforms to go to other planets to get their science and special buildings. Once you get them all you can go back to Nauvis and supercharge it
>Bussy colliding with the rails
You can just use a bunch of undergrounds
>>555522807
>the base is starving for steel but it doesn't look like it'll be easy to drop in an iron ore station unless I go north of the current ore patch
Yeah you could have rationalized the rails a bit better. I'd honestly stick to right angles close to your base because it wastes less space
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>>555521680
>if this is a C++ problem
It's not *entirely* a C++ problem. You have similar issues with malloc/free over in C, with the difference being that malloc/free are *explicit* function calls. If you don't call free, then you leak memory. That's why C++ calls special functions called destructors whenever an object goes out of scope, to make sure that all resources associated with that object (say, a file handle, or another memory allocation) are properly freed.
If you want to take control over your allocations you can't just not rely on these automatisms anymore - you have to actively avoid them, by managing your own memory. I.e. you would have to allocate the entire memory for a chunk and then place all the objects within that chunk into that dedicated memory.
Now, you CAN do that in C++ still - but it wouldn't look like typical C++ anymore.
>>555523848
You would have to touch every instance of where memory is being allocated, and replace it with arena-aware allocation instead - one arena for static data (buildings, recipes, research, etc), and one arena for all chunks and their tile contents, to make sure that chunk data is always bundled together, never shared with other threads, and doesn't contain read-only data that is never, ever modified (because that's bad for caches).
It's hard to say how much work it would require, but I would be surprised if it took longer than a month or two.
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>>555521840
>>555522807
Never start over. That's how you end up in an analysis paralysis death loop.
If you really can't stand working with your base anymore, then simply move away a little bit and build a new one. Starting with all the tech you've already unlocked and a working mall will make it way faster and easier than starting over.
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>>555504901
They actually played it
https://www.youtube.com/watch?v=CUSBzYiRzs4
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>>555540134
i think nullius is fairly easy to get into but scales up hard
py starts absolutely fucking insane, eases up a little when you finally reach splitters after sixty hours, and then goes back to full fucking tilt
space exploration isn't finished
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at a point in my first space age run where im dominating entire surfaces now and building up fulgora for proper quality export afterunironically enjoying all of glebaand having my first foundations come in from aquilo
just wanted to say that there is nothing more quintessential to the perfect male power fantasy than commanding an army of epic quality spiders that troll every single planet for enemies and watching them grind enemies into paste thousands of tiles away from the main base core all while you're in remote view for so long that you forget which planet you're on
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i don't get it, what does setting input/output side do? i played around with it a bit but it doesn't do anything , which means they are just "read" conditions?
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>>555459873
Car and boat logistics are a lot harder to do than trains or platforms. Trains have a very restraint path so using A* is fine but car and boats just can't do that. Unless you make something very janky like the spidertron remote movement. Biters have a similar problem that is semi-solved by first using A* with chunks only and then doing it with the proper tiles and they're still a huge resource drain on computers, which is why megabasers usually disable them from the start or does it later in the run when they become a UPS drain and mild annoyance.
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>>555557319
I don't know much about the algorithm side of things but this kind of makes me want a logistics game with pathing based on the way ants do it, with random pathing weighted by 'pheremones' assigned to successful paths.
Could be a fun puzzle trying to engineer your way
Could be a neat puzzle trying to engineer things so that your ants can most efficiently find their way around, but I know anything probabilistic in an /egg/ is a hard sell for most.
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>>555558324
>sUs
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>>555558324
>he's not part of the hivemind
Plurb him, boys.
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>>555567023
Even if that was true - which it's not - and even if only CPU-bound programs would benefit from multiple threads - which they don't, although that's more an issue of how ridiculously outdated our kernel I/O infrastructures are - the Linux retards had to learn the hard way that threads are preferable to processes. Because it doesn't matter how much you're optimizing your fork() to the tits:
>a process still requires a page table
>and occupy entries in the TLB
>which are much more likely to be shared within the same process, but different threads
Oh, and also hyperthreading. Also requires threads to be running within the same context.
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>>555568706
Forgot picrel. Two threads before LdrpInitializeProcess has even finished executing.
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>>555534023
I'm in the same boat as you, I'm >>555346497 and I'm about to move away from just straight egg recycling. It's just not worth it.
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>>555544269
You know sometimes I take pyanodon for granted but it's really funny to take a step back sometimes and really consider how it must look to someone hearing about it for the first time
>>555545237
Splitters are gated by circuits
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>>555554783
There is literally no difference between starts, it all averages out in the long run. Only matters if you either get something insanely unlucky with oil being unusually far away, or if you're doing a speedrun and need perfect starting patches to snowball faster else it will cost you a cumulative 80 seconds in your three hour run
In normal gameplay just pick whatever
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>>555521840
>>555573210
>>555573880
use screen capture pro v. 1.3
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>>555573469
Im thinking about designing a soil upcycler but it also seems annoying logistically. Currently I just have a huge block of legendary captive spawners on nauvis that recycle all their outputs to wash biter eggs but i'm hovering around 1.5/m. I could just expand this further but idk.
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>>555576215
I haven't sat down to plan it out properly yet but my idea was to just upcycle modules. Common circuits are basically free on my nauvis base, and building a chain of EM plants to upcycle is going to be mildly annoying but still far less effort than making a gigantonormous massive field of biter spawners and egg recyclers. And it avoids the logistics of having to ship in seeds and make nutrients and spoilage on nauvis.
I originally didn't want to do it because I thought I'd need to supply four tiers of circuits for module assemblers just to feed the prod3 upcycling, while my base material asteroid upcycling ship only ships in legendary metals. But as detailed in my post I linked above, I went with the dumb brute force method for foundry upcycling on vulcanus out of laziness and it made me realise that actually the raw materials will on average be upcycled at the same rate as the one material you care about, so really all you need is a setup that takes common materials and upcycles them and it will self-feed with intermediate quality materials as needed.
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>>555582380
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I did not beat my addiction to orbital assembly, I just started assembling a separate ship instead. This is going to be a fully automated fuel refinery, tanker, and lander/miner modules destined for the Jool system.
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kino
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>>555601404
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>>555573782
>Nah bro, if you got 15m iron next to the fog is cool, even if copper is literally on the other side of the world
Do you even LISTEN to yourself? These setting are not the same even if the planet had the same numbers of mats
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how do you name your space platforms?
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>>555601637
I like em thick. I'm attempting an asteroid redirect with a thick ass vehicle right now.
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>>555516679
This is how i know mod authors are dumbasses and high on their own farts, plastic made with plant material exist in the real world so it does make sense that plastic from yumako mash is possible. Granted it obviously would use a bunch of chemicals and whatnot instead of just the plant matter
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>>555620859
>Granted it obviously would use a bunch of chemicals and whatnot instead of just the plant matter
Bet?
https://www.youtube.com/watch?v=1KUpQJjET_k
The only reason for using artificial chemicals is because it's cheaper. R&D has to pay for itself eventually, so letting the eggheads figure out how to make plastic from industrial waste that's almost free + shipping is a lot more worthwhile than having them figure out how to make it from expensive crops.
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>>555621596
Neat, would have thought they would need a bunch of chemicals to make bio plastic
Yeah obviously industrial waste to platic would be great but my point about mod authors still stand as i dont think steam and stone will ever be able to produce plastic and the mod author did that because he thinks bio plastic made no sense
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Can I make this more compact?
I have setup a circuit for each belt to check if they are backed up. If a belt is backed the filter splitter for that belt be set to "No item" not allowing any more anytime going that way and go straight down instead to be shredded to oblivion.
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>>555624268
Maybe I should have said that I'm not arguing against your main point. I just wanted to say that all modern research has economic constraints, more expensive things like full bioplastics are simply ignored.
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>>555447095
DSP is like playing factorio where all your logistics options are bots.
The hardest part of the game is having to move your character around since roboports only work within your limited radius.
Once you've unlocked Space Ports, it's copy and pasting assembler stacks until it just works.
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>>555628713
I think the early game of DSP fucking SUCKS
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>>555629689
More like gore. I got to make all of this go on rails now, technically could just have caravans do it since I have to make a biomass dump due to bio material overflow.
Besides that right now just setting up for bees trying to find a natural gas node and having no luck whatsoever finding it don't really want to be forced to do the drilling recipe
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>>555610016
not only that, but it was gleba with 100x research multiplier!
>>555626490
/egg/ games are basically work without the unfun parts
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>>555629689
okay
>>555447095
if my retarded ass and my picrel base that was completely unplanned with fully ad hoc additions got me to aquilo, you're not too casual
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>>555629689
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>Ran out of U-235 so hard that I had to flee my Vulcanite planet with a handful of ingots and Vulcanite blocks to get enough production science to unlock Kovarex as both my Vulcanite and Cryonite planets shut down
I thought I had enough U-235 but apparently I didn't. I kept a big enough stockpile so I could get the process working semi-quickly but since you can only shoot U-235 in lots of 100 I didn't have enough to fuel my distant bases AND start Kovarex. Really should have brought more uranium to Vulcanite land.
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There that's a little better that's what's going on here my science isn't stopping even a little bit at 20spm which is nice. Not sure how many are still on py
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Got pic related randomly in my youtube recs. What the fuck is it with these shitty youtubers and AI slop? How hard is it to get a fucking Satisfactory screenshot? That's infinitely easier than going to a fucking ai and weriting out all the prompt nonsense, likely correcting it 5 times, and then ending up with something that looks fuck and all like Satisfactory. I noticed the same shit with Elite Dangerous videos. YOU HAVE THE GAME INSTALLED JUST TAKE A GOD DAMN SCREENSHOT. Why are people hopping to use ai to get literally worse results, slower?
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>>555641359
Also to someone who has done Space Exploration before, what's a good science to start with?
Energy seems to allow for not only better processor production and lazy energy generation/storage, but also space rails which seems a lot more important than the others. Seems like going for space rails and then pivoting to Space Elevators would be the best path but the last time I played Space Exploration I got to production/utility science and then Space Age launched
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>>555189872
This anon >>555225697
is essentially right. As George Carlin said: "The planet is fine, the people are fucked". On a long enough time-scale, our planet will be fine. Even if it is made largely uninhabital, then yeah, everything bigger than a cockroach will likely die out, but there will still be *some* plants, and some bacteria, and *some* insects. Just no human life, no other large organisms. Depending on how we fuck it up they might not come back either.
Which is funny to me when people freak out about "oh no, they've thrown soup on priceless art. I get their point but can't they do it without destroying the art??" when their whole point is: "We're currently hurrying towards human extinction, who's gonna look at your priceless art when we're all dead? Who are you preserving it for? The cockroaches?".
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>>555642672
>Half-asleep in bed
>Click on some youtube video that shows a bunch of gigantic buried statues on Mars talking about a progenitor race
>It's an AI voice recounting Mission to Mars
>Get swarmed by AI recounts of random movies
I love the Youtubechrist
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Man I want to tear up my old mall for the space now that I have requestors but I'm just too lazy
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>>555449710
I played around with them aswell and can't get any better results, I think people think turbines are superior to pistons because turbines get instant results while pistons require deep knowledge of the game
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>>555447095
Well I tried DSP and am having a blast. Still at late red cubes but so far my mess works somehow. I'll panic and do retarded stuff once the base iron runs empty, and doing interplanetary stuff seems scary. But it's fun!
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>>555653975
>>555653975
Stormworks after doing some serious fucking around with steam turbines can't get any larger output.
I think to "balance them" they've literally got the same 450 swatts number as pistons just faster and less complex
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>>555644284
ask yourself why so-called environmentalists like greenpeace are anti-nuclear
google "controlled opposition"
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>>555663674
>going for quality early means later research will cause your factory to block itself without any changes
>most items and buildings have zero actual benefit from quality. asteroid grabbers get three
>zero ability to used mixed quality, zero interaction between quality and fluids
it is genuinely half finished. at best.
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>>555666838
nta but just average out the quality of the whole pipe the same way they do temperature. If it's halfway to blue then the result is 50/50 ratio of green/blue output, or another fluid of the same quality mix.
Could do the same with solid input materials too.
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>>555668275
I doubt they'll budge on that.
However, T4/T5 outputs could require MK2/MK3 quality modules, which could be gated behind Gleba and Aquilo as the qualities themselves are.
Therefore not breaking your setups when you research stuff.
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>>555668275
Honestly this is probably a big reason why everyone hates it so much. Like if I was allowed to I would have spent a dozen hours wasting time on quality as soon as I unlocked it just for fun. Instead I was given time to think about what it really is and that it's kind of pointless unless you're megabasing and decide to never touch it except to make personal equipment.
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>>555670628
As I read the posts it made me thing you played for two months straight, not avoided launching it.
Anyway, same way you avoid it elsewhere. Plan a 30 minute time slot where you start the game and get through tutorials.
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>>555663674
It was an attempt to provide vertical scaling (better machines) on top of horizontal scaling (more machines). The problem is that it got tiers, rather than relative quality increases based on the quality of its components.
>say you only have normal iron (0% quality)
>but legendary sulfur (100% quality) and water
>and you make sulfuric acid
>water + sulfur + iron = 100% + 100% + 0% / 3 = 66%
And that should have been the quality of the acid
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>>555672648
If it egged.
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>>555672648
we make machines
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>>555676535
Depends on the lab and the field. Research focused ones in academia and stuff can pull off some pretty crazy shit, as can commercial research labs with good funding and a clear direction. They're just drowned out by the sea of shitty rote work labs carrying out the same routine procedures or doing "research" that amounts to iterating over the exact same thing with tiny changes ad infinitum.
That said, the power of some guy in his kitchen/basement/garage should never be underestimated.
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>>555675169
fair
gelatin already exists in nature though
maybe there's some kind of additive that could be found
which is biodegradable (but slowly)
makes gelatin unpalatable to pests
without making it toxic to humans
or dangerously toxic to anything in nature (don't want another DDT)
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>>555643236
>Depending on how we fuck it up they might not come back either.
Even then we'd have to fuck it *really* hard. Life is both incredibly resilient and very adaptable. Even after something like the Permian-Triassic mass extinction that wiped out a good 90% of species life recovered in pretty quickly in the grand scheme of things. We'd probably have to do something really insane like intentionally try to trigger a runaway greenhouse effect and boil the oceans to actually fuck up life in the long run.
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>>555670628
I have done it. Conquered myself and played three levels(?) of the tutorial. Now, after I complete them all, is there an actual "story mode" or do I free solo space age or whatever that is.
The UI is not bad at all but reminds me of Windows XP and the game doesnt treat me like the mentally challenged man I am.
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>>555643236
The point can be as sensible as you like, but nobody's gonna turn to your side when you destroy incredibly rare art
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>>555680703
Good thing that's mutual.
>nobody's gonna turn to your side when you prefer """""incredibly rare art""""" over humanity's existence
>and what time humanity has left has been rightly made worse by destroying said """""incredibly rare art"""""
On the other hand people can always disappear and create a new life for themselves, so good luck finding and punishing them.
It's really the best of both worlds.
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>>555663674
>>555663674
I don't mind the idea of a probabilistic element where you have to implement some degree of process control into your designs, but the actual implementation of quality is pretty lacking.
I think part of what I dislike is that the main payoff is just more space-efficient machines when the scale of everything is a big part of the appeal of Factorio to me, especially when you can already get some pretty damn compact designs with the new SAge stuff without adding quality into the mix.
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>>555681246
Very unenlightened dichotomy you have there. It's never been a choice between rare art and our existence. Destroying all the art in the world will cause people to be unhappy and then die out all the same, if you're even right about global warming/cooling/change/whatever. Those who actually do these things just like to destroy beautiful things and hide behind an ideology that makes them feel good about it. You're spiritually decaying, so you want the world to decay around you as well to reflect your inner self.
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>>555687342
Don't do it, anon. It's not worth it. Think of the advertisers!
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Water was replaced by nanite a long time ago and I'm tired of pretending it's not the case. Like are you really gonna try to make me believe "surface tension" and "hydrogen bonds" are the reason why water droplets try so hard to bond together? Like come the fuck on, you put 2 water droplets and they try to move towards each other and then they instantly turn into a single seamless big droplet and you expect me to believe it's just atoms doing shit on their own?? Fuck off that's just nano robots manipulating the water.
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>>555671165
I've tried believe me, I did get dramatic increases by abusing flywheel but that's a glitch..
I did get a 16k result without flywheel however didn't save it, this was from pumping in and out BUT it might be contained because had linked an rps from another bank unsure if unlinked it.
It's a good design your container, I think if pump everything and look at how much steam you need vs. turbines then look at your gear set-up you might be able to hit 6k.
Additionally reddit users talk of adding a piston for torque. Unable to get good results
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>>555643236
>We're currently hurrying towards human extinction
That seems a bit unlikely in the short to medium term, considering the range of conditions humans can withstand. There might be an economic collapse, and perhaps even a sharp decrease in human population, but the end of the current human civilization isn't the same as the end of humanity. And frankly, if we're about to see another post-collapse dark age, then priceless art is just about the best thing we could possible leave behind. It'll be a message to the future that there can be more to life than subsistence farming, cannibalism and incest.
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>>555687110
It's much closer to Satisfactory, both in the UI+viewpoint and in having a hard cap on input resources. But on top of that you have very limited space, which is also a hardcap unlike say ships in spage.
The recipes themselves are pretty simple, and you can make almost anything since all products are just converted into money in the end. The challenge is in fitting enough factories to use up all the available input resources. So lategame ends up playing more like a puzzle.
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>>555687669
I don't get the fascination with the heat death of the universe. What's more likely is everything - EVERYTHING - decays into lead because it's the only stable isotope pretty much. Or am I wrong about this?
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>>555697236
>>555700174
Yeah, iron is the most stable. All elements heavier than iron can hypothetically release energy through fission, and all elements lighter than iron can hypothetically release energy through fusion.
I don't think that's quite the same as saying that everything will eventually become iron, though.
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>>555688126
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>>555714326
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Because fuck the "nothing" part of all or nothing armor; I want my ship to be armored all over.
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>>555719964
Just add pusher props
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>>555629689
I want my Nully back
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Move the fuck over beavers. Mice are egg now.
But really why the fuck doesn't timberborn have belts. It would help so much with feeding separate districts.
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>>555748589
>off-theme
Timberborn doesn't even have transport logistics that use water. I mean come on.
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Boiling water bros...
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>>555759954
>So what's the two outlet steam ports on the other
it's called a two-flow design and the purpose is to eliminate the axial force that would otherwise have to be carried by the bearings holding the shaft in place.
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>>555763436
this motherfucker
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>>555719964
>a common tip for beginners: "avoid overusing heavy armor."
>later game craft like the Superradiance: 15 meter stacks of heavy armor blocks and slopes
"Overusing" is a risk if you don't properly account for its drawbacks, which is easy to do for such a heavy and expensive material. That does not mean it should never be used for a given situation. For traditional ship designs, heavy armor beam slopes weigh half as much, cost half as much, keep the 60 armor, and are a common sight in (for their size) reasonably agile craft like the Tyr.
If you don't know about or don't want to use certain tricks, like using light blocks to seal turret caps, then yes, avoiding heavy armor is wise.
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Gleb Gleb
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>>555730841
That only happens when you output the recyler directly on the belt. You can output to a chest with a stack inserter and a decider combinator to only output full stacks. You can use 1 decider combinator for as many stack inserters you have as well. Makes it a lot nicer looking
Although the real solution is direct insertion silo chesting (or warehouse if you mod) islands that are built over a scrap patch and just create science and void everything else
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This is retarded but it's working
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>>555785398
>not making it rectangular
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>>555785398
If you want to get a full lane on each belt, you want to do something like this.
You can make it more compact if you want with undergrounds.
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>>555786761
You're welcome to come up with your own unit of measurement.
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>>555786843
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>>555671165
Query, What not just use a single large piston or two large pistons instead of 7 turbines as you generate the same amount of swatts for two large pistons.
Here's my test build. https://files.catbox.moe/pl4z4d.xml
As you can see two pistons give you 5k. Obviously the clutch needs fine adjustment to stablize the RPS
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>>555788202
A standard lane balancer would be a more robust solution, but also I doubt you really have a valid use case where you even need to lane balance. What would go wrong if you only took off the right row?
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>>555788202
??
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>>555786026
>>555792083
You should build them double decker like in stormworks.
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Unless I've counted something wrong (always possible) then I think this is the least space-wasting arrangement for confining a water seep and redirecting badtides, unless you also put the outlet underground. Which now I've though about it would look a lot neater, guess I'll do that once the tide is over god damn it.
You probably don't need 4 sluices on the sides but I want as little containment as possible during normal operation. If you never plan on having the seep in question inside a reservoir, you won't need to cover it with platforms which will save even more space, since seeps have limited 'pressure' and wont overfill above a level about 0.8. Better to do so just in case though.
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>>555786761
>>555786843
We should make a system that uses base 16 and the hydrogen atom.
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>>555794649
It looks nicer when un(?)compacted yes, less lopsided.
Oh good another badtide
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>>555791507
>whatever that chemical process they used on voyager
the space probe, not star trek? I thought it was just thermoelectric, running off a chunk of plutonium that slowly releases heat from radioactive decay
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>>555796452
Starts with an S. The Seebeck effect.
Used with RTGs / RITEGs (Radio-Isotope Thermo-Electric Generators).
https://en.wikipedia.org/wiki/Radioisotope_thermoelectric_generator
And yes- these are used in, among other things, satellites.
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>>555804238
If a game runs fine and does something even slightly unique it'll find people who like it, a lot of attempts at factory games tend to forget to do something different and kind of just... have no point in being there
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>>555804238
Yeah it's fucked.
Factory genre is full of people that hate spending money on games. My proof is every single /v/ thread having 200 posts about paying for factorio. Also modern gamers are too stupid to pirate hence the 200 posts and weekly threads about how unfair it is.
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What's the best way to succ in as much Vulcan air as possible in Stationeers? I'm trying to do two things:
First is the hot day air storage for nighttime stirling engine power generation and smelting low-temp stuff.
Second is cold night air storage and pressurization to squeeze out the liquid pollutant, with which I'm going to keep my base cool.
Got myself a large powered vent and… it kinda sucks, just not in the way I want it to.
Now I'm debating whether or not I should just plaster several active vents all over the frame cap of the cavern I dug out for gas storage.
I'm aware of the atmos functioning on a per-voxel basis, hence the idea to put a single active vent on each frame of the cap to maximize the suction.
Large powered vent can be taken apart, I kinda want to use it to pressurize the input line for the generators, though, active vent would probably work too.
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>>555818843
The larger vents are just 2x/4x as powerful as the regular active vent, their real advantage is pulling from a lot more large grids around them at once. On Vulcan this isn't an advantage because there's enough atmosphere to get max flow rate on the active vent, so that's why they feel underwhelming. On Mars for example it makes a huge difference.
Multiple active vents each on one large grid is what I do on Vulcan and it works great. I also use a passive vent with a couple of one way valves to get rid of the latent heat released by pollutant condensing, as well as ~1 medium radiator per active vent that also keep temperatures around 140C.
Never bothered with stirling engines running on the day/night variation of vulcan, doesn't seem to be worth the effort compared to solar panels.
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>>555802568
I enjoyed it more than I thought I would. The verticality of it allows some surprisingly complex builds if you want a compact design. Even has decent QoL stuff like blueprints.
One major critique I have of it is that the shop aspect feels pointless. The game encourages you to make and sell a variety of products as well as having enough production to keep them in stock. Problem is the only thing you gain from it is money.....and the only thing to spend money on is raw materials for making stuff to sell for more money. There is a complexity versus profitability to consider, but even if you try it feels impossible to run at a deficit. So why bother making all these optional fancy stuff when you don't gain anything from it?
Each research tier unlocks new raw resources. For better or worse it means the production chains aren't that long hence there's little point in mass producing anything. You might be tempted to make a shitload of fuel or fertiliser since everything needs it.....except in the next tier you'll unlock new ones that are 10x as efficient, so that's pointless.
And while I'm yapping to unlock a new research tier you need 100 of a specific product which even the slowest of builds can produce in short amount of time, so it's not like you need to build a large factory. There are optional quests to do but beyond a few early ones they only give money, so that's not worth the bother either.
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I can't stop making increasingly more ridiculous turrets. Send help.
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>>555629689
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>>555819992
>their real advantage is pulling from a lot more large grids around them at once
Welp, I dun goofed making them. Eh, I can use them for larger airlocks or (de)pressurizing hangars. Active vent grid it is then.
On a related note, is there a difference between the throughput of the pipe cowl and the passive vent? Vent has a volume of 100L, whereas cowl has only 10L, the capacity of a regular pipe. But does it have any impact on how fast it can pull in/dump gas into the atmosphere?
>stirling engines
I wanted to have a large enough store of hot gas for smelting purposes.
Engines give it another use as an emergency power supply of sorts when turbines are still and "sun" isn't out.
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>tesla gun can severely damage stone walls
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>>555825591
>Vent has a volume of 100L, whereas cowl has only 10L, the capacity of a regular pipe. But does it have any impact on how fast it can pull in/dump gas into the atmosphere?
Depends. A passive vent compared to a cowl + 9 pipe segments should have the same behavior overall. But just the pipe cowl will equalize much slower due to having 1/10th the volume of the passive vent. More volume -> faster equalizing of contents to all connected atmospheres, whether that's room grids, the atmosphere, or other pipe networks.
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>>555826886
>the tesla turret deals 120 damage at a cost of 12 MJ
>the tesla gun deals 30 damage
>we can assume it's around 3 MJ per shot
the impact alone is equivalent to a stick of dynamite, and that's not even thinking about the moisture expansion inside the wall or it straight up reaching its melting point (what the fuck even is "stone", granite?)
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>>555788783
>>555784782
Just sounds like some grad student needed something to write a paper on with no consideration for practical implementation
>"BRO LOOK IT COULD USE A TURBINE 1/10TH THE SIZE"
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all the time I spent playing Stormworks I worried that I was wasting quality leisure time by tuning PIDs. But today, I was able to use that knowledge to set up PID tuning in an actual IRL electronic system and the knowledge from Stormworks was indispensable.
we're all gonna make it
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I'm new to /egg/, and holy fuck, a 12 hour play of DSP has me automatically think each post and reply has to go on a board and feed the reply.
Like i made a dumb troll post on /v/ to a retarded post and my first thought was "Now how to distribute this shitpost to the anon with belts?" And when i snapped out of it, my second thought was "How should i collect these replies.."
Autism sims ain't my thing bro, it's making me lose grip
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>>555804376
>>555847851
no not seebeck effect, it's a chemical process that converts heat into electricity, designed for use on long range spacecraft. I can't remember what it's called and google is 200% useless nowadays.
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It is just nuts how my dyson map is just random belts going EVERYWHERE with no sense and logic. Like belts from across the planet just to feed a single factory after criss crossing over 10 other belts, then i check my factiorio game and everything is so neatly collected and a perfect example of unity.
Dual item belts truly is the goddess of clean infrastructure
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>>555848547
>>555848401
what happened
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>>555849559
A schizo landed in the general. And i mean schizo in the fullest sense. A lot of stray cats had their dicks chopped of and i only pray the poor beings died quickly but the schizo didn't like that. There was also a CP spam problem, but that one was just like 3 hours a day, so by all means rather mundane and inffective. Both spammers turned out to be europeans (Belgian and russian), so no further action were taken.
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>>555849624
I'm too new to understand how they work.
My longest DSP game got me to interplanetary, but having ignored all logistic options before that point, i found myself overwhelmed and having no idea. Started a new run, with a focus on actually developing proper base defenses for the fog, and once i'm back to local logistics, learn how to use it.
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>>555850157
>I'm too new to understand how they work.
You make the tower, put a belt into the tower, set the item you want to export as "supply"
then make a second tower, set the same item as "demand", make a belt going out of that tower, set filter to that item
add drones to each tower and wait for them to charge up, now drones will carry items from one tower to the other
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>>555848549
>What are you hoping to get out of it?
I'm prototyping synthesizer circuits, I needed the PID loop to control audio frequency to within less than 1% error
It's not perfect but I'm willing to call it bretty gud
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>>555850369
Actually my biggest confusion came from making an interplanetary port, but not getting how the drones didn't supply it besides the belt bringing it titanium. I tried to use the local logistics stuff too (and filled them with drones) and nothing happened despite trying a lot of options, so i decided to restart the game and this time start using the first steps of logistics help right away when i get there, to better understand the "path" and logic used
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>>555850949
interplanetary towers have two settings
local supply/demand
and remote supply/demand
it's a little confusing because "remote supply" could mean that another tower is supplying, but it doesn't, it means this tower is supplying remotely.
you need to set "local demand" for local drones to supply, and set "remote demand" for another planet to supply, and vice versa of course
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>>555850949
Listen to
>>555851243
One other thing you can do is use the little storage drones to move items between boxes. It makes setting up an item mall far easier.
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>>555851929
>>555851243
Yeah, i figured out how the interplanetary station worked, but i couldn't make it work with local stuff besides literal belting the goods over.
So i realized that planetary and those chest logistics things was where i was going wrong, but my sphagetti was too retarded so i rather start over trying to apply it early this time, not after interplanetary systems.
From what i understand, the chest logistic drones aren't really useful as they mainly just supply you with goods, but planetary can be good?
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>>555848401
I post my grotesquely oversized orbital constructions occasionally. I never played 2 because I knew it was going to be shit as soon as they said it was going to launch with less features than the first despite recycling its code.
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Why the fuck cant i get kovarex to work
I wire up my inserters in and out for u235 to the centrifuge, i have the inserters set to read hand as hold and set centrifuge to read contents, ingredients. I just want the inserters to insert 40 u235 but it never fucking works, it goes over even though i overrid the inserter limit to 1
I set inserters to only insert when below 41 u235 tried 81 tried different circuit conditions
I also set up the looping belt of u235 to only have u235 be taken out when it is above say 200 u235 for the 5 machines i have and that works fine
I feel like i shouldnt have to use combinators to solve this bit it just never works
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>>555854993
Bots are purely for personal logistics or transferring items between storage boxes. You have to put the logistics distrubuter on top of the storage box and set it to etiher supply or demand (and fill it with bots)
Logi drones travel to other logi towers on a single planet.
Logi Vessel's go between interstellar towers on different planets or even systems once you unlock warpers.
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>>555856120
Oh and the logi bots start off with a shit range but there's a research you can do with like 6 tiers that eventually makes it planet wise. Extremely useful for not running around picking up more items you need.
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>mod adds inner asteroid belts
>surely it's some light stuff only
>the fucking thing has the asteroid density of the shattered planet, minus the huge asteroids since aquilo is past the belt
i wasn't prepared for this, but i like it
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>>555856869
>>555856120
Worded the question really poorly. chest logistics deliver goods elsewhere besides Icarus,, and will planitary bots collect stuff from anything or do they need a logic module? How does it work between several logic modules like planetary vs chests?
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>>555856327
If i remember later I will
I currently just have each centrifuge take as much as it wants whileni was trying to figure this out
Got fed up with it and went outside to do something else
And how would two belts solve this?
I have 5 centrifuges in row the first one is gonna gobble up as much of the u235 it can before the second one or hell even if it loops around it will still grab more then it needs for the one craft which would starve the machines past it
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