Thread #555857003 | Image & Video Expansion | Click to Play
File: 1753303300686716.png (220.5 KB)
220.5 KB PNG
Previous thread: >>555167076
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.
396 RepliesView Thread
>>
>>
>>
>>
>>
>>555857163
Drones and vessels only serve logistics stations. They don't interact with the player or regular storage boxes (depots,chests w/e the fuck they're called)
BOTS only serve the player OR a chest with a logistic distrubuter attached on top.
Webm related
Left side box is set to supply. Right side box is set to demand
>>
>>
>>
File: Buildan.webm (2.7 MB)
2.7 MB WEBM
>>555858278
Just slap down another solar cock ring and you're g2g. These little bots shouldn't be stressing your system all that much.
>>
>>
>>
>>555859020
Wind needs room between each one to function.
>>555859169
Yeah and it's not my webm. It's from back when it first released. You could easily protect it with a turret ring stretched alongside it.
>>
>>
>>
>>
>>
>>
>>555863120
I think it could be great if they changed the starting conditions, right now it's either a total pushover or cock and ball torture, not much in between. There definitely shouldn't be any fog on the starting planet because early defense is ass and that's what makes it impossible to balance it with mid-late game. Then make more fog spawn in systems further from the center and it starts working fine.
>>
>>
>>
File: stormworks64_NnTMifeS7d(1)(1).webm (924.4 KB)
924.4 KB WEBM
>>555857003
I bought Stormworks, started building a boat, and somehow accidentally created a speed ferry. Send help.
>>
>>
File: 20260201144034_1.jpg (114.7 KB)
114.7 KB JPG
>>555872383
Yippie.
>>
File: 20260201144729_1.jpg (91.9 KB)
91.9 KB JPG
>>555873681
Yappy?
>>
>>555863474
Late game I just spam ships like it's an episode of Legend of The Galactic Heros, and early game I get my balls crushed like it's the christmas rush at the nutcracker factory. The whole combat thing is just very shitty in general.
>>
>>
Any factorio mods that lock you to a different planet?
Kinda like the any start mod but more like turning spage off but instead of nauvis being the only planet, you get be only ever on gleba or whatever with minor tweaks if needed to make it wor
>>
where's the uhhh
list of servers/games pastebin
i think there were two but i forget what the other was
the first was important because that's where the door to pyserb was (i don't actually want to play more py right now but still)
>>
File: 20260130215848_1.jpg (1.7 MB)
1.7 MB JPG
>>555882018
There is literally a mod called Only Gleba where every other planet exploded. While Gleba has uranium and scrap (scrap needs lube to mine) shit like calcite, tungsten, and lithium needs space platforms to travel to and process the chunks of the exploded planets
>>
>>
>>555884008
>Only Gleba
>has resources unique to other planets
>has the other planet unique resources in space for you to use
and that is literally not what i want buddy i also knew about the mod already which is why i was hoping for one more in line with what i said
also no point in that mod, might as well just use the any planet start mod if you wanted what that mod you posted does
>>
>>
>>
>>555886496
so imagine facotrio base game, but instead of nauvis being the planet they made for it, it was vulcanus or gleba or whatever and none of the others exist
Obviously with a tech tree that makes sense to allow a nice flow of progession and unlocks
so none of that bullshit of adding uranium to the planet or whatever other unique resource from a planet you didnt pick
>>
>>
File: this is fine.png (179.8 KB)
179.8 KB PNG
>try to build a maintenance airlock for the Vulcan hot gas cavern in Stationeers
>every time the blast door opens things get spicy
>2H2+O2 spicy
>pretty cool, to be honest
>do the maintenance, aka redoing piping for larger throughput
>jetpack back into the airlock
>hm, console's dead
>so are the doors and vent
>huh?
>crowbar the wall panel
>there's_your_problem_right_there.avi
>all the wiring's gone
>huh? x2 Combo
>check stationpedia
>cable flashpoint is 140°C
Welp, time to re-wire the cunt so it doesn't combust when I descend into the lukewarm 630°C gas storage cavern.
Gotta work fast too, since the tools are melting there, perfectly fixable with a roll of tape.
Yes, I'm retarded, but I'm also having fun, !!FUN!! even.
Also, terrain tool makes for some nice and cheap dirt walls that cut down on resource costs of this thing.
>>
>>555884867
>>555887396
Double Wheel
https://files.catbox.moe/zkkewk.xml
Middle Wheel
https://files.catbox.moe/3cuoui.xml
>>
File: 20260201182339_1.jpg (165.4 KB)
165.4 KB JPG
>>555887979
boats are fun
>>
File: 98c.png (382.3 KB)
382.3 KB PNG
>>555887426
>replace the wiring
>the fucking circuit board melted in the console
>okay, maybe I'll switch to external IC contr-
>all the switches, buttons, and levers are combusting at a crisp 100°C
They really should make tougher stuff for the spicy conditions.
630°C is just a nice sunny day on Vulcan, and my cavern barely breaks 660°C.
All this fancy technology and I still have to crowbar the doors manually.
It's like I'm on a beaten-up station after supermatter went kabloey.
>>
>>555888250
>>555888250
Wasn't there an anon making a steam powered hydrofoil?
>>
File: chainboat.png (496.7 KB)
496.7 KB PNG
>>555888250
Chainboat? https://www.youtube.com/watch?v=d_aGLdG98h4
>>
>>
File: Lemon Hulk (1).png (675.4 KB)
675.4 KB PNG
I just received a transmission from a decaying orbit around a gas giant. The source of the transmission I’ve identified as ‘Lemon Hulk.’
>>
>>
File: 20260131205235_1.jpg (2.1 MB)
2.1 MB JPG
I don't know why I made this. I guess it'll be handy if I ever need to fire 800 full size shells in 20 seconds... And then do it again 20 seconds later.
>>
>>
>>
>>555897917
I had the bright idea to add some from the portable tank off the lander.
Y'know, to heat things up a bit, since it was around 510°C at the time.
>and did it work?
You bet it did. It's a big cavern, with lots of gas, and now it's sitting at 660°C.
Mind you, I didn't dump all the oxy. I'm not THAT much of a retard, just a canister worth.
In retrospect, it was a silly idea from the start, but I enjoyed fucking with it.
I'm gonna move the hot gas into a large insulated tank next to the furnace.
I removed the stirling engines for now, so it's the only thing that'd be using it, for now anyway.
I'm planning on switching to making proper fuel mixes for the hydrogen burner in the future.
The water that comes out of it is hot enough to smelt most of the stuff, and smelting will cool it.
And if it's still hot, I'll put it through the engines to get some power out of it.
Then some cooling to remove water, scrub the oxygen, and release the rest into the air.
The soon-to-be-empty cavern will be used for coolant storage instead.
I'll squeeze it out of the night air, then dump it into the cavern.
Then cool and evaporate it until it's sitting at low temps.
>Are you not using an advanced airlock chip to properly separate the gasses?
I tried. It melted in the console. Big downside of blast doors is their lack of a built-in console, like the doors and airlocks have.
>>
>>555898795
Storing liquids like the cold pollutant in world is not worth it at all. They have a fraction of the mols/L in world compared to being inside pipes/tanks. Don't ask me why, devs are retarded and thought it would be a good idea.
>>
>>
>>
>>
File: HMSMarshalNeyUnderwayPortsideView1915.jpg (50.8 KB)
50.8 KB JPG
>>555896271
Shove it in a tiny monitor ship
>>
>>555899959
Maybe, but drain + active/powered vent beats purge valves in throughput for evaporation cooling.
And I have enough volume to store as much as I need several times over, regardless of space inefficiency.
I might actually scale this thing down, come to think of it.
It made sense for hot gas to have lots of space, but liquids won't need nearly as much.
Especially the ones that need >1MPa pressure to stay liquids.
On the other hand, I could simply use the space for both storage and processing.
Volatiles would provide the pressure needed. CO2 has to go, given it's specific heat.
>>
>>555902187
Yeah evaporative cooling works great in rooms, really efficient too if you recompress it into a pipe after it has evaporated and vent the excess that doesn't condense. But for storage it just plain sucks and an insulated liquid tank will hold tons more than a room ever could.
>>
>>555882603
in the proper thread >>555858113
>>
File: Screenshot_20260201_135413.png (3.7 MB)
3.7 MB PNG
What is it with these disconnected systems in DSP?
Can I still travel to them or do I need some special technology for them? What do the lines even represent, all spacetravel is just freeflight anyway, right?
>>
>>
>>
File: Absurd cannon FPS.webm (3.9 MB)
3.9 MB WEBM
>>555901937
Silky smooth 60fps. Does take a while to update when I snip or reattach one of the branches, though.
>>
>>
I just got to the space platform part in factorio and wanted to know how much more tedious is it going to be when I'm getting to other planets?
All the moving items around with platform is just putting me off the expansion and of it needs to be coordinated with all planets to move science I'm just going to play something else
>>
File: 1766844076286321.png (433.5 KB)
433.5 KB PNG
What do we think of this game
>>
>>555919832
Platforms are just space trains that you can build.
Set them up once and you can leave them to work the routes you set up.
Unlike actual trains, you've no limit to how many can occupy the orbit.
Landing pad and hub have their throughput limits, though.
However, cargo modules don't just provide space, they also boost that throughput.
The checklist for platforms is as follows:
>frontal firepower to carve a path through asteroids when moving
>side firepower to cover flanks when stationary
>on-board ammo production
>on-board fuel production & storage
>engine fuel supply throttling to control speed (read: give frontal turrets more time to break up big rocks)
Ammo and weapon types change as you progress.
Yellow bullets will be enough for Vulcanus and Fulgora, Gleba might be risky without some damage and fire rate research.
Switch to red bullets once you get to Gleba and you should be fine around the inner system.
Work toward getting rocket turrets and ammo, you'll need those to reach Aquilo.
Shattered planet will have you bring a mix of railguns, rockets, and some bullet turrets to mop up the leftovers.
Naturally, you'll need to produce all the ammo on the platform.
Since you can't put chests on platforms, your only option for storage is cargo module extensions for the hub, and using up that extra space to buffer ammo.
I can't overstate the benefits of learning circuits for managing things on your platforms.
It's the one area where, while not strictly necessary, are HIGHLY beneficial when applied.
The only science that needs a speedy delivery is agricultural science from Gleba.
Build a dedicated express delivery platform for that one, regular platforms can handle the rest.
>>
>>
>>
>>555902158
shoving such a massive fuckhueg weapon on a tiny ass ship wouldn't work well, especially if it ends up being the only weapon on said ship
the weapon is too impractical to be put on anything
put several of it on a battleship and it'd be too expensive whilst lagging your pc to shit, put one on a small ship and it'd get 1HKO'd immediately
>>
>>555925360
>put several of it on a battleship and it'd be too expensive
It costs two and a half million materials. I think we're way past "too expensive" meaning anything at this point.
>put one on a small ship and it'd get 1HKO'd immediately
It should be noted that weapon itself is not volatile. Every autoloader has ejectors, and the shells have emergency defuses.
>>
>>
>>
>>555863474
Current dark fog has a ton of missing ground units. There's either supposed to be different nests or when they level up they get far more dangerous. Hopefully they do a balance pass when in releases in 3033
>>
>>
>>555922667
love/hate relationship
So many ways to get into a death spiral is stressing me out even if nothing happens. And I don't like the idea of constantly spending limited resources just to stay alive.
Also, building stuff "for fun" feels bad because you're just wasting a bunch of maintenance and crew (with furniture, medicine, etc.) on an experiment.
>>
>>
>>555896271
My vote is on cutting it in half. Instead of one turret with two stacks of loaders, have two turrets with one stack of loaders. The slimmer profile would be easier and cheaper to defend.
As for actual implementation, have a look at the Onyx Watch Stronghold if you'd like an idea on fitting fukhueg pies into a ship. Otherwise, especially if you're keeping the turret a "double decker," a flying saucer built around these could be neat.
>>
>>
>>
File: this is elite.png (574.5 KB)
574.5 KB PNG
>>555902187
>move as much hot gas into the big insulated tank as I can
>there's still a shitload of hot gas left in the cavern
>fuck it, I got as much as I need
>plus, I'd rather fill it up with >1k°C solar storm air now anyway
>crowbar the internal blast door
>*FWOOOOOSH*
>a gout of flames blasts out of it, as if the gates of Hell itself have burst open
>takes 5 days to fully vent the contents of the cavern
>I weep for all the energy I could've gotten out of it
>alas, I didn't put down any engines to make use of it
>fuck it, at least I have tracking solars
Gotta wait one more day until it stops trying to launch me into the stratosphere.
Definitely have to scale this bitch down, 4562L capacity might be a bit too much.
Even with all the inefficiencies of in-world liquid storage.
It'll take forever to pressurize it to even 2MPa.
>>
>>555940468
NTA but there really isn't a self sustaining position into very far into lategame where you can just start dropping asteroids with resources onto your island, and even then I'm not willing to trust it
Now, some settings let you put some stuff as infinite via world mines, and mixing that with contracts lets you get infinite iron and copper very quickly, but the game itself really is just fighting my factory game brain on every front
>>
>>555940468
>>555940798
Everything has always been infinite through trade contracts. Asteroids were just the latest fancy alternative for infinite ore.
>>
>>555940468
You can technically run out of resources but you have to go out of your way to do so. Maybe on the smallest map you'd have to worry 500+ years into the game. You unlock recycling which once fully researched gives you 75% of the materials back that you used for research,maintenance,and city supplies (this is basically all that resources are for beyond constructing new buildings)
You unlock trade with other island early on and can set up trade deals where you export some higher tier item in exchange for raw resources. So if you have a ton of iron but need oil you can turn it into construction parts and export it. Eventually you can make self sustaining loops where you're trading quite a few different items in exchange for all the raw resources in the game. It's net-positive too so you won't run out.
>>
File: IMG_20260201_152600904_HDR~3.jpg (723.4 KB)
723.4 KB JPG
current base is going well
got the iron ore train going, automated blue science, etc
need to the copper, coal and stone trains up and running next and then I can get started on purple and gold science, as well as blue circuits and setting the stage for a much more sustainable space age than last time
feels good man
>>
>>
>>
>>
>>
File: Recording 2026-02-01 181527.webm (1 MB)
1 MB WEBM
Hi guys, new Factorio player here.
I'm trying to find a way to convert two full belts into a single mixed belt without the inputs giving priority to a single lane, for when I want to craft something that needs two materials.
I came up with this, but I'm wondering if there's an easier way to do it since this seems a bit clunky.
>>
File: superiorbottling.jpg (397.4 KB)
397.4 KB JPG
This is my new engineer-chan. Say something nice to her.
>>
>>
>>
>>
File: HAFhCOlasAAYil9.jpg (1.7 MB)
1.7 MB JPG
>>555954327
She has a nice butt
>>555954734
>My instinct is that it's easier to lane balance the input belt that you care about
Can you explain? I thought that was what I was doing
>Out of curiosity, why are you lane balancing in this case?
I'm not sure, I tried something different at first and noticed that only one lane was being consumed. I figured that having it balanced would probably be better, no? If the input of this was coming from a drill column, only the drills on one side of the belt would be working, for example.
>>
>>555955541
I think it's kind of selfish - it's slightly easier for you to post, but now your post looks much worse to everyone else.
>>555956085
>I'm not sure, I tried something different at first and noticed that only one lane was being consumed. I figured that having it balanced would probably be better, no? If the input of this was coming from a drill column, only the drills on one side of the belt would be working, for example.
It's not that you're only consuming one side, you're only consuming one side first. If you end up consuming the whole first lane, the other lane will be used just fine.
>>
>>555948580
Anon doesnt want any of the other planets resources i think
I think he just wants a vanilla game but as if the devs made one of the other planets as the starter planet but without any space age stuff so they just have to launch a rocket to win
>>
>>555956085
Just scale up production to use the resources from both belt sides
The only time you should bother with lane balancing is when it is limiting production due to how items move on belts when you make a turn with them and unless you are going for ups saves it really isnt an issue that just making more and adding another lane wont fix
>>
>>
File: splitter.png (341.9 KB)
341.9 KB PNG
>>555953615
Thanks, I needed that stroke as much as I need my chronic headaches.
>>
>>
File: Recording 2026-02-01 191817.webm (639 KB)
639 KB WEBM
>>555957917
>>555958315
Never mind
>>
>>555957131
>I think he just wants a vanilla game but as if the devs made one of the other planets as the starter planet but without any space age stuff so they just have to launch a rocket to win
So...wouldn't that just be a "start anywhere" planet mod since you have to launch rockets before you can get other planet's resources anyway?
>>
>>
>>
>>
File: LH1.png (1.9 MB)
1.9 MB PNG
>>555891363
Lemon Hulk, this is Big Citrus, do you read me?
>>
File: Screenshot_20260201_200145.jpg (439.3 KB)
439.3 KB JPG
laying rail lines is kind of boring desu
the grappling hook mod helps a lot though
>>
>>
>>555976062
I made a blueprint that's just absolutely aligned roboports (that doesn't ever overlap my rails). That way I never need to place anything myself manually, I just can have everything in roboport coverage.
It does take a nonzero amount of power though, so ideally you want nuclear before then (or like 80+ steam engines).
>>
>>
>>555954327
>>555956085
Game and circuit logic Y/N?
>>
>>555979770
>>555977730
I haven't gotten that far in research yet, I don't mind too much bc I already made the roundabout blueprints, though I did forget to put signals in so I have to add those by hand but it's not too bad plus it lets me tailor it to each intersection
I still need to make the mining and unloading stations for copper, stone, coal, and uranium too. I did make an unloading blueprint though, so that should be relatively painless save for uranium bc of the sulfur
>>
>>
File: 20260201200910_1.jpg (1.3 MB)
1.3 MB JPG
The glebbing will continue until moral improves
I gotta figure out some way of protecting my farms before I actually set one up. I don't think I can fend off a single stomper even with turrets
>>
>>
>>
>>
File: image-4.png (389.1 KB)
389.1 KB PNG
>>
>>
>>
>>
>>
>>
>>556004538
ground clearance, aerodynamics, wing flexing, electrical/pneumatic/hydraulic systems...
they'd have to redesign so much, while working with so many outdated inflexible systems, that it becomes prohibitively expensive
might as well design a new aircraft at that point
there's a video about it, but it doesn't get right to the point like I would prefer
youtube.com/watch?v=pbCeKNcr6Wk
>>
File: 1633994785-7fbc9.jpg (46.1 KB)
46.1 KB JPG
>>556005524
>might as well design a new aircraft at that point
Impossible. They can only maintain things built by the ancients during the Dark Age of Technology.
The ancients could send a man into space, now we can't even sand a man across the country without something going wrong.
It was the globohomo that decided that technological advancement threatened their positions, so great effort was poured into halting it.
>>
>>
>>
>>
>>556006363
One of the problems with the f35 program is the manufacturing was deliberately spread out to as many states as possible so those state politicians would approve it. Plus there's literally a DEI program so the manufacture of f35 components must be done by as many niggers, women and faggots as possible.
>>
>>556006756
I would guess because cost of labor has gone up significantly since those days. We cope with automation, but that's no possible in the design phase or for low-volume production.
It was the same for spaceships.
>>
>>
File: Screenshot_2-2-2026_0221_www.dau.edu.jpg (317.3 KB)
317.3 KB JPG
>>556006756
This was in 1979.
https://www.dau.edu/sites/default/files/Migrate/ARJFiles/ARJ72/ARJ-72_ Augustine.pdf
>>
File: 1760259947780619.png (1004.8 KB)
1004.8 KB PNG
How am I supposed to use all these cool weapons like the rocket launcher/flamethrower if the bugs run 60 mph?
I'm definitely approaching combat wrong because my plan is usually drive car in circles around enemy base while turret does the shooting, repeat until base is clear or I until I hit a rock and get swarmed.
>>
>>
>>556012058
Place down some turrets barely out of range, or throw out a fed defender capsules. Then you can move in with a rocket launcher and focus on the buildings, let the guns deal with incoming enemies.
Flamethrower kills enemies very quickly, and stays on the ground for a while too. But you may have trouble using it if there are too many worms to shoot you at range.
Or just rush combat tech. Tank, shield+personal laser or distractor capsule all make combat way easier.
>>
>>
>>556012747
wait, does the handheld flamethrower shoot puddles? I know the tank one just shoots a gust of flame without any aftereffects, which would be very cool if you didn't have to fucking tab through between the shit to use it
>>
File: image-1.png (2.1 MB)
2.1 MB PNG
>>
>>556006756
Everything in the universe is susceptible to diminishing returns. The more complex things become, the fewer % gain there is with every additional layer of complexity. This applies to bacteria, ecosystems, buffalo herds, jet engines, bureaucracies, ...
>>
>>
>>
>>
>>556016314
>making bureaucracies less complex
Jokes on you anon, the total entropy of the system can only increase.
https://www.youtube.com/watch?v=MzCy5mffw8E
>>
>>
>>
>>556016314
Because making things less complex is more complex. Only a complete genius can create a simple system, and there are too few of them around.
Systems always get rushed toward the edge of failure and then balance over the abyss of disaster on the tips of their toes and by a single, slowly rusting, ISO 4762 bolt "... which previous inspection reports stated should have been replaced 4 months before the incident. However, due to a decision from plant management..."
>>
File: dare you enter my magical realm.png (46.4 KB)
46.4 KB PNG
>>555940759
>capacity = reduced
>storage = filling
>magical realm = created
I don't know what I'm going to do with all this fucking pollutant, but I have thousands of liters of it now.
Depressurizing the airlock on exiting the cavern takes forever, though.
7562L ~6MPa voxel takes a while to drain with just a single vent.
Any ideas how to speed it up, besides adding more vents?
Also, I'm using AdvAirlock circuit, I don't think it can into multiple vents.
Normal airlock *might* be able to handle multiple vents, but it's not a certainty.
Must I make yet another control chip for the airlock alone?
>>
>>
>>
>>
>>556012058
>Rocket Launcher
Those are for peppering nests and worms at a safe distance. You'll still aggro the biters, but you'll be able to switch up to your flamethrower by the time they get to you
>Flamethrower
>>556014594
If you've got enough shields equipped, you can just facetank damage and run right into the biters while spamming the thing. The puddles also leave behind a small amount of pollution (regardless of whether or not they set something else on fire) which can attract biters to it before they aggro you.
>>
>>
>>
>>556023198
I did an even bigger silly by just straight-up sucking in the air.
Rather than using radiator'd length of pipe to squeeze the pollutant out into the liquid network.
Which would then carry it into the underground storage full of pure pollutant.
While my "setup" gives lots of gas for pressurization, the carbon dioxide makes cooling it all that much harder.
I dropped a scrubber down there, along with some filters to, eventually, get all the contamination out.
…it's gonna take a while. In the mean time, I need to redo both the cooling, and the suction sections.
I clearly wasn't thinking straight when I put this unholy abomination together.Why the fucking did they have to make pollutants yellow? Fucking why?!
Who's the secret pissfag on the devteam? And please don't fucking tell me it's Dean-fucking-Hall himself.
>>
>>
>>
>>555926283
>Every autoloader has ejectors, and the shells have emergency defuses.
Anyone got a rule of thumb when to use them? Currently mine is
>2m or less long shells
>either surface mounted or behind 5m worth of armour
>>
>>
File: reality_lego.png (83.2 KB)
83.2 KB PNG
>>556024935
>>556024563
I think pollutants are supposed to be something chlorine-like, but green was already in use for nitrogen.
>>
>>556024563
>>556024935
It's literally chlorine. The melting and boiling point fit exactly.
>>
>>
File: file.jpg (19.5 KB)
19.5 KB JPG
>>556000263
>>
File: 20260203031126_1.jpg (142.3 KB)
142.3 KB JPG
>>556000263
I'm taking the advice of myself about turbines, the iso container that someone built here with it's 7 turbines don't output the same as two large steam pistons.
Now two large steam pistons are more compact and effective for what they give you oppose to turbines.
Just making this thing work-able for career so i can repair it.
>>
>>
>>
>>
File: okay retard.jpg (46.8 KB)
46.8 KB JPG
>>556043160
meanie
>>
>>
>>
>>
>>
>>556019000
Well. You could just throw it away. Or you could have a long chain of airlocks, each one halving the capacity so you can get through in a reasonable time. Or perhaps you could have a large ante-chamber maintained in vacuum between two pairs of airlocks, large enough for 6MPa to spread out to a more manageable pressure. 20 frame-sizes might be reasonable for that. You'd still have to wait for it to pump out if you wanted to re-use it
Cheat-wise maybe you can teleport via chairs?
>>
>>
>>
File: 20241015143411_1.jpg (375.1 KB)
375.1 KB JPG
Anyone know of any interesting self-imposed challenges for a game like Satisfactory?
I saw someone do a "no remote power" run, where they didn't allow themselves to build isolated power plants. Every factory they build had to have on-site power facilities. I'm looking for more stuff like that. I'm open to other games, but I've played everything but Satisfactory to death already.
>>
>>
>>
>>556044854
>>556044854
Volatiles are chloromethane. Burning it creates CO2 and chlorine.
They even have unfinished hydrogen gas in the game as a separate thing, it's just not obtainable.
>>
>>
>>556049950
I route the items into chests after they get recycled. Just on a quality basis, but materials that have a substantially larger amount of items in the recipe get their own dedicated chest. Still susceptible to clogging, but takes a substantially longer amount of time to do it.
Also, is there a reason why you're using long-handed inserters to grab them off the sushi instead of moving the belt 1 tile closer so you can use better inserters?
>>
File: maxresdefault[1].jpg (136.1 KB)
136.1 KB JPG
Now that factorio has epic and legendary items they should consider adding another fan favorite way to get them.
>>
File: 2023-02-08 00-13-17.webm (3.9 MB)
3.9 MB WEBM
>>556057093
>protonium
a truly magical time
>>
>>
>>556057946
Long inserters aren't that much better than just using Yellow inserters because of how slowly they rotate, so you either need to spam a lot of them to make it work, or eat the throughput problems associated with using those to pull materials into the machine. They're best used for pulling items out of machines, or when you have no option other than to use them.
You could probably compensate by putting them in rows of 5, or 10 in the case of the Epic Beacon EMP, but I'd ask myself if it were worth doing that instead of moving the belt closer and using fast inserters (or Bulk, if those are available to you)
>>
>>
>>
File: Untitled.png (427.3 KB)
427.3 KB PNG
>>556060046
In Factorio? That depends.
The obvious answer is that it's objectively good. Crafting machines go faster which means you spend less energy on Speed modules, Power Poles get longer wires and more coverage, Turrets get bigger range, and Grabbers have every aspect of them upgraded. The ratios for Heat Exchangers:Turbines is also a lot more lenient with quality materials.
Personally, I grind for Rare until I unlock Legendary and kind of skip over Epic quality stuff. It's a lot nicer to use Rare Substations when building my factories, though Legendary is obviously a lot nicer since they don't get in the way nearly as much.
>>
>>
>>
>>
>>
>>
>Stationeers: The Multiplayer Update
>This update involves some highly technical work to improve how multiplayer works at a base level, focusing on how multiplayer updates are sent by hosts and received by clients. These changes target not just multiplayer bugs, but also have profound impacts on performance as well. Such changes will become very noticeable with larger bases in particular.
>Network messages 30% faster
>Desyncs fixed
>>
>>
File: 20260202221707_1.jpg (682 KB)
682 KB JPG
>>556063192
yeah right
>>
>>
>>
>>
File: 20260202223010_1.jpg (565 KB)
565 KB JPG
>>556065691
restarted steam as well, I still have a black screen and i cannot talk. I think my client data got corrupted at some point or something
>>
>>
>>
the respawn update has to be one of the shittiest decisions they made lately, and it's one of the rare deicision they made lately. Just let us use respawn points instead of dropping new capsules that blow up the base you fucking cunts
>>
>>556067881
>Increasing graphics drops players
Good to knowI restarted again and will not touch options live
>>556067787
Other than that and changing workspaces "freezing" the game, Rocketwerks
>>
File: badgame.png (1.4 MB)
1.4 MB PNG
Technically no other processes right now have a purpose I already have the other 1k things. Do I just let the game run for hours on the background or upgrade everything to mk2?
>>
>>
>>
>>556069618
If you notice yourself waiting for something then you're playing the game wrong. Go cap another resource node and start making more stuff. Most of the elevator required items are also materials needed for the next level requirements, and if something does end up useless you can shove it into the resource sink for huge credit and buy what you need. Resources are infinite so it's a waste leaving them unused.
>>
>>
File: Screenshot_20260202_165223.png (561.9 KB)
561.9 KB PNG
>finally get 1 bright uranium
>craft it into fuel
>remember the enrichment process
>check the research
>needs 40 bright uranium
fuck
getting closer to having the rail network functioning with all stops, only need to bring coal online if at all, since the demand for coal so far hasn't ever fallen short of supply. still, better to set it up before I need it
>>
File: Untitled.png (2.1 MB)
2.1 MB PNG
https://mods.factorio.com/mod/wormholes-new-game-plus
>mod lets you do a clean reset on everything except for research and whatever you're hauling on a platform
>fuck it my spaghetti is atrocious. install mod and start on Nauvis with legendary foundries and substations
>start building train base with no bus, only stations and the occasional snake leading materials to directly-adjacent stations (bricks to walls for instance)
I think that 2 green circuit stations with 3 skids per station (only 2 pictured here) pumping out circuits would be good, given how important green circuits are for production. Plan is to make a dedicated station for the molten copper/iron so that I can accommodate 2 trains for loading at a time and 8 per station in total. Also gotta tweak the length of each skid-- I don't care much about ratios, but a plain fact is that the ones at the end go idle in times of heavy activity.
>>
File: resourcedrain.png (3.6 KB)
3.6 KB PNG
>>556060046
You should definitely research and get into quality at least for quality electric miners. Quality reduces their resource drain, so you can get extra ores per patch.
>>
>>
File: Untitled.png (362.6 KB)
362.6 KB PNG
>>556074131
The base itself looksl ike this right now. I'm planning on having it so that most stations only have 1 or 2 skids with little spacing between them for low-priority stuff like the repair pack station, whereas stuff like the RGB circuit stations are less compact to meet higher demands. After I get Red circuits and maybe LDS set up (LDS will probably be compact in spite of the moderate demand), I'll probably do engines to robot frames afterwards.
>>556074250
Realistically speaking, I wouldn't recommend it for electric miners. You can get it down to 66% drain with rare quality ones, sure, but a single Common-quality Big Miner out-does it at 50% drain. Not worth the resources to upcycle the normal ones in all honesty.
>16% on legendary electric miners vs 8% on big miners
Maybe I'll automate legendary electric miners in my next runs. Easier to get a bunch of those than it is to get a bunch of legendary big miners.
>>
>>
>>
>>
>>556069618
up to you, you can use that down time to enjoy the scenery, make pretty buildings or explore. Or go make yourself a warm meal, take a walk in the forest or exercise. That's the beauty of satisfactory you can just take it easy
>>
File: 20260202213528_1.jpg (580.7 KB)
580.7 KB JPG
When it comes to tanks, or modern MBTs, how big is too big?
This one is just about 90 tons.
>>
>>
>>
File: file.png (1.1 MB)
1.1 MB PNG
>>556080370
you build over patches?
>>
>>556083689
the US went to 90 tons and said fuck that
40-70t generally depending on goals doctrine etc
>>556085468
logistics like how tall can you fit on transports and shit like that, especially how efficient train transport is
russian tanks are small and light, they make smaller targets and are sometime hard to see but you know full well how they blow up
western style tanks (abrams, leopard and asia who copied them) tend to be taller but a lot more protected. In the end even as tall as they are, used correctly they are still pretty damn good
>>
>>
File: fuck biters.png (3.6 MB)
3.6 MB PNG
>>
>>
>>556086612
I really hate to compromise on armour, the idea was to have a heavily protected tank armed with a power main gun that would serve as support for the lighter Leopard 2 like tank that I've built already. This one now has just about the same weight, 74.60 tons, side armour is paper thin, so is rear and turret top.
>>
File: image-8.png (166.2 KB)
166.2 KB PNG
>>
File: Progression.png (1.1 MB)
1.1 MB PNG
>>556071640
Not really done speeding it up, gotta start upgrading the coal side to setup more steel now, doubled my power, and my square frames/s to support more of these it'll most likely complete before I could even speed it up at all but surely these are useful again
>>
>>556088569
Modern infantry weapons all hit from the top, not even talking about drones. I dont think sizing up on armor has any value, at best you survive an extra shot for the downside of being much slower and a logistic nightmare. T72 and its derivative may have been proven terribly fragile in ukraine but they're still perfectly capable. Western tanks proved themselves by dying without cooking the crew. That aside even if higher up kinda want you to fight to the end, the general idea of tankers is if you're hit you bail, because given the chance the enemy will keep hitting your tank until it catches fire, a primal "ok, this one ded" confirmation.
As for what armor can do, currently we're reaching the limit of the guns and before ukraine the talk was about upgrading to a bigger gun for higher velocities. Low end rounds were already capable of defeating practically any tanks' frontal armour, the only improvement to tanks protection would have been active systems, some were supposed to be able to destabilize a sabot round just enough to make it fail while generally speaking they'd be pretty efficient on any type of missile. Drones could be countered with such system too, loaded with more rudimentary stuff like a whatever you fancy guided shotgun. But frontal armor? Honestly so long as it can take a PG-7V and 30 or 57mm rounds, that should be good enough
>>
>>556063001
>Fire extinguishers filled withpiss
>Gas masks to accompany them
>Recovery from the Lander Fire
>Runway works now
>Sabotage.wav
>Suit storages built
>Fire in atmos that resulted in or from a liquid /pol/ tank bursting
>>556087529Nature abhors a vacuum
>>
>>
File: Peak coding environment.jpg (264.5 KB)
264.5 KB JPG
>>556091205
forgot pic
>>
>>
>>
>>556091205
the reason fire extinguishers are not filled with weird stuff is because you might want to use them in a living area
>>556027642
doesn't chlorine burn stuff even more violently than oxygen
I heard chlorine fires can even eat through concrete
>>
>>
>>
>>
File: Screenshot_20260202_205505.png (535.8 KB)
535.8 KB PNG
yay more base progress
got purple automated, and all of the trains up and running, though I cheated by just belting in coal
even expanded steel production and added another set of four red circuit assemblers and associated support assemblers
getting close to automating gold science and then finally I'll be ready for space age with a much more robust base than last time which will hopefully be better equipped to handle demand
>>
>>556092638
>fire extinguishers with funky stuff
what are you, a pussy? we used to do it
>Famous deaths from carbon tetrachloride poisoning
>Evalyn Bostock (1917–1944), British actress who died from accidentally drinking carbon tetrachloride after mistaking it for her drink while working in a photographic darkroom.
>Harry Edwards (1887–1952), an American director who died from carbon tetrachloride poisoning shortly after directing his first television production.
>Zilphia Horton (1910–1956), American musician and activist who died from accidentally drinking a glass full of carbon tetrachloride-based typewriter cleaning fluid that she mistook for water.
>Margo Jones (1911–1955), American stage director who was exposed to the fumes of carbon tetrachloride that was used to clean off paint from a carpet. She died a week later from kidney failure.
>Jim Beck (1919–1956), American record producer, died after exposure to carbon tetrachloride fumes while cleaning recording equipment.
>Tommy Tucker (1933–1982), American blues singer, died after using carbon tetrachloride in floor refinishing.
>>
>>
>>556095267
when I'm driving, I find roundabouts to be less stressful than intersections, so I just have a personal preference for them. it's entirely neurotic to design a base on a basis like that but idk, there's something comforting about circles
>>
File: image.png (160.5 KB)
160.5 KB PNG
>>556095128
>straightway with roundabouts all aligned on the left
>roundabout between the stone and iron mines aren't aligned to either the stone or iron mines
There is literally nothing wrong with this but I just wanted to express how much this bothers me as an autistic retard
>>
>>
>>
>>556093907
https://store.steampowered.com/news/app/1594320/view/52536664788041885 7
Fucking dlc before release
Fuck them.
>Expand your depot with five distinct locomotives, each filling a unique strategic role:
Two electric locomotives (tiers 1 & 2)
Fire-less steam locomotive (tier 1)
Gas turbine locomotive (tier 2)
Nuclear locomotive (tier 3): The ultimate feat of engineering arriving with a dedicated refueling station.
Molten materials wagon and station: Optimize supply chain for molten materials by separating production and consumption with rail transportation in between.
It better be like 3 bucks but we all know it will be 10+
>>
>>556095215
>At high temperatures in air, it decomposes or burns to produce poisonous phosgene. This was a common problem when carbon tetrachloride was used as a fire extinguisher and there have been deaths due to its conversion to phosgene reported.
What the FUCK
>>
File: screenshot_228726414_13984x3872.png (2.8 MB)
2.8 MB PNG
>>556074860
It's substantially less efficient than just building a bus thus far, but it's working. The problem I'm facing right now is my plastic supply for the red circuits since it's belt-sharing with the green circuits, in addition to the fact that it's just not getting them in fast enough since the material trains stop at plastic and circuits instead of doing those two things separately.
I think that what I need to do is make it so that the trains gathering red circuit materials are dedicated SOLELY to the task of picking up those materials, since I only have to worry about two of them thanks to the foundries. 3 for plastic, 3 for green circuits, it'd fill out the station neatly while keeping the system fed. Depending on how well it goes, I might be able to add another skid for reds so that both it and the greens are going 4:4 to supply my factory.
>>
>>556103331
One other thing I might do is just cut out the second green station and have it cart all of the green circuits over to the storehouses on the left. I only did it that way because I don't know what the green circuit demand is gonna be like yet. Besides moving the gigantic buffers from A to B, it isn't really a problem though.
>>
File: Screenshot_20260202_235103.png (355.5 KB)
355.5 KB PNG
ok made final adjustments for tonight
automated gold science, cleaned up the unused rail section, tidied some miscellaneous stuff, etc
next few steps are to double copper production by building another copper furnace stack, actually build and automate the rocket silo, and then start on space age for real this time
very fun
it's such a great feeling seeing expensive things like flying robot frames and low density structures get cranked out en mass when last run I was either handcrafting them or handfeeding a single assembler
>>
File: bot clog.png (630.7 KB)
630.7 KB PNG
>>556103331
>>556103596
As the case would be, I'm simply the stupidest man alive. The first thing that I set up was oil processing and I decided it'd be funny to prank myself in the future by making a high-volume item like Plastic get bottlenecked by bot performance. It's fine with the rocket fuel since that's low-volume in comparison, but there were basically just a bunch of logichests full of plastic that weren't getting utilized because of these starving drones.
Having snaked my plastic directly to the pickup station, the issues inverted and the green circuits are coming in too slowly compared to the plastic. It's probably an easily-fixable problem that probably just entails dedicated material trains.
>>
File: maths.gif (2.8 MB)
2.8 MB GIF
>>556019000
>redid the suction section
>now the scrubber is (slowly) removing volatiles and CO2 from the cavern
>thank god I have an iron deep miner, this is gonna take a ton of filters
>no more direct gas feed
>liquid pollutant comes in through the gas pipe drains
>have to come up with logic that controls the vents now
>have a wiki page with IC10, a web IDE page, Logisim, and the game running
>not sure if it's gonna work or set either my pc, or my in-game setup on fire
>not sure I'm even having fun right now
>not sure if that even matters anymore
I need an adult. Send help.
>>
File: images (12).jpg (29.7 KB)
29.7 KB JPG
Any idea how I can build the leader? It's a steam engine the leader
>>
>>556106228
That's a tough one. Is it going to be steam electric or direct drive? As you could turbine it or large piston it into generator with double large electric motors geared; obviously diesel steam is better than coal but direct drive is less complex overall
>>
>>
File: 1769270000879634.jpg (129 KB)
129 KB JPG
>>556105438
>no matter the external target pressure setting on active vent, they still can't pump shit when set to dumping mode
>all this state juggling can be replaced with a simple pump + passive vent
I am angry.
>>
I always turn the quality mod off when i start a new factorio game
Played around with it once and just thought how half baked and pointless it is.
Maybe if 2.1 changes it up a fair bit ill have another go at it but until then no quality
>>
File: 1754846284686354.png (523.2 KB)
523.2 KB PNG
jesus
>>
>>556049480
I was thinking of no mined coal/oil for power generation, so you'd have to rely on the charcoal/biocoal recipes (unlocked with compacted coal in the sulfur research tree) in tier 3 and liquid biofuel in tier 5. The goal is to get to geothermal and then nuclear as fast as possible.
Would make power-efficient alt recipes and priority power switches more necessary to keep your important stuff running. Alien protein can produce lots of biomass, but everyone turns them into DNA for coupons instead.
Obviously you'd still need crude oil for plastics and rubber. Debating whether foundries should be required to use biocoal too and what to do with oil byproducts.
>>556075025
>with how shit trains are compared to belts in that game.
Skill issue. Trains are fine with blueprint autoconnect introduced in 1.1.
>>
>>
File: Screenshot_20260203-095052.png (3.7 MB)
3.7 MB PNG
>>556117338
Quickly whipped this up. The most time taken was to redo the foundations to line up with the center rails. Signals need to be tested, I guess.
Also, you'd want to use roundabouts or over-/underpasses rather than junctions.
>>
File: screenshot-2[1].jpg (385.9 KB)
385.9 KB JPG
>>556118494
Yeah you would want to and it looks like total shit in that footprint. Floppy ass rail signals just to make it fit. Plus in the time it takes to make and connect the fucking thing you could have already run all the belts that would do the same damn thing.
>>
>>556121161
>Yeah you would want to and it looks like total shit in that footprint.
I made it in less than 10 minutes, so I didn't decorate it or anything. Rail and signals at the ends float in the air because they go on the neighboring straight blueprint's foundations.
Also, your screenshot confirms
>Skill issue.
>>
File: 20241216174045_1.jpg (717.9 KB)
717.9 KB JPG
>>556121161
NTA, but the one gameplay loop I feel like Satisfactory has that most other factory games don't is the aesthetic loop.
Pass 1 is just functional rails.
Pass 2 is adding supports, building bridges, making them look like they could work irl, etc.
Pass 3 is adding details like covered bridges and superfluous signage to make it look pretty.
Takes a lot longer than just running a quick line in other factory games. But I'm into that.
>>
>>556116905
>I was thinking of no mined coal/oil for power generation,
That does sound neat. I did find myself recently wishing wind and solar were in the game, because it's a pain trying to set up remote bases before you have a lot of surplus power and a jet pack so you can just run a line of high voltage around the entire map.
>>
>>
>>
>>
>>
>>
>>
>>
>>
File: 1607457864277.jpg (409.1 KB)
409.1 KB JPG
the modded minecraft general is running a train/factory autism server if any of you niggers wanted to try that.
>>
>>
>>
>>
>>
>>
>>
>>
>>556135415
>pastebin.com/c8QNj7Q4 (embed) (embed)
>Alive /mmcg/ servers (Do you have a server up? Add it to the OP! Having trouble joining in? Check out the Resources pastebin!):
>PathServ (ToxicJungleSerb, Fabric 1.20.1): 185.206.148.172:25573
He probably means this one, it's been going for quite a while now
>>
>>
File: 1745572743748972.jpg (62.2 KB)
62.2 KB JPG
>decide to get the 48h run cheevo
>start doing shit really badly as the hours go by
>basically just skimp around everything, barebones all around, don't even have real defenses over at nauvius, yellow ammo being fed by robots, but it's surviving fine
>research aquilo
>jump on the ship
>rocket turret takes like 10 shots to kill a single meteor
>realize i never researched rocket damage past the basics
>explode into confetti
>nauvius base gets overran from the first behemoth
there's a lesson about cutting corners here, but I'm gonna ignore it and start a new run where I don't shit the bed as hard
>>
>>
>>
>>
>>
>>
>>
File: 1747065785202463.jpg (33.9 KB)
33.9 KB JPG
>>556151743
Unironically, yes. In moderation.
>>
File: GjuQpZQXgAA3nIJ.jpg (129 KB)
129 KB JPG
>>
>>
File: How.png (1.3 MB)
1.3 MB PNG
>Coi update
>Amphibious vehicles will be slower and require more maintenance and micro managing filters to stop them from stealing jobs
They sound like a big pain in the ass just to build bridges.
>>
>>556171006
I wish we had dedicated clamshell dredgers for seafloor excavation instead of amphibious trucks and excavators.
give me more maritime logistics. that is my favorite part of openTTD; building canals everywhere and transporting goods with ships instead of trains.
>>
>>
>>
>>
>>
File: sddefault.jpg (54.6 KB)
54.6 KB JPG
>>556174280
>>
File: crane-truck.jpg (121.9 KB)
121.9 KB JPG
>>556174280
Send in progressively larger cranes until you find the one that works.
>>
File: 1750859046302523.png (116.6 KB)
116.6 KB PNG
>>556174280
>>
>>
>>
>>
>>
>>
>>
File: spedup.jpg (972.5 KB)
972.5 KB JPG
Yeah the 1k frames finished before I could speed that up but here is some 240 more ingots/s
What should I prio on this tier (5/6)?
>>
File: Untitled.png (165.8 KB)
165.8 KB PNG
Coi devs explain why DLC before 1.0 is actually a good thing. Retards wouldn't be able to handle having these trains in the base game so they did us the favor of having us pay for them instead.
https://steamcommunity.com/app/1594320/discussions/0/73365874245162017 3/
>>
>>
>>
File: Untitled.png (7.6 KB)
7.6 KB PNG
Oh and it's 10 bucks lmao. The 5 trains included are extremely situational too.
Oh it's actually 4 train engines and 1 wagon type.
Most people wouldn't give a single shit if they had released it AFTER 1.0
What were they thinking?
>>
>>
>>
>>556190075
>>556190926
they are probably low on funds and nobody really buys the game anymore
what would you do in their place?
>>
>>556189041
I'm gonna take a guess if you're having trouble with rail production, in that you're belt-sharing for the iron sticks and steel when you don't have the steel productivity to do that. If you're making the metal on-site with foundries (I assume so due to trains) then you'd want to go 2:1 for steel:iron sticks while stone has its own dedicated belt. You could also do belt weaving like picrel (though blue undergrounds instead of red) so you aren't getting cucked by slow long inserters.
>>
>>556191684
Be honest and just flat out say that we think the game could be even better with more funding. I would NEVER do a content DLC like this though. I'd launch a second supporter pack with cosmetic shit.
You want good boy points? Tell people it's purely for fundraising and that a year afterlaunch everyone will get the items regardless of if they purchased it. By contributing you get a special skin or some bullshit that nobody would care about.
>>
>>556191684
Supporter DLC that adds little flags to all the vehicles. Flags of countries, some other random shit, just visual flavor to make people feel good for supporting the dev. Maybe some DLC monuments that do nothing except look nice as well.
>>
>>556191915
oh, like this?
https://store.steampowered.com/app/2004740/Captain_of_Industry__Suppor ter_edition_upgrade/
and what if that is not enough?
>>
File: Untitled.png (23.8 KB)
23.8 KB PNG
>>556191915
>Maybe some DLC monuments that do nothing except look nice as well.
This is the key part right here.
Even when I first looked at this game I was a little annoyed that the tomb of captain has an in game effect. It's practically insignificant but why even add it then? Or the base game should have had an equivalent structure that wasn't as special but had the boost anyway.
>>
File: untitled.png (435 KB)
435 KB PNG
>>556191764
>like picrel
Actually, in addition to not having posted a pic, I don't know how well what I was suggesting would work with assemblers. So you could do it like this instead. Demands a lot of space but also ensures that all those belts are full when they can be, so you aren't getting beltcucked or long insertercucked
>>
File: DRG.png (155.5 KB)
155.5 KB PNG
>>556192147
Just do a second one(or 11) like DRG.
>>
>>556192147
Not my problem if they're bad at business and customer relations. They upped the price recently, yet it's still not enough? Why didn't they increase the base game price to cover their costs? Why didn't they designate the last big update as 1.0 if they're out of money?
Giving people expectations and then scamming them does not make them the victim just because they don't have enough money.
>>
File: rail2.png (3.2 MB)
3.2 MB PNG
>>556191764
Oh I see what you mean.
I just made a new setup that is pretty compact, the problem is the sheer amount of stone it guzzles, stone I also need for bricks and cement. The alternative would be to just void ungodly amounts of molten metals but I am searching for an alternative (probably using excess metals to upscale to legendary).
>>556192309
That's pretty close to my setup, except I don't need beacons to fill a belt.
>>
>>
File: Screenshot_20260203_190445.png (1.3 MB)
1.3 MB PNG
yay I finally made it to another planet!
I landed on the planet and messed around for a bit, I don't think I was actually adequately prepared so I may end up loading a save from before landing on gleba
>>
>>
>>
File: untitled.png (657.2 KB)
657.2 KB PNG
>>556192571
It's not solely so that you can fill the belts, so much as it is that you can arrange them like this. What I will call one skid has the assemblers on both sides of the beacons, where two skids has two rows of beacons. It's a setup that can be applied to just about anything that goes into assemblers, though you'd need to make some slight alterations for things that also need fluid inputs.
The two things I'd ultimately suggest
>Start thinking about making fluid busses for your molten metals, if not simply transporting them to tanks by train, so you can make metal components you need on-site with foundries
>Consider a Gleba detour so you can unlock Stack Inserters. With optimal Transport Belt Capacity research, it lets you put 32 items on a belt instead of the unstacked 8, which is good for your stone supply issues in particular.
>>
>>
>>
>>
>>556194023
it's not low effort, it's focusing on establishing facts before continuing with the discussion
What were the expectations established? And how, did they actually say it?
How exactly were you scammed, you bought a game, the exact same game (or a better one) is still available to you
>>
This dlc drama reminds me about all the retards that keep trashing factorio because the devs are greedy for not doing sales. My brothers and cousins included. Retards, all of them. Well how's the "factorio killer" now? Oh you have to pay 50 dlcs to get the full experience and every patch nerf something to sell it in dlc? What a shame. But at least you got the base game for 20% off.
>>
>>
>>556196145
>I love *game*
>Total playtime: 110 minutes
This is my experience with people shilling hard/complex/deep/"oldschool"/whatever games. I haven't seen anyone with more than 8 hours in COI. To be fair I haven't seen anyone with more than 34 hours in satisfactory either.
>>
>>556194449
An early access game is expected to either run out of funds and stop being updated or release a full game and then go from there. We can argue whether that's good, but that's the expectations most people have when buying an early access game. Every dev should know this, else they're too stupid to be doing business with people. Feigning ignorance doesn't work.
What they did was release update 3, increase the price and announce that they will work on another big update that will become the full release, all at the same time. This carries certain expectations about the near future of the game. If they didn't want people to have those expectations, they could have called that update the big full release. They knew people will be mad about chopping up the full release into a DLC. They knew people expected another update before the possibility of releasing DLCs.
They didn't want to call update 3 the full release, because they weren't confident in their ability to sell it as a full release title. But they also didn't have the money to keep developing it somehow, despite stating “We are a team of two developers with no external funding and we've been passionately working on Captain of Industry for more than 6 years" in their EA description. So they had money the last few years, and despite steadily increasing sales and prices, now they don't. Curious.
Another piece of the puzzle is their website, specifically the jobs section
https://www.captain-of-industry.com/jobs
So they're hiring at least 4 new people, two of which being senior titles. One of the job titles reads
>Work in a small and innovative engineering team (~5 engineers) where your voice is heard.
So at some point they ballooned their team to >5 people (remember, that's just software engineers) and their money ran out. Conveniently they forgot to update that fact on their steam page.
So after mismanaging their company they expect a blank check from their customers to fix their mistakes. No thanks.
>>
File: Steamp.png (258.2 KB)
258.2 KB PNG
>>556196701
I can't show you my playtime in satisfactory without reinstalling it because epic is a huge piece of shit. I'll just guess 300 hours
>>
>>
>>556193707
yeah but it would be less of a pain in the ass maybe to have some stuff on hand
>>556193743
oh yeah that's a great idea desu ty
I knew I fucked up after I landed on gleba and noticed the kovarex processing hadn't completed and I hadn't set it up before leaving
>>556193902
nyoo it looks like a hammer
>>
File: file.png (1.8 MB)
1.8 MB PNG
>>556197502
this is my automation tag by playtime
I am not built for these newer captchas in the middle of the night
>>
>>
File: 1584603950218.jpg (199.3 KB)
199.3 KB JPG
>>556197170
>Starbase
>641.2 hours
>>
>>
>>556201135
It's a misleading amount of time because Starbase basically required you to AFK craft twelve billion items to level up your tech tree. I left the game running every single night building bullshit items so I could unlock the later stuff. My actual in game not-afk time was significantly less.
Building stuff in starbase was still fun even if everything else about the game was a buggy piece of shit.
I have about the same amount of time in Spengies and the vast majority of that was during EA years ago.
>>
>>556196949
>that's the expectations most people have when buying an early access game
They also have an expectation a game will go on bigger and bigger sales over time, instead of going up in price. It doesn't matter, "I imagined that's what they'll do and they are not doing it" is not a valid complaint
>If they didn't want people to have those expectations, they could have called that update the big full release.
>They knew people will be mad about chopping up the full release into a DLC. They knew people expected another update before the possibility of releasing DLCs.
You're right, they could've tried to trick people. They didn't
>So they had money the last few years, and [...] now they don't.
Yes that's how money fucking works.
>steadily increasing sales and prices
speculation, irrelevant
Price increases are not retroactive. They don't just get extra money by increasing the price, they still need to make sales, and if sales are dropping below maintenance and they have no/small buffer, price increase doesn't buy you a ton of time.
>Conveniently they forgot to update that fact on their steam page.
You are seriously complaining 5 people forgot to change a description on steam? They wrote that shit literal years ago, nobody even remembers it mentions their team.
>they expect a blank check
You control the things you buy
in short
>expected to either run out of funds and stop being updated or release a full game
You're imposing your moral stance of "no DLC before full release" on others, disguising it as "what people expect". Being dead to everyone is preferable to being "incomplete" to you.
Fuck off with that, main character syndrome entitled faggot. You are no different than the faggots saying "I wouldn't pay more than $10 for a 2D game!" about Factorio. If it's too expensive to you for what you're getting then just don't buy it
>>
I'm having issues making a promethium ship that can automatically request eggs when promethium science is low. I've heard of the concept of keys before, so I tried doing that. Have the platform send down a unique item (legendary speaker in this case) to have a specific block of nests+silos activate to send a batch of fresh eggs to the platform plus the key back up. My problem is that the platform won't send the key back down even though the landing pad is requesting it. It doesn't seem like an issue with minimum payload.
>>
>>556209992
>My problem is that the platform won't send the key back down even though the landing pad is requesting it.
This kinda of weird and I think you might be trying to do something more complicated than it has to be. The easiest way to do what you're talking about is just by sending a signal when your ship is in orbit. You need to select a rocket silo on the ground and click (Read orbital requests) and have a wire coming off it. You can then hook up conditions on both the ship and the ground for when to send the "key" signal. In my case I just have the nest inserters turn on when the ship arrives in orbit requesting the next batch of eggs.
>>
File: GameHours.jpg (80 KB)
80 KB JPG
>>556197170
>>556198765
Neat, I didn't know about this collections thing.
I played a lot of Factorio with the standalone game before moving to steam so it's probably at 2-2.5k
>>
File: Untitled.png (58.8 KB)
58.8 KB PNG
>>556196949
I got the feeling things were fucked when I read pic related. They seem to think the third titled update to their game is "1.5 DLC" worth of content. What weird metric to go by. In their news post that asked for feedback on DLC many people were interested in supporting but there were plenty of vocal people that warned away from doing content DLC and instead suggested another kind of supporter pack. I have no clue why the hell they didn't do that.
Maybe the devs like mobile games or pay2win crap so it seems normal to them. In the long run I think COI will be fine but it was bad for PR and makes them look clueless. If they end up selling a bajillion trains then maybe they were right all along.
>>
File: file.png (36.2 KB)
36.2 KB PNG
>>556196701
>To be fair I haven't seen anyone with more than 34 hours in satisfactory either.
>>
I got the PCBs and two components of py circuit boards, looked at the rest, looked at my spaghetti, and have to take a break
I finally managed to get the main trunks of my resources down somewhere I can build but my coke is still on the wrong side of the base, I don't make enough, glass is on the other side, and I still need to handfeed it anyway because lead and zinc are seven kilometres away
>>
>>556220420
what're you using coke for? i don't remember needing all that much for graphite early, and if it's for power you're better off burning the coal
>seven kilometers away
yeah you're gonna want to get used to making unreasonably long belts and pipes, unless you have better luck with water spawns than i did
you can also just handfeed shit for a bit, roads make you fast and you don't use all that much of anything. you'll have a better time once you have some circuits
>>
>>556221371
I've been stockpiling graphite but need raw coke for the resistors. I have at least worked out that power doesn't get better than coal for quite a while. Really looking forward to a few circuits and building a second base with luxuries like splitter.
>>
>>
File: tianaton.png (1.5 MB)
1.5 MB PNG
>>556227873
Forgot pic
>>
>>
>>
>>
>>556049480
I'm doing a run without Mercer Spheres. No dimensional depot storage. It makes trucks and whatnot relevant again because if you're going to go halfway across the map to set up a new oil refinery or aluminum production outpost, you gotta load a truck up with materials and drive it all there instead of letting your base back home crank out materials and upload them to the depot for you.
>>
>>556230003
That's basically just playing the game how it was for the first five years it was out. If you really want the true ball breaking experience make sure to limit yourself to only 1 piece of equipment at a time just like they intended. Want to jump high while wearing the radiation suit? Too bad.
>>
>>556231265
Oh, I played that hell. My actual motivation is that I hate that they don't let you sort the dimensional depot tab. Everything is loaded in based on whatever order you first uploaded something to the depot. So I'm going to unlock every item first and then load them all into the depot in the order that makes sense to me. Either alphabetically, or in the order items show up in the crafting UI.
Then I'll use the depot, for the first and last time, to make a mega factory to produce the last tier of project assembly components.
The only previous time I actually beat the entire game, I ended up using drones and a lot of scattered modular factories with somersloops on them to crank out the final tier of parts right at the space elevator. I had manufaturers right in front of the elevator with inputs hooked up to drone ports. It felt like the cheapest way to beat the game, so this time I'm building real factories. No floating floors. No roads or railways floating 10 stories up in the air. etc.
>>
>>
>>
File: 1740757891218519.png (622.3 KB)
622.3 KB PNG
trains are a long way away...
>>
File: Screenshot from 2026-02-04 12-04-26.png (18.5 KB)
18.5 KB PNG
>>556209586
get rekt nigger
they'll either backpedal this or die from being ignored by the algorithm because of the bad reviews
>>
If there's something I dislike about Factorio, it's about having to redesign shit for expansion, depleting resources and having to build a thousand outposts to move material to your base. All that with ze bugs trying to fuck you over
>>
>>556236723
redesigning is easy one you get bots
>depleting resources
only a thing in the beginning, as they basically become infinite with mining productivity
>ze bugs
build turret walls at choke point and you'll be fine
good luck and enjoy the game, newfrend!
>>
>>556234821
>they average around 10 new reviews each day
>that means they get at least 500 sales
>which translates to at least 16k $ every day
and they still cannot pay 5 developers and maybe a few 3d artist?
kinda sus if you ask me
>>
>>
File: Screenshot from 2026-02-04 13-27-26.png (121.9 KB)
121.9 KB PNG
Devs big mad
>>
>>
File: 1748718935889561.png (111.2 KB)
111.2 KB PNG
>>556239367
>"go edit your review if you disagree with this"
>Organizing review bombing
wow, that's a reach
>>
>>
>>
>>
>>
>>
>>
>>
File: 1300871330139.jpg (6.8 KB)
6.8 KB JPG
>>556190075
>our playerbase is TOO FUCKING STUPID for more than one type of train
>only very high IQ individuals will be able to handle the complexity of secondary options in the form of $10 DLC
Finally, I can call the COImmies "retards" in arguments with developer backed proof.
>>
>>
>>
>>556236723
>it's about having to redesign shit for expansion,
Assuming you're playing base game and not space age, it's a good idea to build your factory using a pre-designed arrangement of machines that you can copypaste as needed (modular skids). I design my own on a per-run basis with little care about shit like ratios, but you could download blueprints for that kind of thing. Expanding is pretty easy if you're building with expansion in mind from the beginning.
If you're playing with Space Age, my advise is to just do the bare minimum for Nauvis and then fuck off for a few hours to clear Vulcanus and at the very least, and optionally clear Fulgora to the point that you can come home with a few EMPs.
>depleting resources and having to build a thousand outposts to move material to your base. All that with ze bugs trying to fuck you over
Other anon mentioned it but turret walls/defended chokepoints and productivity are the way to go for that. Trains also make transporting the essentials for maintaining an outpost pretty simple, given that you can make a train dedicated solely to transporting light oil for flamers, repair packs, drones, and optionally bullets (if you're not just relying on laser walls of course).
>>
>>
>>
>>
>>
>>
File: 20250724201044_1.jpg (1.2 MB)
1.2 MB JPG
>>556234667
Yeah but no biters. Just bite the bullet and run really long belts
>>
>>
>>
>>
File: 1755013454959368.jpg (59.6 KB)
59.6 KB JPG
>>556251873
>>556251250
>b-but we mentioned it on our discord last year, so you can't be mad now
>>
>>556247854
>>556246440
Yeah, Autonauts is a factory sim for when you feel like not thinking for a while (or at least, want to be able to set where the lower bar is for your brainpower - bruteforcing with loads of bots or spending time making more complex instructions)
>>