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File: PROMOTIONS FOR NO ONE.jpg (55 KB, 1242x598)
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PROMOTIONS Edition
Previous thread: >>559423250 →

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

Someone keeps whining so no OP pad for new thread
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
>Stationeers (Monday@2100Z)
All IPs are in the pad for security reasons.
>>
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Had a brain blast
>Notice beavers can build stuff from inside tubeways
>Neat, that means they can do things like build over canyons or up/down cliffs without paths everywhere
>Just made the connection that doing pic related instead of big right angles might mean they can build two sections at a time instead of one
Now to observe and see if more than one beaver can be in the same section
>>
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>>559900195
Actually I'm fuckign retarded, of course they can
Otherwise they wouldn't be able to go past each other in opposite directions
>>
>>559899862 (OP)
Promotion? What for?
>>
>>559900496 →
I'd need a "take evenly" that blocks if one input is drained
>>
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>>559901274
Your supervisor said you've been showing great results in autistically designing inanimate objects and solving abstract problems that don't involve social skills, so upper management has decided to promote you to a position where you solely manage and organise a team of people! You'll clearly do a great job anon, we'll be paying close attention to your performance.
>>
>>559898253 →
"Onboarding" or "tier 0" is just an additional set of tutorial milestones for first-time players, where you unlock buildings and recipes two or three at a time and send of a couple hundred of the base items in the HUB.
If you skip it, you start with a dozen or so recipes and buildings unlocked and enough items to build a small starter base. You've yet to unlock assemblers, so you might still need to handcraft some reinforced iron plates and rotors. Or you find them at crash sites to completely avoid handcrafting non-equipment items.
>>
>>559899862 (OP)
I just want to continue my new run in CoI, but I'm stuck at gay-ass work delivering lumber. Reeeeeee
>>
>>559900195
You can also build an exit to let even more out.
>>
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>>559902145
Or I can wiggle wiggle wiggle wiggle
>>
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Does this go on forever?
>>
>>559909010
No.
You can build behind it if you make your ship long enough.
(or at least, it used to work that way at some point)
>>
>Fixed datacenter that was consuming 0.09765% more coolant than defined.
Amazing.
>>
>>559911804
This is the flavor of autism I come to /egg/ for
>>
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>Desynced
Not looking great, guys.
What's the issue?
>>
>>559889249 →
We need a mod to remedy this.
You need a farm where you breed dinosaurs, then you feed them with much smaller dinosaurs (chickens), then you liquefy the dinosaurs in a blender after which with the help of a hyperbolic time chamber turn the dino juice into oil. Last step is to inject the oil into the ground so that your pumpjacks can retrieve it.
>>
>>559919046
Sounds like pY
>>
>>559919342
Needs more poop and interdimensional gazelle
>>
>>559919046
time travel factory /egg/ where you use technology across time to set up your own resources
>>
>>559918968
Not sure what those reviews pointed out, but it has always been trash. The story is almost non-existent yet even the little bit there is is terrible. Factory automation is awkward, relying almost entirely on COI-style mobile units, only they can collide with each other and get stuck. Combat has four enemy AI settings, with the second hardest still being "biters with no pollution and no expansion", which is also the default and can't be changed halfway in, meaning a chunk of the tech tree ends up worthless. You can pretty much just fast-forward and win, there's no challenge at all except things take a while if you don't scale up.

The main selling point is being able to write behaviour code for your units. They didn't want an outright programming language though so it's using icons and symbols, but it's unintuitive and not well documented. Also, completely unnecessary to beat the game. It can cut down some of the tedium of setting up new mining areas or clearing up enemy nests, but if you did that you wouldn't have a game left to play.
>>
>>559919046
There's actually biofuel with a simpler recipe, just compost the stuff you would've fed to the chickens, and combine the resulting methane gas with oxygen.
>>
Is there a reason to play C.O.I. with world mines not set to unlimited if you don't like asteroid mining?
>>
>>559922454
Not really. Self imposed challenge I guess. Frankly one of the things I like about CoI is it's difficulty customization. I like to build and watch my factory run and not deal with "1000 ways to death spiral".
>>
>>559922454
I can't imagine those running out anyway, you'd have to play for weeks. At which point there'd be nothing to do other than drop asteroids.
>>
>>559922454
World mines are super shit so I never come close to running out since switching asap is always a good idea. Making them unlimited is fine too. It would take thousands of years to run all of them dry so there's little difference.
>>
Contracts even
>>
>>559919046
yeah no that's py.
>>
>>559922454
Mines are for bootstrapping your island only. Contracts are so much better in every way.
>>
i have played coi exactly zero but it's so weird to me that controlled asteroid impacts are a normal thing given the game's tech level otherwise
>>
>>559926367
it's frankly odd considering they could have gone for something like deep sea nodule mineral extraction and whatnot (would have made a hell of a lot more sense as well) but it's an odd game overall
>>
>>559927083
Transporting it by sea from somewhere that has loads of it but isn't very livable is what a lot of the world does when it needs a resource.
>>
>>559928186
but you can do that already, and it's fairly early game tech
>>
>>559926160
Why? Cost seems similar to having to produce the stuff to sell.
>>
>>559926160
>Pay unity and workers to operate a oil rig on the world map
>Resources come out
>Contracts are better in every way
>???

Anon explain. Am I stupid or confused.
>>
>>559929457
>>559929902
Every raw material has at least one "really good" contract for it. Raw materials become so cheap using those contracts because end game manufacturing is really really efficient compared to sending those same workers into oil rigs and overpaying on unity.
>>
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>need more farm space
>starting forestry is on only usable land
>move forestry to far less useful land
>can now just drop a new construction on trees and they simply fall over without getting resources instead of being forced to clearcut an area first
glorious change.
>>
>>559931120
i don't want my workers being thieves that steal my wood though
>>
>>559929902
That unity could be going towards way more useful things like 30% less water usage or less food consumed. Edicts save more resources the higher your population is. The amount of pops and unity needed for a big oil refinery gets insane.
>>
>>559929902
I think he's just bad at explaining it and has a very late-game perspective. There's a hard cap on Unity income, while the other costs: workers, power, maintenance, diesel can all be scaled up almost indefinitely. The unity cost of running a mine at 1x is roughly equivalent to keeping a contract running, but a mine will produce 48/60s (in the case of coal) while a contract brings in 1500/180s. You end up massively overpaying in materials, power, workers and maintenance since you have to produce and export 375 chairs, but you do get a lot more throughput. And the assumption is you're producing chairs anyway, otherwise you wouldn't hit the aforementioned unity income cap. So you just divert a small excess to the contract.
>>
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compact bricks
>>
>>559904506 →
You're probably right, but I imagine it would be harder to fully eliminate them from loaded chunks with how dense the map is.
>>
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>>559934405
That looks hard to scale up unless you can mirror it?
Here's my starter setup. The ore sorter and gas station are there for convenience right now.
The crushers and bins get replaced by gas kilns and MK2 crushers later on to support 8 MK3 mixers.
Last time I never had enough bricks for pavement so I want to fix that this time by having more than enough with plenty of extra production for bridges and whatever else needs it.
I suppose I could use lifts to make it far more compact but they're pretty pricey.
>>
>>559937632
not meant to scale up
>>
how many groundwater pumps per a reservoir?
>>
>>559938052
iirc the size of the reservoir determines how quickly it fills up, the smallest 15k one can handle 2.5 pumps or so
>>
>>559901004
isn't there some flavor text pointing it out, joking about a large beaver collider or something, or did I hallucinate that?

>>559846904 →
>antivirus going haywire on the exe
>all titeuf's got to say is "it's a false positive guise!", "look up what a false positive is"
should I really just trust him? is there anything I can do to check what's up?
>>
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>>559938490
>the smallest 15k one
oh no
>>
>>559938630
The usual, upload to virustotal and judge by the number of detections. An actual virus gets upwards of 50%, and the detections have real names that do not include "generic" or "heuristic".
>>
>>559939101
Sitting uncomfortably close to 50% at 34/72, but yeah, nearly all of it is just "generic" detections
I've been out of the piracy game too long, I guess
>>
>>559920219
time travel factory /egg/ where you have to take causality into account.
there are no visible surface or sub-surface resources. you need to prospect the ground to find anything.
all the areas you have prospected will be locked in their results.
during the game you can unlock time traveling.
traveling back in time you can now (through various means) deposit resources anywhere you haven't prospected, so as not to change the state of your original timeline.
in short, you can only change stuff that has no influence on anything that was already determined.
you remove a hill to make room to place some more ore for your future civilization? you'll have to recreate the hill surface to keep causality intact.
>>
>>559938883
the jews don't want you to know that rain water is free
>>
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>>559938630
So it would seem
>>
>>559940256
reminds me of a hfy story i once read.
there it was that if you want to find something specific in space or some kind of mineral deposit you ask a specific human.
the human will guide you with absolute certainty to whatever you search for but only if you obey what they say without questioning it.
you have to follow their instructions to a t and not second guess them or check your sensors for traces of those minerals. just follow the instructions and you will find them.
after asking the human how the human knows where to find everything, the answer is that they don't.
the trick is that the human can delude themself into truly believing that their instructions will lead to what the other is searching for and so the universe plays along.
as soon as someone start second guessing or double checking the results (for example by scanning the asteroid even after already hitting the mineral deposit) the universe performs a sanity check and poof, minerals gone.
>>
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T minus 1 more week lads
>>
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>>559875158 →
>At least those bad citizens now can't mod in electric trains without buying the DLC
Actually not too far from the truth. Found this in the mod they broke yesterday.
>>
so is CoI good again?
>>
>>559941774
To be fair I found a post from a dev saying modders have the ability to make trains run on electricity so it should be possible. I hope someone does because that sounds incredibly convenient late game.
>>
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Took ages for this new concrete plant to spool up. I think the lift at the end of the second crusher was taking all the manufactured sand away from the output until it eventually filled up and let some get to the second mixer.
>>559934405
all that for one kiln?
>>
>>559942720
Do you not have access to regular sand? I have manufactured sand as a backup but the power draw is pretty nasty.
>>
>>559942974
No worse than crushing quartz into sand. Actual beach sand is absent from most of the max difficulty starts.
>>
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>>559942974
I do but I'd rather leave it for glass when the time comes. The sand isn't very deep either. Rock is a million times more abundant and keeps the complexity of the concrete plant low.
>>559943198
on that note, this is the insane start on the newest map
>>
>>559944081
Never had much fun with these extreme starts, more tedious than challenging. And you still have to migrate later on, because half the buildable area is on top of a resource and there's not enough groundwater or farmland.
>>
>>559944714
The one on apocalypse was pretty fun. The mountain map (hang them high?) Was also really fun once you reached the top. The new version of it looks kinda shit.
I'm doing the second start on the new map because I want a nice relaxing start this time.
>>
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gold from the mountain erodes and flows down and into the lake bottom which mixes with dirt
>>
how similar are coal and nuclear powerplants in reality?
couldn't you replace the burner with a pile of uranium, and liquefact the coal for gas and lube and the works
>>
>>559951242
yes a few coal plants are already being retrofitted
>>
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Second start on the new map is comfy.
I just checked on my last map and it doesn't seem like bridges can support pipes? That's really annoying. Also dump trucks can't use bridges at all? I hope that's a bug.
>>
>>559941268
this reminds me of /x/loa/ mumbo jumbo magic
>>
>>559921717
>Factory automation is awkward, relying almost entirely on COI-style mobile units, only they can collide with each other and get stuck.
You can use drones to get around that, they don't collide. And managing logistics becomes easier with transporters, either separate, or the ones built into beacons.
Medium transporters have enough range to make production clusters with. Range is calculated from each cell of the building, so a 1x1 and a 2x3 buildings can have very different reach.
>>
>>559955674
>dump trucks can't use bridges
Bridge DLC will fix that.
>>
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>turn off partial loads
>diesel starts trending up
wasteful little trucks
I also caught some trying to export from rain collectors and put a fucking stop to that
>>
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I need a fuckload of NOOPs to keep this on time.
>>
>>559956592
one time my trucks were taking water from pumps and putting it back into the liquid dump
>>
why item resistances have a zero slash before a number? for example the turbo belt has 0/50% fore resistance, what do it mean? that his fire resistance percentage will be a randomly number between 0 or 50?
>>
Something really fuckin convenient about the tubeways is that you can just slap down a station at any point you need the beavers to step out from for something, unlike the ziplines which need fiddly bullshit and long paths to set up (which I do enjoy to some degree but does take a long time in weird terrain)
I did just have an idea while typing this that I should have had earlier: immediately build a big circular line all the way around the map as soon as you can, then just branch off it and slap down stations wherever you need afterwards. Damn this shit is OP
>>
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>>559959063
It's split between flat reduction and a % reduction. 0/50% just means belts have 50% resistance to fire with no other bonus.

Now look at my pic.
40/40% means you take 40 less damage from explosives on top of taking 40% less damage too.
>>
>>559959603
Yup. I actually build them underground so they don't get in the way of anything else too. Throw in a power shaft under it for a transport/power combo anywhere on the map. They also make stacked commie blocks super useful because the travel time from the top is reduced to nearly nothing.
>>
>>559959764
so math is like (100 damage - 40%) -40%?

40%/40% fire resistance would return a 100 fire damage as a 45 damage point?
>>
I dont' really like planets in SA.
Wish it was all in a single planet I just had to travel really fucking far to get to, like a continent or something.

Did anything come out of that 'teleport' or gate mod? the one where the engineer was shown coming closer to some boxes and the view changed from one planet to another.

Maybe that way different surfaces could be connected into a single planet.
>>
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Mars First Logistics is a good /egg/. It's sort of the death stranding of /eggs/. You make deliveries, build stuff, and getting around gets very technical. You'd think that just because it's a voxel vehicle builder with cute graphics that it wouldn't be a very hard game, but you'd be dead wrong. The offroading in this game is intense. Some earlier game missions involve going over terrain that's basically pits or going on a huge long distance overland expedition.
>>
>>559965882
My gripe is that the editor is kind of ass and the dev doesn't seem to want to fix it. I also wish you could deploy multiple vehicles in solo like you can with multiplayer. Neat game otherwise.
>>
what is the big difference planned with space engineers 2? i only see water being different
>>
>>559965882
Anon, you're supposed to navigate your way around the obstacles, not plow into the rocks or chasms.
At least wait until you have a grappling hook or two. I always have at least one, no matter what vehicle. Helps a lot when you flip over while carrying stuff.
Kinda low-key mad you can't get a hook into the load. I get why you can't, but it's still annoying.
>>
>>559966583
>I also wish you could deploy multiple vehicles in solo like you can with multiplayer.
I feel your pain anon. Linear actuators and/or pistons will save you some sanity.
>>
https://store.steampowered.com/app/1279510/Screw_Drivers/
Newegg laid.
>>
>>559964208
Yes but your math is off. The first 40 is a flat number, not a percentage.

A better example, like say 50 damage into 20/40% defenses would look like:
(50-20)*(100-40) = 30*0.6 = 18

The first number is much more effective against rapid smaller hits, potentially cutting damage down to the minimum value (of 1?), while the percentage works the same predictable way against everything. If you play other games, it's the difference between how defense worked in Torchlight/Arknights vs PoE/Endfield
>>
>>559921717
>gimmick factorio clone that doesn't commit to the gimmick and so just ends up a watered down factorio with a side mechanic you mostly ignore
I feel like this is an all too common story.
>>
>>559980387
>potentially cutting damage down to the minimum value (of 1?)
There is no minimum damage value.

If the flat damage resistance would take the damage to zero or lower, it's instead reduced to a fraction of a point of damage.
https://wiki.factorio.com/Damage#Decrease,_or_%22flat%22_resistance
>>
>>559902637
wiggle wiggle micro micro piece of shit
>>
>>559983427
So there is a minimum value only it's dynamic. As opposed to taking zero damage. Either way the number is low enough to not matter.
>>
>>559983427
>factorio wiki now behind cloudflare captcha
it's time to create an alternative to the world wide web
>>
>>559984916
Captchas protect us from bots :)
>>
>>559984962
may actually be true
just not a fan of that single point of failure
>>
>>559964303
You can just play any of the mods that crunch all of the content onto one planet.
>>
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>Space Exploration run
>Early game fucking stinks like ass
>Get to the point that I can consistently fire rockets into space. Honeymoon phase
>Planets are just glorified resource patches. All you do is find one with the least horrible traits and set up delivery cannons to fire shit at your orbital platform
>Interest evaporates immediately. Uninstall and start a new Space Age run
>>
>>559990383
I think that fundamentally, extended Factorio gameplay has only two options: either just more of the same, with everything being a fancy resource patch and recipes all being just longer assembler chains (or reskinned assemblers); or a "campaign" with restrictive puzzle gimmicks forcing you to build gimmick factories along a predefined path with railroaded solutions.

I don't see a way to avoid both of those issues at once.
>>
>>559990657
Neither of those are a problem the first time around. It's just that you've spent a hundred plus hours with the game previously, and now expect a similar dopamine hit from repeating it. It's just not gonna work.
>>
>>559991649
I'm not looking for no dopamine hits. I just wasn't expecting SE to fizzle out as quickly as it did, where other overhaul mods either have the decency to do something creative or jingle some keys over the player's head to keep their attention.

>>559990657
>or a "campaign" with restrictive puzzle gimmicks forcing you to build gimmick factories along a predefined path with railroaded solutions.
That isn't really an issue as long as you aren't going the Cerys route where you're trapped on some hellhole planet until you solve their gimmick.
>>
>>559991876
>I'm not looking for no dopamine hits
Why the fuck wouldn't you be looking for dopamine hits? What he is aluding to was the mindless ill invested pursuing of the same kind of dopamine hits. Not dopamine seeking as such. Seek all the dopamine you want king.
>>
>>559983427
>There is no minimum damage value.
0 is a minimum. While it seems an irrelevant distinction there are some games where having enough resistance to reduce damage into the negatives will outright cause healing,
>>
>>559991876
>That isn't really an issue
It's one of the most widespread criticisims of SA (other than quality being shittily implemented).
>>
>>559994050
While that anon is wrong as written, for flat damage resistance there is indeed no minimum damage value. Other than I suppose the practical limit when you reach maximum int/float precision.
The limit of 0 only applies to the percentage reduction (if you have 100% resistance).
>>
>>559959603
Its very convenient that you don't have limitation to connections either. You can make intersections and merges at will and have paths everywhere. Ziplines are much more limited at that. In busy areas, I build the tubes on top of pathways, so that is a non issue.

I still hate IT breeding though.
>>
>>559995056
>the practical limit when you reach maximum int/float precision
Might as well be lim->0
>>
>>559955674
Now I'm torn between being a real tough guy and playing on the impossible start, or choosing an easier one and having a less stressful experience
>>
>>559994957
I've never seen anyone complain about any kind of "campaign" in SA, unless they're complaining about the complete lack thereof. The inner planets are completely non-linear and don't even demand that you complete them before you fuck off to a different planet, and the only planet that has anything resembling an actual puzzle gimmick is Gleba.
>>
>>559995265
Yeah breeding is easily the main hurdle, technically it's easier to bounce back from a catastrophe since repopulating will go as fast as your pods can support rather than relying on Folktails being able to have kids AND raise them before dying of old age... but then it's even easier reloading a save from before you fucked up so it's Ironteeth who lose out in that argument
Once you've first got a population roughly stable you should only turn on another pod when you're sure food production is good enough
>>
>>559996693
Its just hard to adjust and requires more micromanaging. I think there is a mod to add a limit slider, but I didn't try it.

Their reliance on berries is a issue on early game, on hard maps with hard settings. If you don't manage to build a reserve before the first badtide early game, all the berries on the map can die, sending you in to a death spiral with almost impossible comeback. The berries takes too long to grow from new bushes and you can get another badtide, killing everything again, before you can recover or make any meaningful progress.
>>
>>559990657
Nullius' endgame of utilizing the new life recipes to make old resources is neat. For example you can make lubricant by rendering down oil derived from fish rather than making lubricant chemically with a multi-stage process

Though the final goal of terraforming is just a huge resource sink and that's basically what Factorio is
>>
>>560002506
In a way it's closer to Satisfactory's goals.
>>
>>559996686
There's a good handful of mechanics which exist in SA purely to say "NO, you cannot do things this way, you have to use the INTENDED solution". Shit like surface building restrictions ("no you CANNOT manufacture the planet specific building anywhere except the original planet, you HAVE to set up spaceship routes to bring it everywhere else you want to build!"), rocket capacity restrictions ("no you CANNOT ship in ammo unless you want to waste hundreds of rockets, you WILL build it on-site!"), the extremely railroaded asteroid resistances ("you WILL use the EXACT turret each asteroid type was designed for, because we put a 99% resistance on every other damage type!"), and even small things like preventing a nutrient-positive fish loop on Nauvis or locking cliff explosives behind vulcanus to force you to play with the "puzzle" of building around the cliff obstacles.

>>560002506
In the end it comes down to the flavour you add to the recipes and how you organise the byproducts, loops and alternate recipes to try to make your mod unique. Nullius actually does an excellent job at both, and IMO is probably the best mod all-around in the "add ten thousand recipes" category of expansion mods. But in the end the gameplay is still just "lay out some reskinned assemblers, and route items from A to B so the assemblers can transform them into C which you then route to the next stage".
Bobangel, Seablock, pY, Nullius, SeX etc. all follow the same basic formula. SeX just adds a bunch of extra mechanics with the different planet surfaces and spaceships, which is cool and makes it different, though it's still the exact same factory building at its core if you look past all the flavour like the anon above was complaining about. Nullius adds fewer mechanics and doesn't pretend to be anything more than just a "ten thousand extra recipes" mod, but just tries to weave flavour into its recipe chains and does that pretty well.
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>>560002506
There's also the satisfaction of tearing down your bio bootstrap production piece-by-piece as you no longer need dozens of slow-working nanofabricators to keep up with sugar and fatty/amino/nucleic acid needs.
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>>560003603
There is no mod yet to remove these railroaded restrictions? That could be interesting, if a bit unbalanced.
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>>559996686
Sorting recycled scrap is a puzzle, heat pipes are a puzzle, Vulcanus... looks cool in ads
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>>560004812
What a silly take from a silly person.
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>>560004681
rocket capacity is very easy, just one variable per item
that vibecoded exotic space industries fork unlocked them to 1K bullets, 500 rockets, etc. Also added a turret using tank shells and a flamethrower using acid, both work in space

the other stuff mods don't want to touch from what I've seen, even overhauls keep the SA planets mostly as-is
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>>560003603
>Shit like surface building restrictions ("no you CANNOT manufacture the planet specific building anywhere except the original planet, you HAVE to set up spaceship routes to bring it everywhere else you want to build!")
I've seen these complaints but they typically do not last for very long because of how easy it is to get those buildings into space. And this is actually precisely one of the problems that Space Exploration has, since there is literally no reason to stay on most planets since you can manufacture things anywhere (and as a matter of fact, MUST manufacture things in orbital platforms since most of the shit in that mod requires the space manufacturing building)

>rocket capacity restrictions ("no you CANNOT ship in ammo unless you want to waste hundreds of rockets, you WILL build it on-site!")
This is something I've never actually seen anyone complain about, ever. Ammo in space costs nothing to build and the only reason I can really think of to ship ammo to space is to make tank shells to kill Demolishers. Aside from my general disagreements with that method, you can just ship all of the components up to your platforms and make them in space. You get significantly more ammo to your platforms in significantly fewer launches by

>the extremely railroaded asteroid resistances ("you WILL use the EXACT turret each asteroid type was designed for, because we put a 99% resistance on every other damage type!"),
The only two turrets that don't work on platforms are the one that requires oxygen to work (flamers) and tesla turrets

>and even small things like preventing a nutrient-positive fish loop on Nauvis or locking cliff explosives behind vulcanus to force you to play with the "puzzle" of building around the cliff obstacles.
Most people that aren't friggin retarded won't build near cliffs. If there's a HUGE plot of land on Nauvis and you somehow find yourself building near the one cliff in the middle of nowhere, that's your fault.
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CoI is getting so many negative reviews, it's crazy. Wonder if this'll hurt their PR long term
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>>559979183
>looks like shit
>EA

not even worth pirating
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>>559990383
>keep trying to get back into factorio
>once you've played the game once you know the optimal set up for everything
>no reason to do anything different unless you're doing some challenge run
>quit before ever getting to oil
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>>560005239
do tesla turrets actually not work in space or are the asteroids simply immune to electricity because I remember being able to use them in onlyglebs against tungsten asteroids.
Also yeah, I really don't see any of those issues he's raised in my run.
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>>560004681
It'd probably be interesting as a curiosity but that's about it. SA was designed with these restrictions in mind, it's inherently build with a puzzle/campaign-like structure and just ripping out the puzzle restrictions is likely to make it worse rather than better. Maybe there are a few exceptions like allowing early cliff explosives for those who hate cliffs and don't care about muh vulcanus progression. But for example asteroid resistances, while a very blatant railroad to force a specific solution, do end up creating more interesting gameplay as you have to design multi-layered ship defense rather than if you could just stack more and more gun turrets for every single ship and ignore every other new turret in SA.

I don't think the campaign-like nature of SA is necessarily a bad thing. It's just different from the much more sandboxy nature of both 1.0 and the type of mods that just drop you into a game, give you a few thousand recipes and technologies, and let you build whatever you want wherever you want as much as you want, as long as you can research through the tech tree.

>>560005007
He's not wrong, these are effectively single-use gimmicks with relatively solveable optimal solutions, that exist purely to "force" you to build a specific type of factory. Same as the gleba spoilage. If anything I think gleba spoilage is by far the most interesting one because it results in a fundamentally different way of building things and basically creates a completely new paradigm of factory building, so as far as "gimmicks" go it's much deeper than the others; fulgora's a distant second and aquilo is by far the shallowest and is just a trivial little spaghetti puzzle.

Let's also not forget here space as one of the surfaces you build on, with all its artificial restrictions like no chests, no bots, no holes in the platform etc., also clearly designed as a specific type of spaghetti puzzle.
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>>560005239
>You get significantly more ammo to your platforms in significantly fewer launches by
I went take a shit before I finished writing that and forgot to finish the rest of that statement. You get more in fewer launches by just shooting the components to your platform and crafting them in space. And it doesn't require all that much effort to accommodate that unless you're building a really tiny platform. Point is, I just never really see people complain about it unless they're very specifically trying to cheese demos with tanks instead of red turrets
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>>560005897
>He's not wrong
he very much is, and you're an idiot.
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What is this Nullius mod everyone is suddenly talking about? Is it actually fun like K2 or is it some overcomplicated, tedious shit for people who base their entire personality off that they make games harder than they need to be?
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>>560005848
All asteroids have 100% resistance to fire and electricity specifically, but nothing else. Might have been a modded thing. Tangentially related but I've recently taken to putting artillery cannons on my endgame ships so I have something to do while it's gathering promethium.
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>>560006038
>All asteroids have 100% resistance to fire and electricity specifically

>hit space rock with fire
>hit space rock with electricty
>nothing happens

Did people actually expect any different?
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>>560006010
>stop liking what I don't like because I can't get it
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>>560006161
I've never tried it but I wanted to know if it's worth trying. I've put a ton of time into K2 and after that I can't really go back to vanilla so I want to get back into the game, with a new overhaul, so I can play SA.
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>>560006262
>I've put a ton of time into K2 and after that I can't really go back to vanilla so I want to get back into the game, with a new overhaul, so I can play SA.
SA is the overhaul silly
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>>560006038
>so I have something to do while it's gathering promethium
don't tell me you babysit your promethium farming ships
IF
bitter_eggs < BITTER_EGG_MAX/2
THEN
returnHome()
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>>560005239
>I've seen these complaints but they typically do not last for very long because of how easy it is to get those buildings into space.
I don't think it's a problem per se, it's just a symptom of the DLC being campaign-like.

>This is something I've never actually seen anyone complain about, ever
I don't know where you've been but there's been regular discussions here about the retardation of the rocket weight system ever since the DLC's release.

>The only two turrets that don't work on platforms are the one that requires oxygen to work (flamers) and tesla turrets
Your point?

>Most people that aren't friggin retarded won't build near cliffs.
Yes you can build around them, that doesn't in any way disprove that they intentionally restricted the ability to destroy them to force a more puzzle-y gameplay progression.
It was even explicitly mentioned in the Vulcanus FFF, because Vulcanus has that cliff-spam biome. Which in practice doesn't even have much impact because Vulcanus also has a massive empty plot of land at spawn that you can build on and completely ignore the cliff biomes nearby, but the point is the design philosophy - "we'll add a gimmick obstacle, and lock a mcguffin to bypass the obstacle behind some mandatory progression, so the player has to play around the restriction first before being able to then shortcut their way past it once they progress further into the game!". The kind of design philosophy you see in metroidvanias, not in sandbox factory building games.
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>>560006010
You sound like a faggot so I'm going to say that it's the most bloated unfun shit ever. Don't bother.
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>>560006335
but it hardly changes anything early game. You still do the same basic ass furnace stacks, oil is the same, it's literally the exact same until you leave the planet but getting to that point is a struggle in itself.
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>>560006368
Of course not. The artillery cannons are there for when I get bored and have something to do when I click on it while going through surfaces.
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>>560006506
Second most bloated
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>>560006529
>but it hardly changes anything early game.
Not all overhauls are about changing the earlygame.
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>>560006010
It's definitely on the complicated side, the same family of mods as B/A and pY. Easier than pY of course (everything is), IIRC it's of a similar order of magnitude as B/A or Seablock.
Its distinguishing feature is that it tries to make its recipes make sense and also provides an overarching narrative (terraforming the planet), so it feels more coherent than the absolute spam of recipes just for complexity's sake that some of the other mods have, and has a more interesting progression than just "research rocket and leave (except it takes 10,000 manufacturing steps rather than 20 now hahahhaha enjoy)" that mods like pY or B/A provide.

>>560006262
>I want to get back into the game, with a new overhaul, so I can play SA.
If you want to play SA then you don't need a new overhaul. If you want to play Nullius then it's almost ready for 2.0, but if you haven't even played SA yet then just go ahead and play that first, and you can search for overhauls afterwards.
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>>560006010
>>560006335
K2 is like raw Bob's, mostly just vanilla with a few (overpowered) things added on top. Nullius is an overhaul mod, changes or removes over 90% of the original recipes.
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>>560006858
True. That's mostly why it manages to still play nice with k2, too.
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>>560006529
It changes enough about the mid and late game that none of the other overhauls are compatible.
>until you leave the planet but getting to that point is a struggle in itself.
Did you know that realise rockets in SA are unlocked with blue science and are 20x cheaper than in vanilla (needing 50 of each rocket component rather than 1000)? It's intentionally much easier to get to space, so you can get to the space content earlier, it's not just a post-game expansion for 1.0.
If you still think that that's a struggle then overhauls are not for you, but since you completed K2 fine I'm gonna assume you just didn't know about the changes. (Not that K2 is particularly long or complicated, but it's certainly more effort than reaching the rocket.)
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>>560006858
meant for >>560006262

>>560006529
Not sure I ever played it on its own. Add K2, MSI2, industrial evolution or anything else to mix up the early game.
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>>560006816
>If you want to play SA then you don't need a new overhaul

I know. I just struggle to get past the early game. I tried it when it first came out, had a full nuclear set up before even leaving the planet (which i realize was a mistake) and I just keep bouncing off it since then despite retying every few months.
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>>560003603
>nutrient-positive fish loop on Nauvis
feels like this was a thing and then got removed at some point after the LAN
the tree farming and seeds were probably used for something else than shitty pollution sinks
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>>560007191
Is there even a point to a nutrient-positive fish loop when the game basically demands you bring bioflux to Nauvis anyway?
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>>560007140
>which i realize was a mistake
What?
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>>560006858
Maybe K2 could be like Bob's if Bob's was good. Bob dramatically changes a few things (like circuits requiring way more assembly steps than in vanilla) though leaves other things mostly the same, and then adds insanely overpowered stuff once you progress through it. K2 sprinkles a small and measured amount of complexity throughout most of the progression, making everything just slightly more complex than vanilla like adding one or two more intermediates, an extra processing step, etc., without ever adding any insane processing chains; and then adds a chunk of post-rocket content that's still not particularly complex but ends up culminating in some pretty powerful endgame items. The only truly overpowered thing is probably the matter handling but by the time you unlock it you've basically won the game.
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>>560006397
>Yes you can build around them, that doesn't in any way disprove that they intentionally restricted the ability to destroy them to force a more puzzle-y gameplay progression.
Do you go out of your way to build next to the cliffs or something? Because I have never once encountered a scenario in Space Age where I've had this problem with cliffs.
>bu-b-but what about Fulgora?
The planet that does more to restrict your building with the shitty oil ocean? What about it?
>but Vulcanus!
Demolishers tear down cliffs for free.
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>>560007252
Decoupling your processing. The converse question would be, what is the issue with having a nutrient-positive loop, if the player will have to bring in bioflux to Nauvis for other things anyway?
It just gives options, especially if for example achieving it required enough productivity so needed some effort and planning rather than just being plug and play. Forbidding it is just railroading, "no, we want bioflux to be the ONLY source of nutrients on nauvis, anything else would be cheese and illegal!".
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>>560007492
>where I've had this problem with cliffs.
You keep thinking things can only count as restrictions if they cause problems. You can not have any problems with it and you can find it very easy to play around but it doesn't change the fact that it's still an artifical restriction that the devs put in just to make sure you follow the intended progression.
And I did specifically call out the cliff explosive restriction as one of the smaller aspects of this, compared to the multiple other much more prominent features that showcase this design philosophy.
>The planet that does more to restrict your building with the shitty oil ocean? What about it?
I never claimed that my initial list was comprehensive. Thanks for helping add another example of the puzzle/campaign like nature of the DLC.
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>>560007496
I don't think there's a single loop in the game that creates infinite resources which is what you're asking for. They were also careful to cap productivity at +300% and ban productivity modules on recyclers.
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>>560006161
>jaypeg dot png
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>>560005897
>SA was designed with these restrictions in mind, it's inherently build with a puzzle/campaign-like structure and just ripping out the puzzle restrictions is likely to make it worse rather than better.

It would make parts of it entirely optional. Like, if the person doesn't want to build in a certain planet, he could build make the same itens on another surface after exporting the resources, or send fuel from surface to skip plataform building, with a penalty of needing to launch rockets for that. Different turrets could still be better in different ways, without being mandatory, like how you can already make solar powered ships on aquilo, but you need a huge ass footprint of solar panels for that.

For someone that already played SA before, skipping something he doesn't like its not bad and a new player could choose the extent he wishes to engage with the new mechanics
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>>560007875
>I don't think there's a single loop in the game that creates infinite resources
Tree seeding is an infinite loop, no? Unlocked right around the same time as fish breeding, too. Takes only electricity and produces infinite wood and seeds.
On gleba fruits are also infinite, and hence so are nutrients etc., and with infinite nutrients you also have the bacteria breeding loop for infinite metals. I guess you could argue that it's similar to some sort of "mine" because it's restricted only to certain biomes, but with the endgame soil the plantable areas are the entire biome which is huge, and unlike mines it's truly infinite and also a true loop since you're looping back seeds to make more trees, which will yield fruits and a net positive surplus seeds, forever.

The recycling productivity cap makes sense as a global mechanic because otherwise you'd be able to duplicate any intermediate in the game, bypassing a huge chunk of processing chains. But individual loops like trees are apparently fine, and fish would've been a similarly narrow-scoped loop.

Heck, they could've let us turn tree seeds into nutrients or something, so you could at least feed the fish with a tree planting setup if a direct fish-to-fish loop was deemed too trivial.
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>>560007835
>You keep thinking things can only count as restrictions if they cause problems.
No, "restrictions" are when you are outright unable to do something. What you're describing as a restriction is a minor inconvenience.

>You can not have any problems with it and you can find it very easy to play around but it doesn't change the fact that it's still an artifical restriction that the devs put in just to make sure you follow the intended progression.
Again, this is a minor inconvenience at worst and something that you need to actively play into in order to warrant playing around it.

>>560007252
Not really, no. The two use cases for it would be Fish upcycling for Legendary Spidertrons and fuel for Biochambers since a small number of Chemplant recipes work in Biochambers (with their +50% prod bonus). Problem is that you can just use nutrients from Bioflux or Biter Eggs for the latter, so there really isn't any point in it. The nutrients are effectively infinite from Biter Eggs if you have a constant supply of Bioflux.
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>>560007298
It more than doubles bullet damage globally, for starters. Supposedly to make up for guns being actual projectiles, but it's crazy strong both for base defense and spaceships. All that immersium stuff is available before leaving Nauvis, including Tank mk2, imersium rounds, the purple assembler that goes from ore straight to gears/wires, 200mw nuclear power on just 4 heat exchangers and without neighbor bonuses, ...there's a lot. Even matter conversion is available before leaving nauvis, only planet-specific resources are locked and matter cubes for more efficient transport.
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>>560008626
>you need a huge ass footprint of solar panels for Aquilo
fyi you just need green modules, cuts down your panel requirement to one fifth which is less than a dozen
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>>560005407
Doubt it. Most the people in the forums seem to love dlc in early access games. "Dlc is an industry standard. Stop being entitled the devs need to eat" etc.
Ignoring the EA part for a minute I think it's way too expensive when there's only a single train that isn't a retarded gimmick.
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>>560008915
I've never played K2SA, and everything I've heard from anons itt who did was that it's not very well balanced and doesn't fit very well and kind of fails at the purpose K2 was built for. So I was basing my post off of my experience with K2 without SA.
Bob's isn't SA-compatible either, is it? So it's a fair apples-to-apples comparison IMO.
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>>560006010
If you can't handle a shitload of byproducts and a lot of chemical engineering, don't play it.
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>>560008891
>What you're describing as a restriction is a minor inconvenience.
It's a restriction because you are not allowed to destroy cliffs until you reach the mandatory progress stage, experience the dev-mandated "cliff puzzle biome" on vulcanus, and are then granted permission to work past them.
It is objectively impossible to destroy cliffs on nauvis until you do this. (Unless you unlock atomic bombs before even vulcanus, but even then that's very expensive, and I wouldn't be surprised if they considered this "cheese" and nerfed it in 2.1 or something as an unintended mechanic.)

Does this restriction cause any major inconveniences in factory building on nauvis? No. But it's still an explicit restriction that the devs explicitly added to the game, with the explicit purpose of railroading you through a specific progression path they had in mind.
You can build your nauvis factory with only "minor inconvenience" but you CANNOT destroy cliffs, objectively.

It's also true that this was somewhat restricted in 1.0 behind oil for cliff, so it's not a completely new restriction. But what SA did was move this much further into the game, with the explicit purpose of forcing you to experience cliffs for longer and also specifically forcing you to experience their Vulcanus gimmick biome, because if you unlocked cliff explosives on nauvis that biome would not pose any obstacle. (It's still not much of an obstacle now as I mentioned, but that's because they didn't design it very well; the intention behind the design was explicitly stated.)

And you are still latching on to a single example that I explicitly pointed out as one of the most minor examples of restrictions/railroading in the SA campaign. If cliff explosives being delayed was the only such example with nothing else along these lines, I probably wouldn't have called it a campaign myself, so you don't need to hyperfocus on it as if disproving this detail would disprove the rest of my point.
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>>560008737
>Tree seeding is an infinite loop
Not what I had in mind but correct. Tree seeding can create infinite power, it is probably much less space efficient than solar panels tho, the advantage is the pollution sink (and that they look pretty)
Actually
>1 wood / square / 300 seconds [assuming they take 5 minutes like gleba trees]
>1 wood = 3 Mj (2Mj +50% because heating tower)
>therefore 10 000 joules per second per square (aKa 10 000 watts)

>1 common solar panel = 42 kW (average)
>it occupies 9 squares so 4 670 W per square
Well I'll be damned trees are almost as efficient as legendary panels (if you ignore that not every square gets utilized and). Lucky me I was already planting them.
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>>560009174
Fair I guess. That "post-rocket content" bit made me focus more on SA but I see it was referring to old vanilla rocket launch.
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>>560009791
You're typing a whole lot of shit just because you want to build around cliffs, and are stupid enough to consider their existence a puzzle to be played around instead of something you can avoid outright with minimal planning or underground belts.
>>
I think I have more fond memories of playing SE even though I never finished it, than playing SA.
In SE you could float in space zero gravity, the jet pack too was nice and floaty with inertia. Getting into space was a nice moment but you don't get that in SA, you don't get to walk in your space platform, you don't really even get to build it.
My space factory ended up becoming a huge thing even though I never even finished the mod. Starting SE again feels daunting though.
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I wish I was at my home playing factorio instead of shiposting about it on my phone :(
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>>560011274
surprised there isn't a phone version by now, it's on all the consoles and a really old game by now
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>>560010027
corrections:
.- 1/4 of your wood has to go to making seeds
.- panels require accumulators, AND a heating tower has the energy accumulation potential of 50 accumulators, big win for trees
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>>560011342
if you have a stable-ish network connection, you can just leave your PC running and play games on your phone through Steam Link
idk how well it works with factorio however, I've only used it for things that don't really need much effort
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>>560010808
No, I'm typing a whole lot of text just because you seem unable to comprehend that
>"restrictions" are when you are outright unable to do something
despite this being your own words, and because you're hyperfocusing on the most minute detail out of the entire (non-exclusive) list I provided and think that it being a small detail with few consequences means my entire point is wrong.
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>>560010027
>Not what I had in mind
It's an infinite resource-creation loop, granted trees are not very useful outside of power production but it's still an infinite loop. You can use them to make unlimited small power poles if you have another source of copper.
Infinite fish is not super useful either outside of their use in spidertrons (which needs a lot of other materials which are very finite on Nauvis), and infinite nutrients on Nauvis have basically zero use except for infinite fish.

I guess one big difference I hadn't considered actually is that the act of planting trees wipes the quality stat so you can't use it to cycle into legendary trees, whereas infinite fish breeding would allow cycling for infinite fish. But... it's not a big change from what you can already do right now, except you need a bit of bioflux to feed the nutrients right now (which as mentioned earlier you will already have on nauvis anyway), so it really wouldn't break anything.

>trees are almost as efficient as legendary panels
Huh that's actually neat, I never even considered tree power.
Too bad reactors (of both kinds) outclass them completely and only elves insist on solar
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This conversation inspired me to load one of my oldest base game saves, from when I had only just started playing the game and was floundering to figure things out, just to make sure this isn't some weird hindsight shit where the boon of experience has tricked me into thinking something isn't an issue. And as for cliffs, it was either the case that I actively built around them since they're free, indestructible walls, or just built underground pipes/belts because they're free to bypass.

I could see an argument to be mad about cliffsides moving to Vulcanus, if cliffs were ever an actual problem to begin with. But for a grand total of 2 and a half years, I never once crafted a cliffside explosive since a logical and reasonable person would either build around them, build through them, or plan out their bases so they don't intersect in the first place.
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>>560011117
The thing that made me stick with SE despite all its flaws is how there's no one correct solution to logistics. You can ship in stuff and refine the ore into ingots on the planet, or you can process it one step and ship it to Nauvis and have a massive base there.
Meanwhile in SA there is exactly one way to do logistics and even then it's none existent since the first three planets are self sufficient. Even Aquillo only requires a meagre amount of stuff imported once the base is fully built. I also preferred the space ships in SE to the space platforms as they were more interesting to design.
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>>560013292
The argument is that there's a dozen ways in which SA is railroady, and one anon got it in his head that because you can build around cliffs easily that means "not being able to destroy cliffs" does not qualify as "being unable to do something" and in his mind this is somehow the central argument behind the DLC being a campaign.

>But for a grand total of 2 and a half years, I never once crafted a cliffside explosive since a logical and reasonable person would either build around them, build through them, or plan out their bases so they don't intersect in the first place.
This doesn't really work in the late-game where you start making production blueprints you want to be able to copy-paste. Cliff shapes are irregular, so if you avoid destroying them you have to spend a bunch of effort hunting for places where you can fit your production cleanly and you'd probably need to make sure your blueprints are not too big and do a bunch of extra work running belts between smaller pieces nestled around cliffs, rather than being able to place them in a way where they're automatically connected.
But in the early and mid game before you start really scaling up, or if you just want to win asap and never bother building a large-scale factory, then yeah you're correct that they're not a big issue at all.
Though
>a logical and reasonable person would either build around them, build through them, or plan out their bases so they don't intersect in the first place
Cliff explosives are very cheap once you do unlock them, so it's not at all unreasonable to just flatten the cliffs that are inside your territory and not being used as a biter wall, if they're in your way. You can always build around them, but if you have explosives available, there's no "logical" or "reasonable" expectation to leave them untouched except as a self-imposed challenge or something.
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>>560014092
It isn't railroady though. You don't need to go to Vulcanus to get cliff explosives just to deal with cliffs. You can just ignore the cliffs. And if you're really desperate for some reason, you can just overload a nuclear reactor and obliterate every cliff in sight.
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>>560014034
>Even Aquilo only requires a meagre amount of stuff imported once the base is fully built
Unless you want legendary Aquilo tech. It takes 20 rocketfulls (approx avg) of refined concrete alone to make one legendary cryo plant.
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>>560014435
>It isn't railroady though. You don't need to go to Vulcanus to get cliff explosives just to deal with cliffs
I really want to know what part of my post above where I listed multiple reasons I think the DLC is a campaign, is so hard to comprehend that now MULTIPLE anons are saying
>cliffs are not a big restriction therefore the DLC is not a campaign
Even after I pointed out multiple times that this is a minuscule part of the entire argument anyway.

Like at first I thought the earlier anon just had autism but now a second anon is saying the same thing, even after I tried explicitly drawing attention to this fact, so it might genuinely be a me issue in this case; tell me anons, what is it about my posts and this reply chain that's so hard to understand?
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>>560014495
>overload a nuclear reactor
pretty sure they "fixed" that by making it produce lava lakes
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>>560015156
kek
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>>560014495
>>560015156
Nuclear bombs destroy cliff fine AFAIK (or at least they used to recently, if they didn't disable it in one of the minor patches)
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>>560015156
They only do that on Vulcanus. But everywhere else, you can just use a reactor if you're desperate enough (or an atomic warhead if you're too stubborn to just go to Vulcanus)
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>>560014952
You are complaining about it being "railroaded" when the only thing you mentioned that fits that description is being able to construct buildings off of their home planets (or rather, being unable to). All of the inner planets outside of that are completely non-linear. You can't say that the DLC is railroaded just because you have grievances about things that have such a minor impact on the experience as a whole that most people will either ignore them or call you stupid for complaining about them.
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>>560014952
>tell me anons, what is it about my posts and this reply chain that's so hard to understand?
Nothing. There are a lot of people that are unable to separate the problem from a solution and are therefore unable to see the wholistic solution.
In this case though I think they’re overzealously defending cliffs out of a desire to defend spage against you. I love spage and I think you’re a faggot, but not enough to lie. The cliff explosive change in spage is objectively dogshit and to support that claim I don’t have to look any further than Wube’s own words and how they failed to accomplish their own goals - they are on record in an FFF stating that the idea was “unique outpost design” but there is no such thing on Vulcanus due to the generous building area and also the fact that an outpost on Vulcanus just consists of miners. Nauvis, Fulgora and Aquilo are all better at forcing unique outpost designs. Vulcanus outposts instead ended up being the most simple in the entire game.
There’s also an obvious dissonance in the way cliff explosives are handled versus elevated rails. Fulgora has the same puzzle with space constriction which is solved when you complete Fulgora’s research pack. However in Fulgora’s case it’s an upgrade to an existing feature you can have on Nauvis. They could’ve done the same with cliff explosives, but they didn’t, and I honestly think the reason for the difference is because elevated rails are a shiny new 2.0 toy and cliff explosives are old, and they were afraid that nobody would play with the new toys if they were too hard to get.
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>>560018842
*holistic
holos like holocaust or hologram
Vulcanus would have been a more unique puzzle if they forced you to make something out of the stone (as I did on my first run what a titanic pain in the ass that was). Recyclers are OP and dumb down Vulcanus (stone), Fulgora (gears etc), Gleba (everything) and Aquilo (ice), all of which give you a ton of surplus trash by design.
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>>560017660
>the only thing you mentioned
In >>560003603 other than cliff explosives and surface restrictions, I also list capacity restrictions, asteroid resistances, and fish breeding. The rest of the discussion also brought up aquilo heat pipes, fulgora oil islands ("you HAVE to build train-networked outposts because we made the area around the islands impassable, and the islands with resources are tiny while the islands with space for building are barren!"), and the entire set of space platform restrictions (no containers, no bots, mandatory set of turrets, mandatory ammo production that's gonna be the same every time, mandatory fuel production that's gonna be the same every time, mandatory diagonal engine building, mandatory nigger-rigged pump PWM in the exact same update where they added circuits to nuclear reactors because "nigger rigging inserter control was obtuse", extremely strong drag force for anything that's not a brick), and even this is probably not exhaustive.

I don't know how almost everyone just hyperfocused on cliff explosives and now when prompted you just bring up surface restrictions as the "only other thing" brought up.

BTW, the fact that you can do the three planets in any order means it's non-linear, but doesn't mean it's not a campaign. You still have to "complete the three levels" and solve the gimmick/puzzle on each of them (except vulcanus which is trivial and has no puzzle).

>>560018842
>I love spage and I think you’re a faggot
I like spage too, it's just objectively less free-form and sandboxy than the base game is.
It's still very fun, it's just a different structure. And as a consequence for example it'd be a lot more difficult for overhauls to integrate, so it's natural to expect most 2.0-compatible overhauls to target base 2.0 rather than SA with all planets.
Maybe I wasn't clear but my entire argument is "SA is a campaign extension for Factorio", and NOT "SA is bad (or whatever) because it's a campaign".
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>>560019674
>stone
Unfortunately landfill exists, crafts near-instantly and compacts stone 100x (50 items per and 2x stack size) so this doesn't sound like a particularly interesting challenge.
>Recyclers [...] dumb down Fulgora (gears etc.)
It's the central mechanic though, it's a planet based on disassembly and a 100% efficient disassembler would absolutely rape quality. (Then again maybe the issue is quality.)
>Gleba (everything)
What do you need to void on Gleba that can't be thrown into a heat tower?
>and Aquilo (ice)
To be fair I think it's criminal that you can't dump shit into the Aquilo ocean, so having to use recyclers is at least some substitute for this oversight.

The entirety of SA is heavy on voiding mechanics (whether it be burning or throwing overboard/into lava, or recycling), for better or for worse. Recyclers are just a small part of that. I do think something like Nullius where byproduct management takes actual thought is more interesting, but vanilla Factorio is orders of magnitude less convoluted than overhauls like Nullius and I don't think you could easily fit any sort of similar processing chains without wildly blowing up the average complexity way beyond what Wube wanted for vanilla.
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>>560020262
>What do you need to void on Gleba that can't be thrown into a heat tower?
It feels so cheesy and wasteful it's like sinning, but a linear Gleba factory where everything you can't instantly use ends up incinerated/destroyed runs effortlessly smoothly and almost removes spoilage from the equation, it may even give you a higher throughput considering the opportunity cost of shipping half-spoiled crappy bottles. You shred science and nutrients basically.
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>>560014092
Thing is, vanilla also had restrictions and clear progress curve, most sandbox games have. You can't, for example, automate wall repair before bots and oil. You can't have tanks before oil.

The central point of this discussion seems to be where you draw the line, when the restrictions railroad the game too much or not.

One of you screams "not being able to destroy cliffs before vulcanus is a restriction", the other scream "its not a restriction, just build around it".
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>>560021737
I think where I personally draw the line is between mechanics that naturally allow you to do things as you progress vs. mechanics that intentionally block you from doing certain things because the developers wanted to curate a specific experience.
There's also a similar line to be drawn between "restrictions" that are clearly part of the basic gameplay (like for example you can only place water pumps on shores with water, not just anywhere on the map) and restrictions which again are meant to curate a specific experience or provide a challenge meant to be solved as a kind of puzzle in itself (like the heat pipe minigame on aquilo).

So for an example of the former, having to wait to unlock bots is IMO just a natural consequence of having a tech tree in the first place. If you didn't want to have restrictions like that you'd have to start the player with all tech unlocked from the start. In comparison, in SA, you can consider for example the restriction to not allow containers like chests to be built on space platforms. It's something the developers put in on purpose to force the player to build platforms in the specific way they envisaged.
Cliff explosives being locked later is almost in a grey area and in a vacuum wouldn't necessarily even be an example I would've brought up here, except that they already existed in the game and already were unlockable early, and the devs actively and intentionally moved them to another part of the game specifically to curate a particular experience they wanted to force the player to have on vulcanus. And the evidence we have for that is literally their own explanation in a FFF.
So for instance if wube pushed out an update that locked bots behind Fulgora for example and said it was "so that the players had to experience scrap sorting with belts first" then I'd call it railroading as well. That's where I personally draw the line.
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>>560023419
Locking bots behind fulgora is no different than locking them behind oil. Both are ways to force the player to do X before unlocking them. Both are ways of curating the experience. I suppose I could say that locking bots behind fulgora is a natural consequence of having a tech tree too.

I dislike of some SA decisions and locking vanilla content behind dlc planets is lazy, but you seem to have double standards to what you call restriction.
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>>560023419
how do you feel about belt weaving promethium
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>>560026614
Locking bots behind oil is kind of a bare minimum "you have to progress through the game to unlock better tools". Locking bots behind fulgora with the precise reasoning I gave would be an explicit "you have to solve this specific challenge in the specific way I intend you to, therefore I make sure you don't have ways to work around the challenge I intended".
There's nothing particularly interesting around oil or blue science that would be trivialised by bots, the only reason they're gated is just to provide progression through the tech tree, just like everything else is gated. For example, when locking trains behind green science the devs didn't go "muahaha, we will FORCE the player to solve the red and green science with just belts before allowing them to use the superior tool!".

Thinking about it, the closest thing to a railroaded challenge in vanilla that I can think of is locking laser and flamethrower turrets behind oil, because it forces the player to set up gun ammo production for initial defense before later unlocking ammo-less defense options.
But this isn't black and white, base game having a few design choices like this doesn't mean the rest of the game isn't overall sandboxy (within the limits of how sandbox a game with a tech tree can be), while SA has many many more examples of restrictions whose explicit clear purpose is to eliminate particular ways of solving a challenge and force players to use the dev-intended way to solve it. Many of which are not even bypassable with later tech but are permanent gameplay mechanics.
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>>560026694
I think it's a very interesting case study, because it relates to a specific restriction devs put on the player - "prometheum packs are only buildable in space", combined with a stack size of 1 for asteroids and spoilable eggs, clearly intended to set up a specific "puzzle" for players to solve, namely how to build a deep space platform that's fast enough. This is exactly the kind of design I'm talking about; the intended challenge is not "use X resoures to build Y science pack", the intended challenge is "build this science but look, you have to bring a spoilable ingredient into far away orbit, so now we are forcing you to make sure your space platform is fast enough, forcing you to optimise your egg storage, making you add defenses on the platform or craft a schedule that avoids spoilage, etc.". This is the exact kind of thing that doesn't really exist in the base game.

Belt weaving is an alternate solution that the devs didn't anticipate. It's "cheesing the challenge", something that you didn't really see in the base game at all because it lacked dev-designed "challenges" in the same way.
And the most telling thing for me is that the devs expressed displeasure and a desire to nerf it for 2.1. It's not clear how they would do it, but what matters for me is their attitude - "we want you to play the game THIS way, players found a way to do it another way, this is a problem that has to be fixed". I don't remember anything in the base game where the devs ever patched or nerfed things because players found ways to do things in way that weren't intended, except for rare true exploits (free items with productivity) and maybe sometimes with combat since that kind of has to be balanced to have any chance of being fun (though I don't remember many changes even there).
There was simply not a single case I can remember of devs going, oh players are building such and such kind of factories, this is bad and we must change our game to prevent it from happening.
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does blud always yap like this
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>>560028420
>zoomcel crying after being brutally wordmogged
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>>560028364
>balanced to have any chance of being fun (though I don't remember many changes even there).
They added target priorities like, yesterday
Not saying it filtered me, but defending was a challenge.

I'm also 40% sure but I haven't factchecked this, that they fucked with the side on which inserters drop items to nerf spammable blocks consisting of 1 factory+inserters+underground I/O. People used to post modules like that and I haven't seen then in a while. When I last tried it didn't work but maybe I didn't try hard enough, IIRC the items always dropped on the same side of the belt regardless if they were facing right/left/up/down so it couldn't fill a belt making it pretty shit. (again 40% sure I may be talking out of my ass).
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>>560030062
visual representation of what I mean
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>>560031305
that seems worth fixing just for the asymmetry
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I love that powerspike when you get big excavators going. Now I can afford steel production and get way cheaper mechanical parts.
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Food shortages will continue until morale improves.
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I want quality fluids
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hi good afternoon
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I want a girlfriend
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>>560034930
that doesn't look very advanced for a 2077 machine
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>>560035543
if you thought the COI death spiral was bad
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>>560035873
enshittification took its toll on the industry by then
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>>560027496
I feel we may just be arguing semantics at this point, but technically, locking bots behind oil is still a restriction. The point I was trying to make is that you just call what you don't like a restriction and the ones you approve are handwaved away.
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>>560034930
Little wonder what happened to the previous 105 Dave Matzeks.
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>>560034930
Why did they let a 106 year old near it?
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>>560035543
wrong egg
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i want to make a realistic map in coi, but i also have to unrealistically group all of the resource deposits together which is not good since their real life terrain is quite different
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Please go leave a positive review!
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why are you obsessed about that game
and why is the review score taking a hit
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>>560039864
people are angry at a paid DLC with actual content being released while the game is still early access AND the devs handling of the criticism of the practice being really fucking bad
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>>560039675
gas this marek as well
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>>560039864
I don't care about the dlc drama but I find begging for positive reviews to be of poor taste
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>>560040152
>>560040418
alright back to not caring
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>>560039675
Seeing this after getting banned from their steam forum for telling people to go review the game when this whole shitshow started fills me with childlike joy.
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>>560041247
the kind you get spanked for
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>>560039675
keeeeeeeeeeeeeeeeek
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>>560039675
COI more like COK
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>>560019801
>mandatory nigger-rigged pump PWM
this is retarded overcomplication, with the only usecase of reaching the shattered planet if you can somehow get a signal when "the asteroids are getting close to fucking your shit up but they haven't yet"
want go fast? add more engines(and fuel production)
want go slow? disconnect engine or fuel production

if your problems arise because a single engine ship is still too fast you need to make it less shit
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>>560044970
I agree and I don't do it, but the converse argument is "if tightly controlling the speed is not extremely important then why not just give people an easy way to do it if you want?".
What I find funniest is that in 1.0, nuclear reactors were like that and people would rig together fuel control using inserter circuits, and in 2.0 they basically looked at it and said yeah, this is overcomplicating things for no reason, we should've just made nuclear reactors have a circuit connection. They also applied the same logic to a bunch of other stuff, so in 2.0 we got circuits on splitters, massive circuit features on assemblers, lots of improved circuit control features for trains and stations, etc.

But then they add engines and make extremely overcomplicated efficiency/thrust/fuel curves - and I agree with you that most of the time you really don't need to care, but clearly Wube thought this was interesting enough to add very specific and detailed curves with unique formulas for both thrust and efficiency separately.
And then, in the same update where they said "adding artificial complexity by refusing to add circuit support to reactors, assemblers etc. is dumb, nigger-rigging inserters is not interesting, we'll let you control them directly", in this same update, they add a shiny new toy with complicated controls and refuse to let us connect circuits to them and decide it's going to be genius game design to force us to nigger-rig pump circuits if we want to control them.

It's not important but the juxtaposition is just really funny to me.
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>>560039675
>wave of positive reviews right after
begging worked??
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>>560049005
I left a positive review just to make the poorfags complaining about the DLC seethe
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>>560046192
I actually like the obamarigged PWM engines because it feels like an actual solution an engineer would have to implement and it makes it so the machine itself isn't smart enough to control it's own input, which it shouldn't be. Same with the nuclear reactor, putting the fuel in and then being unable to pause the reaction is expectable and creates an intuitive puzzle, the machines aren't smart, the engineer is. But then comes the problem with someone at some point in the past thinking we shouldn't be able to read the temperature which is more of a problem with Wube's overall approach to combinators, because I don't find them very useful at all and they're not very rewarding. It's all either the simplest shit in the world (cracking) or entire computers to run automalls with no in between. Why does the game give me a siren but no way to detect biter attacks? Being afraid to make something "too useful" is antithetical to a game like this
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>>560039864
Devs started banning people on the forums lol
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I'm playing Medieval engineers again.
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>>560039675
>Only if you enjoy the game and feel they have earned it.
>If your opinion changes later, you can always update it.
idgi. Whats the controversy? Isn't that the point?
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>Nullius tanks no longer need to be pressurized
Thank Grodd. Yeah it loses some character but I didn't like that so fuck it
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>>559990657
I don't think there are only 2 options. The way to do it would be for the "puzzles" to introduce new mechanics which can then interact with existing mechanics as well, or they could provide alternative solutions to some problems already solved.

SA does this, but it's kind of so-so, it doesn't really fully succeed at it. Vulcanus adds some unique mechanics but they're not a major departure, but the Foundry and the availability of molten metals can be quite transformative to how you build things. It may not be super unique but it does a very good job of constructively integrating with the rest of the game.

Gleba is extremely unique, but it doesn't really provide any major mechanics or options that integrate with the rest of the game (other than the stack inserter, which is mostly tacked-on to Gleba and has nothing to do with its core mechanic). Fulgora is kind of the same, it's unique but doesn't really provide anything other than a machine which does things you could already do, but better.

Aquilo is the worst of the bunch I think. The idea to mess around with temperature is really, really good but it's implemented in a lazy / poor / boring way, just dragging heat pipe next to everything is shitty and not very interesting. The temperature mechanic it toys with also doesn't integrate with the rest of the game at all.

I feel like with some more thought / effort SA could have avoided the feeling of things basically being tacked on to the side of Factorio rather than being integrated into the whole. I think it's certainly possible, though SA didn't quite reach the same level of masterclass of game design that vanilla managed. Doing this sort of whole-game integration of new mechanics might be more difficult / impossible for mods, but it shouldn't be for an actual expansion where the devs can change the core engine as they please.
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>>560056774
Yeah, you make good points about the parts that SA did manage to do well. Foundries and a liquid metal bus are indeed transformative (though it's also not really a "new mechanic" - it's brand new for vanilla factorio, but general fluid-based manufacturing has been very common in mods since forever, including molten metals of course).
Gleba does a fantastic job at introducing a new factory paradigm, and you're right that it's unfortunate that it's so self-contained. But I don't know how you could really make it be less self-contained without fucking the rest of the game and reworking it to be "gleba 2", which would not be fun or interesting either. A few items already have spoilage where it makes sense, I think that's good and basically you get some processes here and there that require gleba-like latency management. Maybe it should've been taking a little bit father.

Fulgora I don't find that interesting. Scrap sorting is fun but you don't really build that much of a different factory in the end; you just need some looping and extra processing to get the base materials you need, and you get some intermediates for free, and from there you build the rest of the factory the same way.

I definitely agree that Aquilo could have been so much more than a shitty tacked-on gimmick if they actually went all the way with temperature simulation.
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Look at him go
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Are we truly EOS? I feel like we are slowly bleeding out due to multiple bad dev decisions
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>>560059364
Add a slash to refine your search results.
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Satisfactory modeler is so fucking good.
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>>560053440
vgh what covld have been...
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>>560059174
how deep can the floating excavators dig? i am wondering how deep of a pool i could make
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>>560034930
The machine spirit was not given the proper respect by the operator, who should've performed the ritualistic rite of "Wooden scrap formed in the shape of a human finger, in substitution of a real human finger."
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>>560069961
No clue since I haven't made one yet. That guyis delivering construction parts to water pumps on theother side of the island. I'd guess at least 3 down since I think that's how deep water needs to be for a dock.
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>>560076020
now that ships can move freely, they should let us have boats for moving things around the map
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>>560078340
"Muh balance"-devs
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>>560078340
but then who will buy their train dlc? they need to wait for the paypiggies to consume that first before giving them alternative logistic options
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>>560078340
Ship DLC
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>>560086035
they will make a helicopter dlc
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>>560088289
Now there's an idea
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>>560059174
>that poop pipe
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>>560089505
how many hours of arma 3 do i need for this?
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>>560090237
The Ganges provides "sanitation"
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Is there a command in factorio to skip/unlock a specific tech? I'm playing with the planet start mod, started on fulgora and landed on Vulcanus. The trigger tech for foundries is stuck at 99% no matter how much tungsten carbide I produce. Tried reloading, restarting, no change.
The wiki is unhelpful as ever.
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>>560095801
>the wiki is unhelpful
have you tried reading?
getting the research you want is the tricky part - you can either find the research name in the space-age.cfg locale or by pressing f4/f5 ingame, enabling debug tooltips and opening the research screen
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>>560095801
https://steamcommunity.com/app/427520/discussions/5/4631482569784825292/
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>>560096903
>have you tried reading?
You're asking too much
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>>560062165
>pure iron ingot
>iron wire
Fucking disgusting.
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>>560096903
>>560098621
70% of americans read below a 3rd grade level
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Kek because of the way powering off a host works, my solution needs one NOOP to not fail test 11 and NINE (9) NOOPs to not fail test 29
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>>560106394
Niggers, more specifically
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CoI amphibious vehicles can dig 5 tiles below water.
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>>560069961
-5
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i uninstalled pirated factorio what a trash game tbqhwy
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>>560108391
Hey! Stop playing it as an idle game!
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My PEMDAS is right here right?
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>>560111692
It clearly says
(BA + ZA + APB) / 3 + WRT * OI / OD + (PC - PS)* 20
If you need to even consider order of operations, you haven't grasped basic arithmetic yet.
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>>560112007
Basic arithmetic as communicated in this pretend language. Relax chief.
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>>560112313
Click that SHOW GOAL button and compare if you're still unsure.
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>>560053440
Why would you do that to yourself? I still dream of what could have been
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>>560112693
I was right, just checking.
I fail on test 7 because the highest player is on the last entry and apparently I've been killing the other exa as it's in the middle of reading the last entry every time
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3rd level in a row that I add to niggerig with NOOP spam :/
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This work betters but it actually raises the cycles from 197 to 214 oddly enough.
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Ok this kind of pisses me off. I was flummoxed for an hour on why the fuck this was failing, thinking it was a timing issue and I needed NOOPs again.
Turns out the central 200 Castle isn't always the only file with with pointer IDs in it; some of the other buildings, arbitrarily, will have some too. Upgrade side-buildings and such. Complicates this, fuck me
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does this seem like a good foundation to build up a gleba base from
I'm pretty sure it will not stop working
then from here I can do bioflux and get the rest of the production chains set up, without worrying about needing to fiddle with the basic supply by hand
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I forgot to use @REP in a puzzle again. I still haven't used it.
Next time for sure
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>>560124384
I'm actually proud of my solution on this (64 cycles)
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>>560126359
change the yumaco setup so that long arms don't have to move fruit (two assemblers on the right), you don't need to move the factories if you don't want to just snek the belts
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>>560128130
Yep I really need to into @REP
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>>560129898
You don't use Messages for synchronization, at all?
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>DSP small patch
>Added 3 new combat situational music tracks. These will play depending on the actual combat situation and historical play frequency. They can also be toggled on/off in the settings.


More combat music must mean combat 2.0 is right around the corner right?
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>>560130378
I have before. I tried it here but this NOOP thing turned out easier
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Best engineering game if I'm a gay sub bottom?
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>>560108391
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>>560138052
Yes yes, don't let my Exas get turned off
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Fuck I feel retarded. How tf do I get around the 9999 limit and wrap around to 0 without literally 1 number at a time incrementing up and past 9999?
Don't answer that. It probably lies in a conditional if x AND t are both above 5000 right?
>>
or 4999, rather
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>>560145669
Quote of shame
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ETA on Nullius 2.0 being on the factorio mod portal properly?
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>>560146358
Hey you can't say that. Only I can say that. Just give up and download it, man. The last update was like two weeks ago with a "SOON" from someone who I don't think is working on it
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>>560147226
I'm not in that much of a hurry to play it that I'd go and download it manually, plenty of other things to do to tide me over until the real release
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>>560147226
I like the Nullius picture because I'm pretty sure that building on the far left isn't in Nullius
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>>560146358
there's no reason to port mods like this to v2 (which is mostly api changes to support the quality bullshit). v2 does absolutely nothing to these mods.
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>>560149903
the reason is that I never played nullius and I want to, but I refuse to downgrade my game to 1.1
do the work for me, modder man
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>>560149903
Have you forgotten all the shit that 2.0 added?

The fucking parameterized blueprints ALONE is reason enough
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>>560150563
>0.01% of players use it
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>>560150385
you don't need to downgrade anything. just download 1.1 and have it in a parallel folder.
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Jesus this one took me a while. Performed surprisingly average in the end
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>>560150936
Just because you're lame doesn't mean it's not great and worth the update. Fine

>Assembler logic
>Better combinators
>Train interrupts
>Less retarded bots
>Fluid changes
>Global circuit network
>Logistics networks
>Selectable item groups so you don't have to manually past a combinator everywhere when they need to be updated
>>
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>minecraft serb empty
>only active meningitis serb keeps timing out
FUCK IT.
I'M GONNA.
I'M GONNA.
>>
>>560153028
what
>>
>>560153464
I'M GONNA
PLAY RUST
AND BUILD A FACTORY
>>
>>560151826
it's ok, not everyone is smart like me
>>
also, I see lots of people playing exapunks lately
I like to think I'm the one that started the trend
>>
If I start a factorio playthrough now, will it get bricked by 2.1? (I am slow)
>>
>>560155659
Only if you try to gamble
>>
How anyone would go around making an overhaul mod for factorio without bloat?
>>
>>560155575
Calm down, it's just one guy.
>>
>>560155575
Nah it's because of OM's dlc
>>
Creating spaceships in factorio is so fun, lads. Got an inner system spaceship to go at nearly 400 km/s, with enough firepower to not die. I could spend hours optimizing bits of spaceships.
>>
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Man scaling up in COI can be a real pain in the ass. I have 4 MK3 assemblers producing Construction part 3's but it feels like a tiny trickle of what I actually need. I don't dare make more because my pollution is already getting too high. Gotta set up a sulfur sink and unlock waste processing so my people stop drinking shitty water and dying when they catch a cold.
>>
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This appears to, uh, not work
>>
>>560163018
Hardcode 4 of your exas to go 800 -> 11 -> 5 and repl endlessly, then have one more casually fill up the other rooms behind it with more repls. Control of that center room is key.
>>
>>560153028
>>560153531
play pyserb
>>
have they said whats coming in the next factorio update?
>>
Are the Anno series factory games?
>>
>>560162882
Build clinic and get some medical supplies
>>
>>560166585
No
>>
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>>560166694
Still haven't found corn or wheat. I'm leery of looking too soon because that's how you find the deadlier diseases. Once I get wastewater treatment and sulphur->slag going my pollution will be fixed and I'll have plenty of wiggle room. For now I'll pay a unity to get +10
>>
>>560168809
Oh wait I did find wheat I just didn't notice.
>>
Does Whiskerwood not count for this general? I've been enjoying it and it's often compared to Timberborn. I guess it doesn't involve the same challenges though. Not that it matters since I put it down for EA anyway.
>>
>>560169523
is it less egg and more city building? I admit I know nothing about it but it looks interesting
>>
>>560170157
It it mostly city building, I didn't unlock them but I know it has conveyer belts and stuff like that at least.
>>
>>560170157
He hasn't unlocked everything but https://www.youtube.com/watch?v=rWiZmYuGs8Q [Embed] is aroundish as factory sim as it's gonna get. If it doesn't qualify for this general now, it probably will some day in the future I'd bet.
>>
>>560170418
I need to find a vtuber who plays it, I can only watch video game footage if there is an anime girl in the corner of the screen
>>
>>560170818
>>
>>560169523
Whiskerwood is probably more /egg/ than timberborn. The new belt automation and rafts are great. I find it really bizarre that a game about mice got ways to transfer items over water before a game about beavers.
>>
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How am I supposed to get my EXA to acknowledge a connection was refused and to try another?
A given phone number being bad is pretty arbitrary
>>
>>560059174
Did it release already?
is it backwards save compatible?
>>
>>560174267
>REPL reader_exa
>NOOP
>TEST MRD
>FJMP dial_next
Not sure if you need one or two NOOPs, but regardless it should work.
>>
>>560176707
Seems like it. You may have an issue with your ports being blocked though. You might have to move them or get some diggers to dig them out a bit.
>>
/egg/ has made me study geology for 2 days to model a realistic map
>>
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Brand new ironworks feels good.
I ditched one of my farms for it since 4 farms should be enough for now.
>>
>>560177491
>ports blocked
what you mean, if before I just had them in natural coasts how could it be blocked?
My last save wasn't that far in, but had already some steady chains built in, I think I was about to go chips and that stuff

I was mainly thinking of getting into trains, but the bridge stuff presented some quite interesting possibilities, now I'm unsure if should dig out a ridge like tunnel for trains, or have them elevated when getting close to the city
>>
>>560180041
The new update changed ports a bit so some older saves could load and have a terrain block error. If they work then you should be fine.
>>
>>560179869
lolololol get pranked retard
>>
>>559965882
Too bad you're months late and the devs abandoned it with the shittiest qol a vehicle physics simulator has ever seen
>>
>>560180041
i want my world to look this organized
>>
>>560180190
thanks I'll check it out,

>>560182613
>organized
brother if only, but even this much, I spend waaaay too much time just planning instead of doing shit that needs to be done
which brings me to the point, I barely have time enough as it is right now, I need to take a three months time out to play this game again

that picture is actually a bit outdated too, I think I've already upgraded the refinery, and done some stuff in the distance there
now with the hydro excavators, I can only image what will come of the coast landscaping autismo
>>
>>560183108
>>560180041
Oh which also brings the question, with the new big crane dumper thingies, is it better now to just excavate and dump huge piles of ore for storage, or chain linking big bucket storage the way to go?
>>
>>560183284
>just excavate and dump huge piles of ore
Why would you do that? Just smelt it. You'd be paying the fuel and maintenance cost of mining it twice over.
>>
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BURN THE JUICE FASTER
FUCK
>>
>>560163018
I was always surprised in these battles when my first attempt aced it
>>
>>560174267
some overhead between repl and first receive, and TEST MRD it
doesn't have to be NOOP, apparently I used the time to remove the number from list
>>
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This is a painful amount of steel to reach this island but it will be worth it since a third of the island is made of iron. It also has coal and limestone so I can just make steel on the island and ship it back to the mainland via train.
>>
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>need T2 trucks badly
>don't even have steel yet
It hurts
>>
>>560183284
i don't think it's worth it because you have to feed it into the ore sorting plant first in both scenarios, so it would be best to keep them neatly sorted instead of dumping it back out
>>
>>560149903
my pipenets and bot pathing
>>
>>560163676
is it still going?
>>
>>560187667
I can imagine the pain of waiting for those ramps to be finished. That island has no fucking resources.
>>
Is there a "vanilla mod" for Factorio? I would like to tweak some of the base values to suit my preferences better, but most of the stuff needs to be deepcopied from data.raw. I would like that the most important stuff (entities, items, recipes, technologies etc.) would be readily available with all possible parameters outlined and ready for tweaking.
>>
https://store.steampowered.com/news/app/1366540/view/524244549383487630
absolutely huge dsp update
>>
> CoI, v0.8.1b
> * Added ability to add and remove pillars on transport belts and pipes, similar to train track pillars.
> * Added 'remove_redundant_transport_pillars' console command to remove all redundant transport pillars. We recommend saving your game before using it. Removing redundant pillars can improve performance.

https://youtu.be/-kcOpyM9cBg?t=438 [Embed]
>>
>>560195163
nice
how much does the remove_redundant_transport_pillars command dlc cost?
>>
>>560195008
it's chinese new year, please understand
>>
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>1.0 launches
>doesn't even reach a new peak players record
it's over
>>
How to deal with "planning stress"? Whenever I am about to build a new refinery or assembly cluster I stress out and worry about space for future expansions and whatever the location is good enough for efficient logistics. I'm trying to stop worrying and just embrace the spaggetti but shit's so hard
>>
>>560195163
good, i got tired of trying to do that manually
>>
>>560196829
planning out ahead is a skill you gain with time. just spaghetti through, knowing you can just rebuild or build around if need. if you worry that rebuilding is hard, all that means is you need more construction bots in your network
and because trains exist, your old spaghetti usually doesn't get in the way
>>
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Evolved bricks.
I swear the numbers for turning rocks into manufactured sand are deliberately weird to make you second guess yourself but this setup is balanced.
>>
>>560196829
Don't know how big of a noob you are but learn to love blueprints and black box design, build things one module at a time. You don't need to make it a soulless grid/bus slop there's plenty of room for spaghet connecting the modules and they don't have to be squares. Write down the inputs/outputs, your documentation, in the blueprint's description and/or in display panels (more comfortable because you can just hover over them and consult the information while you're building and connecting pipes).
After that acquire toolbelts (extra inventory size) so you can experiment moving things around fast and without running out of space. Pro tip dragging blueprints into your logistic requests requests all the materials needed.
>>
in CoI do trucks have same capacity for fluids, items and particulate?
>>
>>560198412
yea
>>
>>560198573
so I guess moving regular items is always best
>>
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the freeform but still physically real pipe madness you can make in CoI is I think what the satisfactory tried to achieve with letting belts clip 90% of shit
>>
>>560186214
so you can get dig off and then deposits faster
>>560187806
if you dig pure ore you don't need to put into the sorting plant, though you may need to assign a export
>>
>>560162882
hate that shit, I always end up with a minimalistic build and just fast-forward
I'm up to the last science tier now and still on a single assembler for red construction parts
>>
>>560199195
yes as long as everything is close together. it might be more efficient to move your ores to the coal deposit otherwise, and the same thing for any other product that needs ingredients from distant locations
>>
>>560199195
It's best to move whatever has some storage compression through recipes. Sulfur instead of acid because you probably have water everywhere and it's 1:6. Cement bags instead of bricks because you probably have slag right next to iron where you're using them and it's 1:8. Alumina instead of Bauxite if you're anywhere near water, because it's 2,4:1 even after you ship in fuel gas. etc.
>>
>>560199317
that's nothing
>>
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Status: Extremely Busy
>>
So yeah, my original port apparently got stuck by terrain, doesn't seem too problematic to fix though
I wonder if you can work around it with the excavators
>>
Here is an updated look at my island.
Indeed, had upgrade the refinery powerplant
not much else though it seems
>>
And this is the closer look on the smelting plant,
This is what I meant by stockpiling excavated ore so you can clean a mine faster
guess this is the next thing I should plan out, push out a little bit the ore separator somewhat and plan for for future proofing and a way to get a rail incoming
>>
>>560196278
why would it
it's not actually very interesting
>>
>>560207812
It's usually what happens when a game reaches 1.0
>>
>>560209306
I mean the game as a whole is not really interesting at all
>>
6 hours into Captain of Industry and so far I haven't really cared much about agriculture. I just slam down a new potato field whenever I get a "food low" warning and then I let rain and trucks take care of the rest.

Gonna have to clean this mess up soon and get some properly industrialized farming.
If I use greenhouses and pump fertilizer and water into them will they just give a constant reliable output regardless of any weather or what?
>>
should i try captain of industry?
>>
>>560207812
It is interesting
>>560209306
Unfortunate (or suspicious) that they release simultaneously,
but either way, I think most of the interested players would already have played it earlier, so they're not in a rush

give it some time, wait for the weekend,
and also, who the fuck keeps checking that?
>>
>>560211646
water already makes them 100% reliable, unless you run out of groundwater to pump
organic fertilizer is a mess because it's made from your food overproduction and recycled food waste, both of which fluctuate based on pop count and also on the production of the fertilizer itself
proper ammonia fertilizer is again 100% reliable

there are also bonuses for feeding your people a varied diet, and the later crop types die very quickly without water
>>
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this shit is so fucking sweet
>>
I'm going to try Timberbobr.
>>
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uhh can I in-place swap a retaining wall to a tee?
>>
>>560213724
Kurwa.
>>
just bought the trains dlc, time to start my 10th save that I still probably won't finish
>>
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can I somehow make it single column again
>>
>after months after playing having to figure my shit out again
I need a manual

>>560213194
>land bridging when you can bridge bridging
ngmi

>>560214342
I was going to say no, but you can replace some buildings, so maybe?
I don't think it will work because the T and L pieces are different sizes,
that being said, if you leave the little gap it will probably not matter

by the way, anyone done some coastal landscaping yet?
>>
>count out the ratios for labs in Factorio
>comes up to something like 6 blue science producers per lab
>whatever let's build this up slowly
>get a stable line at 4 blue sci servicing 8 labs
I might actually be retarded, ratios just don't jive in my head in this game.
>>
>>560220618
just build moar production until your labs are satisfied
>>
>>560220618
>>560221107
That seems backwards to me. I always build a predetermined science/min and then just overbuild labs until the science belts stop backing up.
>>
>>560223232
then reduce your number of labs until the ratio works :)
>>
>>560220618
doing that is retarded anyway, since researches have different speeds anyway
>>
>>560220618
Labs are the one thing nobody in factorio ratios out exactly, since different researches have different speed, you will gradually research speed bonuses up to a certain point
And most importantly of all building more labs is very cheap compared to building more of every single science production, so it's basically always better to build slightly more labs and have them idle than to build slightly more of every single science production line and have it be idle
>>
>>560195008
When are they adding UI scaling
I cant read shit in that game
>>
do you guys put ore sorters right at the mine, or do you centralize them somewhere else? in a previous save that's what I was doing and it worked well, I set up crushers at each mine as well so I had a lot of gravel and fake sand
curious how others do it though
>>
>>560226109
Same. First time I saw another solution was today actually >>560207134
Guess what's better depends on where you're dumping the dirt+rock and where you process the ores. My map has quartz and coal right on top of each other, so it makes more sense to smelt glass and silicon right there, reduce shipping volume.
>>
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Will this be enough for endgame? Can't really gauge how many construction parts you need, I guess at some point you just stop building stuff entirely.
>>
Ok just finished the refurnishing for larger ore capacity on my smelters
it only took me 3 hours to sort the spaghetti

>>560227845
Yeah it works well for me as starting place, had enough of ores all around,
but I will eventually have to plug a train station somewhere
each case is each case, but I found that my centralized smelting is rather efficient for dealing with all the subproducts

>>560228165
I'm running of sets of 4 as well its never enough, but then again, its often said with this game is better to take it slow and not overexpand
>>
>>560224051
I ratioed my legendary biolabs in my megabase because they were taking lots of space and are slow to make
>>
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overengineered?
https://www.youtube.com/watch?v=E0N55sOzVus&t=326s [Embed]
>>
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>>560219437
I do both
>>
>>560228801
Once you reach endgame then it can make sense since you're going to target either prod research or everything else so you know the exact research time, you have the max research speed tech, and you know the exact maxed out speed beacon setup you will use.
But in comparison throughough most of the game you can roughly ratio almost every assembly line you build, labs are one of the few things that is just easier to overbuild until you are building your final, fully planned out endgame megabase.
>>
>>560228165
with a big enough buffer, one assembler of everything is enough
>>
>>560228879
>this is what our "idle inserters and assemblers waste power" autist looks like
>>
>>560228879
that's just how old people's brain works
you'll get there, kiddo
>>
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is thre some way I can squeeze more throughput into the tower with conveyor 2s
>>
>>560229141
killing myself before I hit 40
>>
>>560229274
you're already an unc with nothing to save you
>>
>>560229246
do the splitters even connect to the inputs/outputs on buildings?
>>
>>560229376
nope, and can't put two connectors next to each other either
>>
>>560229376
the single tile connectors yes the 2x2 balancers no
>>
>>560196278
They even pushed back the launch. I think the issue is that most people that were interested already purchased the game.
>>
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HOVALAAG, anyone?
how the fuck do I do the problem 9 - reverse sequence detector???
>Problem 9: REVERSE SEQUENCE DETECTOR
> IN1 has an initial count, followed by a sequence of length 'count'
> IN2 has a sequence of length 'count'
> OUT1 is a single number, which is 1 if the sequence in IN2 is the reverse of the sequence in IN1, 0 otherwise
the only idea I got was some sort of reversible running hash, so you push to hash IN1 and then pop from hash IN2 and expect 0. very flawed and I don't have the specific hash function figured out.
>>
>>560229874
Gesundheit
>>
>>560229274
why
>>
>>560226109
Without mixed cargo transport (aside from the truck itself from the mine) it gets kinda impossible to not have a sorter at the mine.

Ideally I would like to see the ability to have mixed cargo trains/belts. The mine trucks just dump everything into a single hopper that shunts it into a train car. That train then goes to a large central ore sorter. Do this with every close by mine and now you end up with all your raw resources + dirt/rock in a single location.

I find the large ore sorters to be a mixed bag. Yeah they have a large capacity/thruput for the biggest trucks, but realistically how many different materials are you gonna put in to warrant the 8 different outputs? Most mines are just 3 materials.
>>
>>560230106
you can have mixed cargo belts, just not mixed cargo containers
>>
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>>560229952
>why
>>
>>560230485
the holy bible says otherwise
>>
>>560228165
Yes. You could even upgrade those 1 more time which should give you more than enough CP4 to build with. You migth end up needing more if you decide to do trade deals using CP2 or 3 though.
>>
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the west is over, chinese are simply too far ahead of us
>>
>>560230460
Meaning you cannot dump mining output onto a belt

>>560230106
think I saw that in the "roadmap" somewhere, alongside removing iron plates
>>
Oh yeah, duh I'm retarded lol. But having mixed transport would open up my options instead of only running a belt. I just personally find the look of belts over long distances as aesthetically displeasing and trains make my pp big
>>
>>560230763
what am I looking at
>>
>>560229246
If you directly hook up a storage bin you get maximum throughput. I think the bigger bins are a little faster. Downside is that you can only do 1 resource type that way. It's still handy when you're only digging up rock.
>>
>>560230763
underpass
train
>>
>>560230763
The forbidden build
>>
>>560230763
>chinese
hope you're baiting
that's korean
>>
>>560230106
>hopper that shunts it into a train car
Sounds cool. They could add that to the second Train DLC
>>
>>560231030
these a rabs are all the same to me
>>
>>560230521
That's because the developer thinks he knows best and doesn't like player exploits and hates speedrunners
>>
>>560228879
kino
>>
>>560231530
>thus God created Earandel in His own image and likeness
It's a good day to become an atheist.
>>
>>560196829
>How to deal with "planning stress"?
Play Pyblock hard mode. It will either cure you, and tech you to let go; or break you.
>>
>>560238162
You know, I never thought about it but the one time I played like 20 hours of pY has made every single playthrough afterwards feel really easy. You may be on to something. Even a short experience with the early game can give a good perspective.

Not sure about the Pyblock recommendation though, does it start off faster than Seablock? The latter is well known for having to either idle or uncap the tickrate for the entire early game, which is not particularly difficult or complex and is more liable to making one bored than teaching good planning habits.
>>
>>560238869
a couple people played pyblock here in the last couple months and were walled hard as fuck by how insanely slow everything is (the only way to get copper at the start is by sorting ash from burning raw coal from fawogae)
one of them might have made it to the first science pack and then stopped, the other quit before that
>>
>>560239192
Yeah, then it's not a particularly good "trial by fire" for factory building, just a test of patience.
That anon should just play normal pY for a while, get to the first science or so.
>>
>>560225212
>756p gamer
>>
>>560239192
>a couple people played pyblock here in the last couple months
They are Deeply Silly people.

Pyblock is half-assed in the first place.
>>
>>560229874
Show where the game part is and why it isn't /g/
>>
>>560240203
?? The issue gets worse at high resolutions, not better.
>>
>>560229246
>building on trash
>>
>>560241025
Surely the most stable foundation for an industry
>>
>>560217450
>he boughted
kekypow
>>
>>560241025
just cover with dirt after
>>
>>560240421
the game part are the dozen issues you have to solve on that architecture. If tis-100 can be here, why not this?
>>
>>560241610
>*Requires your own editor environment, command line UI, and web browser to view the generated HTML traces.
Again, where's the game part? It's hardware simulator.
>>
>>560229246
use lifts and connectors exclusively. they have the fastest item throughput in the game
>>
>>560243069
o yea lifts I dont use them on purpose because of the cost
>>
>>560242956
>Hand-Optimizing VLIW Assembly Language as a Game
It literally says "game" right there.
Multiple zach games require using a PDF viewer to read specifications for the game. Some require you to use a web browser to translate chinese datasheets.

>inb4 nooo it can't be a game if the main executable is CLI
That's the only difference between this and something like kohctpyktop, tis-100 or shenzhen
>>
>>560243778
Does it have a story? Lore? Or even a score?
As far as I can see, it's a compiler and nothing more.
>>
>>560242956
I really don't get the stb didn't put the problems on the website and you have to run the binary to output them. odd choice
>>
>>560244159
for the reference, author is that guy in video >>560228879
>>
>>560244073
>if there's no lore it's not a game
Where did "gameplay is king" go? Nandgame has no lore either, yet it's considered on-topic here.
>Or even a score
I haven't played it but since it's called "hand-optimising" I'm pretty sure there must be a score. Is there not?
>>
>>560244159
If that's a game, how is a math textbook not a game?
VNs aren't games either
>>
>>560243417
they don't seem to use maintenance and the power cost is small if you want to maximize something important. yellow construction is cheap to me
>>
>>560244698
>Where did "gameplay is king" go?
Let's just say that like the DSM-V, there are criteria and symptoms of a game, and it doesn't become one until it checks off a number of them.
>>
>>560231030
nuh uh
it's vietnamese
>>
>>560244348
wow yeah that's not even a bit. that's him
>>
>>560196829
I usually gaslight myself with corporate management speak, like
>don't let perfect be the enemy of good enough
>first make it exist, then make it good
also the more classical
>he who hesitates is lost
followed immediately by
>but fools rush in where angels fear to tread
>>
>>560244820
The entire point of play is learning to learn. Games are just learning for pleasure. The difference between a math book and this is intent. A mathbook is about learning a practical skill for practical reasons, HOVALAAG is about overcoming challenges for fun.
>>
i wish coi had better water modeling. i want to make downward streams instead of flooding everything below the water
>>
>>560196829
You have to build it before you know what it takes to build it. The trick is to stop worrying about it. Just give your best guess, and just accept that you might have to rebuild it later. And when that time comes just do it; don't dwell on it or let yourself feel bad that your guess was wrong.
>>
absolute retard here
In Satisfactory, is there a way to set up trains so they only pick up a limited amount from a station?
>>
>>560254793
Lol no. Those trains have very little customization beyond going A<-->B
>>
>>560254793
If your idea is to deliver everything of one product to a single station and have multiple destinations get an equal split, no. You'd either want to build multiple stations or freight platforms and do the splitting beforehand.
If you phrased properly what you want to do, you might get a better answer.
>>
>>560256157
>>560256201
That's exactly what i meant, thanks. Trains fucking sucks but i basically need them to not have spaghetti running tens of kilometers
>>
>>560254793
Best you can do is throttle the output from the receiving station and keep the station full.
>need 120 x per min
>use mk 2 belt
>freight station stays full
>train delivers x to multiple stations instead of just one
If you specifically wanted to control how much a train actually picks up you could also throttle the input
>>
>>560257869
that's sort of how manifolds work right?
i do that inside my factory complexes but it takes time to make everything running at full
>>
>>560258121
Yes, but instead of machine count m - 1 stacks having to be filled up you'd have up to 48+32 stacks in the freight station + freight car. So that's a dumb way to do it.
Just build multiple stations servicing the different destinations.
>>
oh no no no no
>>
>>560247559
no it's not
dummy
>>
Satisfactory train dlc when?
>>
>>560244820
VNs are games
>>
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does derail valley count as /egg/
>>
>>560261254
unfortunately satisfactory doesn't have predatory monetization practices
>>
>>560261254
hopefully never, can't wait to unlock drones
fuck iron dildos
>>
>>560262134
why are their devs so anti semitic?
>>
https://store.steampowered.com/app/3207080/Keplerian_Space_Discovery/ did anyone try this during nexfest?
>>
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Was free will a mistake?
>>
>>560263802
free will doesn't exist, only our experience of it
>>
>>560263802
Every time I see the word "buttplug" I'm reminded of the guy who couldn't go 10 minutes without something in his ass so he wore a buttplug to his fucking MRI. Turns out his 100% silicon buttplug had a steel core
>>
>>560263970
World's shittiest railgun
>>
>>560263947
>>
>>560262891
they are Americans after all
>>
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>>560264134
>>
>>560263565
My computer's too shit to run this. Looks neat. There's a demo too.
>>
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from now on i'll make all the railways like this, fuck making sense
>>
>>560264421
oh i didn't see that
99% of the time there is a demo there is a green box at the top of the description
1% of the time it is just a tiny button hidden on the right
i don't understand why the UI isn't consistent
maybe it is something to do with they have to register the demo as a different title on steam, but again that difference doesn't matter to the end-user so why is it different
>>
>>560261254
>first run of satisfactory
>need to move sulfur and coal to my turbo fuel power plant
>decide to try out trains
>laying rails has got to b the worst fucking thing I've ever done
>managed to get it all working atleast

Never fucking doing rails again, from now on it's belts highways cutting across the landscape
>>
>>560264707
The green box is shown in the app, not in the browser
>>
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>>560264149
the only good thing to come out of gnosticism was xenogears
>>
>>560264948
It's slightly less shit now that blueprints can snap. Or you can just blueprint a stack of belts instead and still get it done easier than trains.
>>
>>560264948
Huh, I never thought to try burning the alternate fuel types for power. Thought it was just a gimmick for the jetpack, with different performance.

Anyway, it's usually easier to just start another oil field than to try getting all the necessary resources into one place.
>>
>>560266024
I haven't messed with blueprints yet, I figured it likely wasn't worth it until you got the mk.3 version
>>
>>560266851
For constructors and whatnot yeah it's a bitch saving new ones.
For train tracks it wouldn't matter. You just build something like a pillar and place down your two tracks and you're done. After that it's just snap and drag.
>>
>>560267013
Never once thought to do that, then again ice forms at my IQ.
>>
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marvelous
>>
>>560267380
How'd you manage to make a monorail curvier than the ground?
You can adjust the angle when placing nodes.
>>
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>>560267380
bro at least try to make your stuff level
>>
>>560263970
He survived and got a ton of money from insurance because of that
>>
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>>560267576
>>560267789
i was too lazy to build more than 10 structural beams
i went back and fixed it up a bit
>>
>>560268000
That's a bit better. I built my first rail with the intention of expanding it and having it go across the map but I don't think I'm going to continue it. I would like to at least add some pillars like you have so it's not just a giant floating platform.
>>
>>560267836
Not all stories have happy endings
>>
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>>560268281
i'm not obsessed over realism but having wonky floating shit around really disturbs me
i try to roleplay it thinking the planet has lower gravity than earth but still

>>560263970
i'm a x-ray tech and last month some guy came in like this in the ER
take note that this is the third time it happens to him, he already had a bigass scar on his belly because he needs to be cut open every time he does this shit
>>
>>560269442
Can you like...accidentally kill him?
>>
>>560269442
>this is the third time
Do you... have to help? Let natural selection take its course.
>>
>>560269442
What did he shove up there? I can't tell from the xray.
>>
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>>560272241
it's a pretty large silicon dildo
you can clearly see the radio-opaque metal base
from what i gathered it's one of those dildo that you attach to automatic piston-like machines that do all the fucking themselves
i know you know what i mean

>>560270052
>>560270832
honestly i'm not risking my job over some degenerate fat 60 yo boomer who shoves things in his ass, but i do think of all the money our public healthcare wastes on people like this
>>
>>560230763
>>560231030
Its actually japanese
>>560230981
it does say
>Underpass construction
>>
>>560262124
No but I play it anyway
>>
>>560273008
lol is it horse cock shaped
>>
>>560275659
No doesn't look like it at all
>>
>>560276689
how would you know?
>>
>>560267576
>>560267789
There is literally nothing wrong with having some funny rails. You sound like the kind of people who only build main busses or city blocks in Factorio and berate others whenever you see a factory that's a bit more spontaneous.
>>
>>560276765
Oh wait a fucking second I was looking at the tiny thing at the bottom, I just saw the actual dildo. You're right it actually does look like a horsecock lmao
>>
>>560277057
HOW WOULD YOU KNOW?
>>
>>560277124
You don't know what a horsecock looks like? Skill issue
>>
>/egg/ - Horsecock and sex toys general
>>
yinglets last thread, horsecock aficionados this one... I wonder if autism leads to overlaps in certain demographics
>>
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Finally
>>
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seems I am a bit late joining some of you in the harder start on the new map
I flattened enough ground to exploit that starter oil patch, and decided to keep one excavator there to gradually flatten more ground so I can build more oil industry when it's needed
>>
>>560228892
https://images.steamusercontent.com/ugc/13962820682343217383/16F37AB984BDB7E439B2913F3FA1ECEDF10A258A/
lol I almost thought it was your picture as well anon, looks like someone had a similar idea

now looking for any interesting coast escaping photos
>>
>the need to spaghetti harder
>>
New Nullius' lack of tank pressurization and low tier pipes losing their maximum pressure percentage is awesome. Makes using valves and flow control so much easier
>>
>>560284715
>sorting the crusher output
for what purpose
>>
>>560286143
it being called spaghetti is no coincidence anon
I needed to divert the ore for other stuff
>>
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>>560278972
>Ever since I built this the wind hasn't died down to 0 even once.
>It has barely dipped below 50%
>>
>>560286143
Not him but I like using one crusher for artificial sand. I just loop it around with priority splitters.
>>
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Night lights.
>>
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And for some quality fruit planting.
>>
I havent played Timberborn since the beta but I swear there used to be a structure that like...sprinkled water everywhere onto dry terrain? So that I didnt have to worry about weird dynamite river terraforming? Did they get rid of it? I dont see it in any of the building options and Ive checked like 20 times.
>>
>no concrete paving
>Vulc scuence
>>
>>560296030
Just looked it up and yeah they got rid of irrigation towers. Damn.
>>
I want an EG that uses ff14's crafting system. Or

Honestly, a programming/automation game where you optimize MMO style ability rotations sounds kinda fun in general...
>>
>>560296030
Probably didn't fit in with the theme of beavers. If you can keep the ground green far away from water then you might as well just have been playing humans.
>>
anyone try out periodic madness?
>>
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>>560279231
personally I abandoned that spot after the oil dried up which didn't take long
now my crew is working on a more permanent location for oil refining.
>>
>>560230763
>>560231030
>>560275481
reminder
>>
>>560300879
arr rook same
>>
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>>560231030
>>560247559
he's laotian
>>
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>scaled up my ore refineries
>construction parts factory is still undersized
>new oil refinery construction is going very slow as a result
>not willing to build a new one until the oil refinery is done
weeehhhhh
>>
thinking about py coal processing
that shit is actually just really well designed
>>
this was drastically better than I anticipated
>>
>>560302729
this game makes me hungry
>>
>>560306324
>>
>>560306706
That +2 -1 counter and fryer connection bugged me
when I did -1 on fryer:scan and eject on counter:zero, the fryer still scanned the doughnut then it was leaving, putting the counter to -1 state.
Probably an ugly hack, but I reworked it as +3 counter with -1 init state, to it equals out. Only needed to fix it for first doughnut because you can't pick init state, so Start signal also does -1.
>>
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The new oil refinery is done and operational, and a new construction parts factory has come partially online.
Logistics is at a breaking point through, T2 trucks badly needed.
>>
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>>560300879
>>
>>560266437
Going from normal fuel to rocket fuel almost quintuples your production. And there are only so many oil spots on the map with large areas in between.
>>
>>560280284
the fuck, the stole my moves, stole my style
>>
>>560300879
>>560307375
>ファキューニーガ
I love being able to read hidden shit like that
>>
>>560309031
i fucking hate katakana
>>
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SOON
>>
>>560126359
You're going to have trouble with your seed supply if you stick with assemblers, it relies on the prod bonus from biochambers.
>>
>>560311558
iirc it should return just enough seeds to maintain, with zero prod
but you will need loads of extra seeds to expand the farmland
>>
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SOONER
>>
>>560311552
pave that fucking shit you animal
>>
>>560310745
skill issue
>>
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The demand for steel is through the roof, so a new steel mill has been crammed into the area. And by new I mean it's just a copy of the existing mill. The existing one will move with the copy to free up a bigger plot. The ironworks that was next to it has been demolished and the iron demand for maintenance has been replaced by steel.
>>560313419
no, I'm a dirty little dirt baby
>>
they should have released CoI from early access way earlier, game already has enough content to be considered complete anyways
they could have avoided this whole DLC shitshow
the early access label literally only drags the game down
>>
>>560314592
they said it'll take 4 more years to reach 1.0, so it's not close to complete
>>
>>560314887
it's stupid, they should have just pulled a Terraria and kept releasing free content updates instead
at least the retards wouldn't get their panties all twisted over DLC in an early access game
>>
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Fucking finally
I had to turn the trucks off ore dumping to get products moving. The logistics problem will get exponentially better the more T2 trucks that can get rolled out.
>>560314592
personally I think the titles are useless,
there's so many unfinished "full release" or version 1.0 games that come out incomplete these days
Meanwhile there's "early access" games like this that are more complete than those "Finished" games. The whole DLC in "early access" argument just becomes semantics in this case, yet there are still games today that come out with bits cut off and sold as dlc and or preorder bonuses.
I think of something like Skylines 2 which released unfinished and to my knowledge hasn't been fixed to this day. Its preorder bonus DLC also did not get released for like two years.
It's a pointless argument all around.
>>
>>560315049
I think it's less profitable to go that path
Also, early access was not a thing when terraria released
>>
>>560314592
Stationeers at least uses it as an excuse to not maintain their tutorials and ingame documentation, and to break save games. Not sure what benefit COI gets out of it at this stage.
>>
>>560314592
Didn't they say they keep it in early access so they can freely release save breaking updates?
>>
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do you ever build roads in this train game?
>>
>>560315681
no, cars are slow as fuck
>>
>>560315681
not really
the car loses a reason to exist the moment I can slap a reactor and some legs into a power armor
>>
>>560315836
the car also moves faster on roads
imo the main issue is trees and other obstacles, hence >>560316361 instead of putting some quality nuclear fuel into the car
>>
>>560269442
why doesn't he just shit the horsecock out?
>>
cant wait until all the /v/ posers leave
>>
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The first excavator has been biggered
>>
>>560318493
Jammed around the sigmoid bend like a couch stuck in a stairwell, probably.
>>
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>>560324523
thank you for burning such an infernal image into my retinas
>>
>>560309031
lol, I didn't even notice

>>560314592
I really thought this was going to be 1.0 release, surprised by seeing the version number in the patch notes

even though, its not like it makes a difference
>>
>>560324523
I've seen people get banned on /hgg2d/ for way less
>>
>>560325291
well, you ain't a snitch, are you?
>>
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>>560324523
>>
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>>560262124
>Engineering Game General
>You play as an engineer
I'll allow it
>>
>>560325403
Yes.
>>
>>560327081
>>
>>560327614
you already hurt me by posting that monstrosity
>>
>>560324523
boobs too big
not enough focus on the tail
>>
>>560327698
It gets lonely on Nauvis.
>>
Hey Dick Dosh ding dick rider dishwasherman, be a dear in the headlights and revive this meme in your next video because it would be funny.
https://www.youtube.com/watch?v=43xH-o03qZw [Embed]
>>
>>560329257
it'd be really fucking funny if you died in your sleep
>>
>>560329861
I've tried but I keep waking up.
>>
>>559967032
The big thing is unified grid, instead of two grid sizes its just one but you can scale through those sizes in much greater detail.
Personally I'm not a fan, I think grid limitations are a huge part of the appeal, I don't want my game to be a 3d modelling tool.

Also, a different but not strictly better crafting pipeline.
Also also, some interesting looking building features, being able to copy and paste sections of your ships as blueprints, like copying an engine nacelle, mirroring it, and pasting the blueprint onto your ship in survival.
>>
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BIG Sorter
>>
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Signal make the game way easier. For exemple, you can turn off a type of factory when your stock is 80%, and you do this for every single factory and job in your colony. Which mean you can have 20% to 40% less beaver than you actually need.
>>
>>560333329
80% what
>>
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>trucks keep bringing limestone and copper to this sorting plant even though it's not configured for it
>because they have 1 rock in their inventory
reeeeee
>>
>>560335917
I don't recognise those buildings, what's the red thing?
>>
>>560338402
the circus
>>
>>560332550
3 little sorters would still be cheaper than that thing.
>>
>>560333329
Can you set it on a timer/delay? Like if your carrots went above and below the % multiple times in a day wouldn't that make them run back and forth doing nothing as the job opens and closes?
>>
>>560296057
>concrete
Why would I make everything look the same when I can appreciate the grasslands and the remains of my enemies now covered in infrastructure. On top of the lights giving the vegetation a whole new feel.
>>
>>560241025
india maxxing
>>
>>560338650
>>560334608

Yeah basically you set 2 stock signal and 1 memory signal :
- one turn on if wood < 50%
- one turn in if wood > 80%
the memory signal lite this : turn on if the first is on, turn off of the second is on.
ANd so when your wood storage is below 50%, beaver will work as lumberjack, but if storage is above 80%, beaver will and do other stuff.
>>
>>560339845
I'm guessing you have a bunch of hauling/builders huts for when they don't have a regular job.
>>
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Tower of power
>>
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Fatty
>>
>>560296030
Bad news for you sonny boy, ever since they did the '3D water' update the game's all about terraforming and aqueducts
>>
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>>560347091
Guess Im moving to Whiskerwood.
>>
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>>560347383
Suit yourself, I'm here for the marine engineering (is that what you'd call it? I don't know)

It's good that they're going in different directions, being unique is better than trying to just outdo others in vidya
>>
>>560309031
Is that loss?
>>
>>560315384
Is it really? They're already trying to claim they're pushing "free content updates", the only thing keeping it in early access does is make everyone call them out on it since the game's not even complete yet
>>
>>560326353
It's not "engineer game general". You could play as a freelance poet and it'd be an engineering game if the gameplay is the poet having to do engineering. And conversely if you play as an engineer but you do some shit that's not engineering it's not /egg/
>>
>>559899862 (OP)
>OP edited to clarify Endfield doesn't count
lmao

this general evolves so slowly that this is the most exciting development in about 5 years, ever since factorio became /egg/ kosher

actually fuck there's a few games here I don't recognize, if only I had more free time I could get sunk into these things
>>
>>559899862 (OP)
>>560349193
We should add HOVALAAG to the OP
>>
>>560347383
It's funny to me that whiskerwood has item logistics over water while timberborn doesn't. Being able to send cut logs downstream or something would be cool.
>>
>>560349193
Didn't notice it, but I like it
>>
>>560315681
I've built brick roads in a 100x tech cost game to help manage the outposts guarding my territory, but that's about it.
>>
>>560349573
>HOVALAAG is a small, free, lightweight Zachlike for Windows (and Linux and Mac using WINE). You edit your assembly-language programs using your editor of choice, run your program through the command-line game, and debug it by browsing HTML-formatted
execution traces in a web browser.
I mean, it sounds like a Zach game but also just seems like a programming exercise I... Really don't know what to think about.
Guess it's a neat programming game?
>>
>>560315681
why would I
do you have any idea how fast you can go with a handful of rare legs
>>
>>560347853
Water physics confuses and scares me.
>>
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I'm coming for that limestone
>>
I really dislike how Timberborn has strayed from its low tech woodpunk aesthetic, first with the pod bred beavers, then the robots, and then the new logic/circuit network.
The new "story" in 1.0 just clashes with it even more.
>We're poor refugees roaming a wasteland in search of clean water and food.
>We know basic construction and simple mechanics with wood, which we use to manage our water sources and farms in this new haven.
>We developed fully autonomous robots in our image.
>No, we don't know what a computer is nor any sensors or power sources needed for a robot to work.
>How do they work? Idk man. Shit's magic golems that run off ground up crops. I ain't got to explain shit.
>Also we now have wireless logic networks to manage our water levels and industry automatically.
The developers should have made jobs for beavers to monitor and manage floodgates, water levels, and industry, and they should have leaned into more water based mechanics like transportation with log flumes, rafts, and just floating shit down the river.
>>
>>560350138
is bitburner an /egg/?
>>
>>560352914
I'll bring the issue up in the next Eggouncil.
>>
I see the py talk has died down exponentially. It's interesting how it's either an all or nothing scenario.

Anyway, wood processing upgrade for py2, I've got a choice between sawblades and anthracene (I'm not even bothering with nylon), and the anthraceen changes to circuits seem to be particularly good, especially since you get that as a byproduct of tar processing in inordinate amounts, and if push comes to shove you also get that ability to extract it from high distillates. I just really like the idea of having formica being made fully out of wood skipping fiberboard and melamine resin.
The 15% prod and 300% speed of just having 3 sawblades in each tier 1 forestry minimum is quite nice though mind you, considering wood is the basis of a lot of processes in py. Kind of depends if you have a moss surplus or anthracene surplus, and even at a rate of 45 coke/s I'm still sinking the stuff, and that's out of a single coal mine.
>>
>>560352774
Dude the devs couldn't get the game to perform well at release without making districts limited to thirty tile long paths. There was never any hope. The biggest update to the game was a different water color.
>>
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>>560352458
It's an interesting spot for a mine, isn't it.
>>
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>>559979183
>>560005684
>looks comfy
>free

Ok, you sold me on it.

It's actually pretty good, seems like its mostly about racing to begin with which isn't as fun as mechanical/logistics tasks, but the building is good so its still fun, its just lego technic which was my entire childhood.
To unlock stuff you have to beat specific courses with specific parts, an AWD vehicle or a vehicle with carriage wheels only.
And things like suspension seem pretty customizable. Fun game so far, development might be dead though.
>>
>>560291645
Quality seeds seem pretty busted since a single one explodes into 50 fruit which is enough for a LOT of quality bioflux and thus quality bacteria
>>
>>560352914
Council says no. It doesn't meet enough gamer criteria.
>>
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They did it.
>>
>>560355447
>a single one explodes into 50 fruit
I'm fairly certain quality seeds don't actually create quality food when planeted, unless I'm being gaslit
>>
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>>560344141
lots of coi shills in here now. is this shit even worth your time?
>>
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This definitely won't take the next 200 years... haha
>>
>>560355993
I dont play anything that isnt at least a 90% on Steam.
>>
>>560355979
they really should
would make gleba much more attractive as the first planet since it allows you to make quality stuff in usable quantities before getting recyclers
https://mods.factorio.com/mod/quality-trees
>>
>>560355447
Quality seeds should have a chance of quality fruit.
>>
>>560355863
>small bridge
Ohnonono
>>
https://youtu.be/fkmRd5uJoKI?t=1499 [Embed]
this is how I play
>>
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>>560360176
it's not about the size anon
the bridge is perfectly functional the way it is
>>
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>>560348679
No fucking shit Derail Valley isn't an /egg/ game you humorless faggot. I wasn't aware that fun posting with wordplays was against the rules
>>
>>560361375
Until you want to move liquids.
>>
https://www.youtube.com/watch?v=fkmRd5uJoKI [Embed]
>>
>>560363445
it's a bridge, not a pipe
>>
>>560360693
>>560363450
why are you retards crawling out of the woodwork all of a sudden
"oh wow by literally not playing the game himself he shaved 15 minutes out of the world record"

fuck off
>>
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>>560364619
it's automation and it's beautiful
>>
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>>560364619
Cope harder meatbag.
>>
>>560367718
is he going to be okay
>>
>>560358202
what games do you play
>>
>>560359307
Maybe but it would also basically trivialise quality for any fruit products, which includes bacteria and plastic and stuff, since fruit <-> seeds is a net positive loop so you'd just be able to produce unlimited legendary stuff at full speed.

Now personally I honestly think getting easy access to legendary base materials is not a big deal - you then still have to come up with bespoke upcycling setups for most of the planet-specific resources. But the devs don't seem to agree and apparently even asteroid shuffling is getting nerfed in 2.1, and that's a late-game setup that you can't do until you have tons of high quality qual3 modules, while a gleba seed loop would allow you to max your current quality level from the moment you unlock gleba.
>>
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testing something in a copy of my old world.
Kicalk is actually inferior to high-culture moss for biomass purposes.

You need a ~1 kicalc plantation to biomass a second (technically 1.01x) which means you need 61 kicalk plantations for 60 biomass a second. In the same footprint of the 180 moss farms which are fed only by carbon dioxide,you can only place 42 kicalk. That means that despite being lauded as being the best source of biomass, it's only 2/3rds as effective as moss* **
>*if you take the c02 moondrop TURD, otherwise that c02 usually comes from biomass, hurting your profits in the first place
>**muddy sludge-less TURD also applies
>>
>>560368832
Usually turn based rpgs, strategy stuff, action rpgs, occasional action games and souls stuff. Been trying to get into genres I've passed up before like open world survival and colony sims but there's surprisingly little that interests me.
>>
>>560370293
Statements dreamed up by the utterly deranged
>>
>>560371094
biomass is endgame power production material so this is of the UTMOST importance
>>
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Have I gone too far?
>>
how do i larp in captain of industry?
>>
>>560374438
>Splitting housing districts
Disgusting.
Everyone gets 1 roof tile and 1 statue.
>>
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BRRRRBRBRBRRBR
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>>560368483
Yeah, the current went around him. He's fine.
>>
>>560381045
I don't know, that's got to be a lot of power going through thin foil. I'd expect it to get hot and burn him a little bit, if nothing else
>>
>>560369682
>while a gleba seed loop would allow you to max your current quality level from the moment you unlock gleba
don't see how this is a bad thing
quality really isn't worth it until you have recyclers+legendary unlocked because it's just so much work for so little benefit, plus all your shit will break twice as you research epic/legendary
maybe if you're the dedicated quality guy on the server doing nothing but quality / x1000 research cost i just don't see a usecase until lategame
>>
>wanna make stuff in satisfactory
>don't wanna just copy blueprints
>occured to me I can look at people's blueprints and just build the shit myself while adding my own stuff to it

First up is pillars.
>>
>>560380439
If you aren't doing this, you're playing the game wrong.
>>
>>560374438
Is this Timberborn? I really wanted to try it but seeing the beavers run around really ruins the game for me.
>>
>>560381562
Wube will say that it's a problem because it lets you skip a lot of recycling loop stuff even after you've unlocked everything and are doing endgame quality. They want you manually rolling fo everything, not having a nice cheap production loop for it.
>>
>>560380439
what mode is this?
>>
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>>560381581
>>don't wanna just copy blueprints
>>I wanna copy blueprints by hand
>>
>>560335917
you can assign which towers it exports to
and as well, if they had a suited sorter closer to them it should work too
>>
>>560374438
is that like Megacity 1
>>
>>560335917
There's a checkbox on the sorting plant to disable auto-selection of what to sort, I'm guessing it re-configured itself to accept limestone because this truck couldn't dump anywhere else. They really should make it off by default.

You can also force a mining tower to only export to a specific sorter/storage, or force a sorter/storage to only accept from specific towers.
>>
I'm enjoying timberborn but I think I've been misled by the fact that it's in this general
>>
>>560385707
Why? There is a lot of civil engineering in Timberborn, from designing dams, spillways, diversions, water towers, pressurized water systems, and tunnels.
>>
>Nullius still doesn't let you change ghost inserter lengths
>>
>>560381642
>I wanted to try the beaver game but I don't like the beavers
Which part interested you
>>
>>
>>559901609
This comment is a little too real
>>
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>tesla turrets hold off single attack on gleba
>energy death spiral
>i owe 38GW of energy
>only noticed because squids are bursting from eggs all over the base
>>
>>560391153
I didn't know you could run out of power on Gleba.
>>
>>560381642
>hating beavers
The porn industry still hasn't fully recovered from faggots like you.
>>
>>560391234
im using fucking fusion on gleba what am i doing wrong
>>
>>560392849
There's no pollution on gleba, burn absolutely everything.
>>
>>560393351
Not him, but I always set up a basic 2x2 reactor on Gleba so I always have SOME power. Since my supply ships going on system tours always have fuel cells anyway it doesn't really matter
>>
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Yey

I should have just slapped together some jank setup while I was building a whole bunch of infrastructure. I'm going to have to move this shit soon anyway since purple science opens the door to extra labs and thus the required science for research is going to escalate
>>
>>560393658
Same. It's a nice reliable power source.
>>
>>560354119
you're on py2 and you have a single coal mine?
i was gonna say just take the one that quadruples wood from logs but that might be a different wood turd. the anthracene one looked kind of annoying for making it not possible to just throw a tree farm up anywhere, but it's not like better recipes/buildings don't make centralizing that shit fine anyway
>>
>>560393924
naisu
you can now create a bot mall and free yourself from the absolute suffering that is setting up higher tier nullius machine assembly
>>
>>560352774
Haven't played the game but
>wireless logic networks instead of jank fluid pressure based ones
Sad
>>
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>>560396657
And http webhook blocks
>>
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>>560354853
Time to start making transmissions.
The gear shift is cool, physically moves a shaft to mesh different gears, and you can test it right in the editor which feels rare.
>>
>>560354853
>>560397539
Can you make trebushit with this?
>>
>>560391153
how the fuck do I get out of this death spiral? My 2.8k tesla turrets need such a fuckoff amount of energy to start back up I dont know what to do. how the fuck is it so high? before it was like a tenth of whats its doing now
>>
>>560401210
What's your current power source?

Isolate your production power grid so you can turn it off and reduce pollen/pollution.
Build solars/nuclear
>>
https://www.youtube.com/watch?v=fkmRd5uJoKI [Embed]
>>
there must be a better way, my solution seems too convoluted
>+3 +2 +1 -1 counter for slicer repetition
>second counter, but all inputs are ANDed with roasts
>+1 on first counter and -1 on second until second reaches zero
>to achieve +6+4+2 on roasts but only +3+2+1 on ribs
>>
I think my brain was hardcoded during childhood to think of coal power as this kind of bad and obsolete thing so I constantly have to fight against this internal prejudice because the solution to almost every problem is just "burn more coal, boil more water lol"
>>
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Trugg
>>
welp, not my proudest moment. but if it works it works
>>
Fuck me Captain of Industry is so well designed. Everytime I think "it would be good if I could do this" then sure enough the devs have put that little thing into the game. Disable annoying lightning flashes? Of course I can.
Also, why did it take me 80 hours to realize there is a large Ore Sorting plant with 10x the throughout, fuck this homophobic earth.
>>
>>560389852
good idea
we should hire beavers to build our houses
that would solve the housing crisis
>>
>>560397539
Can I turn off the RTX? It looks bad.
>>
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I like how excavators will spread out if there's enough mining designations in their area
Also I think I'm heading towards nonrecoverable disaster on this save.
>>
>>560411707
There isn't a housing shortage, it's just companies keep buying them up to sell higher.
>>
>>560382157
self-imposed challenge run of only one bot
>>
how ready is the super secret nullius version?
>>
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>>560394907
>you're on py2 and you have a single coal mine?
It's crazy how long the starter patch is lasting. 24 electric miners drilling nonstop and I only have to move them every 20 hours or so. And that's because I actually wanted to get rid of the patch in the first place.
I'm on the way to py2, I'm just thinking ahead. Right now I just got an arquad queen and now I have to set up everything else.
Honestly just having a fluid caravan for anthracene compared to a caravan for moss isn't that much of a difference overall, but I don't know.
>>
>>560355993
thanks. now I can continue letting it rot in the wishlist
>>
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reminder for coi-heads
>>
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Just realized that when I cause a landslide the vehicles don't get buried but instead float to the top, where they can get stuck
>>
>>560405434
Oh they finally finished it, that's cool
>>
>>560408352
I've never played this game, why does the ice cube need this much delay here?
>>
>>560418114
Excavators usually manage to get down. You can also order them to move manually.
>>
>>560355993
It's...okay. The death spiral thing is unique enough to require a deliberate mental shift. If you scale up without thinking like in Factorio, your constant resource drain will grow high enough to kill you. Or if you're team elf you'll never scale up unless you really force yourself to. I've seen the same done in Megafactory Titan and The Crust, but those were not very good.

Main issue imo is it's missing an end goal like the big three have, a clear point where you've "beaten" the game and can stop playing on a high note. Without it the game just drags on forever until it eventually drops below the fun treshold, like megabasing, or like Spengies/Stationeers.
>>
>>560418246
I was just lazy and didn't make the delay as short as possible.
It needs to come last to the stacker, since the order needs to be place -> cup -> cube.
Since not all orders needs the cup filled, it takes varying time to fill it, so I just made the cube wait.
There are of course other ways to solve it - trigger the cube spawn later, or hold it release it later. But takes more effort wiring the signals, and maybe additional scanner.
>>
>>560418686
Isn't bringing down an asteroid the "final boss" of the game?
>>
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finally, our savior is here
it can't do anything until the bridge is finished but it will help eventually
>>
>>560418862
I checked other ppl solutions and they used sequencer, one for each drink. In retrospect that makes much more sense.
>>
>>560418862
aye, makes sense
>>
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Rockslide mine my beloved
Soon the coal shall be mine.
>>
>>560418686
>Achieve a sustainable economy.
>Launch a rocket into space.
>Return an asteroid to the ground.
>>
>>560418052
what does it do
>>
>>560423283
you normally can't designate squares that have retaining walls in them to be leveled or dug up, so it becomes a real pain in the dick to use them to shore up dumping/digging areas sometimes
>>
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the trains spawn with unique numbers on them
this game is train autist certified
>>
>>560423742
that's not a unique number, I've seen it before
>>
>>560360693
>>560363450
>>
>>560426525
shut up carlos
>>
>>560426773
literally me every single playthrough until I have bots
even distribution has ruined my need to actually automate early production when I can just ctrl+drag over 20 assemblers
>>
>>560426973
ydbtg
>>
>>560427337
ywnbarw
>>
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damn I really thought that the toggle would allow for cleanly building with touching retain walls, and it kinda does going up, but going down the excavators work "behind" the wall, so even with an extra wall touching this, changing that +15 to a slope down will dig on the other side of the new wall, removing support from the top one and the whole thing just goes to shit
>>
>>560427642
So start the wall on the edge of a tile, then dig the rest of that tile down five layers.
>>
>>560418052
ohhhh, so does this work to really fix up those nasty mistakes?
>>
>>560427642
I feel you brother. I really wish we could set half tile dump/dig zones. I find retaining walls aesthetically pleasing but I don't enjoy planning their placement because undoing a mistake is pain in my assholes.
>>
>>560427642
though, with this command(cheat), maybe it makes sense now to place retaining walls in between?
aka, half in a tile, half in the other?

is the command save persistent?
>>
>>560427880
That's literally all they have to do to fix their shit grid system
>>
>>560406584
Wtf MOOG automation game?
>>
>>560427880
I'd also love a sharper slope angle. Natural slopes can rise/fall twice as fast and trucks still drive on them fine, but it's very hard to clean them up or expand them for larger trucks.
>>
>>560428091
The command is not save persistent. You need to re-enable it. I could be wrong, but I do believe any zoning tile you placed will persist, but you need to re-enable to make more.
>>
>>560427826
That had an issue too don't remember what, I'll try experimenting again

>>560428091
hmmm, could work, needs testing

>>560427880
it really should just be a toggle for terrain designations "auto add retaining walls" and whereever you have two designations touching sharply it auto inserts them as needed
>>
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I lived bitch
>>
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>>560428091
with stone hanging off the walls (right side) it works, if you want clean walls the excavs will just dig under the higher ones and collapse the whole thing (left)
>>
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Man there's basically nothing of value left in the starting coal mine.
>>
>>560423742
>3 wagons
The longer your train the more efficient it is vs belts. Fitting more in limited space can be a pain in the ass.
>>
>>560432242
How did you use it up so quickly before even upgrading the furnaces? I don't see any coal power either.
>>
>>560432806
>the more efficient it is vs belts
for short trains, the maintenance and fuel costs can be worse than yellow trucks even

trains can and should be much longer than the stations, not sure if the ingame tutorial tells you that
>>
>>560428490
The Signal State looks similar, sadly also not audio-related. I wonder if there is some synthesizer sound-creating game, could be fun
>>
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>>560432806
that's why they're only three wagons, that's all the space I had at the start point. Their length is a product of circumstance.
>>560432817
vast quantities of smelting and desalination with now outdated systems
everything is primarily powered by this one very outdated power plant. There's a new one sited but it's been put aside for decades while I manage one crisis after another.
>>560433008
In the current version? Each of my trains is worth 6 trucks of capacity and uses far less fuel than 6 trucks. Not to mention they only require two workers as opposed to 6 otherwise.
>>
>>>/v/735004986
Atari is killing openTTD
>>
>>560430556
not what I mean though, you place the wall in between both tiles,
I still would leave a gap of a tile in between though, I think that should work
the main advantage though is to be able to both dig and dump on either side, something we can't do otherwise
>>
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>>560434390
>>560432242
>>560355993
this game is so bad. vehicles just clip through each other - who cares right?, no people are visible anywhere all windows are blue, things magically appear and disappear from trucks when they're near, trucks dump in the wrong direction, huge farms are fully wrapped in scaffolding during construction?, scaffolding just clips through from the floor and disappears into the floor, animations suck, lightning flashes are crazy - a must disable, no story, esl text, ... and that's just first impressions tell me why one shouldn't delete this game immediately.
>>
>>560438295
incredibly nitpicky retards like you should stick to simpler games
>>
Trying to get started with trains, how do you guys design your railyards and network?

>>560438295
>and that's just first impressions tell me why one shouldn't delete this game immediately.
yeah maybe you should
>>
>>560438295
COI general now get
>>
>>560416241
good luck, arqad breeding is a gigantic pain to get started
you got honey set up already?
>shipping anthracene compared to moss
i forgot that fluid caravans exist now so you don't have to do very silly barrel things, but it was more that you can just produce moss on site anywhere and didn't need to ship it

looking at the map, are you still running off the initial plastic recipe? i don't remember when the better ones open up but you should look into them, they suck a lot less. the milk one is real nice given that you need milk anyway (for py2 no less)
>>
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Over land stacker will end this thread.
>>
>>560434390
Yeah, I would've definitely rushed some of the more efficient research instead of building up this much lowtech stuff. Low-pressure turbine, mk2 blast furnace, recycling all help save coal.
>>
>>560438737
You want a LOOOOONG space behind your depot so you can extend it. Your depot has to be the same length as your trains.
>>
>>560396942
what the fuck
>>
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>>560440767
this is what is on the table now
I demolished one of my steel mills and it will be replaced with one that utilizes T2 blast furnaces
My offshore coal is keeping things afloat so I feel safe doing this.
>>
>>560418246
>>560418862
> ice cube needs to come last
b-b-but ice floats.....
>>
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New steel mill coming up utilizing new tech. It's been built in such a way that half of it can come online without the other half needing to exist. Just half of it will provide as much production as the old mill that was here.
>>
>>560395209
Yeah. My first Nullius playthrough I actually set up belt-based bot production....and I'm not doing that this time. I'm handcrafting (or at least handcrafting as much of the production chain as I can) a bunch of logistics bots and then I'll just have them make more of themselves like all good robots should
>>
Rotten /egg/
>>
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why do I keep getting awful scores for shenzhen? didn't happen with the other ones
>>
>>560439368
I got a queen by handfeeding because I wanted to stop producing drones via genetic engineering, only have ulrics automated at the moment of all the logi unlocked animals. Plastic is there because I neeeded a strong syngas sink, ironically enough. It's backed up because almost nothing uses it constantly outside of antimony at the moment, so I'm overproducing and just voiding it after filling a deposit, auog food is actually terrible and i haven't bothered with vrauk food yet, I'm planning on making formic acid from ammonia from copper and coke, which I have all a huge surplus of.
That entire build is there to make tar, the syngas etc is all overflow.
Korlex will give a much better recipe for plastic overall, yep, I still have to set up fish of all things!
>>
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bye /egg/
>>
>>560449279
Shenzhen filters the wheat from the chaff
>>
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>Nullius locks advanced combinators behind chemical science even though everything needed to make them is unlocked two seconds after you unlock electrical engineering science
I barely use them for anything other than showing me how full my train stations are but I really, really need that
>>
>>560416241
By default, coal and all the new ore patches have like 10x the richness of iron/copper/stone. Not sure why.
>>
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MAKE A THREAD WE'RE ALL GOIGN TO DIE
>>
>>560451246
rude
>>
>>560451610
well because those are the default settings for py
I'm not complaining really, I've got another mine to the side that's gonna pick up the slack later since it's all fluids anyway
>>
>>560442768
wait can I actually stack it first??? didn't try, the instructions said last
>>
>>560455039
You probably can't
But you should be able to
>>
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>>560456062 →
NEW THREAD
NEW THREAD
NEW THREAD

Freshly baked, just for you
>>
>>560456145
that is some nice grilled cheese
>>
>>560456368
i think it's a baked cheese, just for you



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