/egg/ - Engineering Games General - formerly /svgg/ Anonymous
05/31/26(Sun)09:32:17
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Space is Hard Edition
Previous thread: >>568187993
This thread is dedicated to all games about building machines and systems, in space or otherwise.
List of commonly discussed /egg/ games:
Voxels, blocks and vehicle builders
>Avorion
>Besiege
>Empyrion - Galactic Survival
>From the Depths
>Machinecraft
>Robocraft
>Scrap Mechanic
>Space Engineers 2 +1
>Sprocket
>Starbase
>Starship EVO
>Stationeers
>Stormworks: Build and Rescue
>TerraTech
>Trailmakers
Aerospace
>Chode - Children of a Dead Earth
>Flyout
>Kerbal Space Program
Logistics and factory management
>Autonauts
>Captain of Industry
>Dyson Sphere Program
>Factorio
>Factory town
>Infinifactory
>Oxygen not Included
>Satisfactory
>Shapez
>Timberborn
>Workers and Resources: Soviet Republic
Programming puzzles
>Exapunks
>Last Call BBS
>Nandgame
>Opus Magnum
>Shenzhen I/O
>SpaceChem
>TIS-100
>Turing Complete
The full game list as well as information about these games, such as where to get them if they’re not on steam, trailers, /egg/ conquered/hosted servers, and other shit can be found in this pad:
https://hackmd.io/e6SPFz8VSRmpV91t8bmkWw
https://fromthedepthsgame.com/
Games that are not /egg/:
>Minecraft
>Endfield
OP pad for new thread
https://hackmd.io/Z-_iicnWRFi9T8Sm3Ro9rA
WebM for physicians: argorar.github.io/WebMConverter
Reminder: /egg/ has no discord, any discord links posted are from tranny servers.
Current and recent /egg/ hosted servers:
>Factorio
All IPs are in the pad for security reasons.
Showing all 402 replies.
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>>568903216
ermskies you sure about that, sis?
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>>568909354
That's a lot of electrolysis. I've been using steam electrolysis and it's astounding how much faster and (electric) power-saving it is, but I understand not wanting to dedicate space to thermal solar.
I wonder if anyone has tried using geothermal plants to boil water instead of using them for stirling engines.
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beat U.V.S. Nirmana
pretty good. i think the mechanics were cool and the flavor pretty interesting. this one might've had my favorite flavor of solitaire, makes me want to make my own standalone rip-off and play around with it
shame about the overall difficulty of the puzzles though, way too easy. most puzzles i was able to just solve in the first naive attempt and optimize in one more pass. no paradox to crack, no challenging my assumptions, no snag. just, lemme try this, seems obvious. oh. that's just the solution. alright.
and that's not even counting the tutorial-tier single-solution ones. way too many of those
i think only a single one gave me any trouble, and that was the second-before-last puzzle. which required finding "the" trick to make the only possible solution fit
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>>568914517
>>568913527
This kind of lowkey glazing is exactly what compels me to buy games so I guess I'll give it a go.
After I complete Outworld Station.
Don't really like it since once you set up storages with the correct send and receives for titanium or whatever the game becomes copy paste with a lot of Spore-like fetch grinding and a korean foid yapping at you, but I started it so I may as well finish it.
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>>568910080
They did go out of their way to shit on vatniks though (totally understandable, with the czechs and their fairly recent history with the soviet union) + the whole "paying a western company involves comitting a couple identity theft crimes", so it is not a surprise there is now a mod mirror
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>Finishing up on Vulcanus
>The base does very little, just makes science packs and has a machine for big drills and foundries
>There's also a fuck off massive ming purely for making circuits to feed the rocket silos
>Realise far too late the foundries can make copper wire super fast and more efficiently, so my mass of three wire machines to two circuit assemblers was pointless and a waste of space
FUCK.
For a planet with basically free resources I fucked this up pretty hard.
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File: Starminer 2026.05.31 - 15.24.00.03.png (3.8 MB)
>>568914971
Be aware that the game has a fair amount of jank in it.
I have been trying to play the campaign but it's clearly not ready: missions sometimes don't trigger when they should; side quests are there but are impossible to start or finish because some crucial asset isn't in the game yet; there are a few very obvious situations where you can softlock yourself; there are a couple of exploits that you can easily discover by accident doing very mundane things that will trivialise a large portion of the initial struggle, and some mid-endgame plot points get spoiled way earlier with some glitches.
So yeah, it you want a campaign then maybe wait a bit.
If you are fine with sandboxing around, the game has great space-trucker/miner vibes, the modular building system is good, the 6DOF controls are perfectly adequate and you will feel right at home if you have ever played KSP, graphics are good, the tech tree is serviceable even though a bit limited and I like the ship-to-ship logistic system. I don't like how you gain science point for the tech tree (there is no material cost, just time as long as you have a specific module) and the only automation you can make is for resource transfers between vessels (which has a short range), but every ship needs to be piloted and babysit manually.
It needs some QoL and it's easy to run into minor bugs, most of which can be fixed just by reloading an autosave so no big deal.
I'd say it's worth it if you are fine with playing the sandbox or accepting that at some point your campaign run will end prematurely like mine did, at which point it becomes a sandbox. If you absolutely need a working campaign then avoid it for the moment.
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File: Starminer 2026.05.31 - 15.47.17.04.png (3.9 MB)
>>568918046
Example of jank that works in your favour: the mining drill.
So at the start of the game you can only mine with lasers: you get in range of an asteroid or debris, shoot it with lasers and they will spawn smaller chunks of resources that your tiny little hauling shuttles will collect and dump in your storage. Pretty standard stuff. As you mine them, asteroids get smaller until they disappear or the patch of materials that you care about runs out and you are left with garbage not worth mining.
Then you unlock the mining drill, which allows you to attach your ship to an asteroid and pump resources straight into your storage. No fucking around with laser ranges, no waiting for shuttles to pick up floating bits of stuff and it's much faster. Problem is, the asteroid never runs out with the mining drill, it doesn't shrink as you mind it, there is even a nice tooltip that tells you how many tons of resources are left and it never ticks down, you have just created an infinite spawn of resources and I'm pretty sure the game didn't really want that to happen.
Another time I encountered a vendor space station where you can buy and sell your stuff, except it was bugged so the game treated it as one of my ships as far as inventory exchange goes, so I was able to take whatever I wanted for free.
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>>568919426
Yeah the mining drill is definitely broken and the free vendor stuff somehow fixed itself after a few minutes.
My point was that at least it's not game-ending shit. You can refrain from grabbing all the free stuff and you can only mine whatever you need and leave instead of alt-tabbing for half an hour and coming back with a bazillion resources, but still.
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>>568917260
>>568919042
>muh vatniks
Rent-free.
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>>568932596
mmmm... mutations.
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>>568935370
You am play gods!
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>>568940464
technically we've been doing that for a good while now
https://www.youtube.com/watch?v=zxq60I5RSW8
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>>568936917
They also didn't finish aquilo so it's kind of a shit situation overall because even if you support wube's insane price increases and hate russians and didn't want to deal with them in multiplayer and heavily prefer the dlc over space exploration you still get fucked by them completely. But then again (nearly) no studio finishes games in 2020 so this is not a surprise.
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>>568919941
I'm hoping that the mining drill trick is a precursor to actual, semi permanent mines that you can set up on some gargantuan asteroid. Like, something that even has refineries and landing pads for other factions to come make pickups and stuff. That's what I was picturing when I heard about this game initially. As it is it's underwhelming but it does have that chill mining in space loop, and I like the physics when they aren't bugging out
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>>568944613
I don't know about that permanent outpost plan but the drill as it is now is definitely broken because occasionally it works and it shrinks the asteroid down as you would expect.
The drill grab mechanic can be used to do what you said tho, definitely. As of now it essentially merges the asteroid with your craft and you can even move it around and the CoM updates correctly, so at least there is some margin to create some fuckoff huge tugs to haul big asteroids closer to a station where it's easier to transfer resources rather than having a dedicated truck doing hauls back and forth between a remote miner and a station.
Also you can use the drill as an anchor and simply build a station firmly planted on an asteroid.
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>>568919329
There's plenty of issues, mainly it's trying to mix genres and then being ass at all of them. It's advertised as an RTS where you build your own fleet, but none of the ships can even move without your WASD input. In combat all guns are autofire with no target preference, and all you do is angle your ships so they can keep firing. It's trying to be a 6dof mining simulator, but the flying controls make no sense, there's no way to align engines with center of mass, auto-stabilization thrusters do not counteract engine-induced spin, and there's no gameplay depth to the actual mining. There's also a survival aspect for some reason, with workers and "water" as a resource that's constantly draining.
And in a scummy move the tutorials are designed to run over 2 hours, which is the refund window.
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>>568950379
Yeah I agree it tries to do too many things, but I find the controls pretty adequate.
Absolutely it needs a way for the player to check where the CoT is in relation to the CoM, that's annoying as fuck but I imagine it's high on the feedback requests.
Also you can absolutely set a weapon preference, you just have to click on an enemy module and if it's in range and in view, your weapons will fire at it. Good luck trying to pick something small when the enemy is kilometers away but if you just wanna blast a big hub module and having everything attached to it explode as a consequence, it's pretty easy to do.
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>>568951169
Compared to Kerbal doing WASDQE for rotation, IJKL+HN for RCS thrusters and having a main thrust slider. This has has WASDEQ for thrusters and Shift+WASDEQ for rotation which is pretty awkward, main thrust is a toggle and gimbal vectoring on it is limited to mouse sliders. They also flipped up and down compared to every other space and submarine game, for whatever reason. Hoping they patch the keyboard rebinding at least.
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>>568951869
My brother you are free to rebind the controls however you please.
I agree though, the default solution of using the same keys for translation and rotation means you can't do both at the same time, which sucks ass.
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>>568944952
>>568945707
Okay, I decided to do it anyway and it's actually not much effort since I already had the infrastructure up for blues and a patch of land to make a bunch of tungsten plate foundries.
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time for some FAST BREEDING
abundant hydrogen from seawater will surely solve all my problems, and it's close enough to the iron setup that I can send the oxygen byproduct over there for the blast furnaces
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Unreal has some real ungraceful crashes, I tell you hwat. Twice now I've had Satisfactory's graphics thread crash while the rest keeps running. It takes like 30sec to be able to tab out, then I have to kill the processes, then another 30s before it locks me up again while its crash reporter does whatever the fuck.
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Got shilled on mindustry by someone as they said i would enjoy it as i enjoy factorio
I dropped it after rotating belts used scroll wheel by default, not even sure if i change it as i cba anymore.
I just wanted something to fill the gap before factorio 2.1, but now i guess its a new modded playthrough, of what i am not sure so ill take any suggestions.
I have only ever finished Krastorio 2
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>>568914517
>>568918046
Looks really comfy, love logistics games and love space games.
How is the shipbuilding? Is it /egg/ level or are you just adding modules to a premade hull or something?
Is there multiplayer?
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>>568974808
:^)
This works well but I feel like gigantic tanks of hydrogen and oxygen next to each other are a safety incident waiting to happen
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>>568993831
Wrong
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>>568950632
That's more of a problem of the refund system being bad than devs being malicious
Every dev should inform how long it takes to beat their game on average and the refund windows should be 20% of that
And Steam notifies you whenever you are about to go over it
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>>568994880
>Insults
Yo! Elements is talkin' shit.
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>>569003896
The point of trains is they're generic and a network rather than specific and a to b.
A train network is something you design once and then stamp down to expand. Belts are routed for each use case.
A bidirectional sushibelt highway is a funny idea though.
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>>569003896
they are not more convenient (for long distance) but they sure have great througput
but sure, you don't really need trans on gleba or quilus unless you megabase much harder than me (i stop when ups drops under 55)
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>>569003896
rails cheap and you can re-use 90% of the rail for any amount of materials.
if all you use trains for is getting ore to your base, then yes, green belts work better.
but if thats all you're doing then try out making a specialist plastics and rocket fuel base on a coal vein, and ship it back to base.
its real fun making small focused depots to cut down on raw material size.
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>>569020161
>Being a graphics whore for engineering games
I honestly though gen z couldn't stomach this genre.
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>>569020330
ONI
>>569020563
Gen Z are like 90% of the playerbase of any game (except Minecraft)
We are pretty old by now btw
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File: Starminer 2026.06.01 - 13.38.11.06.png (3.4 MB)
>>568980940
You build with pre-made blocks, not too far from what KSP does but with a few more restrictions regarding the orientation of things (99% of blocks will only align in 12 directions at 45° intervals). For example you can't freely rotate, translate and clip modules in any direction like you'd do in KSP. You could also draw similarities with how you build in Spengies, but there are no shaped armor blocks so you don't have the same freedom to encase all your functional blocks into an external hull of sorts, everything will be exposed.
The resources needed to build things need to physically get to the part, so it's not just a matter of having the materials in storage and the part just pops into existence.
Modules need to align with certain attachment points on other modules and some of them need free space around to operate, so one module might prevent you from building another one next to it if their areas os operation overlap, which is fine, it kinda forces you to think a bit more how you arrange things.
Overall it's fun and you are free to build things in whichever retarded shape you wish and it will fly just as retardedly according to how thrusters and mass are distributed. So far there is no way to know how misaligned your thrust will be while you build, which is annoying, but there is a toggle in the options to ignore physics and have your contraption simply fly straight as if your thrust was perfectly aligned with your CoM at all times,
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>>569024162
I mean, it IS the only one of those three responses you replied toIf you respond to either of the others you'll just look like a bitch now I've said this
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Good timezone-specific greeting lads, it's nearly time for VGL 26!
We've been drawn in the first group this time, against last cup's winners for the literal opening game of the tournament on Friday (don't panic). I don't know anything about Reverse: 1999 apart from something to do with anime and time travel. Next are Limbus Company, another previous cup winner (don't panic) who we've previously gone against and drawn - hopefully this time we'll unbalance things in our favour! Finally are the perverts, who have slapped our shit in both official and friendlies before and ALSO won the league (twice) (possibly panic now).
Overall it'll definitely be an interesting time, so... stay tuned on that one.
We're now on a different edition of PES that allows for some very fancy tricks with the player models. Apart from the new guy I showed before (THIS BEAVER IS CONTAMINATED), I'll be keeping those a secret for now.
As always, reply if you want to see/understand something like a player, current roster or whatever
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>>569020487
there's a blueprint of this, and it can't be imported/exported from what i've seen
so the only way to spread it around is joining a server, making a copy and giving the blueprint item to the other guy and he puts it in his player blueprint book
real black market vibes
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>>569028939
Sounds like that guy who figured out there was a way to glitch Opus Magnum machine parts and elements on top of each other and started seeing how to make solutions as compact as physically possible
I think Zach even made a blog post/mini article on it because he found it so interesting
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>>569030195
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Actually, here's some more engagement bait while I remember. Any time a team is playing at their home stadium, banners for them are displayed around the pitch that (You) design.
We've only got like 3 so far, so let's make some more to make it look less repetitive - here's one I just made in like 2 minutes from an old screenshot of mine. Let's shoot for at least one per /egg/!
They're only 512x96 and quite small whne seen from a distance, so do try to make them readable.
>>569030443
I'll fuckin give it a try, but that's only as much of a promise as it usually is
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>>569026631
I'd love to participate as I love football (aka soccer, not hand-egg) but as an adult I won't be able, I barely have enough time to play on my own, stopped watching professionals and won't be able to watch the mundial either.
just bought myself a new ball actually and it's great
god I wish I was in my 20s again and had more time to play/watch
actually maybe I could put engineering into football manager or one of its better clones...
Anyways, fingers crossed, godspeed
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>>569040629
>>569042542
I have been recycling its just not at a point where I can leave the planet to work on something else without it being blocked or undersupplying a production line
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>>569042949
fulgora production has two problems: too little of something and too much of something
if you have too little of something, get more scrap
if you have too much of something, add more recyclers deleting it
the planet is now solved
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>>569058440
at least the pictures I attach to my posts mock faggotry instead of giving turbo homo furry vibe like yours, nigger
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>>569066474
you're either projecting your own submissiveness onto him or you really crave a submissive man, projecting your homo fantasy onto the best streamer e-celeb that /vg/ has ever seen
there are no good endings for you after what you posted
now witness this pre-AI picture of an engineering marvel
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>>569066871
>this pre-AI picture of an engineering marvel
I have been completely ambivalent towards AI for years but honestly this actually made me sad
In this day and age if you post this picture without context, the reaction will not be "wow, someone actually made the famous cheese grater out of metal!", it'll just be an assumption that it's a very mildly amusing AI image resulting in a fraction of a second of "haha neat" before forgetting it
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>>569071741
Or you could take another fraction of a second to do an image search if you care so much about making sure a funny image isn't AI. If it's before August 2022 it's probably not AI.
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Why aren't there any vampire based factory games yet? You know, with lots of tubes filled with blood zipping around your ever expanding mad scientist laboratory; different types of blood mix together to create even more potent vitae. Could even do a Frankenstein dlc where you make dead bodies and stuff.
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>>569074612
>why isn't there <X reskin> of factory games
It'd be the exact same shit but with just a different aesthetic coat. The fact is that there really are not that many non-shovelware factory games in the first place.
I would really imagine that a general fantasy/wizard themed factory game would be made before something niche like a vampire themed one, but we don't even have that yet.
Another thing you could do is make a factorio mod that just reskins everything to be themed with whatever you like, but for some reason people don't generally make mods like these. I'm guessing it probably feels uninteresting enough from a gameplay perspective, while taking a shitton of effort to develop all the assets, that nobody bothers.
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>>569074612
>>569076624
I've been daydreaming about my take on the genre and was thinking magic as a big part of it would be good for the abstraction and arbitrary mechanics. I was also thinking about mechanics that are constructed like conventional logistics but solve more complicated conditional requirements.
>building that accepts a bunch of slight variations of its input
>receiving more of those variations improves its efficiency
>precursor buildings that can be directly tuned to produce each slight variation
>quickly becomes unwieldy to manually set them all
>instead have a system functionally similar to RLC circuits which can cycle precursor buildings through the variations
>add complexity by requiring different ratios, time varying ratios, having some inputs be maluses, etc
Then "academic/scientific study of magic" stuff in the logistics and production processes. Calibrated containment fields and ley line alignments. Arrange them like a particle accelerator or something as a precursor to a manufacturing building. Also have alchemical processes built like a great big chemistry set and are configured like a chemical engineering process.
Basically turn a bunch of abstracted proper engineering into magic or "magic" stuff to create pseudo puzzles that play in a similar way to assembling a factory and its logistics that make the core of the genre.
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In your average /egg/ game you are tasked to take X, and make it into Y, using various contraptions that are connected to each other in various ways.
Usually this implies a structure where you have mines to get X from, and factory at place you chosen yourself, where magic happens and Y is born.
What are automation games that center specifically on the latter part? That is, you don't have to bother with collecting resources. You just need to make and optimize a production chain.
One game that I suppose works like this is Spacechem/Opus Magnum (played first one a bit myself, but only a bit), since you get resources right there, you just have to transform them properly, but it obviously looks vastly different from a "normal" automation game with buildings, machines and such.
Context - I'm looking for a game for friend, who playsEndfield, and after a bit of discussion he specifically stated he likes the process of making a factory in it, but doesn't like the idea of more involved building process where you get resources from there to here, which is why Factorio is no-go.
>inb4 gacha-addict won't play normal games
Still worth a try.
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>>569082102
Shapez 2.
You do have to make mines to bring stuff in but it's really extremely easy. Unlike something like Factorio, belts are free and instant to both build and delete, there are no biters and no space constraints, so getting stuff from A to B is EXTREMELY easy and about 99% of the game is just about building the factory itself that transforms shapes into other shapes.
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>>569083629
I don't expect animals in this game to spawn where they were when you move far enough from them, so he'll probably return to his original spawn point, wherever it may be.
Plus animals specifically don't spawn near buildings, I think purely decorative stuff also counts. Your best bet would be making a jurrasic park-tier enclosure around the area where hogs appear, so it's technically a pen, but large enough so that parts of it won't force it to not respawn.
>>569083693
I play that game myself, and I don't think he'll be able to handle late-game stuff, since eventually you HAVE to connect your factories together, no place on the map that has everything you need. And that first time setup process will be painful.
>>569082448
Hm, okay, thanks for this one.
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>>569083629
>>569085382
Creatures are persistent. They don't despawn and respawn. If you build something near a spawner that would suppress it, you still have to kill what originally spawned there. People build lizard doggo farms by putting them in pens so that they can collect found items all in one spot. That specifically involves moving a creature from its spawn and it staying there after you get out of range.
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I'm simultaneously annoyed it's a flying brick and happier with it than my Vulcanus ship. My only concern is it running out of calcite but it's got so much in storage it'll probably take forever. I should have named it the Amazon Prime because I overstocked it with supplies for Fulgora. I'm not repeating the floundering around for days on Vulcanus if I can help it.
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>>569088073
physics demand it be a brick
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>>569096826
Try a few different approaches to learning. Videos, textbooks, ect. I only had calculus really 'click' for me after reading a textbook from fucking 1910.
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>>569094708
An older idea that I gave some basic thought to was a spellcasting game built around the player figuring out the rules and technique. Part of that would be a scientific process evoking the idea of a mage studying texts and researching interactions and behaviors but I didn't brainstorm too much on that. Instead I was thinking more about getting good at casting, like having certain kinds of gestures composing a cast and the more accurately you match the target gesture path the more effective the spell is. Anyway, that kind of underlying rule system in an engineering game would be pretty rad but doing it in a way that both makes sense and justifies the processes that you implement would be particularly challenging. Realistically I think it would have to just be flavor and the recipes are arbitrary. Maybe have a meta puzzle at the end of the game where something is fleshed out well enough that you can turn it into a recipe that you are otherwise not told about, a hidden true end.
I should be making this shit but I exist in a special hell where I have the mind of a renaissance man but am hamstrung, unable to commit and get started beyond initial research and concepts, unable to realize the ambitions.
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>>569098216
>>569078869
Transmutation and summoning circles are rich material for magical engineering - runes placed in different sections of the circles, different number of concentric divisions, rune size, proximity to other types of rune...
Hell, developing it could be made easier and have funnier outcomes if you don't try to implement any kind of 'safeguard' mechanics and just see what happens when people put too many runes too close together. Noita, but you are the alchemist instead of the witch.
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>>568953785
I have one of these fuckers spawning literally inside one of my buildings. It's not even on the ground floor, but higher up. Like I said it's a building, the floor is completely enclosed, it cannot get in or out, but it just spawns in there.
Whenever I want to get rid of the dumb thing I need to take out some windows, build a ramp for it to get down and then slap it around to make it GTFO.
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>>569101047
>Noita, but you are the alchemist instead of the witch.
What could possibly go wrong?I would like to find out.
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>>569074612
'Graveyard Keeper' is kind of like Frankenstein meets Harvest Moon. You can construct and deploy zombies in certain pre-determined places. The end-game is extremely grindy and boring, and I recommend not playing the game at all.
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i started making steel and now i am using up so much iron that i'm super negative on the stuff relative to the supply from both nickel and ferronickel
it's fucked up honestly. guess i'll have to set up actual iron mining
but that can wait until after rubber and aluminum probably
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>>568914517
Finally remembered what this kept reminding me of, Hostile Waters: Antaeus Rising. It's basically the same gameplay, except much more focused on exploration and combat instead of mining and construction. They're still there but in a simpler form.
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>>569129223
As long as you build the infrastructure to make a ton of platform foundation and the means to get it all up into space the game doesn't penalize you too hard for doing it. All that happens is the ship is slower (I still argue drag shouldn't exist in space and I hope 2.1 removes it because it's silly and wasn't even explained in game) and it looks ugly. Otherwise it just works. If there was some kind of reward or benefit other than speed for making smaller platforms I think more people would put effort into it.
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>>569131174
>I still argue drag shouldn't exist in space
It's a bit of an odd game mechanic but I don't really care much for it either way because I don't like building bulky ships by default, and then I found out about drag
the fact that there's no mod to remove it or lessen it, but only one that maximizes it, makes me think that in general not a lot of people care about it either
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>>569133103
Oh, I mean the drag itself. Although it is a bit silly there are an insane amount of asteroids littering the Nauvis system, you can chalk that up to a gameplay decision. Mechanics need to be evident and explained though, which drag isn't.
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>>569133876
As far as I was made aware, that is not true, that a lot of changes are coming, and that they are willing to change them based on beta feedback.
>>569133874
I hope every eceleb obsessed clown gets gassed :3 Including, if you are the eceleb clown posting about yourself
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Nothing is really NEEDED as such, but I'd like:
>Space platforms able to deliver to each other
>Either an in-game explanation of the drag mechanic or it just being removed I don't care which
>Make the visible planet mod official because it's neat
>Use the weird gasbag thing that was the only image from the expansion for a long time
>Maybe re-jig some of the techs and recipes. I still HATE that cliff explosives are arbitrarily locked behind Vulcanus. No, I don't care that they made terrain generation nicer with the starting area cliffs for Nauvis.
>Some official way to control space platform fuel use like they did with nuclear reactors
>Maybe tweak Gleba a little. It's not terrible, but it's absolutely the worst planet.
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Here's a thought. People keep building stupidly huge accumulator arrays on Fulgora so the base is lightning powered, but why not just ship in a bunch of nuclear fuel cells and have a reactor on the planet? You need cells in space after Gleba anyway.
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>>569135415
Because water has to be sourced from ice
because that space is free and quite literally made for that specific purpose with how islands are generated
because who's stopping you from playing like that, it's just suboptimal
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>>569137130
>>569135160
oh and modded mc barrel-like item train and chest prototypes, one slot that can hold more than the stack size so it's more UPS efficient
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>>569138870
That requires going to gleba first though, and I'd rather go there last out of the inner planets so I have all the tech to make it slightly more enjoyable.
I remember a /v/ thread around Space Age's release where some guy rushed to Gleba and got stranded there as his platform exploded in orbit and Nauvis shut down because he didn't plan ahead for its power supply. I wonder if he ever got out of that situation or he just quit.
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>>569105480
>Tweaking some potion ingredient ratios
>Mercury seems to be too high, this always happens
>You hear a screech in the distance
>Uh-oh, that was the perimeter guard skull-on-a-spike
>...or was it the circle instability sk-
>Explosion
>Fuck it WAS the instability skull
>Teleport over
>Smoking crater where the main lead to gold transmutation loop was
>How the hell did this happen
>Test the circle design for a while
>Turns out with an asymmetrical speed rune layout the equipment starts vibrating more and more over the course of hours
>Increasing your abilities in arcane inscription only made things worse
Gods damn it
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Why does wube keep changes secret anyways? Just tell us, like during early access. Shit worked really well for quick feedback.
It's like they've moved into their ivory tower since release, surrounded by eceleb whores sucking them off, very homosexual.
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>>569139761
>Dosh is on his knees as he stares in genuine fear at the massive throbbing changes Wube has planned for Factorio.
>He looks up at the devs towering over him, intimidated by their expectant stares and knowing smiles. One of them speaks:
>Well it's not going to playtest itself..."
>"W-wube, t-these quality changes are too intense, I - I don't know if my space casino will fit-"
>*Wube gently places a finger to Dosh's lips as the burly man and a half blushes*
>Shhhh... it's our... little secret
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File: just a simple magic circle.jpg (3.5 MB)
>>569139426
Kino. Give player a bunch of basic stuff, explain what it does, and let them wing it on their own.
No handholding, no long-winded tutorials, just controls and some basic example magic formulas.
That's it. It's a game about exploration and experimentation, as much as it is about factory-building.
Everything affects the outcome of a spell. Every tiny little detail.
From chosen runes to items used, to geometric shapes, to placement, to channeling of mana, and even it's element or lack thereof.
It's magic, you ain't 'splained shit. YOU are the one who should do the explaining.
You get a grimoire that you can save any symbol/shape/arrangement/etc. you found, which gives you a blank page for it.
After that you can pull a copy out of the grimoire, instead of your own ass, and add it to the formula you're drawing.
You're the wizard bucko, go and write that fucking documentation yourself.
Or be one of those lazy cunts that can't wipe their own ass without someone's input on the matter.
Do whatever you want, I'm not your dad.
>Increasing your abilities in arcane inscription only made things worse
Top lel, a good way to punish sloppy solutions.
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>>569142112
What I want from an autistic magic /egg/ is feng shui shit where the environment affects your designs and you need to geoengineer to get a location with the optical alignment of the elements, like diverting a river over a leyline so there's enough ambient water ki for your ritual or something.
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>>569129223
Space drag being a thing means that your spaceship being rectangular is optimal. If any part of your ship is wider than any other, the widest part decides your drag, and you're giving up space for nothing on the narrower parts.
Scaffolding is a bit expensive but that anon is post-vulcanus which means it really isn't that expensive for relatively small ships like this.
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>>569133964
The current quality system deserves it
If they replace space casinos with a better mechanic for farming quality then I'm all for it. If they just nerf them and go "lol go build recycler loops for absolutely everything" then I'm just not updating lmao
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File: 20260602133238_1.jpg (621.3 KB)
>Damn why the fuck has my object count gone from ~2100 to ~2800 over the past 10 minutes, this is seriously lagging my game
>Go hunting
>Reach the place where iron ore gets dropped down a vertical shaft to a lower belt
>It's been off by one tile the entire time
Woops
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>Vulcanus
>"lol free evrything, no enemies, infinite metals, ENJOY!!! :DD"
>Fulgora
>mildly interesting logistics challenge (you can use bots to bypass it completely but at least there's something), also no enemies or basically danger
>Aquilo
>annoying base building challenge, at least it can't be bypassed like fulgora but your factory can be absolutely tiny and then you're done so you barely need to care, still no enemies or time pressure
>Gleba
>"here please learn this brand new factory building paradigm that's unlike literally anything else you've ever designed in factorio, oh also if you get anything wrong it death spirals until you manually fix it, also better not take your time before the giant hyper biters that expand across wate rand instakill walls and have 15k HP expand close enough to your factory and start evolving haha"
I love gleba now, but I really wish they balanced out the difficulty levels a bit between the planets
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>>569147828
Everything I wrote is true even if you land on a fresh gleba. The evolution timer starting to tick if you ever get into orbit (I think? or else if you land and then fuck off but I think it's not even that) just adds even more salt to the wound, and really should be fixed, but even fixing that wouldn't change the fundamental issue gleba just frontloads everything
>actually challenging new factory logistics (with only aquilo being a distant second in building difficulty)
>death spiral mechanics, which don't exist ANYWHERE else in factorio except maybe in hyper rape deathworld low resource settings
>the most difficult enemies in the game, which are also the ONLY new enemies added in the entire DLC (demolishers are an environmental obstacle not an enemy you have to defend against)
All on the same planet.
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>>569148623
>giant space whales
Nah fuck that, imagine actual giant whales in Aquilo. They come up underneath your ice platforms and if you don't shoot them down, they surface and just destroy a massive chunk of your factory.
You get railguns so you can shoot them down, and set up defenses.
>fulgora needed automated turrets and bases defending the tiny trash emporium islands to teach players to start on one of the big landmasses
I think the lack of space is already enough to teach that. Honestly I don't know about fulgora, I do kinda like the abandoned aspect, I don't really like the robot ideas (and having at least one planet be just comfy and empty is kinda neat). Or maybe it could have some kind of oil sandworms?
Vulcanus absolutely needs some fucking enemies though, >>569146362 is absolutely correct.
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>>569149670
Gleba isn't interesting because it has enemies. Vulcanus won't be interesting if it gets actual enemies.
The problem with Vulcanus is that it's literally Nauvis 2. Even the demolishers are really similar to biters, where you just walk up to them prepared, take them down, and then claim the land. Biters aren't an issue as long as the pollution cloud doesn't reach them, which is easy to accomplish by simply clearing more land.
Which is also why the more simple minded people love Vulcanus so much. You can use the same blueprints as on Nauvis, sprinkle in some foundries and you're done. Since its infinite resources compliment Nauvis so well (metal on Vulcanus, oil on Nauvis) you're free to brute force the rest of the game. It's current existence really downgrades space age.
If I had to fix space age, I'd move the demolishers to Fulgora and delete Vulcanus in its entirety. Then go back to the drawing board on making a new planet.
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>>569150464
In fact, I believe Fulgora and Gleba could be even more different from Nauvis than they are now.
Gleba shouldn't have just egg rafts to spawn pentapods, that's just how they reproduce on the surface. They should also crawl out of the fucking marsh like the swamp thing if there's a pollution cloud hanging around for long enough. The planet is alive, pentapods are like cells in its body and they want those fruits you're growing. Landfill won't save you.
Fulgora could maybe have dust storm events, everything slowly takes damage while they last. Leave your shit unrepaired for a few of those storms and things start breaking.
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>>569150356
>I wish the other planets weren't so easy compared to gleba
>"hurr you have a skill issue"
Learn what relative comparisons are retard
>>569150464
Gleba is made more interesting by its enemies, and I think Vulcanus could have been too. Imagine if the gimmick on vulcanus had been that the enemies were extremely aggressive and tough, making the infinite metals with foundries actually useful for building infinite ammo and also making compact, easy to defend bases, which itself would be in opposition to the terrain so forcing you to work around the cliffs and lava for your defense perimeter. I don't know if aggressive demolisher expansion would be the play, or something like demolisher spawn/larvae rushing you, but something to really force you to put the infinite metals to good use churning out a huge amount of ammo at all times.
>Biters aren't an issue as long as the pollution cloud doesn't reach them, which is easy to accomplish by simply clearing more land.
I know some people play this way but my experience is always that my pollution cloud grows pretty gigantic and if I were to keep it entirely clear, I'd have to dedicate a shitton of time to just walking clearing it out the first time around plus clearing expansions over and over.
Even by the time I get artillery the cloud is always much larger than the artillery range I can reasonably research. Spidertrons help a bit but it's still a manual chore directing them around, and they don't become invincible mega death machines until after you set up legendary crafting for all kinds of equipment so it still requires babysitting for the longest time.
It feels like keeping the pollution cloud clear is only viable if you use elf modules or turn off expansion (or both).
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>>569151527
Dust storms sound like a nothingburger, everyone already has 100% roboport coverage on fulgora anyway so all this would mean is building one assembler for repair packs.
It's surprisingly hard to come up with ideas for new mechanics that are actually interesting in Factorio. Given that it's a game about automation, so much shit is either trivial to automate and therefore meaningless, or painful to automate and therefore breaks the gameplay loop. You need something that's just right for providing a logisitical and automation challenge. IMO there's a reason why after four years of a bunch of professional and highly experienced dev and designers working full-time, Wube only managed to put out one actually interesting planet, one a little bit mildly interesting and two complete nothingburgers. (And in the two years since not a single modder has done any better, either.)
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Again, I think the shattered planet should have been an actual "planet" where you build the planet from scratch out of floating asteroids and space platforms. Make it the ultimate challenge where you need resources from every other planet to create the final building that wins the game (either some kind of giant satellite array or a proper interstellar space ship launch platform).
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>>569150464
>>569148623
I have played modpacks that tried to address this, Fulgoran robot enemies and Vulcanus explosive biters, respectively. Main issue is there are no trees on either planet, so your pollution cloud is getting sucked up by bases on all sides. Explosive biters are somewhat interesting in that they play into Vulcanus' infinite resources theme. It's very difficult to defend against them without attrition because they're immune to fire and explode on death, so you end up having to automate walls, lasers and construction bots and keep replacing them. Fulrogan enemies are already overpowered on the numbers side, very high aoe damage and range. They can come at you from any angle due to the pollution spread with no chokepoints, shoot over walls and you don't have enough space to build a defense.
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>>569152237
yeah, out of all the issues SA has, the fucking endgame and postgame are possibly the most egregious
the win condition is the biggest nothingburger ("launch a rocket to finally escape the planet!" is so much better as a win condition than "reach this arbitrary checkpoint in empty space" that it's not even funny), the postgame is annoying asteroid gathering shit, and the actual shattered planet being a destination of literal empty space is the biggest fucking insult. at least have the decency to make the journey to the shattered planet infinite
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>>569152505
Could still have promethium as a mechanic where you need to make ships that not only can blast their way through the dense asteroid field to the shattered planet's location but also take back promethium chunks to create unique resources on the original planets that are needed for the ultimate building.
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File: How it's started vs how it's going.jpg (2.5 MB)
>>569151797
>gleba
>not easy
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>>569154381
>he's making less science per minute than he can put in space
1k spm and it was all being delivered on point with a runner.
>implying that's a blueprint
Are you done embarrassing yourself? That was literally my first run of the game.
I still don't understand what you people are complaining about gleba about. It's braindead.
>>569154064
Trouble?
Why should making a science be complicated? It's only variety.
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>>569155309
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>>569152505
>"launch a rocket to finally escape the planet!" is so much better as a win condition than "reach this arbitrary checkpoint in empty space" that it's not even funny
I mean, what else can they do? Have you go all the way to another star system? It's more of a test to say "yep, your ship is good enough to survive almost anything now you win".
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>>569156002
Reach the shattered planet, mine prometheum there (rather than the shitty asteroid minigame) and use that to build some kind of endgame building. Similar to how in the base game the win condition is crafting a rocket silo and launching it, which is also the first step to the postgame with space science for infinite researches.
Maybe even just reaching the shattered planet core could be a victory. Consider
>shattered planet is surrounded by a dense asteroid field
>the actual planet is disjointed asteroid surfaces separated by the void of space, but you can build there
>to get there you need to get through the thickest part of the debris field
>logically, if you can get past the debris field into the core fragments, your spaceship can also make it out of the other side again, so you basically broke outside the system
>make prometheum science only craftable ON the prometheum planet core, because uhh the chunks of prometheum you build on provide a unique environment for some shit like the other planetary restrictions
>now reaching the shattered planet is both actually eventful (new planet! cool shattered environment, new building mechanics across the disjointed asteroids!), useful for postgame (you can now build prometheum science) and makes sense (you got past the thickest part of the debris field and can exit the system if you wanted)
Actually harvesting prometheum could be done with either mines on the surface or still only asteroid fragments on the way in/out, depending on whether you really want to keep the asteroid harvesting minigame. Maybe mining is possible but really slow so you either need to expand a ton or just use a harvesting ship but it's up to you to decide.
Going beyond the shattered planet core could either just not be possible or it could be implemented for flavor as an infinite path with rarer and rarer asteroids, so you can use it for harvesting runs but you have to be careful not to run out of fuel by going too far.
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>>569157976
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>>569162132
>never retouched nauvis properly
>can't dock space platforms to other space platforms
>vulcanus is babbys first planet mod
>aquilo offensively boring and without content
>ending is really bad, as is promethium shit
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>>569162513
I personally feel like vulcanus is the best planet, where I had the most fun, and what felt most like factorio, but to each their own of course.
>>569161541
Yeah, so it feels. Rounded off a couple of sharp corners though. It also feels like there is an additional portion of things that are not yet revealed to us, but I do not expect much change there either.
>>569162497
Well you see the spoiler, I'd say that's the most interesting thing. There is another interesting thing, but its hard to tell without spoilering, and I am not here to directly spoiler.
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>>569163192
>I'd say that's the most interesting thing
I meant about quality crafting specifically.
I assume they removed asteroid cycling, and this means they replaced it with absolutely nothing, so you just have to cycle base products now, right? Horrendous.
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>>569163192
>I personally feel like vulcanus is the best planet, where I had the most fun, and what felt most like factorio, but to each their own of course.
I mean yeah, it's a Nauvis reskin. But I expect more from a $35 DLC than a reskin.
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>>569089220
Wish space engineers had more depth to it, but anything mildly interesting always looks jank without excessive scripting or modding, gets the wrath of klang and is an objectively worse design to something more meta
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>>569163576
>>569163746
At least it's easy to mod back in. Or did they change something fundamental about quality?
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In general it feels like they were not really interested in iterating over 2.0, did some fixes and QoL, and that's gonna be it. It's not necessary a bad thing, but it is a 180 on what was going on in 1.0. I guess it's just not a passion project anymore.
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>Land on Fulgora
>over 30 minutes of exploration and all I have are tiny islands and barely any scrap islands
Now I understand why some guy on /v/ called me a cheater last time I attempted this. I was blessed with a massive island back then.
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>>569173113
paid $35 for an unfinished product and every single new game on steam is unfinished now. people thought the devs who were known for creating a very well put together product who were famed for their ethics and intelligence would be able to produce a miracle twice and then they turned around and backstabbed their whole community. Backstabbed their russian playerbase twice, hell.
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>mix and match quality crafting
>unconditional placement of rail supports on deep oil ocean, move rail support foundation to Fulgora, or forbid it till Aquilo's foundations and change Fulgora's map gen
>reduce quality tiers to 3
>bigger rocket capacity for uranium
>4x cargo wagon capacity
This is my wishlist for 2.1
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>>569180887
>the game isn't polish enough
no wonder
on an unrelated note, the "your password is pwnd" makes me very uncomfortable because it seems to imply they're stored in plaintext
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>>569187967
marrow's alright for what it does
>>569188107
because it's objectively meaningless to take a selfie of your character with a helmet on that you can't even customize, when the entire point of the game is making a factory
screenshots of the factory make sense
having a selfie mode is just woman behavior
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>>569188594
>>569188594
>because it's objectively meaningless to take a selfie of your character with a helmet on that you can't even customize
It is a fun activity for people that want to do it. You aren't forced to interact with it.
>when the entire point of the game is making a factory
That's the point of Factorio. A big part of Satisfactory is making something that visually looks nice.
>having a selfie mode is just woman behavior
Complaining about things you're not obligated to interact with is bitch-made behavior. Almost every smartphone's built-in camera app these days has a selfie mode but nobody on heaven or earth is forcing you to reach your hand in front of your face like a faggot to take a photo of yourself.
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File: Factorio Belt Weaving.webm (3.9 MB)
>>569159219
A new detection system to check if you're belt weaving so Kovarex can come to your house and kick you right in the nuts.
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>>569187680
>>569187740
>>569187967
>seethe about redditors
>follow-up by immediately gossiping about an e-celeb
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>>569189257
hm... maybe it's alright after all?
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>>569192682
>at login time
It is in plaintext at login time by definition
>>569192941
Newsflash: haveibeenpwned already had your password
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>>569192958
it's okay mask stays on
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>>569194508
Yes. Do you even know that when you login, your browser sends your password in plaintext to the server? The only way around that is public key cryptography.
The fact that they then send an unsalted SHA1 to haveibeenpwned doesn't say anything about how they actually store the passwords in their database.
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>>569148623
>>569212506 (gm)
Fulgora should have trash geysers & volcanoes whose spewing during lightning storms replenishes mines and can be boosted with artificial magnetic fields. Holmium should be replaced with pentapod egg-likes that spawn trashbots that run around gorging off belts, and the more variety of items they eat the more holmium plating they shit out when killed.
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>>569180887
they expanded into hiring remoties like the flaming faggot who half-assed the new fluids. (was unfortunately in the live stream) when he was bragging about how he didn't like the system he quickly mashed together while the engine could still be re-worked and wasn't sealed so to speak, like it had been until the 2.0 migration. yet still fucking forced it through.
the fucking losers let reddit into the code and what is left is unpolished 'poggers' clout harvesting
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File: file.png (1.3 MB)
Managed to survive until getting steel on the oasis start in ONI. Honestly I wouldn't recommend it because it was boring as fuck waiting around and lucking into drecko/thimble weed fiber for atmo suits.
I tried digging without them and almost lost 2 dudes to the scalding temps when some sand fell.
Once I set up a cooling loop to cool my base down I pretty much win since I finally found a vent with infinite water.
>>569189135
>A big part of Satisfactory is making something that visually looks nice.
Going by most the screenshots I see here and on /v/ the point of satisfactory is making a big gay floating platform. I can't imagine how many hundreds of hours it takes to make some of the "nice" looking bases I've seen posted rarely. God forbid they do it unmodded without infinite zoop and better blueprints.
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>>569159219
new cheevos, according to the man himself
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>>569231301
I just want to skip to the botted base. If it's barely efficient, I can fix her.
>>569231303
That was a real thing in Dwarf Fortress. Not sure if people still do that
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File: Untitled.jpg (1.8 MB)
>>569223694
Playing the game normally isn't "retarded shit". Going out of your way to build some very nice looking box isn't how most people play the game. Go look at https://steamcommunity.com/app/526870/screenshots/?p=1&browsefilter=mo strecent
The average screenshot uploaded on steam is your standard spaghetti nightmare base. The really fancy bases only show up when you sort by updoots.
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>>569235541
The player is given tools to make something that is not ugly. There is an entire additional unlock system dedicated almost entirely to cosmetic stuff. The world is a 3D landscape deliberately designed as an interesting challenge to build around, deliberately chosen instead of a 2D plane. It is unquestionably "A big part of Satisfactory," something that the developers intended the player to do, and something that players who are not retards consider to be valuable. Ignoring it is as much "playing the game normally" as ignoring features in Factorio and consequently building something retarded. You are moving the goalposts. Just admit that what you said, as a reply to what you replied to, was fucking retarded.
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>>569220028
>>A big part of Satisfactory is making something that visually looks nice.
>Going by most the screenshots I see here and on /v/ the point of satisfactory is making a big gay floating platform.
The player is given a variety of tools to beautify their bases and it's their prerogative whether or not they want to use those tools to build something pretty or focus solely on automation. What you're doing is effectively the same thing as ignoring the millions of cosmetic block variants that Minecraft adds and the entire redstone system because that shit has nothing to do with killing the Ender Dragon. It's not an aspect of the game you give a shit about, and that's fine, but the developers make that shit because other people do.
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>>569231303
>>569231505
i'd be up for a factorio succession game, give each payer a 2-4 hour of game time, just long enough to finish if you're a speedrunner, short enough you'll waste a lot of it trying to figure out what the jackass before you was doing with the train signals
if you dont return the file in 3 days the previous save gets passed to the next anon instead.
question is, do you promote liveposting/ post game reports of your progress like SA DF of old, or do you keep it a surprise for later anons?new idea for after nulius dosh, every x hours one of your patreon players gets to spend an hour 'fixing' your save
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>>569219439
Irnonically, I like both raiguard, I think he is a fun guy, and the new fluid system, the old one was too restrictive, imo. Placing a pump every six pipes was really annoying, but I agree, that it feels like a symptom.
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ngl Nullius feels harder than anything I've ever done at work or university, even the early game makes me feel like a brainlet with how interconnected everything is.
Do people just make humongeous buses or how the fuck do you even organize a base in this?
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>>569242454
>question is, do you promote liveposting/ post game reports of your progress like SA DF of old, or do you keep it a surprise for later anons?
i think it should be up to the individual anons whether they want to add a description or not
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>>569247326
the first time i played nullius i spent a shitton of time in red science setting up automation for all the different buildings and intermediates
this time i'm handcrafting everything more complex than a motor and just carrying a stack of plates/rods/motors/etc with me. i'll make an actual mall once i get bots up
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>>569248081
For mall stuff I set up a sushi loop, everything just pulls and puts stuff back in two shared belts. Throughput is low but it kinda works.
The fluid chemistry stuff though? It's hell. You can't handcraft any of that, routing pipes is a pain and needs way more space than belts, you need tanks and overflow handling for everything. Everything recycles into something else and even if I'm fine with just voiding everything, the flare stacks take even more space and you need long pipes going to the nearest lake for outflow. It's maddening.
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>>569247326
i got halfway through a few years back by just duming EVERYTHING onto a train, and just sending it away until i had a use for it.
i never ended up having a use for most of the stuff i made, but 2000 chests sorted most of that out.
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>>569248339
I did a filtered train wagon mall to build bots and a windfarm. Until then just automate science and put intermediaries in a chest, handcraft everything. Now with a botmall and sizing up to a rail network I'm hoping for more curveballs, but I'll be happy enough with a slightly more elaborate train base.
The fluid byproducts, prioritisation and voiding doesn't feel that difficult after CoI. Chlorine's the only one that's given me much trouble, mostly because I forgot about the tier 1 plastic recipe after getting the tier 2 one.
It's definitely really nice having 2.0's flipping for the fluids.
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>>569231303
don't really see the benefit of this, we have enough people to sustain a normal server
on a less popular board / vidyagaem, it might work better
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>>569251904
I think it would be more interesting that rather than doing a single file, it's a rotation
Everyone does their own save for some time, then passes to the next person
Could do it with space age or overhaul mods so that it doesn't end too soon as well
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>>569254176
>oh I bet it's someone shittalking nukes they're objectively correct on tha-
>it's just some sperg crying about memory allocations and how the game isn't hardcoded for WINDOWS
Seriously though how come they still haven't fixed nukes, why are they so fucking chuggy?
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>>569260026
The entire last FFF is kinda weird
I'm honestly surprised nobody on the forums seems to have mentioned that. A lot of earendel's shit has been plausibly deniable and really a matter of taste, none of what he's posted in previous FFFs has really been particularly egregious especially if you don't already have existing opinions on SeX's design philosophy, but this last one is just so over the top I really expected people to call it out.
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>>569261409
I think people are just "ok bye" and don't want the drama queen to bodily block the exit
also generally speaking most people don't really give a shit about meaningless crap like this
and that's good
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>>569261887
>I think people are just "ok bye" and don't want the drama queen to bodily block the exit
I can kinda understand that at Wube, I don't see how this would apply to random people posting in the forums though.
Actually I can't really understand this at Wube either, it's fucking normal to edit public releases and it's not normal to write first-person exaltations of yourself in a post about multiple people leaving and other major game news.
>most people don't really give a shit about meaningless crap like this
I suppose, but I also saw quite a few comments around "aww Earendel is leaving? sad, I hope he does well in the future!" so they clearly paid attention and cared
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>>569262198
with meaningless crap I mean hatting on earendel
a lot of the flak and pushback about the dude I just got it from here, even from people that played a lot of SE
you really have to go and search and go on his discord and know personally about the crap he does to really get annoyed at the dude, otherwise he's just a random ass modder
and few people have that level of nolifing e-stalking required to be bothered by it *and* play factorio
they usually stick to g*cha and vtubers and pseudosocial games
like let's be honest here nobody really should give a fuck about earendel as a person and almost all the changes in his mod can be overridden and need researching
he's a fag but it doesn't come up unless you look for it and why would you
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>>569262430
>a lot of the flak and pushback about the dude I just got it from here
Well yes and my point was that I also didn't really bother with most of it either
The last FFF was just THAT weird that even I took notice
>paragraph written from the perspective of the team, posting a thankful but short and sweet goodbye to major team members from the early days of Wube
>entire section written by Earendel himself, about himself, talking about how amazing he was, how he literally was the only person in the world who could've done what he did, how he did incredible things at Wube that he "cannot talk about" yet, then shilling links to his patreon and other games pages and whatever the fuck
It's just extremely weird to fellate yourself in first-person rather than getting the team to thank you on the way out. If it wasn't written in such a deeply narcissistic way, it would come off as that nobody at Wube wanted to actually thank him or say anything to him as he was leaving, so he had to write it himself. But thankfully he managed to avoid giving off that impression by instead making it clear that he likely insisted on taking charge of the section in order to be able to sing hymns about his own talent.
Like my point is that I never bothered hating earendel before but this blog is just so incredibly weird
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>>569236705
>There is an entire additional unlock system dedicated almost entirely to cosmetic stuff.
Yes, and to get to the point where you actually CAN do fancy stuff (that is, when you unlock everything), you are stuck with floating platforms and sphagetti bases. By the time player NATURALLY unlocks cosmetic buildings (note "Naturally" here, it means by playing game normally and not meta-gaming out of ass by beelining straight to closest uranium deposit as very first thing you do after starting game), rebuilding the fuckmess is out of the question for most people.
>The world is a 3D landscape deliberately designed as an interesting challenge to build around
Correction - the world is deliberately designed to be a fucking chore to build anything worthwhile in. Humongous production machines rarely fit into millions of hills and crevices (one, sure, it will fit. You aren't getting anywhere with one, however). Numerous "features" of landscape exist solely to cockblock you, like those rib-like structures that pop up everywhere. And since the only terramorphing player can do is downing some trees and destroying an arbirtrary selection of rocks, sooner or later player realizes that the only winning move is building a floating platform. Especially after said player understands that making things nice and not clipping into each other is as optional as it can possibly get.
>nigger-ass char limit, to be continued
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>>569263597
Point of Satisfactory MAY be in making nice things (except we know point of Satisfactory WAS climbing random landscape protrusions to collect shit, and after that point became something else, no one cared to change landscape to fit the new goal), but game sure as hell is not built to support you in achieving that goal. If anything, it actively fights you by forcing you to do insane amount of repetetive and ridiculous tasks.
I mean, this is easily proven by the latest patch notes.
>After several years of seeing you all use signs as lights and building thousands of them we finally caved in, Signs can now be zooped :)
They see that people use signs as decorative lights (because actual lights are unwieldy, humongous and severely limited in what they can do, like, lmao, 8 preset colors that are universal for EVERY SINGLE OTHER LIGHT IN WORLD, unreal fucking engine 5 everyone, the power was given to the devs, maybe UE6 will let us bump it to 10 colors), and what do they do? No, they don't add normal lights, they let you plaster signs all over the place instead. If adding a light-emitting cosmetic object that doesn't interact with factory simulation in any way is so difficult that THIS is what they resort to instead, then yeah, selfie mode absolutely did took time and resources that could be spent on something else.