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/egg/ - Engineering Games General - Formerly /svgg/

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Thread replies: 768
Thread images: 182

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OMG IT SPINS edition
previous ded: >>175839320

The thread is dedicated to all games about building machines and systems out of blocks, in space or otherwise. Also, all these games are ded. Only ded games may join, otherwise they must have their own thread.
Whether or not a game belongs in /egg/ is a case by case matter, however games that would belong in /svgg/, space voxel games general, are automatically considered /egg/

WebM for physicians:
>gitgud.io/nixx/WebMConverter.git

List of currently known and vaguely not dead /egg/ games (this list is not fully inclusive and if you think a game might belong here, feel free to ask):
>Algodoo
>Avorion
>Besiege
>Chode - Children of a Dead Earth
>Empyrion - Galactic Survival
>Factorio
>From the Depths
>GearBlocks
>Garry's mod
>Homebrew - Vehicle Sandbox
>Infinifactory
>Intersteller Rift
>KOHCTPYKTOP: Engineer of the People
>Machinecraft
>REM
>Robocraft
>Robot Arena 2
>Scrap Mechanic
>SHENZEN I/O
>Space Engineers
>SpaceChem
>StarMade
>Skywanderers

Games that are definitely not /egg/:
>Minecraft
>The general that quite literally cannot be named. The Mexican scam artist one. With the shitposters. Fuck off.
>Hearthstone, found in the hearthstone general, /hsg/, not in this general
>Shadowverse, found in the shadowverse general, /svg/, not in this general

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://public.etherpad-mozilla.org/p/eggames

OP pad for future /ded/s
https://public.etherpad-mozilla.org/p/eggop

Warbros Serb is back online, open to pubbies, look in serb browser
>>
DUDE CLANG LMAO
>>
First for ded general
Second for can't keep it alive even with all the mergers
Third for we need the cat-fuckers
>>
can I power a rocket with my own poop and if so how much would I need to extract out of my chocolate starfish to reach another solar system
>>
>>176222192
>can I?
Yes
>how much?
Depends on how long you want to take to get there
>>
>>176222192
Technically yes, but not with enough force to leave Earth's gravity well (let alone the atmosphere with all that friction).
>>
Xrd for report and hide

And xnd for the sound of the end, and of the beginning.
https://i.4cdn.org/wsg/1494214795664.webm
>>
>come home from work to read /egg/
>only 6 /egg/ posts

Someone please post some combinator magic in Factorio or something, don't make me go to the Factorio subreddit
>>
>>176222754
>fire reaching to the sky
>horrid metallic screeching
>blyaaaat
Literally all its missing is blinding smoke and the banging of infernal machines.
>>
>>176221385
but there's only one catfucker tho
>>
>>176225536
Reddit isn't that bad anon
>>
>>176226205
>i want to insert only one nuclear fuel but I don't want to use the circuit network at all
Yes, yes Reddit is that bad.
>>
>>176220914
turbines are noise and sexy
https://www.youtube.com/watch?v=sa-TSNeTK-A
>>
>>176225760
https://www.youtube.com/watch?v=QpKitwOBL6o
>>
>>176226205

Why don't you go back there, seeing as you love it so much

gosh
>>
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>>176226205
>>
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>>176226205
>>>/out/
>>>/r/eddit
>>>/anywherebuthere/
>>
>>176231860
>>176228968
Make me faggots, they produce better blueprints than you do as well.
>>
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>>176231979
>sandbox game with the goal being to design your own factory and improve it through iterative testing
>download's others' factories and has robots place them instead of thinking
>bragging about how you don't even play the game but let others play it for you

Yep, definitely a redditor
>>
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>>176225536
>>176226401
Well, I did just make this. It should only output a fuel cell whenever a dead one comes in and it should only make more when it's almost out.
>>
>>176232254
>sandbox game with the goal being to design your own factory and improve it through iterative testing

>Implying this wasn't thrown out the window the second they introduced the ability to share blueprints

Don't kid yourself anon, it's just a more complicated Big Pharma at this point.
Technically they did it when they introduced blueprints after mods like Foreman came along.
>>
>>176232254
Stop taking the bait, you're being rused.
>>
>>176232978
Just because you can share a blueprint doesn't mean you have to. Personally I don't use that aspect of the game because if I just wanted others to do the work I'd skip the middleman and watch a let's play.

I don't even use bots except in extreme circumstances because it feels too easy/cheaty
>>
>>176232562
how do you output the first cell?
what happens when the empty cell crosses the belt faster than the inserter can place a new cell?
>>
>>176233573
how about balancers?
most people took them from the wiki before even being able to share blueprints, and I'm pretty sure they were made through a script anyway
>>
>>176232562
>It should only output a fuel cell whenever a dead one comes in
Congratulations, you've set up a pointless circuit network to accomplish what the factory does naturally.
How is this any improvement?
>>
>>176233770
You manually got to put the first one in, then it goes auto
>what happens when the empty cell crosses the belt faster than the inserter can place a new cell?
I'm not sure how that would happen. I watched it and the inserter reacted fast enough

>>176234458
It's an improvement when I only have a total of 8 U-235 and want to try to save up until I can start the enrichment process.
>>
>>176234002
Balancers are really only useful in vanilla playthroughs using bus style gameplay. If you needed one and they didn't exist on the wiki what would you do? You'd make your own and it'd sort of work. The ones on the wiki are only special for their compactness, not their functionality. If you legitimately need a complex balancer, you should probably just be dividing things into subfactories and using trains for your throughput.

Everything goes out the window when you play modded. I tried doing an angels + bobs bus playthrough and it was either have a 32 wide bus or just give up and spaghetti + trens + subfactories. There's just so much going on in those games that needs a dedicated belt but only for one or two production lines.
>>
>>176220914
Would Terratech be classified as an engineering game?
>>
>>176235391
No, but feel free to post your shit
>>
>>176235391
>haphazardly smash shit the game arbitrarily spawns into barely functional go-karts

It'll fit right in.
>>
>>176234735
Exactly how does your mechanism conserve fuel cells?
>>
>>176236181
Cuz if I didn't have it, the factory would naturally try to fill the belt going to reactors with fuel cells and it would take me a lot longer to save up enough to start enrichment.
>>
>>176235310
Honestly, I usually find myself using balancers at train stations to make sure each wagon gets the same ammount of items, and when I need to compress things down, like a row of miners resulting in 7 belt lines that I need to turn into 4 lines
>>
>>176236406
A far simpler and vastly more effective solution, would be to not use nuclear power before you have enough uranium for the enrichment cycle.
Considering that each piece of U-235 requires on average 1428 uranium ore to be refined, every fuel cell sets you back by quite a bit (requiring you to stockpile even more U-238).
>>
>>176221385
invite /cbg/!
>>
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>>176239493
/cbg/ doesn't fit here.
This has been discussed countless times.
To be /ded/ is to be /egg/, there is no need to cater to the needs of people who want threads to be more active and thus shit.
>>
>>176239224
>not use nuclear power before you have enough uranium for the enrichment cycle.
But that's no fun. And circuit networks are fun. Sorry you're such a brainlet that you can't figure out the fun that is circuit networks.
>>
>>176236406
II think the point is that your setup doesn't seem to have any controls based on power demand.
>>
tfw you will never engineer random shit irl https://youtu.be/d45oGNv8H98#t=79
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>>176239919
Sorry you're such a brainlet you can't understand how long it'll take you and how useless that network is. not that anon btw
>>
>>176239837
Sorry you're such a brainlet that you can't comprehend the ins and outs of traffic engineering. not that anon btw
>>
>>176240210
None of the /cbg/ games are actually civil engineering, they're just urban planning.
But even if they were it's not "is it engineering" that makes it fit here, only the kerbniggers were trying to push this meme so they could try and weasel their way in here.
It "does it fit with /egg/ and /egg/'s autism" and the matter was settled already.
>>
>>176221385
The general who must not be named had a snek-fucker and got ruined because of him.
You don't want to become like THAT general, right?
>>
>>176240514
>and the matter was settled already.
By the general minority or majority?
>>
>>176240667
Majority at the time, also as of now /cbg/ is absorbed by /civ4xg/, meaning they have a thread.
In order for them to even consider joining here they'd have to be removed from that.
>>
>>176240667
By my dick.
But we did have this discussion before, and no compelling arguments were made to include city builders here since they rarely include any engineering in them.
>>
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>>176220914
Nth for the only functional difference between a turboprop and a """jet engine""" is the lack of a duct
>>
>>176240667
majority, if you can believe it, it has been discussed THAT many times, now stop it and post fugtorio

>>176240805
believe or not /civ4x/ is fearful spider-fucker will get unbanned. seems like every thread has a threat of its own
>>
>>176240956
How do you fuck a spider? Their holes aren't even visible to the untrained eye.
>>
>>176240956
>spider-fucker will get unbanned
>spider-fucker
wut
>>
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>>176240956
>spider-fucker
>>
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>>176240956
>spider-fucker
>>
>>176240956
>spider-fucker
More autism ubiquity, that one shitposter that fucks animals.
>>
>>176241651
Back when idle games general was a thing, there was one guy that would talk about sucking cat dick all the time. Was that the same guy or was there just a plethora of people like that?
>>
>>176242009
There will always be that one uber-autistic furfaggot in every autistical thread.
/mcg/ seems to be the only one that doesn't have one.
>>
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>>176241651
>>176242009
>>176242414
There will be one in every thread on every board in every chan. We have known this since 2004.
>>
>>176241271
4x games, especially spess ones: race of spiders
>>
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>electric poles limited to 5 connecting copper cables

whyyyy
>>
>>176243373
they are not limited, you just have to equip the copper cable and wire it manually
>>
>>176240514
>>176240667
Generally if the game isn't complex enough to build either a mechanical or electronic logic gate then it's not /egg/

https://www.youtube.com/watch?v=6hs6eqSdbGc
https://www.youtube.com/watch?v=5X_Ft4YR_wU
https://www.youtube.com/watch?v=be1EM3gQkAY
https://www.youtube.com/watch?v=QKnSRw_X2w4
>>
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>>176243373
)))))))))))
(((((((((((
>>
>>176243438
They are, the game won't let me connect any more even manually, try it yourself
>>
>>176243558
shit, they've changed it? noooooo
>>
>>176243462
C:SL has a shit-based equivalent to Factorio's steam storage that has to constitute some form of AND gate. I can think of a setup with a hydro-powered water pump that would constitute a NOT gate, then you'd have NAND.

http://imgur.com/a/vR86Z
>>
>>176244428
Storage tanks aren't logic gates though.
>>
>>176245416
That drain pipe only works if it receives power AND sewage.
>>
>>176244428
C:SL is beyond retarded, as discussed ded or 2 ago (depending on how you count)
>>
>>176245783
My point is less that C:SL is the bottom of the expanding brain meme and more that the logic gate criteria is a road to madness. I wouldn't be surprised if there were a way to build a half-adder out of CS:GO drops or something.
>>
>>176246272
I concur.
now post fugtorio or spess
>>
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>>176246368
>fug or spess
Fuck sake's anon, we have more games here.
>>
SKUBMADE CREW UPDATE FUCKING WHEN REEEE

>>176246669
>>>/hsg/
>>
Do I still have to build pumping stations to transport fluids at high rates over long distances? Or was that also changed with 0.15?
What's the best way to fully load/unload a fluid wagon in that case?
>>
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Any fellow Starmade fags here? Finally just hit 500 hours.
>>
>>176246873
>SKUBMADE CREW UPDATE FUCKING WHEN REEEE

>the crew just bump around walls, occasionally clipping through them
>game runs at a crawl
>2fps
>200 frametime
>wakemeup
>crash
>bluescreen
>forum is nothing but sucking schema dick

why
>>
>>176246945
>Do I still have to build pumping stations to transport fluids at high rates over long distances?
Changing this would require a fundamental change to how liquids are transferred between two pipe segments.
So no.
>>
>>176247537
Sounds more like a problem with your computer than the game, mate. I go to my lowest of 50fps when I warp into a huge station, and I hang around 150 in dead space. Never had crew clip through walls either.
>>
>>176246945

I'm not sure why but unloading fluid wagons is SUPER fast compared to filling them up.
>>
>>176247890
Just speaking from experiance. Is combat, AI and the multiplayer community still as bad as it was two years ago?
>>
>>176247945
Fluids flow downhill from filled things to unfilled things. Try hooking the train pump directly to a storage tank.
>>
>>176246945
Probably, just get flow control and use the extreme pumps.
>>
>>176247417
I'm playing Avorion.
The X mechanics ontop of Starmade's are enjoyable.
>>
>>176247961
Combat now is infinitely improved from two years ago, except for the fact that you need a lot of meta knowledge about ship building. Specific configurations of things and specific weapon combos. Turrets are a big deal now because the tracking-missile glitch was fixed. The multiplayer community is small but made up of reasonable adults and it's really the perfect thing to play after a long day at work. I honestly haven't noticed anything really bad, per se, about the AI besides that they sometimes will run into things. Pathfinding has been improved too, though. Game performance has also improved a lot. If you haven't played it in two years I'd say to give it a shot again.
>>
>>176248123

It's consistent regardless of the amount of fluid in the fluid wagon and storage tanks. There's no uphill/downhill in Factorio.
>>
>>176244428
If you get a full set of logic gates and make an 8-bit display then there's a chance you could stay.
>>
>>176248320
I used to play

a long long time ago
https://www.youtube.com/watch?v=qfEj0uZOwBE
>>
>>176248451
That was definitely not true before. The reason that flow slows down over distance is because fluids flow downhill, albeit very quickly.
>>
>>176249246
wut
Fluids flow to the left and then build order in factorio, there is no downhill.
It slows down over distance because of data loss in the pipes or something.
>>
>>176247417
Waiting on that major shipruilding rebalance update they are supposedly going to release at some point.

Dont feel like building ships that are gonna be obsolete soon (soon being in like a year, considering the skubmade's rate of updates).

I really hope once that eventually happens, we'll get a new influx of acive players to dick around with in multiplayer.
>>
>>176249246
>The reason that flow slows down over distance is because fluids flow downhill
What the fuck are you smoking?
The reason for the throughput/distance relationship of pipes, is that liquid flow depends on a fill gradient.
One full pipe next to an empty pipe means a large gradient and a resultingly large flow.

So if you want a constant flow from A to B, you'll need a constant fill gradient between each pipe between A and B.
Obviously, this cannot go on forever, because A cannot have an infinitely large fill level, and B cannot go into negative fill level.
It's a decent approximation of real-life pressure/flow relationship.

>>176249432
>It slows down over distance because of data loss in the pipes or something.
Are people really this puzzled about the basic behaviour of liquids?
>>
>>176249781
>>Are people really this puzzled about the basic behaviour of liquids?
I was being retarded on purpose to get someone who actually knows what the fuck is going on to correct me, gomen
>>
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>tfw the keep is finally enclosed
Time to grab those productivity modules!
>>
>>176249781

Factorio's liquid mechanics don't match up with reality though, if you take a storage tank (pipes or not) at around 70% filled and have a fluid wagon at any % filled it will pump from the wagon into the external pipes very quickly. If you do this the other way around, again regarldess of %'s filled, it takes a lot longer. Seems to be around 4-5x slower to fill the fluid wagon than it is to empty it.

You're right that two storage tanks, one with a lot of liquid and one with very little, will equalize once connected, and they'll do it fast at the beginning and gradually slow til they're balanced. That's separate from this fluid oddity.
>>
>>176249174
The /egg/ holdout faction has been pretty active on the Light Vs Dark server. I think comr4de is still running it
>>
>>176249781
>fill gradient.
> One full pipe next to an empty pipe means a large gradient and a resultingly large flow.
Yes. Thus the fluids flow-- watch this-- DOWN HILL.
>>
>>176250306
If you spilled a glass of water onto the floor, and it formed a puddle around the glass, would you consider everywhere around the glass 'downhill' from it because the water flowed there?
>>
>>176250740
There's a LOT of gravity involved.
>>
>>176250306
Downhill is a highly misleading expression, as it implies that Factorio's terrain has height (which is contrary to the fact that it doesn't).
It's even worse than calling it "pressure", but still similar in that they're both terms that don't apply to Factorio.
>>
>>176243462
So, that rule 110 thing.
How does exactly run a program? If i wanted to make, dunno, a adder (don't know the terminology so let's say "the absolute simplest adder there is") how would that work?
>>
https://www.youtube.com/watch?v=-wmtsTuHkt0
>>
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Fixed and cleaned up the oil sheet, tried my best at making it idiot-proof. I'm not sure if I did the productivity module functions right, though
https://dropfile.to/M7tKUOw

Also, any good filesharing sites that don't require registration? dropfile.to only lasts a day, file.io is limited to one upload
>>
https://www.youtube.com/watch?v=gaIfPuziJ-0
Electrical engineering
>>
>>176249912
>the keep is enclosed
dem feels
>>
https://www.youtube.com/watch?v=TWLpMCFUBB0
>>
https://www.youtube.com/watch?v=38h4-5FDdV4
>>
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>>176254269
that's actually pretty brilliant.
>>
>>176246873
Starmade devs haven't even begun planning of crew update. There was a rare shitstorm on the forums about it and one of the devs came out and said that the previous post that implied it was being worked on was "misleading" and that it hadn't even had basic design done on it, both at the time and since.

Starmade is dedder than ded.
>>
>>176255392
Son of a fucking cunt.
>>
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>>176255392
ree
>>
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>>176255985
that explanation triggers me every time
>>
Best /egg/ game?
>>
>>176257719
The gas one
>>
>>176257719
Chode is the most autistic because no other /egg/ games makes you search for a material with very good capacitor properties to mod in.
>>
>>176244016

Always had that limit, anon. You just never noticed.
>>
>>176257719
None, you have to play them all and construct the perfect one in your mind
>>
>>176257950
I really want a game that is basically chode, but 50-100 years in the future. (fusion reactors, diamondoids, nanotubes, etc.) It would be nice if we could a chode game that is optimized enough or designed in such a way that we can see the logical conclusion of drone and missile spam, along with large fleet battles.
>>
>>176259139
But that wouldn't work the same as chode, we can't accurately calculate fusion reactors. There are mods for graphene and nanotubes though. I agree with the optimization though, I want to use tens of thousands of missiles at once.
>>
>>176259445
I'm sure there are theories on how fusion reactors work, but I get what you mean, lacking the rigorous tests and body of data to make a proper simulation. I do think it would be possible to just make estimates, but it would decrease the overall validity of the game as 'realistic' space warfare sim. All of this guy's videos are good quality. This one is on fusion: https://www.youtube.com/watch?v=8Pmgr6FtYcY
>>
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>>176259139
>>176259445
>optimizing is magic

One way or another you're going to run into an absolute bandwidth bottleneck, whether its the engine, programming, OS or hardware.
>>
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>>176249912
>>
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>>176261271
>deathworld a shit
>cheat mods
????
>>
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>>176261408
>Bob's
>cheat
(You)
>>
>>176261843
Not him, but I think factorissimo is pretty cheaty m9
>>
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>>176261740
>>
>>176261740
>>176262256
We should make our own patch
>>
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Death world 52 hours in. I'm just starting to build purple science.

Rate my autism.
>>
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ded
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>>176263254
I like your power lines and your swirly train intersections, it soothes my autismo

Here is mine, just playing a comfy trainworld, nothing too difficult
>>
https://www.youtube.com/watch?v=LrLmHv4Fv4M
>>
>>176264363
>posting worst /egg/
>>
Trying to build a quad copter in Besiege
It's been a while and I've forgotten both how to make a chaos engine and whether or not they still work

Also when the fuck are we going to be able to rebind camera controls, have a proper throttle control, and have multi-key binding onto certain objects
>>
https://www.youtube.com/watch?v=io5d-aAck_8
>>
Just bought Factorio after watching this youtube series about how to play.

How much of a problem are the alien attackers in the game? Should my first game be with them set to peaceful or should I just dive right in?
>>
>>176266437
Removing xeno is easy, they're not too much of a challenge in vanilla.
>>
>>176266437

In normal mode they aren't too bad, you should be able to keep your defenses strong enough to keep them out most of the time.
>>
>>176266437
just research basic turrets kinda early and slap them near your initial miners/furnaces until you can work out what directions they are likely to attack from
>>
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>>176265819
>>
https://www.youtube.com/watch?v=45X4VP8CGtk
>>
>>176266573
>>176266609
>>176266765
What about evolution and expansion?
>>
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are you fucking kidding me
>>
>>176270002
evolution goes up whenever a spawner absorbs any pollution or you destroy a spawner

it goes up incredibly slowly but its usually always worth it to go out and remove any nearby ayy nests that are just soaking it up

you can check what evolution %'s certain biters start spawning on the wiki

also in game you can type /evolution to check the current factor
>>
Playing factorio, how does nuclear power work? It looks like I just stuff fuel cells in there, but it can't possibly be that simple. Don't I need to cool it or something? But I don't see any pipe inputs...
>>
>>176270525
nah, for some dumbass reason, they made no downsides. You do need to use heat pipes to take heat out of it to put in the heat exchanges and get power out of it, but if it starts running too hot, nothing bad happens.
>>
>>176270525
Fuel cell into reactor, heat via heat pipe into heat exchanger, steam from heat exchanger into turbine, turbine makes electricity. Simple, except for the 1800 to 1 ratio of u-238 to u-235
>>
>>176270525
nope, its literally that easy

insert fuel cells
make sure used cells are being removed

reactor will generate heat
use Heat Pipes to send heat to Heat Exchangers to power turbines and then your sweet
>>
>>176270002
Biters will expand to fill any available spaces, keeping a certain distance between nests. If you clear out a nest, more biters will move in to the clear space after a while. They have to physically travel to the location, though, so you can prevent them from moving back in by dropping some turrets in places they like to live.

Pollution is the primary thing that triggers attacks, so if you keep the area around your base clear you can prevent most major attacks.
>>
>>176266209
>too much space
pffft
>>
>>176270771
>>176270747
>>176270719
>Uranium just generates heat to make steam
Wait, huh? That can't be how real nuclear reactors work. I thought we used plasma to collect radiation for energy.
>>
>>176271802
>plasma
Haha what? No, that's not how they work at all. They're just fancy boilers.
>>
>>176271802
the uranium literally just heats up water into steam which moves turbines

its so simple but not at the same time
>>
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HAHAHAHAH YESSSSSSSSSS
>>176271802
You're thinking of fusion reactors
Fission reactors use the heat generated from exploding meme particles to boil water
>>
>>176271802
It is. The complex engineering is containing the reaction and not killing everyone with invisible death rays.
>>
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>trying to set up boiler and steam engine
>boiler turns off immediately after fueling
>have water going from offshore pump -> boiler -> steam engine
>have steam engine connected by power lines to electric mining drill and inserter
>still wont do anything
>>
>>176273357
Well nevermind i found out steam only comes out the top.
>>
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>>176271802
Just about all power generation technology is based on heat water to steam and push it through a turbine to make electricity. The only difference is how you get the heat. With nuclear you take the naturally give off heat from radioactive decay of uranium. There are several issues with this though
Firstly, the reaction produces radioactive isotopes which are bad for people. Because of this you can't just run the water through the reactor pipes and into the turbines (unless you're the soviet union). You need what's called a closed loop where the water (or other heat conductive fluid) is heated to extreme temperatures, moved through a heat exchanger to give that heat to the actual water you want to turn to steam, and put back into the reactor cold. This is simulated well in game.

Secondly, dealing with radioactive waste and fuel is dangerous. The way they handle this in game is very basic and you don't even get hurt by it so that's one reason people are upset. See the uranium power mod on 0.14 for Angel's level reprocessing of spent fuel


Finally, it's a very powerful reaction that if left alone would react at an exponentially increasing rate until it ran out of fuel. Without getting too complicated, this is what they left out that everybody is upset about since it's most of the complexity. There's no need to regulate it to prevent everything from melting due to extreme heat that the metal would melt at. A nuclear reactor is in essence a slow motion nuclear bomb that they exchange the fuel in to keep running. Much the same as how a car engine is a slow motion molotov cocktail or bomb.
>>
>>176273357
for future post pic of problem so we can help (laugh at) you
>>
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This is a very /egg/ gun
>>
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>>176273619
>people are pissed reactors don't explode
>other people are pissed you need circuit network to not waste fuel

Even if they could explode, the solution is still what people are already doing: buffering steam in tanks before turbines.
>>
What exactly does the Death World setting do? Is it like Dangerous + Expensive + Train World?
>>
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>>
>>176270771
>>176270747
>>176270719
>Uranium just generates heat to make steam
Wait, huh? That can't be how real nuclear reactors work. I thought we used plasma to collect radiation for energy.
>>
>>176276168
yep.
>>
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>>176277196
Reminds me of this
>>
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>Playing Starmade
>Finally fucking figure out how to make a chaindrive
>It's like going from tier 1 warp tech in Distant Worlds to t2, or conventional engines in Aurora to late-game mil tech engines instantly
>Instead of spending twenty minutes to travel 1,500km I can do it in 30sec.
Actual technological advancements. Man I absolutely fangirl over this shit. What I've actually done with the tech is
>Make a carrier, fill it with infinite cloakers & small listening posts, all with huge scanners and radar jammers
>Hook them all up to rails so I can shoot them out in seconds
>I can blast to an enemies territory, place listening posts that don't show up on their map, and warp away before they can find out where I was
>I can then go to any cloaker I dropped off and stealth-survey all their shit, follow any outgoing ships, or just gather how well they're doing in general.
>I can triangulate where their outgoing ships are going to and intercept them with listening posts, although it does require a decent amount of manual labor on my part
>I've used this method multiple times to intercept their miners, warp to them with a cloaker that carries a couple logic torps, blow up a ship or two, and then disappear.
Pic is the first ship that I outfitted with the chaindrive. The pioneer, if you will.
>>
>play robocraft back in the day, when it had an unlock spiral
>Had a ton of fun
>It turned to shit
>reinstall it some time later
>It's even worse
>reinstall it last night
>wtf it's fun

Did I just get a brain disease or something?
>>
https://www.youtube.com/watch?v=zHzPEpHYtXQ
>>
>>176246669
I meant spess, not spengor or skywankers, just spesspics.
I know there are more games here, I play them, but fugtorio has been on my mind lately and nothing else
>>
>>176258409
never went for more than 4 or 5 honeslty, read that it's unlimited when I was reading that you can add/remove cables

>>176260964
what's chode written in?
as a matter of fact, what are all /egg/ written in? I know spengos is c#, skywankers is buggity, fugtorio is either the glorious C or cpp
>>
>>176270004
that's why I made a shootable grappling hook on a rope with 15 balloons. shot, grabbed, unwound the rope so the sword started flying, moved, wound the rope so sword woud get to zone.
your idea isn't bad, but imo it's easier to just make a mech that grabs the sword and walks away than this contraption
>>
>>176249083
I don't know what an 8-bit display is (8 leds? 7 segment display with decimal point?) but on the off chance I attempt this shitty challenge, I hope you will accept a ripple carry adder in its place. I found a C = AB that's relatively painless to use.
>>
>>176281881
C = A(B-bar) is what I mean. AND with one inverted input.
>>
>>176281881
8-bit display means each pixel is 8-bit. resolution is another thing
>>
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Since it looks like starmade is being discussed I'm gonna shill FCM again

Come home, /egg/ man. We're playing on LvD and could use some more pilots. We're pretty set on resources but need more people to fly ships.

FCM Discord - https://discord.gg/QKf6U
>>
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>>176282425

We have AI ships for fleet use for DAYS. We just need people to use them.
>>
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>>176270771
>>176270747
>>176270719
>Spend an hour making this
>Doesn't heat up at all
>Hovers around 140 at the middle and 15 on the outside corners

Okay so nuclear sucks
>>
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>>176282425
>>176282537

We have the ships...

https://youtu.be/cACQ2548i0o?t=1m29s
>>
>>176282425
>>176282634
Sorry man, but I pretty much only play on Brierie nowadays. Pretty much the only one with an decent amount of people usually.
>>
>>176279849
Pretty sure you don't.
>>
>>176282684

If you feel like joining up with us, just poke us on Discord. LvD is making a population comeback, and we're well established to handle the influx of new players.
>>
>>176282086
That's less a matter of being able to build a computer in the game and more about having a game element that can assume 256 visually distinct states. For starters, Fugtorio lamps only have 8 colors, which is a 3-bit display.
>>
>>176222192
Watch the mythbusters episode
>>
>>176282594
>reactor heats up at 40MW
>exchanger draws heat at 10MW
>40 - 10 * 32 = -280 MW
>guise why isn't my reactor heating up nuclear is shit
>>
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>>176282891
>Its easy dude just use heat pipes to connect it to heat exchangers
>Has no downsides
>Fuel cell into reactor, heat via heat pipe into heat exchanger, steam from heat exchanger into turbine, turbine makes electricity. Simple
>Do what I'm told
>LOL LOOK AT THIS IDIOT
>>
>>176283285
>do what I'm told
you really, really didn't.
>>
>>176282720
can y'arrrs! join? if so gib link
>>
>>176283285
Perhaps the guy giving advice assumed you weren't a massive retard.
But then again
>mixing turbines and engines
Massive retard confirmed.
>>
>>176283285
alright, sorry, I've been an ass

but still it's easy math, it doesn't suck just because you might have fucked up
hell, it even shows the principles for emergency cooling, if meltdowns ever get added to the game
>>
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Whatever I made it work, thanks for your input I guess.
>>
>>176284838
The wattage requirements for things that create power seemed meaningless. But yeah the issue was I didn't realize my steam pipes connected which brought my temp way down.
>>
>>176285132
Reactors: 40 * 2 + 40 * 2 = 160 MW
Exchangers: 10 * 28 = 280 MW
Turbines: 5.8 * 31 = 179.8 MW
If those turbines ever start running at full power and the tanks empty out you'll cooling down again, but at -19.8 MW, which seems way more manageable
Still kind of an excess on exchangers though: filling those tanks seems like it'd kick steam production to it's maximum and net you -120 MW, blueprinting doesn't seem like a good idea
>>
>>176263254
Could you post a close up of your intersection?
I'd like to examine this style
>>
>>176285132
senpai for yer fucks sake open the fuckign excel and run the things over.

Or go to past thread and copy 'nuclear holocoaster'
>>
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>>
>>176287910
why is there a wooden box on the ground? next to the red science assembler
WHY
Some things should burn in a fire
>>
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>Join Eggtorio server
>Biters are mid-attack on steam engines
>Shoo them away
>Start planning how I should move the turret wall up to cover power
>Power is attacked again
>Build a temporary wall
>Now being attacked on the east wall under the lake
>Now being attacked from the west side
>Suddenly lost power because someone segregated a few miners to power instead of splitting it and the boilers starved
>Then power is finally back and now we're being attacked from both east and west simultaneously

Shits fucked guys. Someone has to be on defense duty and it can't be me when I work weekend shift.
>>
>>176279445
>all with huge scanners and radar jammers
>jammers
>invisible
Home-on-jam when?
>>
>>176282537
Is it yarr friendly?
>>
reasons /egg/ is the best general

>comfy and ded
>wide variety of games with overlapping playerbase
>no tripfags
>general-specific servers
>the best maymays
>for the most part civil discussion
>largely /pol/ free zone
>adaptable and able to absorb new /ded/s at a moments notice
>>
>>176292169
>largely /pol/ free zone
Cough cough
>>
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>>176292169
minimum circlejerking
ur great anon and /egg/ is great too
>>
>>176279849
disregard the post, the game is still a giant pile of unbalance shit. Who the fuck thought giving shotguns 250K+ damage per hit was a good idea?
>>
>>176283285
you do realize each heat pipe section bleeds heat right?
>>
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>>176292169
>largely /pol/ free zone
>>
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>>176292169
>largely /pol/ free zone
>>
>built two purpose liquid unpumping station
>lube loads off nicely, acid won't
the fuck?
>>
>>176295639
>lube loads off nicely
>lube
I think you answered your own question there, buddy :^)
>>
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>>176286783

Sure, here you go.
>>
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>>176273348
Sometimes it's not the death rays you need to watch out for
>>
>>176296367
man, i am not retarded enough to unload two things with one pipe, there's separate pumping for acid and for lube. Unless that's banned too, but fuck me if it's intuitive or sane

Even funnier, somehow after placing one pump in certain way it started pumping the acid now, but when it drained whole tank, and I reversed it to test further it decided to fuck this and ceased to work


the fuckity fuck is going on
>>
>>176296452
Looks can be deceiving, but that looks like a tangled train mess waiting to happen. I suppose your traffic lights probably do a good job of stopping that.

What advantage would this have over a roundabout system?
>>
>>176271802
Sorry kid. Nuclear power is just a very fancy way of making steam power.

Same with fusion.
>>
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>>176292169
>largely /pol/ free zone
>>
>>176296585
If you're not going to post pictures, there's not much we can really do to help.
>>
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>>176296525
>One of the shield plugs on top of the reactor vessel impaled the third man through his groin and exited his shoulder, pinning him to the ceiling
>>
>>176296585
chill, it's just a joke about lube lubing it's pipe and going faster
>>
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>>176296969
oh, rigtho

Tren is in auto mode,because manual doesn't allow for unloading liquids, apparently
First tank is full, all pumps are set to work only if there' acid in train, and signal is sent by train stop.
Second tank is empty, and pumps aren't connected. Some are out and some in for in vain hope that any of them will connect

Tested the lube side literally minute ago and it worked without a hitch

>>176297130
having leftover liquids in pipes is legit problem, senpai
>>
>>176296876

It should allow multiple trains to use the intersection at once. Trains can pass by each other without slowing down, for example.
>>
>>176297220

Two of your pumps are pumping acid back in to the train.
>>
>>176297220
Have you tried removing the lube pumps? Since train-connecting pumps have a special animation, I imagine they're probably coded so that only one can interface to a car.
>>
>>176297220
Give every 2 pumps a dedicated pipe.
Also
>lolpumps
>>
>>176297220
going by experience, each tank on a fluid wagon can only service one pump

also what the fuck happened to the factorio wiki
>>
>>176297796
1.6 is not yet official so you have a wave of idiots trying to update pages for 1.6 when they fucking shouldn't and autisimos restoring the pages saying to hold your panties and only put information on the latest stable build.
>>
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>>176297296
Presumably, the same thing should work with a roundabout. In both cases, blockage happens with two perpendicular trans going straight, but not with two trains parallel, or two trains turning right.
>>
>>176297934
no I mean, they've apparently changed what it looks like
>>
>>176297393
>Two of your pumps are pumping acid back in to the train

>Some are out and some in for in vain hope that any of them will connect

>>176297529
>Give every 2 pumps a dedicated pipe.
Well, once i get them to work I can start worrying about throughput

>>lolpumps
??

>>176297796
>going by experience, each tank on a fluid wagon can only service one pump
yes, the problem is none of them want to be serviced.

>also what the fuck happened to the factorio wiki
redesign, i suppose

>>176297435
>it werks
jesus fucking christ even when disabled the pumps probably signal "me is connecting", and somehow the lube ones got priority
I deleted the lube ones and now those won't work

Wube get your fucking shit together
>>
>>176298254
>jesus fucking christ even when disabled the pumps probably signal "me is connecting", and somehow the lube ones got priority
Why do you need this one station pulling two types of liquid? You could just place a Y junction below and above, and have an Acid stations and a Lube station side by side.
>>
>>176298416
I did it because lube would be seldom delivered, and I thought splatting another station in already crowded place would be worse idea than just doing dual purpose one
Oh how wrong I was...

I am more amused than angered by this 'feature', and as I know now why it was borked, but still, the fuck man...
>>
>>176298596
I think if you really need to have a station handling multiple liquids, you're probably better off using barrels and a standard car.
>>
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>>176297126
At least he probably died immediately
>>
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>>176298013

I'll be honest, I don't know a whole lot about trains and intersections and whatnot, but it seems like this design could have up to 4 trains in it at once.
>>
>no thread for games like subnautica or zomboid

Really makes me want to commit seppuku
>>
>>176298723
I don't 'need' it, I did it because it looked like legit idea.
That was really educational experience.

>>176298756
Any intersection that's not pant on head retarded should allow four trains like on your pic
>>
>>176298756
You know what, you're right. A roundabout could do this too, but only as long as the trains were shorter than a quarter circle. This crisscross design seems better suited for long vehicles.
>>
>>176298831
You can be the change you want to see in the world.
Open your ass and your heart and mind will follow.
>>
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Rate my idle plz. this """""game"""""
a shit
>>
Energy engineering question.
How many MW does a geothermal power station (or stations) need to leech from a volcano to indefinitely prevent future eruptions?
>>
>>176300692
7/10 tons of wasted space in A2.
>>
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>>176302707
forgot muh
>>
>>176302123
A fuckton of MW
>>
>>176300692
>>176302825
>People using sorters
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

I used sorters too, but people complained because i wasn't trying hard enough
>>
>>176302948
I mean, how else do you get the waste and plastic separated?
>>
>>176302847
How many?
>>
>>176302123
>>176302992
With a bunch of roundings and few approximations, roughly about tree fiddy.
>>
>>176131714
this is your fault why did you have to link that abomination
>>
>>176302989
I think it uses a round-robin as the default sorting algorithm, so you can skip placing sorters if you place the recyclers in the right place
>>
>>176302989
Anon, the game literally textually tells you how how that shit works.
>>
>>176282594
That's way more HXs than a single reactor can use. For one reactor you can get away with 4 HXs, seven turbines, and two tanks for steam (two is enough to store 1 fuel cell's worth of steam).

Also, there are allegedly issues with heat pipes; you need to make sure to build away from the reactor towards the HXs, otherwise the heat won't flow properly.
>>
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Filled the tank to 1025 (was aiming to 1k)
Filled the accumulator (5 MJ)
Moved the turbine's leftover steam back to the tank

Apparently 5 MJ ~= 53 steam
Is there any way to find the ratio more accurately?
It almost checks out with my previous attempt to fill tanks with a whole cell (8 GJ), which gave me 82040 steam, but didn't manage to the fill 8GJ worth of accumulators I set up
>>
>>176303040
Ok, where do i go for non-meme answers?
>>
>>176304731
As silly questions, get silly answers.
>>
>>176304725
Ye old heat formula gave energy for every unit of temperature above 15C. So high temp steam gives more than low temp steam.
>>
>>176304725
> More accurate
Do the same test with 100 accumulators.
>>
>>176304907
How is that a silly question?
A active volcano (or at least, one that is going to erupt soonâ„¢) is very fucking hot and with lot of molten rock, this means lot of thermal energy that just begs to be released.
Since people tend to not be happy when that thermal energy is released in the form of billowing lava, mud torrents, searing hot ash in the lung and assorted pyroclasts some of which the size of a turkey and instead enjoy cheap electricity (and "being green") having enough geothermal station to prevent eruptions (coupled with the eventual gas venting every once in a while) sounds like a win/win to me.
Hence not silly.
>>
>>176305686
Ask someone who actually has the data or find it yourself

this is not a very scientific thread in not a very scientific board on an anime imageboard
you won't get solid answers here
>>
>>176305686
It's a silly question because you come here asking someone (but not you because you're awfully busy) to calculate the average lava content of a volcano, the energy content of that lava, and then to calculate how much of that needs to be removed by not-100%-efficient geo stations to prevent eruptions.
The question is on the same level as "hurr how many hand grenades would it take to blow up the sun xd".
>>
>>176305686

Geothermal power plants aren't usually built on active volcanoes. They are built in areas where molten magma is near the surface but is relatively stable. Asking "how much energy would be needed for a geothermal power plant to stabilize a volcano is a silly question because they are only built in stable locations in the first place.
>>
>>176306156
did you not close the quotation mark or did you use it in an unusual manner?
>>
>>176306214

I always forget to close my quotation marks because I have brain problems, or something.

Asking "how much energy would be needed for a geothermal power plant to stabilize a volcano" ...
>>
>>176273348
>>176296525
Usually (like this incident) the invisible death rays are what everyone pays attention to instead of the fucking steam explosions that occur when it all gets too hot.
Fucking Chernobyl was caused by a steam explosion, but nobody ever points that out in discussions about nuclear/atomic safety.
>>
>>176306301
righto carry on
>>
In Avorion is it profitable to build a mine and in the same sector a factory that uses products from the mine?
>>
>>176304725
Water has a heat capacity of 0.2kJ per unit per degree.
1 steam at 500° has 97 kJ.
>>
>>176306017
For the amount of grenades needed i think it's a moot point since they would end up being swallowed by the sun's gravity.
However the heavier elements contained within would end up going toward the core of the sun and probably end up shortening it's life cycle (especially with the iron in the casing)

Considering the sun would need to be 6 to 8 times as massive to create a supernova, this gives a decent ballpark estimate

The sun "weights" 1,989 × 10^30 kg
The M62 hand grenade, standard issue in the US military weights 454 g or 0.454 kg.
Let's assume half of that is iron, so 0.227 kg of iron per grenade.

How many grenades do i need to reach 1 sun mass?
1,989 × 10^30 kg/0.454=
4.4*10^30 grenades

Let's multiply it by 5 we obtain 22*10^30 grenades.
That should be more than enough to cause the sun to go supernova, either instantly or eventually.
Since the remaining lifetime of a star when it statrs producing silicon is about a week i'd say it's a good upper limit on how much time before the grenadesun blows up the sun for good.
>>
>>176306940
>lifetime of a star when it statrs producing silicon
*starts
Fucking tiny ass quick reply window
>>
>>176306919
I just tested and got 97MJ from 1000 steam, so it checks out.
>>
>>176300692
>using sorters instead of saving space
>>
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That's it. 3x2x2 double wishbone suspension, without any pushrod fuckery this time. Besiege is over, everybody go home.
>>
>>176306017
Also, you say my question was silly but the whole neutronium dildo thing wasn't?
>>
I am a complete scrub.
>>
>>176311176
>22 battery factories
For what purpose?
>>
>play with long reach because old eggtorio had it in modpack
>discover just now that without evogui mod bugs don't trigger with electric poles
>[klendathu intensifies].gif
>>
>>176312181
Wanted 2000 bots, and 2000 bots fast.

I was loading them factories by hand. The control drag feature made my early game consist entirely of this until I get enough construction bots to build proper factory.
>>
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>>176296525
>Read this earlier
>Go on /k/
>Find an older thread that also mentioned this
>The day before
We really are /o/k/ General, aren't we
>>
>>176312789
how horrific
>>
>>176312843
Don't forget /m/
>>
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>>176312843
That's odd, I didn't get it from /k/
Someone linked an article about fireless steam locomotives in regards to transporting steam in Factorio, and I kinda just wandered from there going from article to article
>>
>>176312843
Actually, we're /k/o/g/

>>176313036
Well fuck, you ruined my shitty pun
>>
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>>176313587
Wrong, we're /k/s/p/g/
>>
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>>176296452
>here you go.
>>176296876
>train mess
>>176297296
>use the intersection at once
>>176298013
>thing should work
>>176298756
>I don't know a whole lot
>>176298876
>not pant on head retarded should allow
Anons, stop.
This gives me uni flashbacks and seizures.
>>
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HA! HA! TIME FOR INEPTITUDE
https://en.wikipedia.org/wiki/Kursk_submarine_disaster

>Incorrect loading of training torpedo causes explosion & fire INSIDE sub
>Sinks and later suffers more explosions from actual warheads due to fire
>Rescue teams don't get in for seven days due to Russians not wanting help
>Crew who survived explosions lived for 6 hours until yet another fire stole their oxygen
>>
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>>176314223
that remembers me about pic related
>>
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Rate my defensive perimeter. Am I ready for behemoth biters?
>>
>>176314887
crude does 100% damage, heavy oil 105% damage, and light oil 110% damage, just so you know.
>>
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Somehow this plane can pull 80Gs without even one wing panel snapping off

Gotta find out where its limits are
>>
>>176314887
If you're taking the effort to run oil pipes, build doomstacks of flame turrets. The biggest oil expense is filling their storage.
>>
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>>176303242
>reading "help" tabs
thanks anon. There's probably still at least one more plastic maker worth of space here with minor reconfiguration, and probably like 3 or 4 with exhaustive permutation.
>>
>>176310307
what in god's name am I fucking looking at
>>
>when train stops the inserters first insert then get the signal from train stop
>>
Hey, how many fucks would starmade give on a server if I had a delay-block connected to a not block creating an infinitely repeating on-off signal?

Am I creating a viable solution for ripple fire timing or am I threatening to blow up servers?
>>
>Besiege still handles speed as torque+speed
>No torque sliders on wheels, gears, spinners, hinges
>still no throttle control on the spinamathings
>Gears still fucking suck
>>
>>176316574
No idea, but a couple of years ago i built a gatling gun that worked on that principle on a server and nobody complained
>>
>>176312789
>I was loading them factories by hand
w-why
>>
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>>176315264
Adding canards and vectoring thrust managed to put enough stress on the nose, although I didn't catch the exact amount of Gs it was under when it snapped, but the rear fuselage/wings appear to be impervious to G forces
>>
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>>176317127
And the plane can still be landed safely even though the front landing gear is gone, so assuming the pilot can somehow survive 200Gs this plane is confirmed unbreakable by G forces
>>
>>176289201
i logged in, in the exact middle of an attack swarm, died immediately, logged off, decided to wait for someone to deal with this bullshit
>>
>>176317834
that's the general state of the eggtorio server at present, yes.
>>
>>176315017
For some reason I cannot manage heavy or light oil to save my fucking life.

>Unlimited amounts of crude
>Have 5 refineries
>20-30 tanks for all three refinery products
>Set up plants for lube, acid, batteries etc
>Petroleum instantly and forever depleted
>Refineries stop because light oil maxed out so lets crack light oil into petroleum
>Light oil disappears and refineries stop because petroleum reserves are full
>Start cranking out solid fuel
>It doesn't make fast enough to replace coal for any application ever so it just piles up worthlessly
>Light fuel disappears completely for some reason and heavy fuel maxes out
>Crack heavy fuel into light fuel
>Heavy fuel disapears and light fuel barely changes
>Stop the cracking but heavy fuel never comes back, despite only using it for lube it never refills ever
>Light oil and petroleum are suddenly both maxed for no reason so I need to keep dumping them so my refinery makes heavy oil for lube

The logistics of worrying about my oil levels across the map are way too stressful to depend on it for my defense, but with 75+ pumps I know I never have to worry about crude ever
>>
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>>176314383
>2:3 kill ratio against unarmed fishermen
>>
Why in the all unholy fuck is there STILL not a Robot Battery research?
I don't care how fast they can travel as much as I care about how far they can travel before recharging.
Unless Robot Speed does that as well and I've just not ever noticed.
>>
>>176314383
God damn it I re-read the long, detailed version on my own PC somewhere but I can't find it even though I know the filename
>>
>>176318413
Decider combinators nigga, literally just a some if/else statements connected to some pumps

>Do we have enough Lubricant in our storage tanks (> 2500)?
>If yes, move to next step, if no, start pump going towards Lubricant chemical plants
>Do we have enough flamer fuel in the logi system (>= 200)?
>If yes, move on, if no, start pump going to that chemical plant
>Do we have enough Light Oil
>Who are we kidding, we never have enough Light Oil, just start the pump already.
>>
>>176305991
>>176306017
>>176306156
"Ask not the Eldar a question, for they will give you three answers, all of which are true, and horrifying to know." -Inquisitor Czevak
>>
>>176318829
>/egg/
>filthy space elves
Choose one
>>
>ê™®
Huh, nice "alphabet", Cyrilltards.
>>
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I wanna build those gigantic bases in factorio but its so hard to keep things organized like I see in here

I just found out about the bluebrint tool? Do you negroes use it a lot to move stuff outwards and generate some space in the base?

reeeeeeeeeeeeeeeeeeeeee

How do you people do it? And whats the best type of map? Default? Rails?
>>
>>176319271
Oregen similar to rail but without the pussy ayys.
Blueprinting shit helps, but it's really just a matter of gitgud.
Also RSO helps make better spawns.
>>
>>176319271
>I wanna build those gigantic bases in factorio but its so hard to keep things organized like I see in here

>I just found out about the bluebrint tool? Do you negroes use it a lot to move stuff outwards and generate some space in the base?
They likely have a thousand hours at least. With 150 hours I'm still making spaghetti bases despite my best attempts.
>>
>>176319271
It takes weeks or even months to figure out all the little factory tricks.

Just sit back and enjoy the spaghetti. That's part of the fun.
>>
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>>176315692
>>
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>>176319271
>frogposter
>nonfunctionally stupid
Why am I not surprised.
>>
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>>176319370
I see.
Do you people generally put things on "high resources"?

>>176319417
>>176319471
>They likely have a thousand hours at least. With 150 hours I'm still making spaghetti bases despite my best attempts.
>It takes weeks or even months
Well thats good to hear, I have 15 hours only.

>>176319567
stfu 1v1 me fag
>>
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>>176319721
Something similar to this.
>>
>>176319271

Having a main bus helps organize your base immensely. You can make rows of conveyors carrying all your iron/copper/steel/plastics/green,red,blue chips, then just split them off as needed. Plan out how much space you think you're going to need, add a little bit of space for wiggle room, and then double it.

Once you get a personal roboport and some construction bots don't be afraid of tearing everything down and starting over. Blueprint parts of what are salvageable and rebuild everything. I took down my entire base in my death world game when I was about 20 hours in, leaving only power to keep the laser turrets running, and rebuilt everything. Unlike other games, you're not punished for tearing shit down.
>>
>>176319825
Thanks mane

>>176319842
Nice. I'll put the power, assembly, and lab memes far away from each other now, unlike my current game, where all my shit is very close and I cant expand without fucking it all up.
>>
>tfw when you have to rebuild your entire solar grid because the old one won't fit into your new power grid system and you only have the most basic worker robot upgrades
>>
>>176320665
>solar grid
>>
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>>176320665
> Elf energy
>>
>>176296525
>One of the shield plugs on top of the reactor vessel impaled the third man through his groin and exited his shoulder, pinning him to the ceiling
I thought that shit only happened in movies
>>
>>176284615
Why would you pirate a free game

Just join te discord and we can get you started
>>
>>176284615
>not knowing the demo is the full game
lol
>>
>>176317087

Because in the first few hours or so (before unlocking some major researchs) building massive assembler arrays and filling them up by hand is fast and effective, if not against the spirit of the game...

But, you'll be tearing down early game shit anyway. I don't want to bother.

I don't even bother with a coal line to the furnaces either, when I build stone and steel furnaces I fill them up with 50 coal each and it's probably 2 or 3 top ups max before I'm ready with electric furnaces.

... but I just discovered marathon mode. Hopefully that makes this playstyle moot.
>>
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> Pirating an awesome game from sleepless devs
Absolutely embarrassing.
>>
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>>176322305
>sleepless devs
>>
>>176322305
>being an anti-piratefag in general
>being an anti-piratefag in a genre where most devs are cunts
>>
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>>176319271
>Keep things organized
Don't worry about this, it will come later. Embrace the spaghetti. Every time you're going to think you've got your base figured out you're going to learn a new science recipe and the spaghetti begins anew.
I'm only 120 hours in, this is a slice of my first successful factory. I also only recently discovered blueprints, but as far as I can tell you still have to place objects individually unless you have robots, whom I don't trust

I'll give you the biggest tips I can that I wish I knew starting out, from one beginner to another.

Shift+Spacebar pauses and gives you a grid so you can plan without wasting time.

If a belt isn't turning, being taken from or dropped onto, there's no reason it can't be underground. You can make tiny underground sections in belts between grabbers to drop power lines, lights and chests right in the middle of everything.

Arms can directly take from and place things on splitters and underground belt entrances. You can use splitters to reach a distant belt without using a slow red arm, or to grab on belts adjacent to the assembler. Grabbing from underground lets you make very compact designs (Look at my yellow-arm assembler on the left)

Always use both sides of belts. Easiest way is to add a splitter, then have the split immediately rejoin the belt it's splitting on the empty side, this will split everything evenly among both sides of the belt (Look at my red science belt, or my gear belt down near the copper cable assemblies)

You will always need more gear and copper cable, like 10-20 assemblers worth. Mass produce grenades asap and clear trees with them. Don't use electric smelters. Make assemblies for blue arms, current belts and power poles. Use the X on chests to limit how much you stockpile from assemblies.
>>
>>176322174
>electric furnaces
>>
>>176323687
>arms can take from splitters
wat
>>
>>176320665
>Solar
>In the NUCLEAR age

What are you, a hippie?
>>
>>176323687
>whom I don't trust
why
>>
>>176324051
there's stuff sitting in front of the splitter. Just grab it.

> Underground belts will block 1 lane if placed sideways
>>
>>176323687
Nice, thanks based anon.

Why not use eletric smelters?

And also, whats do you guys use steel chests to mass stockpile solid stuff, right? Any other more effective item or way to keep stuff?
>>
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>>176320665
>still using solar post .14
Get with the times you old elf
>>
>>176324492
>whats do you
*Do you

Fix'd
>>
>>176324492

Steel chests are a good option for storing stuff early on. Later you'll want to keep your stuff in logistics chests so it will be accessible to your logistic robots and these chests are built from steel chests so unlike iron or wood chests steel chests will never be useless.
>>
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>>176324051
Look at my repair pack assembler.

>>176324117
They're slow and retarded. Half the time I check on the ones who are supposed to repair my waystations there's like five of them all jammed up right next to the hub, looking like they're trying to repair each other but just sitting there stuck. Can't delete them, have to delete the hub and then they fly off to the next hub and I have to chase them down.
>>
>>176324997
Nice, didnt even know about those logistic chests and robots
>>
>>176321771
Can I ask anywhere in the discord for more info or do i have to ask in a channel in particular?
>>
>>176325260
check if the roboport isn't full of repair packs
>>
Here's a question for fellow eggtorio bros: Why would you ever use electric smelters instead of steel furnaces if you're not running off of solar power?

I ask this because I did an experiment just now out of curiosity and found a single piece of coal will smelt twice as many items as when burned for electricity. It's not like coal is difficult to run, 1 saturated yellow coal belt will keep up with the equivalent of 8 saturated blue belts of ore.

Is there a benefit to electric smelters without nuclear or solar spam?
>>
>>176324476
Forgot about that one, also forgot that belts can feed into the sides of underground belt entrances despite the little walls it has. Actually discovered that one on accident because I always used to bend the ends of my belts to one side because it was cheaper than capping it with another underground. Suddenly I had copper cable and steel beams on the same belt stretching through my whole facility and had no idea why.

>>176324492
They're slower, and I thought for sure they were energy hogs but I just checked and it says they use the same as steel smelters? That can't possibly be right. Regardless, coal is king
>>
>>176325629

Electric smelters can have efficiency modules, which make them far better than steel furnaces. If your base is coal powered you'll be saving energy if you upgrade to electric with efficiency modules.
>>
>>176325629
44 percent bigger, and are you sure about that coal maths?
I know anons have been talking for ages how using coal directly for smelting is more efficient because of the boiler inefficiency.
And even with nuclear power the electric furnaces take a fuckton of energy especially if you're trying to saturate a 4 lane bus.
>>
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>>176325629
The fact that there isn't a coal belt.
Saving space is a pretty huge deal later on, especially when you try to fill an entire blue belt with iron/copper plates.
Also, Electric Furnaces can accept modules which is HUGE later on.

A bit related, but if people are looking for a good late-game furnace design, this one is A++. One fully packed blue belt with minimal module cost.
God damn I love radar view.
>>
>>176325929
>slower
I'm pretty sure they both have a crafting speed of 2
>>
>>176324098
>>176324572
I just returned and I decided to try death world, haven't gotten to nuclear yet
>>
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>You can place things from inside a train
>While it's at full speed

HAHAHAHAHAHAHAHAHA TIME TO EXPLORE
>>
>>176325929
Sure, I have no shortage of coals here

But the main uses of coal are only smelters and the boilers, right? Dont remember any other uses I had so far.
>>
>>176326620
Grenades, which are in military science packs.
>>
>>176326620
Later on you can crack it into oil, but since crude never runs out you'll never need to do that. Just throw a pump on every oil puddle you find.
>>
>>176326664
also plastic
>>
>>176326543
Can you have more than one person in a train on multiplayer?
>Driver carrying 20k rails and holding dat mufuggen M1 at 800kmh
>Passenger spamming max damage grenades in front of the train to destroy trees and rocks
>Third passenger holding landfill ahead of tracks to go over water
>>
>>176325932
I very much so understand the use of modules, I was referring specifically to early-mid game where modules aren't easy to get. Right now I'm beginning to automate production science and starting to run out of coal. I can do nuclear, but I'd rather wait until I get enrichment which is far off. If I was going to go the module route, I'd go full productivity since I'm on death world.

>>176325935
Bigger is worse though, you'll never need more than a stack inserter on either side so having more room just means more to defend. For coal maths all you have to do is place a coal in a furnace -> smelts 25 ore vs a coal in a boiler -> makes enough steam to smelt 12.5 ore

>>176326245
Make a split coal+ore belt
Agreed with saving space but if you saturate a blue belt with plates you still need a blue belt of ore. Two blue belts with half coal, half ore on either side don't take up much more room and considering the energy savings it's worth it. As for modules, see above
>>
>>176326664
>>176326727
I see. Didnt used grenades before.

>never runs out
Damn, I was afraid of putting the oil memes everywhere because I saw that some percentage value or something, Im not sure it decreases with time and stuff, but I thought they were fully limited like ores
>>
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>>176326245

Holy shit

Guess I've been doing it wrong, huh
>>
>>176282425
>>176282634
>>176282720
>/egg/ ADF ships finally pass LRIP into FOC service and rate production
Tear to me eye, lads.
>>
>>176327660
Also tell me you guys still maintain a full naval registrar.
>>
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>>176326890
>Make a split coal+ore belt
OVER THE LINE
>>
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>>176319508
You are like a little baby
>>
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>>176328230
Not that anon but

It just works (tm)
>>
While we're talking factorio, is the tank worth any investment? It sounds like a worse trap than the car, I seem to do just fine sprinting at light speed chucking destroyer caps and poison balls
>>
>>176328617
>>176328617
>Yellow arms
That's why it works. Try that shit with stackers and a proper amount of smelters, the end of your line will be starved.
>>
>>176328758

The tank can run over trees only barely slowing down. It's fun to drive over biter nests when your power armor is filled with 8 personal laser defenses.

I much prefer to just stick 3 exoskeleton frames in my armor, though.
>>
>>176328885
It's saturating the red belt just fine and when I upgrade to blue soon I'll upgrade the ore belt to blue as well and add 12 more smelters on each side. A smelter will never make more than a yellow can handle so why waste power and materials upgrading them?
>>
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>>176328435
>Not drones and/or rockets.
I need to optimize now.
>>
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>>176328939
>Just 3
It's like you don't want to go fast

>Gotta get to my ore outpost
>Toss 10 exos and 10 batteries in
>Path is concrete with a blue belt on it
>Run past my train like it's standing still
>>
>>176329070

I recall reading a long time ago that blue inserters are more energy efficient than yellows because they only expend energy while the arm is moving and the blue spends far less time moving. I don't know if this is still true, though.
>>
>>176321771
>discord
Eeehhh not really sure
>>
>>176329197

I just cant live without my 6 personal roboports, even though it means I have to move slow.
>>
https://twitter.com/SpaceX/status/862017305911320577
yea boi
>>
>>176329183
Wait are you pumping steam into it instead of water? You can't get steam from heating steam... Can you??

Makes me wonder what other kind of fluids you can dick with.

>Run Lubricant into system to make steam move faster
>Superheat heavy and light oil to speed up cracking process
>Pump sulphuric acid into flamethrower turrets for the Bug Melter 4000
>>
>>176329560
So they finally fixed the spontaneous explosion problem.
NEAT! They now only have to make it work for the whole mission
>>
>>176318448
Robots use energy per second and per second actively moving, so it does increase range.
>>
>>176329428
Blue have 25% more drain and use 354% more power. Unless they move 400% or more quicker, they're a net loss on power in this situation because the arms aren't moving constantly.
>>
>>176321771
Whats the discord
>>
>>176329559
>6 personal roboports
For what fucking reason? I have literally never used a single personal roboport, I don't see the point at all. Combat bots don't need it.
>>
>>176329560
Is Elon speedrunning Factorio irl?
>>
>>176329886
The more roboports you have on yourself the larger your personal construction area.
Unless they changed that.
>>
>>176329886

For building. Each one increases the range and allows you to have more bots out at once.

Nothing is as satisfying as running out in to the wild, slapping down a mining + train station + defenses blueprint and setting up a new outpost in seconds.
>>
>factorio
>no waifus
>>
>>176328885
2 halves ore belts in, one full plate belt out.
Coalets, when will they learn? Nuclear is the only way.
>>
>>176329197
>Until recently been clearing nests exclusively with turrets
>Drop turret cluster, load with bullets, walk forward until bugs aggro and run back
>While they're fighting turrets run up and drop another cluster
>Repeat until nest is gone
>When I got laser tech I just build huge poles out to nests and do the same thing with pewpew turrets
>Get power armor and use it for defense and speed and robutts
>Out and about and OH GOD AMBUSHED by like fifty big bugs
>Easily mow them down in my power armor
>Follow the trail back to their base and obliterate it easily
>Oh my god have I always been this strong with powerarmor?
>Proceed to go on a rampage, shredding every nest across the entire desert

Holy fucking shit why didn't I always do this
>>
>>176330169
What did you just say nigga
>>
does anyone have a link to the latest factorio version that i can """""""""legally download""""""
>>
>>176329531
>I want to join people in doing something
>but not talk to them or collaborate at all
It's exactly like fucking teamspeak just fucking use it. This phobia of discord exists solely because/v/ convinced everyone else it's full of boogeymen.
>>176329821
Something they already posted above with the ships, nutsack.
>>
>>176330502
I'm not your nigga, friend.
>>
>>176330514
Go back a thread or two and ctrl-f supply drop.
Should be last thread, but you might have to go back one more.
>>
Split-belt coal/ore + steel furnaces are the best choice before speed module 2 electrics.

In order to pack one blue belt you need 70 steel/electric furnaces.

The amount of space you need for 70 steel furnaces compared to 70 electric furnaces are pretty drastic (if you place them in a line, you need 140 blocks vs 210 blocks).
Once you get access to speed module 2 and onwards you can start saving space with electric furnaces. At that point you only need 44 electric furnaces for one fully packed blue belt, or 132 blocks in a line.
Energy use is always gonna be an issue with electric furnaces though, so you better be having a good nuclear plant/a lot of elven magic schmagic.
>>
>>176330104
I only originally built roboports near my defenses to repair turrets. The only other project I ever gave them was to concrete my entire base, the one and only blueprint I have is like a 50x50 concrete square. It took them fucking forever, they're still working on it and sometimes forget what they're supposed to be doing.

But admittedly that idea does sound pretty fun, guess I didn't really think about personal builders. I just thought blueprints were a waste.
>Drop blueprint
>Hope the stuff it needs is in the chest by robotport
>Gotta wait for them to come over and would have been faster to do it myself.
Clearly I've been playing wrong

You think if you started with portable port it would be possible to build an entire base without ever placing anything yourself?
>>
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TWO (2) belts in the space of one!
>>
>>176330749
> Using bots for concrete
You can use the numpad +- keys to lay it yourself faster.
>>
>>176329742
>Wait are you pumping steam into it instead of water?
YES
Supposedly it could be more efficient, I should do the math
But first I wanna dick around with reactor control circuity
>>
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>>176249912
>not continuous radar coverage
>>
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>>176330729
>Energy use is always gonna be an issue with electric furnaces though
???
>>
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>>176330926
ANON

THANK YOU

>have over 500 hour but didn't know this
>>
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>>176330926
What
>>
>>176330749
Personal roboport uses the player as a chest.
>You think if you started with portable port it would be possible to build an entire base without ever placing anything yourself?

The latest FFF says that's probably going to be a campaign map in the future for speedrunning.
>>
>>176331402
IF you're using coal-based steam-engines. Forgot to mention that.
>>
>>176330554
The problem is that i have a shitty voice and no microphone.
Like, really shitty.
>>
>>176331402
Furnace power consumption is a direct 100% conversion.

steam boilers are automatic 50% loss unless those numbers changed in the latest patch.
>>
which has the most Factorio components
StarMade, Space Engineers, or Empyrion?
>>
>Increase the number of combat robots that follow you
The only "combat robots" I know about are the pods you throw, is that what it's talking about? I thought those followed you regardless and didn't need a robotic port?

>>176330926
Tell me I can rebind this, I'm on a laptop with no numpad
>>
>>176331815
Factorio
>>
>>176330926
I came
>>
>>176331712
>>176331735
Alright I clearly don't understand how power works. I thought it was like any other resource. You make it, you store it, you use it. Is there a brief explanation somewhere for this shit? And more importantly is there a fucking screen with my power information? I am infinitely more curious as to how much total power I'm creating/using and whats using it than HEY HOW MUCH STUFF ARE YOU MAKING EVERY SECOND
>>
>>176332031
factorio a shit
literally no engineering, just traffic engineering like Cities: Skylines
>>
>>176331728
Then just use text. It's more like a combination of TS and IRC.
>>
>>176332207
>efficiency 50% on boilers tooltip
Read tooltips, also click your power poles to get readout of power.
>>
>>176332207
Click any power pole.
Most things will tell you how much they produce or consume.
Coal is 8.0MJ a pop. 4.0MJ if boilers still do their thing.
Exact ratios take some trial and error. They changed I don't know them anymore.
>>
>>176332262
okay:
Fallout 4
>>
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>>176332207
Click on a power pole and it displays a nice graph like this
>>
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>>176323687
Different guy than the one you respond to, but using this advice I've made my first factory. Obviously not end-game really but I'm proud of it. Rate. The those rails go to my oil, explosive, and plastics production and I have the boilers in the bottom left that you can't see.
>>
>>176331972
Usually there are ways to simulate numpad input on many laptops through a function button, though god knows what it is for your particular model.
>>
>>176331972
>>176333281
On that note, yes it is rebindable, its "Larger Terrain Building Area" and "Smaller Terrain Building Area" in the Controls>Game tab.
>>
>>176332404
>>176332952
Oh my god I literally love you. I will genuinely blow one or both of you any time you want.
>>
>>176333214
1iron belt / 10.

People were having trouble with train stops next to curves. Better straighten them out just in case.
>>
>>176333674
>Better straighten them out just in case.
Alright, will do.

>1iron belt / 10.
How else are you supposed to do it? As far as I know, a two-belt line is the max because there's no grabbers that reaches 3
>>
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>>176333674
>Better straighten them
>>
>>176331007
>more efficient
No, not really. You'll get more steam from each HX, but water still has the same heat capacity of 0.2kJ/u*℃

The only thing preheating HX inpilut does is changes HX:Turbine ratios.
>>
>>176318795
>Do we have enough Lubricant in our storage tanks (> 2500)?
>Do we have enough flamer fuel in the logi system (>= 200)?
These two checks and their associated actions are effectively redundant.
If there's enough lube/flamer fuel, then the associated chemical plant is already idle; shutting off liquid flow therefore makes no difference.
>>
>>176334976
>tanks hold 25,000
>flamer fuel isn't even stored in tanks
Both aren't going to be idle unless you specify it via circuit.
>>
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>>176333214
The biggest issue in starting the game is that when planning your base, you don't know how much science you're going to need. You need to plan for at least 6 different types of research. There are a lot of good ways to do this with a rotation like you have, but honestly pic related is best way. Arms can now take from labs for some reason, so now you only need to feed one lab and it will feed the others.

Also
>See I/C plates at tracks and assume offsite smelting
Was impressed for about a second. Honestly, aside from mining and maybe smelting, it's my opinion that the more you can do in the factory the better. As fun as trains are, I think they're overrated. I almost always prefer just running belts, unless it's an obscene distance (Like over 300 squares). I use a series of underground blue belts, each little 1x2 portion walled off so bugs ignore it.

Same thing with oil, check your reserves at your pump stacks and at your base.
>Are they both staying steady in the middle-high range?
You're fine using the train for a while longer.
>Are your reserves at the base full but the ones at the pumps aren't?
You're wasting a shitload of crude in spillover, you can build more refineries to put it to use but you risk overfilling your oil, halting production of petroleum and gumming up the whole process.
>Are the tanks at the pumps full but the ones at your base aren't?
You're wasting a ton of potential because the pumps are spending time idle.
I'd make an underground pipe piece assembler and get ready to link your world's supply together. Will help later when you're putting flamethrowers everywhere

>>176334081
>1 iron belt
A splitter divides a belt's current contents in an even 50/50. The first split in a bus, you're sending half your produced iron to it and the rest back on the bus. The next assemblies you split off for will only get 1/4th of your total iron , then 1/8th, until no matter how much you smelt you'll never have a full belt at the end of the line.
>>
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>>176334081
> How else are you supposed to do it?
The short answer is
Bigger.

The long answer is
Much. Much. Bigger.

Have fun!
>>
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>>176328230
>>176328617
>keeping ore and coal on separate lanes
SUCC
>>
rate my starting factory
>>
>>176336001
Nice stealth factory.
>>
>>176336001
Pretty good. Check mine out.
>>
>>176336001
fuck forgot image
>>
>>176334081
you can braid different colours of belts, thus having 3 at the same lane. due to the fact the smallest "pop" is 2 spaces, you can have yellow and red oscillating and be able to have 4 tiems per line easily
on top of that don't mix up your fugging bottles, one go on 1 side, other on the other
look at this guy >>176330895 (that seems weirdly excited about a vey old thing)
>>
>>176336158
> Iron on coal on stone
Just hit the restart button. It's not too late. It's too late
>>
>>176336294
how is that bad i have another copper mine off screen
>>
>>176336359
It's a logistical nightmare when two ores are touching because miners will pick up both and you have to put in extra effort to separate them.
>>
>>176336359

It's bad because if you put a miner down it will be mining two or three different things instead of just one which will make processing it more annoying. I totally skip mixed ore patches until I get logistic robots to sort it out for me.
>>
>>176335743
BLURGGHLK
>>
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>>176335743
> filter inserters in case a mistake slips through
It's okay to admit you failed.
>>
>>176335497
Fair enough, the check for lubricant has merit if you for some arbitrary reason decide your storage should be less than a full storage tank.
As for flamer fuel, the logic check is easily embedded into an inserter that moves the fuel into a logistics chest. Connect it to the logistics network, and only allow it to move items if there's a lack of fuel.

Personally I use neither, instead operating from the premise that lube and flamer fuel are higher priority than cracking.
Given that the consumption of flamer fuel (and by extension, the oil used in its production) is miniscule, it's not worth splitting HO between fuel and lube.
Therefore, if there's an excess of HO, then there's also an excess of HO for lube and fuel, and cracking can commence.
>>
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>>176335743
>>
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What's the best way to unload trains to ensure it spreads around the belt as much as possible?
>>
>>176339019
In your case: does it matter?
You're offloading more than six blue belts' worth of iron on two belts.
It makes absolutely zero difference how you distribute the ore, considering your bottleneck is elsewhere.
>>
>>176339019
Not what you're doing.
You need to split your output with splitters from each chest individually, or what will happen is that you "top" chests in the row of 6 will be always empty while your "bottom" will never outload their ore.
But as the other anon said, it doesn't matter since you are fully saturating your belt, so whatever you will do you will still saturate your belt.
>>
Man I don't know how personal robots work, how do I set something to be demolished? Tearing up tracks myself is taking forever
>>
>>176339620
Press B
>>
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Parking is fun.

>>176339620
Press 'B' and get a deconstruction planner.
>>
>>176339760
I see what you have done there and I am stealing that idea.
>>
>>176339760
I really like that idea for solar arrays.
>>
>>176341306
Eh, there's a lot of whitespace in it where I like to place storage chests but holy shit do you need a lot of those arrays.
I've set up a uranium mine down south and I'm gonna switch to Nuclear as soon as I get Kovarex up and running, solar arrays just take up way too much space. It's not visible in the image but just continue that solar line down for around 6 more arrays.
>>
>>176334708
well fuck
that dude on the forum lied to me about his hybrid power plant then
>>
>>176336526
>>176336775
Despite posting my fuckery once in a while, there's always these reactions.
And they say /egg/ never gets newfags.

>>176336741
It's obviously unacceptable that a piece of ore, coal or iron plate enters the steel bus.
Without using filter inserters, how can you guarantee without any risk of failure that this will not happen, while sticking to the premise of only using one belt?
To me, it seems that the only other option would be to load the entire belt's contents into chests, and then let bots sort out any mess.
>>
What would you say is the SINGLE most useful way to keeping your factory neat?
>>
>>176342604
>how can you guarantee without any risk of failure that this will not happen,
The waste could be run back through the loop, but obviously the issue here is having any miscounts at all. Clearly it needs more work.
>>
>>176342878

double the amount of space you think you'll need for anything.
>>
>>176342306
>I believed that you could get free energy
You're still feeding it coal.
>>
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>>176342917
>The waste could be run back through the loop
Uh-huh. Something like pic related?
And how do you intend to separate waste from product, if not by use of filter inserters?

>obviously the issue here is having any miscounts at all
I don't understand what that's supposed to mean.
What leads you to believe it is the root problem?
>>
>>176292169
half this thread is /pol/ browsers
the other half is /pol/ regulars
>>
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what engineering games let me prematurely remove and replace parts of a machine?
>>
>>176345534
ftd
>>
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>>176345079
But I don't go to /pol/
>>
>>176345534
>pic
scuse me
what
twoface is finally kill?
>>
So it seems like everyone is using flamer turrets nowadays instead of lasers. Were they massively buffed?
>>
>>176345534
>>176348031
Who what where?
>>
>>176348131
James "i can't comment on thatl" Comey
>>
>>176348089
Sort of. They only eat 3 fuel/s, but their damage and huge range have always been the reason to use them.
>>
>>176348912
Would have assumed a gun or laser turret would have had a much higher range than a flamethrower
>>
>>176349019
>assume
Why, when you can clearly see the coverage?
Lasers have more range than bullets, flamers even more. However flamer fire arc is only about 90° and has a dead zone close in.
>>
Is there a place to buy factorio for cheap? I don't want to pirate because of the frequent updates.
>>
>>176349438
>Why
Because thinking is hard and painful.
>>
>>176349547
Steam
>>
>>176349547
$20 off their website is pretty cheap for how much game it is. They also had a blog post about how they had to cancel some keys because they got paid for using stolen credit cards, and said keys were later resold. So be careful if you try to look for anywhere else for Factorio.
>>
>>176348089
Huge ammo belts are a turn off but oil pipes are fun. Oil is also infinite and you don't need to process it so any pump Jack can do the job.

Also after a thousand laser turrets the energy drain really starts to hurt.
>>
>>176349828
Part of me has been thinking of setting up logistic bots and requester chests to get around the bullets problem, at least for my main chest. Not sure how horrible of an idea that is though.
>>
>>176350993
>logistics bots
cheating
>>
>>176350993
main factory, even.
>>
>>176330401

PDLs got a pretty substantial buff. Nightvision's a 2x2 instead of 3x2 and doesn't drench your eyes in lime green anymore, personal roboports got a Mk2 version. Feels good, man.
>>
>>176332375

The note about efficiency only appears when they're in an inventory though, not when you've placed them in the world. UI still needs some work.
>>
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Man, I am loving this AAI mod.
>>
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>>176341632

I've been using this blueprint since someone posted it on the forums a couple of years ago. Tiles beautifully, you can rotate it to get a full-size array with room for a roboport in the middle. Makes a really nice stepping stone to nuclear power and a handy backup afterwards.
>>
>>176352114
What is it?
>>
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>>176352774
I think its the one that lets you build AI robots to fight and defend for you
>>
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>>176352264
that looks horrible holy shit
>>
>>176350993
I use logi for fueling fire turrets. One bot can carry 6 minutes worth of fuel.
>>
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So at what point should I move from steam engines to more advanced power generation in Factorio?

Should I go with solar panels and accumulators, or a nuclear reactor?

There is actually a giant uranium deposit right next to where my steam engines are but I've left it untouched.
>>
>>176354234
Solar first. Nuclear has a huge tech cost, and you can't process the uranium until you unlock it, and it isn't even useful until after you research enrichment.
>>
>>176354607
Would solar power entirely replace the steam engine?
>>
>>176354234
Solar, but start mining (and refining) uranium soon.
>>
>>176354234
nuke
solar is useless now
>>
>>176354835
no your solars would augment your steam power since you need to invest in a lot of batteries and shit for accumulators if you dont want your factory to punch out as soon as the sun goes down
>>
>>176352774
It's a mod that lets you build vehicles and remotely control them. You can even program them to act automatically.
>>
>>176355423
Sounds amazing. Fuckmassive PVP map when?
>>
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>>176355524
They even have laser tanks.
>>
>>176355423
Can you set them up to go on patrol without running over everything?
>>
>>176349816
>>176349825
Fine, I bought it off Steam for $20.
>>
>>176357185
It removes the tree damage, and yes, they can either path around stuff or you can manually tell it where to go (go to xy coord, etc)
>>
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>>176364356
game?
>>
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>>176366627
>>
What's PVP in starmade like? I durdled around making a ship in creative to get a feel for what the game's like again, but I couldn't help but notice most of the guns I made were a full second cooldown. Is combat a more rapid affair with properly built rapid-fire weapons, beams and so on? Or is it very tactical and strategic, with positioning taking precedence over blitzkreig tactics?

If I want to dispense with all the flowery language: Can I indulge my space-fighter fantasies or will I have to be captain of a space cruiser? Nothing wrong with the latter, I just wanna know what's possible.
>>
>>176364356
Pretty sure Homeworld etc is not an /egg/ game.
>>
>>176368032
But it looks cool enough
>>
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>>176367483
You can do both, although space fighters are harder to pull off without swarms.
>>
https://starmadepedia.net/wiki/Weapon_Systems
https://starmadepedia.net/wiki/Effects

Link things to other things, essentially
>>
>>176369121
meant to be replying to
>>176367483
>>
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been fucking around with some wheel scripts in algodoo and I made a little car that draws a simple pattern.

Anyone know of a way to make gears with less slop in algodoo?
>>
>>176367483
>What's PVP in starmade like? I durdled around making a ship in creative to get a feel for what the game's like again, but I couldn't help but notice most of the guns I made were a full second cooldown. Is combat a more rapid affair with properly built rapid-fire weapons, beams and so on? Or is it very tactical and strategic, with positioning taking precedence over blitzkreig tactics?
This is a larger question than you realize. I'll go over it briefly for you, though.

Currently, there are multiple ways to go about combat. You can
>Build a massive battleship. Note: After a certain amount of systems and power reactors the diminishing returns are huge.
>Build a fleet of decently sized frigates. Note: Fleet movement is a little iffy sometimes. AI isn't the smartest either.
>Build a huge fleet of a billion shitty spam craft. Haven't seen it really used but the downsides are obvious.
A 500k mass multi-kilometer long battleship will die quickly to 10 50k mass ships, even maybe 7 to 8 or something.

Blitzkrieg tactics in fleet battles is just not possible. The fleet movement simply isn't sophisticated enough. However, if you're a giant faction you can have people use these ships instead of fleet-AIing them and some pseudo-tactics becomes viable. Combat with large ships is generally fast paced and brutal, assuming they're equipped with jump inhibitors (which keeps the enemy from jumping away).

The main 'tactic' that is definitely viable is stealth and sabotage. Ambushes as well, although those are, once again, hard to actually pull off.

Actual large-scale combat is extremely rare- no one really wants to risk their ship/s in a full on engagement. Most prefer bashing the little guys (although that is generally shunned)
>>
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>>176352887

Yeah I wasn't really sold on it either until I actually finished a full set.
>>
>>176366786
snarky, but I appreciate it
>>
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In factorio, are logistic robots useless until you get the Requester chests? They don't seem to do jack from moving the Provider chests to the standard Storage chests.
>>
>>176376202

More or less. Passive provider chests only make their contents available to the network - active provider chests requisition logibots to take their contents to requester chests or dump them into storage chests.
>>
Completely forgot about this yesterday, but Mythbusters had some fun with this question:
>"Would an old-school diving suit crush you into the helmet if your line to the air-pump was suddenly cut?"
Spoiler: the answer's obvious
https://www.youtube.com/watch?v=LEY3fN4N3D8
>>
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>>176369896
>That layout ssems familiar
>Wait a minute
I just had a flashback to some Ultimate Autism (TM) video a guy made years back, it was a SimCity game where he made a functionally perfect city with 1 million population or something
He named it something based on Greek, but I can't remember it
>>
>>176377972
Magnasanti.
And it was six millions.
>>
>>176377972
>city building isn't enginee-
https://www.youtube.com/watch?v=JtB2ZfVuLhY

I only found out about it a handful days ago, was quite tempted to shitpost it. thanks for the excuse anon :^)
>>
>>176369302
http://www.algodoo.com/algobox/details.php?id=28444
Circle gear generator. Very reliable

http://www.algodoo.com/algobox/details.php?id=89328
Spur gear generator - like default but much smoother and closer fitting.
>>
>>176354234
do not move from steam, you don't really have to.
>>
https://www.youtube.com/watch?v=nzKWbpSNkmk
>>
>>176382734
I liked the SnK one better desu
>>
>>176382734
/Egg/vangelion: You can (not) have fun
>>
>>176382734
> Not a clangpocalypse
Come ooooooon.
>>
>>176316574
It'll only toggle once per server frame so it's not really that big of a hit. Admins will chuck a hissy fit if you overclock the logic though.
>>
>>176382734
I like how newfags, hipsters and redditors constantly shit on eva but it's still culturally relevant even in the west.
>>
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>>176382734
>>
>>176376202

Before requester chests they can still be used to deliver items to your inventory which is extremely convenient.
>>
>>176386473
on top of that they will use passive and storage if you use blueprints / deconstruction. logistic drones are a haxx, but construction are gift from czech gods
>>
>>176323687
I have roughly 400 hours between the old non steam version and steam version

>Shift+Spacebar pauses and gives you a grid so you can plan without wasting time.

i wish id known this earlier, feelsfuckingbadman
>>
>>176387812
I personally use Pause button
>>
/egg/ what makes you drop a game faster than it struggling to deliver a good frame rate?
>>
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>>176329197
you are but a child

yes i know its modded shutup
>>
>>176330926
i myself have only recently discovered this

and it was like discovering sex for the first time

installed a long reach mod and just gliding down my base laying concrete
>>
>>176388457
Get enough legs, you can start running over water. Because you are breaking the game, you damm fool.
>>
>>176388398
Long manual grinds
>>
>>176388804
can't stop wont stop
>>
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>>176385628
Ded
>>
>>176390764
/r/ing Thomas the Death Engine assaulting Ramiel's core
>>
>>176282425
link seems ded
>>
>>176391801
yes, most of those links are valid for 30 minutes
>>
>>176392852
fug
hope they come back or something
finished Wind Waker for the third time this year and WoW isn't fun anymore so I'm looking for new ways to kill horrendous amounts of time with other sad individuals
>>
>>176220914

Does mav still have a free demo floating around? I want to build robutts.
>>
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>tfw you forget to limit a chest

Welp, that explains why my factory has been hemorrhaging resources for the last 30 hours.

This is death world so each one of these is 48 iron, 128 copper, and 8 plastic. I kept building more and more mines because my resources could never keep up. How many ore patches had to die for this shit?
>>
>>176393327
what is death world exactly
>>
>>176393327
Make a blueprint book to stop wasting inventory space you nonce, same menu as blueprints and deconstruction planner.
>>
>>176394176

Death world is a setting in Factorio that makes everything cost a lot more to produce and science takes a lot more as well. Plus, biters are extremely strong and fucking everywhere. It's for people who like pain.
>>
>>176318716
>>176314383
>Find it a day later while searching for something else that I also know I still have that Windows' fucking filesearch function also can't find
I swear to CLANG, whoever designed a filesearch that can't search filenames is the biggest retard on the planet
>>
>>176394320
Meh, I like having my blueprints available at a glance. Plus, blueprint books don't let me have multiple blueprints on my bar at once. I'm never really low on inventory space anyway.
>>
awaken and hatch from you are shell /egg/
>>
Awaken my child, and embrace the glory that is your birthright. Know that I am the Overmind; the eternal will of the Swarm, and that you have been created to serve me.
>>
All I want is a game where I can design and then build a submarine to transport cargo to a base on an island in a frozen sea from a city with a player population and player based economy
>>
0.15.10 drop when?
>>
0.15.10
https://forums.factorio.com/viewtopic.php?t=47161
>>
>>176399923
>player population and player based economy

Dropped.
>>
>>176403607
I'ma about to drop you son.
>>
I'm new to factorio and I am struggling with automating the crafting for the science items.

Because:
1) I don't know how to build a proper assembly line
2) I don't know how to move the raw materials from my iron/copper chests to the assembly line in the correct proportions
>>
>>176403607
please explain to me what you dislike about that
I personally like games that allow permanent residency to an extent and allow players to trade things between them, but planned economies with money and such are usually annoying because of developer meddling and restrictions
I also say players because I believe no developer at this time or in the near future would go to the effort to make a functioning AI inhabited settlement due to either perceived difficulty or lack of interest on the part of the dev
>>
Any good game out there that just lets me build aircraft? That isn't SimplePlanes.

Is X Plane's planemaker the only hope?
>>
>>176404485
Relying on other people to not be retarded and be online when you are never works.
>>
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I wasn't really expecting this to work, but I'm glad it does
>>
>>176404629
Homebrew
>>
>>176404674
works in eve online
>>
>>176404629
Kerbal Space Program with aviation mods

Not ironically

install some plane mods and set up sandbox mode if you don't care about anything about the rest of space

You can make planes that go to space though, think about that
>>
>>176404674
Yeah true I get that
I just have wishful thinking that it would be a group of people who would do as I do and play the game all day every day
>>
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>>176404478
help!
>>
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Is solar now useless? Nuclear arrives pretty early in the game in terms of items needed for science packs, and 1 or 2 reactors will completely fill your needs in the early game. Once you have Kovarex Enrichment, you can shit enough U-235 to power any number of reactors you want, and it's a ridiculous feedback loop where you can keep adding more and more enrichment facilities with practically no downside.
>>
>>176404478
>>176405006
There's a different between helping new players and completely spoonfeeding people who haven't even attempted to play an hour of the game. In this case, you can figure it out yourself.
>>
>>176405271
it's like IRL, solar pales in comparison to nuclear
there's no public fear to drive nuclear down in Factorio
>>
>>176404478

Try playing through the campaign, it functions as a tutorial. By the time you've finished you should know the basics of setting up a factory.
>>
>>176404807
The issue with that is that it's fun, but also a bit too limiting on the looks and parts. Especially engines.

>>176404795
Will take a look. Thanks.
>>
LIQUID
FUELED
THORIUM
REACTORS
>>
>>176404804
>trying to copy an mmo
>>
>>176405623
hey man, it would work for 50-100 people too
there's hundreds of different markets in eve
>>
>>176399923
>submarine to transport cargo
Why this in particular?
>>
>>176405690
>mixing mmo with egg
That either results in ded, or shit server performance, which also results in ded.
>>
>>176405690
>100 people in a game with physics
>>
>>176405991
just get some smart devs to offload the physics to serverside GPU
>>
>>176405923
Well first I love ships and boats
no game has ever hit all the points I like about seafaring
usually the ships either act totally unrealistic or you can't do much with them except sail

and submarines are super cool, plus any game with proper submarines which can be constructed would need good handling of liquids with regards to sealed or unsealed areas of a vessel
>>
>>176405417
Yeah, I was just surprised how early it arrives. Once you have the means to mass produce solar panels, you're at the point where you could just make nuclear instead. The initial investment might be a lot higher, but I'd rather make two reactors and the associated facilities than try to product 2667 solar panels and nearly 2200 accumulators for the same amount of output.
>>
is there any chance of meltdowns or some shit if you fail to build your nuclear plants properly?
>>
>>176399923
Replace submarine with a spesship and an island with a planet and you might have Dual Universe.
>>
Does Rule the Waves could as an /egg/ game or more of a limited strategy one?
>>
>>176298751
He was still alive when responders got there
>>
>>176410290
He was described at 'twitching'- dead bodies twitch- but even if did "live" and the thing going through his body didn't immediately kill him he was very likely unconscious from shock or the concussive force, likely also would've had severe brain damage anyway if it was the latter.
>>
>>176406305
none
it just stops heating up at 1000

it'll always "burn" it's fuel though, wether you're using it or not
>>
>>176411338
is there any mods that make them meltdown
>>
>>176402832
>Coal liquefaction recipe now requires steam instead of water.
>Have to make combinations with every possible fuel source for completionism's sake
yeah no, fuck that, I'm not autistic enough for this
>>
>>176411932
>Have to make combinations with every possible fuel source for completionism's sake
Why?
The fuel cost to produce a given amount of steam is fixed.
Just treat it like an added power cost - it doesn't really matter if you're using one solid fuel block or 3.125 coal.

The real test here is to figure out if the temperature of a boiler's steam output can be lowered.
Lower temperature would after all mean lower added cost.
>>
>>176402739
uploading now
>>
>>176405991
>>176405980
>>176406171
are we memeing about dual universe now?
they have some nice ideas how to solve shit although I doubt they can deliver
>>
>>176412640
Not sure about Dual Universe, I just know that Camelot Unchained is working with PhysX to get physics calculations working on their servers to support thousands of projectiles flying around.
>>
Test (no shitpost)
>>
>>176412992
test (both shitpost)
>>
>>176412480
0.15.10 supply drop https://mega.nz/#!pBMiVJgS!tSj8QJE77gZ2rBZhkF1aCaYzPJCLMS5KnzWCJLtDO54
>>
>>176404760
How?
>>
Nuclear meltdowns, cooling, and radiation when?
>>
>>176414613
Lots of that stuff was discussed to death on the forums. Radiation is dumb because it's like a pollution mechanic but uh not. Cooling failure was a bit too mean because you can't control energy consumption so the need for ramping up, ramping down and having adequate cooling can't really be controlled. Meltdowns are the same as radiation and it's just a different type of terrain hazard that is more annoying than meaningful.

Out of the piles of garbage ideas they decided to stick with new recipes, an enrichment process that forces you to reuse material, and MY IDEA. Yes I was the one who had the idea for nuclear power running 100% all day e'ery day and if you can't make total use of it then that's just your problem m8.
>>
>>176415056
radiation would have an effect on your own factories unlike pollution
>>
>>176415293

That sounds lame as fuck.
>>
>>176404760
> The 500 artillery trains forming a ring of death around your perimeter will finally be REAL
Thank you based factory jesus.
>>
>>176415056
>Yes I was the one who had the idea for nuclear power running 100% all day e'ery day and if you can't make total use of it then that's just your problem m8.

That's not even really a huge drawback. By late game you have more 238 than you know what to do with.
>>
>>176415360
so nigga you gotta contain your power plant proper like
>>
>>176412226
Let's assume I need 1MJ to get enough steam to run liquefaction. Wether by coal, solid fuel or even nuclear, it's just 1MJ that went into creating steam instead of power, and as such has been spent.
So far so good, right?

Now, boilers have a 50% efficiency, meaning that producing 1MJ requires another MJ that didn't go into creating energy. That'ss already a bifurcation in ways we could run liquefaction, with different energy needs despite resulting in the same item, making one more efficient than the other.

Now, if you use coal on that boiler, you first had to obtain that coal, which cost you 0.171/8 MJ, and that gets added to the 2MJ.
If you instead use solid fuel obtained through an Oil 2: HO+LO->PG using oil obtained from a depleted oil patch, that's 0.978/25 MJ spent in obtaining that fuel

To sum it up: To the usual costs you have to add the costs of running the boiler + the costs of obtaining 1MJ
>>
>>176415723
Or it could be like literally every other machine in the game and entirely self contained and self maintained.
>>
>>176415293
It's already been discussed to death. Oh wow you have a poisoned part of the map. Now you can watch your logistic bots fly across dead space and explode because they can't path around it. It just doesn't add anything fun.

Let the biters take care of being dangerous. Factory design is DELIBERATELY forgiving so that you can clang up a factory and not be kicked in the balls for it.

>>176415676
It's a small penalty but it becomes pretty huge when laser turrets are in action. You can't run full laser turret power all day and not waste lots of fuel during the calm.

At the very least it makes fuel efficiency another logistic puzzle. If your energy demand changes then the fuel consumption won't automatically change unless you build something for it. It's not the hardest puzzle in the world and it's not necessary to solve but at least it can be fun to play with.
>>
>>176415953
That shit is just shallow as hell mang.
Just a simple replacement for other power sources. Nothing else.
>>
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>>176415913
>not using nuclear reactors to generate steam to liquefy your coal
>>
>>176416310
again, it'd all be for the sake of data completionism, if I could bring myself to care
>>
>>176416301
> he doesn't run a 5GW base with steam filled trains fueling all his outposts
It's only simple if you can't RPM, kid. nuclear fallout is dumb and you know you can't make it fun so stop crying.
>>
>>176416687
i know it's not fun because i don't even play memetorio anymore
>>
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I'm doing some proof of concept. Does starmade need ACs?

Show me starmad mecha?
>>
Is the Wave-Defense scenario possible at all?
>Barely have time to set up power and automation of coal mining and iron smelting before the first wave hits and chews through all my ammo
>Every piece of iron I get goes into making more ammunition.
>even with two ammo assemblies working off all smelters I can barely make enough ammo to keep up with waves
>Have zero time or resources to work towards making batteries for lasers or engines for flamethrowers
>Get overwhelmed as soon as gun turrets aren't good enough
>>
>>176406171
>gpu acceleration on physics

Not with jewvidia on the patrol.
>>
>>176418091
np, Nvidia is shilling out PhysX for servers nowadays instead of personal computing
>>
>>176418324
We'll that's great, but server side physics are also just simply ass.
>>
>>176418684
wat games have server calculated physics?
>>
>>176418767
*calculated via GPU
>>
>>176243462
also if it cant fail catastrophically, clang itself, or has any limits to how far you can go with it it it generally aint egg.
>>
>>176418324
well, another option is to use helpers like Jewintel phi
>>176418942
>>176418767
>>176418684
come on, it's possible, devs just need to ditch unity and start using their brains
>>
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tell me /egg/ why is from the depths best played at night for actual battles?
>>
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ORKZ IZ BEST ENGINERS ANYONE WHO DISGREE IZ GITZ
>>
>>176419519
Because you can appreciate better light effects
>>
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>>176420017
FUR TEH EMPERAR!
>>
>>176418007
bots and blueprints
>>
>>176418007
flamethrower turrets
>>
https://www.youtube.com/watch?v=UoB8SWEsCWY
hot bulb engines when
>>
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>>176368032
but the aircraft carrier can become it, by build built in a game
a shame it would self destruct in just about every /egg/ game available
hopefully planet nomads can manage it, due to them being entirely based around moving bases, but I have little hope
>>
>>176412978
That sounds really cool
>>
I finished the tutorial campaign, started standard-settings freeplay, set up basic material supply (iron, copper, circuits, steel)... and realized I'm not sure which direction I should go in now. Would going after plastics as next step be a good idea?
>>
>>176424362
Just whatever you need for the next research you want. Don't neglect military unless you selected faggot peaceful mode
>>
>>176424362
Generally expand what science you can do. Red then green then black then blue(requiring plastic) then purple(requiring lube) then yellow(requiring sulfuric acid).

Don't forget to set stuff up so future expansion is easy.
>>
>>176424362
Plastics is a good direction to go, you'll need it to make the red chips for blue science.
>>
>>176424848
>>176425067
>>176425242

Thanks, I'll look into what I need for research. Blue stuff looks pretty complicated with drills and red circuits mixed in.

I do have biters on, I haven't fiddled at all with settings for the game (everything perfectly standard). I feel like it's gonna bite me (ha!) in the ass since it feels like I'm doing everything horribly slow.
>>
>>176415913
>with different energy needs despite resulting in the same item
There are only two ways to generate steam, which is by boiler and by heat exchanger, the latter I'll ignore for now.

It makes no difference exactly what you're fueling the boiler with.
Given that water (and steam) have a heat capacity of 0.2 kJ/C/unit, and there's a 50% energy loss in boiler, it will *always* require 60 kJ fuel value to produce a unit of 165C steam.
In effect, the required fuel value of raw materials to run one batch of coal liquefaction has been increased from 80 MJ to 83 MJ (10x coal + 3 MJ fuel for steam).

>If you instead use solid fuel obtained through an Oil 2: HO+LO->PG using oil obtained from a depleted oil patch, that's 0.978/25 MJ spent in obtaining that fuel
The fuel value of solid fuel is independent of how it's made. It is always 25 MJ, regardless of use of modules, beacons, cracking routes or which oil fraction it is made from.
25 MJ fuel value per block. Always.

>To sum it up: To the usual costs you have to add the costs of running the boiler + the costs of obtaining 1MJ
Ignoring the validity of this, what really baffles me is why you care about it now.
If it is worth accounting for now, it was also worth accounting for before.
Why is it that you must account for it when the steam is used in a process instead of simply generating power?
>>
>You need steam for coal liquefaction
I don't understand why this was changed. It doesn't really add any complexity. Is it for "realism" like the uranium ratio?
>>
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>Changing from Solar to Nuclear and demolishing all the unnecessary solar arrays

THERE'S SO MUCH ROOM FOR USELESS SHIT
>>
>>176404478
Play the tutorials
>>
So I'm starved for oil, my two deposits are at 42% and 100% respectively. There's a 2460 deposit but it's surrounded by aliens, an absolutely absurd amount.

I don't have access to a bajillion exoskeletons to dart around lighting everything on fire, so how would you approach this? I'm thinking of using outposts to slowly creep forward and a tank to snipe their base while dipping in and out, thoughts?
>>
>>176429537
Turrets for bait, grenades, and a single flamethrower.
>>
>>176429537
Tank is good. It's better to just bulldoze everything though instead of sniping. If you don't have power armor yet then they shouldn't put much of a dent in your tank's armor. Bring plenty of flamer fuel. Of you are going to snipe, drive backwards so you can run away faster if you get overwhelmed.
>>
>>176429537
Haven't overlooked modules and beacons for the pumpjacks, have you?
>>
>>176430048
One of the issues is my oil is so rare I'm struggling to even produce speed modules for research.

>>176429717
Pull with grenades, run to turrets, then run tap their hives with the flamethrower?
>>
>>176430504
>speed modules for research
No.
>>
>>176430504
Turrets so worms don't shoot you, grenades to keep everything that is not a worm dead, flamethrower to kill everything that does or does not move.
>>
>>176430504
productivity for research you nonce
>>
>>176429537

Laser turret creep. A personal roboport with a blueprint for electric pole + turrets wrecks shit.
>>
>>176421197
But you don't start with any blueprints, so you still have to place things first to make blueprints from them, so that doesn't help at all. I used a blueprint after dropping my first smelter but that saved maybe 30 seconds tops, and I still ended up using all my iron for boolets

>>176421352
How? Like I said all my iron is being pumped into bugs on a constant basis, at what opportunity do I have to set up an engine assembly line for flamethrowers? And if I don't have enough bullets and turrets to protect the starting area how will I protect my crude pumps?
>>
>>176430754
He said he didn't have modular armor yet.
>>
>>176431064
>But you don't start with any blueprints

You can save blueprints between games.
>>
>>176430754
>A personal roboport with a blueprint for electric pole + turrets
Oh god why did I never think of this
I'm so excited
>>
>>176419383
>devs just need to ditch unity
BRB just gonna write everything from scratch for free for a year, then start developing the game, then sell twenty copies and then see most people playing just pirated it.

:^)
>>
FACTORIO 0.15.10 SUPPLY DROP
https://drive.google.com/open?id=0B5CdbqtIMPsUY3NfZkRuWG9OZ2M
>>
>>176431628
Too late fag, I beat you this time.
>>
>The volume of steam is the exact same as the volume of water it's made from

This is wrong, right? Gas has less density than liquid, like how liquid has less density than solid. Solid fuel takes up way less space than liquid so this doesn't make sense
>>
>>176425897
For what it's worth, you shouldn't be getting horrible biter attacks until several long hours in. Keep an eye on your pollution cloud to predict which direction attacks will come from early.

Word of advice, pick a turret and stick with it. Gun turrets require a supply of ammo, Lasers can kill your power supply. Either can work well, but they each require their own infrastructure. Trying to mix and match is asking to have two half-assed backbones and eventually a dead base.

Technically, Gun turrets scale better because there is an extra upgrade path for them (Turret damage, Shooting speed, and Bullet damage). But now that infinite research is a thing, it doesn't really matter anymore.
>>
>>176431382
Tank plus pdl is better once you get fusion power
>>
>>176430609
>>176430676
I don't think you know what high tech science requires.

Like, my entire oil system is fueled by 3 pumpjacks. I really cannot emphasize how restricted my advanced circuits are. Might start converting coal to oil for that very reason.
>>
>>176431563
Yeah, I bet the Factorio devs are regretting not going memity, seeing how poorly the game is selling

:^)))))
>>
>>176428080
Best guess, it's probably to make the coal>solid fuel conversion less profitable in terms of energy gained. If I recall correctly, someone had shown that it produced more energy than coal did alone.
>>
>>176431881
>lets compare a 2D engine to 3D
>>
>>176431726
500 water in, 500 steam out.

Makes life simple.
>>
>>176426004
You're missing the point.
Of course obtaining that steam requires a fixed ammount of MJ, just like a miner or a pumpjack do. And of course solid fuel always has 25MJ. There's no changing that

The point is about how many MJ in electric form it costs to obtain 1 MJ in fuel form, and wether what's left is enough for the system to perpetuate itself and have stuff running on the side

Let's simplify things: I'm mining a special coal that's worth 1 MJ,
I'm using a special kind of miner, that needs 0.4 MJ to mine a piece of coal,
and I'm using a perfectly efficient special boiler, so 1 coal -> 1 MJ in steam -> 1 MJ in electric power.
Because of this, one piece of coal is enough to mine 1 piece of coal, thus supplanting itself and perpetuating the system, and then spare 0.6 MJ for assemblers.
See where I'm going with all this?

If that 1 MJ of steam is instead used in creating "super coal" worth 1.1 MJ, it'll have to be the super coal that pays the mine's 0.4 MJ. If this super coal process also requires 0.6 MJ the obtaining it cost you 1MJ, with 0.1 MJ to spare.
But, if you go on to use a diferent miner that requires 0.2 MJ per piece of coal, you'll have 0.3 MJ to spare. Sure, the coal is the same, and so is the super coal, but cheapening the cost of the coal cheapened the cost of the supercoal, and increased how much you've got left for you assemblers
>>
>>176431726
Steam would be compressible, so you could fit it into a smaller volume than it would normally take up at 1 atmosphere.

It doesn't really make a lot of sense to store steam in a container and then pull energy from it, though. Maybe someday we'll get liquid boilers and we'll be able to ship energy in the form of light oil.
>>
>>176432136
It's literally a nonissue though if you fuel the boiler with a chest full of infinite wood.
>>
>>176431859
I don't think you understand modules. Speed modules are useless for research as it does nothing to alleviate bottlenecks. Putting them in pumpjacks instead is a straight yield increase since oil is infinite
>>
>>176402832
>steam and water are now seperate liquids

well fucking rip my entire power supply, going to have to rebuild my nuclear reactors, feelsbadman
>>
>>176432489
>>176432639
Well the thing is, Ive found a way to create tons and tons of instant steam.

Water becomes steam at 100c in any container except nuclear Heat Exchangers, in which water doesn't start becoming steam until it hits 500c. Using standard boilers and some complex pump circuitry, I can feed through a superheated water loop and use exchangers to store it, and with the flip of a power switch on a pump with as little as 1 unit of steam, I can convert every drop of water in the system to steam instantaneously. The only way I've found this useful so far is that you can pump tanks with water way faster than you can with steam, but I can't find a practical application for my discovery. Going to try mixing in a train tank, so you could theoretically fill a fluid tank to max with non-stored steam in a couple seconds, but again not very useful.
>>
So. Modules.
Efficiency is kind of a difficulty cheat. Biters scale from pollution and the most dirty thing is mining. Energy is high up there so solar will help also.

Speed is for oil and whatever you want to gofast. Kinda handy but cheating with efficiency is really good.

Productivity is for everything. Their power multiplies raw materials, so bigger things are more material to multiply. Start with the rocket silo first, and then pick expensive things like the final items or research.

Speed beacons are for making slow productivity go fast. This combo is the ultimate endgame and not for the faint of heart.
>>
>>176433746
High tech science pack
-1 battery
-3 processing units
-1 SPEED MODULE
-30 copper cable
>>
>>176434298
If you're into spaghetti and don't want to minmax beacon layouts (or copy blueprints from others) 3 productivity and a speed is nice and easy.
>>
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>>176434192
Also, despite finding ways to rapidly heat mass quantities of every possible liquid in the game, I have yet to find a single practical application for doing so.
>>
>>176434389
Oh yeah. Well if you're already producing speed modules, halt your research and bank up enough speed modules to make enough for your pumpjaks.
>>
>>176434668
different liquids have different specific heats and can thereby be used to store more (or less) energy.
>>
>>176434668
Pump boiling sulphuric acid into a flamethrower turret. For science.
>>
>>176434192
Woah wait.
You aren't making high temperature stuff out of nothing are you? Because that would be an energy multiplier.
>>
>>176434836
Technically I'm heating them with heat from water which is getting heated from steam, but the steam doesn't seem to lose heat since it's pumped back into it's original loop so aside from the 27 pumps and 30+ logic gates I'm powering I guess it's "nothing"
>>
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>>176435128
>>
>>176434792
Chlorine trifluoride throwers when?
>>
>>176435508
send it to the devs
>>
>>176434192
>>176435128
Also for anyone wondering, yes you can get water to 99.99 degrees before running it through boilers and exchangers. It makes a noticable difference of a steam boilers output, but barely a blip of difference in UpS for exchangers.
>>
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Anyone got tips on how to make compact high torque joints in besiege? I'd rather not make a huge fucking gear reduction system just to make an arm move up

Also how the fuck do you do the last two missions on the second world? I cannot figure that shit out for the life of me.
>>
>>176436089
Next to last should be obvious, there is a grabber in game.
The last one I just make an armored car with bombs in it and blow it up.
>>
>>176437626
I cant fucking grab it
for some reason
>>
>>176432508
When comparing solid fuel (made from liquefied coal) against coal, the cost of the miner itself is completely irrelevant.
That is of course assuming you're not dumb enough to compound different variables, and want to also test different module layouts for the miners.

>But, if you go on to use a diferent miner that requires 0.2 MJ per piece of coal, you'll have 0.3 MJ to spare. Sure, the coal is the same, and so is the super coal, but cheapening the cost of the coal cheapened the cost of the supercoal, and increased how much you've got left for you assemblers
Congratulations, you've shaved off 0.2 MJ, and both types of energy production now produce an extra 0.2 MJ.
Are you trying to argue that a cheaper miner somehow made the supercoal competitive, despite still being strictly worse than its alternative?
>>
>>176438057
here's what I did, the winch allows for lengthening the rope, the rockets to get there, and a grabber to latch onto it.
>>
>>176375704
you're not grilled you fucking faggot poster
>>
>>176439319
>t. Grilled
>>
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>>176417439
>>
>>176439485
he already posted earlier >>176262834
>>
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>>176435508
>Chlorine trifluoride
>>
>>176439682
I forgot we developed mobile suits.
>>
>>176439319
? what would constitute a grilled sandwich
>>
>the international robot fight will never take place on a MOUT course
>it will never be a teamfight
>>
>>176439762
What is that?
Did you just show compassion to the ayy?
Did you think "nah spraying ayys with poisonous, corrosive, probably on fire rocket fuel is too cruel"?
>>
>>176415913

Energy efficiency is only 50% for traditional boilers. Heat exchangers are 100% efficient.
>>
>>176440294
>Poisonous, corrosive rocket fuel that ignites pretty much everything including sand and asbestos
NOT SAFE
>>
ded
>>
>>176441040
perfect for removing ayys from the face of their our world
>>
>>176441040
"It is, of course, extremely toxic, but that's the least of the problem. It ishypergolicwith every known fuel, and so rapidly hypergolic that no ignition delay has ever been measured. It is also hypergolic with such things as cloth, wood, and test engineers, not to mention asbestos, sand, and water — with which it reacts explosively. It can be kept in some of the ordinary structural metals — steel, copper, aluminum, etc. — because of the formation of a thin film of insoluble metal fluoride which protects the bulk of the metal, just as the invisible coat of oxide on aluminum keeps it from burning up in the atmosphere. If, however, this coat is melted or scrubbed off, and has no chance to reform, the operator is confronted with the problem of coping with a metal-fluorine fire. For dealing with this situation, I have always recommended a good pair of running shoes."
>>
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Has there ever been a warp engine concept where in universe c is due to space being an imperfect vacuum acting like water pushing against a boat, and the drive creates a truer vacuum around allowing them to accelerate past lightspeed using more conventional methods?
>>
>>176444675
shaw fukajima slipspace drive from halo
>>
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>>176281524
>what's chode written in?
http://childrenofadeadearth.com/FAQs.html
>The engine was entirely developed in-house, because no other engine on the market could easily handle a 1:1 scale solar system, or the depth of simulation needed for the game's combat.
Presumably C.

Engine doesn't really matter though, its all about the implementation.
>>
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>>176444675
>go fast
>hit c
>walk forward
>relativity fucks itself trying to ban you from reality
>???
>u didit
>>
>>176445167
>make a bubble in space where there is no space
>attach machine to ship
>nothing to push against ship, not even the fabric of space
>accelerate to sanic speeds
>>
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How hard would it be to modify something like besiege to follow dichronauts bullshit physics?
>>
>>176445914
>spengies adopts dichronaut dimensions
>suddenly no more clang, everything makes sense
>>
>>176445914
You don't know what you're asking for or why you're asking it.

Very. Besiege uses physX, which is completely closed off and you can't fuck with it even if you had the dev's project file.
>>
>>176444675
i came up with a rough cconcept where the basis is nullifying inertia relative to the ship, and using normal propulsion to go beyond light speed.

what additions are necessary to make it sound fesable? i want as little extra physics manipulation as possible.
>>
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>>176446174
>>176446243
>take the rotation of an object
>if it's rotating in to y shear model along that direction
It's possible to change the dimensions of models in game right?

Also
>no more clang
>implying
>>
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>>176446850
that's not how that works

you lil shit
>>
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>>176446996
>>that's not how that works
>taken directly from the simulator on greg egans site explaining exactly how the physics of dichronauts works
Look for yourself you feg
http://www.gregegan.net/DICHRONAUTS/02/Interactive.html
>>
>>176447379
>Look for yourself you feg
Physics themselves check out but please take twelve seconds to search how GAME engines work my man, particularly physX and its cut down implementation in unity.
>>
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>>176447454
>part scaling mod exists
>scripts exist
>it's still impossible
I don't understand how it wouldn't work but I don't know how shit so I'll assume you're right.
>>
>>176447921
You could kinda hard code something to kinda look like the physics you're after, but the actual physics happening would still be the same, and you'd run into the same problem. Unless you just like seeing shit spazz the fuck out for no discernible reason there isn't much of a point.
>>
>>176448084
>Unless you just like seeing shit spazz the fuck out for no discernible reason
Of course I do, this is /egg/
>>
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>>176448225
Make a vehicle in gmod with hydraulic steering and suspension then play on a server with 10+ people.
>>
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>>176448341
Nice :thinking:, have a pack of mine
>>
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>>176448225
>Not wanting to perfect your creations so they don't fucking self-destruct
What the fuck kind of physician are you?
>>
Finally launched a rocket in Factorio. 0.15 research costs seem a bit rough but the progression is a lot smoother. Blue science no longer makes me want to kill myself. What should I do next? Rail world megabase? Not sure if I want to screw with Death World, fighting biters kind of sucks.
>>
>>176449364
marathon mode a rocket a second
>>
>>176449364
Death world, it's fun.
>>
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Good night /egg/
>>
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>>176435508
>>176444585
I looked into this a bit and it sounds like it would be a great addition since its major uses are already represented in game. I think it could be implemented in at least 3 different production chains. The first would be by requiring it be mixed with uranium as the initial of processing and during reprocessing. Second it would be combined with solid fuel to make the rocket fuel. Thirdly it would be used in poison capsules since it is after all a poison gas. The final possibility would be adding in a new incendiary ammo and/or using it in flamethrower fuel (and allowing flamethrower turrets to use it for a big bonus like 30% or something)

The only trouble with this would be how to get it in the first place. I think the best idea would be an advanced heavy or light oil cracking recipe (HO -> LO + CLF3 or LO -> PG + CLF3). This is because you're already adding saltwater to the oil which provides chlorine and fluoride. This would gate it behind blue or even purple science if the devs wanted. Another option would be through coal liquefaction which would also be good for bumping nuclear to end game although I think that's too extreme.
>>
>>176449448
I'm just a little worried about the recipe costs and dealing with behemoths. Even with my extensive fucking around I didn't hit behemoths in my current game, so I'm really not sure how bad they get. Are turrets sufficient for killing the aliens on my doorstep, or am I going to have to run around and clean the edges of my base every ten minutes?
>>
>>176450543
Recipe costs are part of what make it so much fun. I'm 70 hours in to my death world game and I'm nowhere near launching the rocket yet.

I didn't start getting behemoths until about 55 hours in or so, and by then I had laser turrets everywhere. If you play a death world you'll probably want to tech toward laser turrets if only so that you don't have to run around refilling your gun turrets. Once you get laser turrets it becomes much easier.
>>
>>176451037
Hmm, OK, I'll give it a shot. Hopefully I plan this better, I always end up building these horribly cramped bases despite thinking I've left myself tons of room.
>>
>>176449948
Honestly, you're a fucking idiot.
Unlike just about every other item in the game, ClF3 is a specific compound which really doesn't do much else than react violently with everything.
Notice how names in Factorio are often broadly encompassing ("Plastic", "electronic circuits", "SCIENCE PACK", "oil processing"), then compare it to Chlorine Trifluoride.
You should notice the jarring contrast.

>The first would be by requiring it be mixed with uranium as the initial of processing and during reprocessing
You're suggesting a rework of one separate production area only to shoehorn in a specific compound.
Sure, it would more closely approximate real-world processes, but the Kovarex Enrichment Process should remind you how little realism matters to the developers.

>Thirdly it would be used in poison capsules since it is after all a poison gas
Someone throws an object at you. It detonates, releasing a fine mist of liquid, which immediately ignites whatever it touches - but it's poison, so the fire doesn't matter.
As white phosphorous rains from the sky, would you be more scared of phossy jaw or the flames that're about to consume you?

I'm so fucking tired of hearing about ClF3, pistol shrimp and the Byford Dolphin accident.
>>
>>176452516
I don't know who pissed in your cereal this morning but calm down, it was just a suggestion.

>Notice how names in Factorio are often broadly encompassing ("Plastic", "electronic circuits", "SCIENCE PACK", "oil processing"), then compare it to Chlorine Trifluoride.
You should notice the jarring contrast.
I guess I neglected to mention, but obviously the name wouldn't be ClF3, it'd probably be something like Acidic gas. I'm bad with names but I'm not retarded.

>would you be more scared of phossy jaw or the flames that're about to consume you?
As I said, it could be used in incendiary munitions if they would add those too, but I didn't want it to depend on them adding other things. I brought up poison gas because that's what the Nazis originally planned to use it for. Right now poison capsules being made out of coal and circuits is kind of stupid. It should at least have sulfuric in it even without the acidic gas but this would be a good way to add in additional uses for it. Maybe even a poison capsule mk II with a combo of sulfuric acid and acidic gas?
>>
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>>176451037
>>176451586
Well, I did it. Holy fuck, everything is so expensive. Going to automate pretty much everything because so much time is spent crafting wire and gears. Proud of this little ghetto research facility, though.
>>
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Was thinking about my other rod logic calculator and I think I've come up with a way to make it much more efficient.

The other one was chucked together piece by piece with me figuring stuff out as I went, but for this one all the data will share the same eight rods going up the length of the machine. This also means all the addressing systems can share the same rods, meaning I'll only need one geneva drive to iterate them. Since they share the same data line the placement of the modules don't matter.

On that note, instead of smoothly flowing cams doing the order of operations all rod movements will be done by geneva drives. Will ease design, and give the whole machine that sexy tick tock motion.

8-bit register on the right, punched card down the bottom. Most mechanisms missing. Going to put the calculating and memory modules to the right of the data line and all the controlling components to the left.
>>
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>>176454745
>>>>>everything about this
>>
>>176455242
What's so upsetting about it? It's *extremely* temporary, I just researched automation and was starting logistics. Normally I'd have powered through the early game with a lot of hand-crafting and get a bunch of electric miners set up, but shit is too expensive. 4x research costs and most buildings take 2-3x the resources and time to craft.
>>
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>>176455529
>with a lot of hand-crafting
>>
>>176393327
>Welp, that explains why my factory has been hemorrhaging resources for the last 30 hours.
reminds me of that unlimited engines box i had in my 8 hour speedrun -- i barely succeeded at the run with just a few minutes to spare and only found out about the box in the last 20 minutes.

limit your fucking high-resource item boxes.
>>
>>176375704
Thats not grilled, thats a piani.
>>
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>>176438141
But I don't want to compare two fuels relatively
I want an absolute value I can refer to adn use it to compare any and all possible fuels, a value that even by itself can get me a good idea of where in the power rank it might stand

>Are you trying to argue that a cheaper miner somehow made the supercoal competitive, despite still being strictly worse than its alternative?
Of course not. What I'm arguing aout is that changes at any point of the production chain affects the final efficiency.

Pic related, the difference in efficiency between each fuel is pretty much the same across different miner efficiencies, but not the efficiency itself, which is what I care about

>That is of course assuming you're not dumb enough to compound different variables, and want to also test different module layouts for the miners.
Care to elaborate?
>>
>>176461632
>I want an absolute value I can refer to adn use it to compare any and all possible fuels
I'm guessing that's the efficiency in your sheet.
Firstly, I'd like to point out that it's bad practice to use 'efficiency' without stating what is it with respect to.

Secondly, your choice of efficiency might be misleading (I'm guessing its usable energy vs total energy).
For a given amount of depleted oil wells and a given oil->fuel route, compare one setup with full efficiency modules against another with speed and productivity.
My guess is that you'll find the efficiency module setup to have a higher efficiency "score", thus appearing to be the better choice.
However, the speed+productivity setup will produce a vastly larger net amount of power per oil well, which I'd consider a vastly more useful metric.
I'll concede that such a metric is of course useless when discussing anything that isn't based on crude oil. Proposal for alternatives?

>Care to elaborate
Reading it again, I see my phrasing is shit for lack of better words.
For a batch of experiments with variables (Xn, Yn, Zn), the two experiments (1,1,1) and (2,2,2) are incomparable, as more than one variable has been changed.
Within the same batch of experiments, (1,1,1) and (1,1,2) would be comparable, as only the Z variable has been changed.
I feared that you'd want to compare miner setup A vs liquefaction + miner setup B, which would be analogous to the set of incomparable experiments.
Please tell me you know the term for what I'm describing, 'cause I don't know it myself
>>
>>176432203
spengos > eggpyrion
now sod off mate, you're quite dense if you honestly defend buggity

that said: not like it's always bad to use it, but you have to think, see: rem remade physics
>>
>>176441040
Sir, are you aware where you are currently at?
>>
>>176446496
how would that "normal propultion" work if you have no inertia?

>>176448791
>not wanting to perfect your creation untill they start to fucking self-destruct
you are doing it the wrong way anon

>>176455218
good goood
though I am still waiting for that parallel processing
>>
double heading or loops?
>>
>>176438057
>2nd to last
It's really not that hard, even with this flimsy bugger (had to make sure the bottom joint was limited to 45 degrees though, it kept pointing the arm too far forwards).
Make sure your grabber is on auto-grab (I'm pretty sure that's default), and try poking it a few times at slightly different contact angles. It might be the crystal having a weird hitbox that's causing trouble.
>>
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>>176469561
>Forget flimsy bugger
>>
Why can't there be a space voxel game that has the first person charm of minecraft, the multiplayer open world faction building of minecraft, the moddability of minecraft, but it's a space voxel game?

>starmade
>no api allowed : the game isn't even going anywhere in the first place edition : you are the ship core boogaloo
>spengies
>it's so close that clang ruining it is just an inevitability. keen makes me suicidal every thursday
>empyrion
>literally babbys first unity game, just with shiny voxels (using unity(tm) shine technology for shiny voxels)
>corneroids
>heh bet you thought i'd say something witty but it's just dead
>avorion
>you wanted comfy boxel ship building? enjoy holding LMB at pirates every 3 minutes. you don't even get to make the inside of your ship.
>dual
>literal no fun allowed MMO, if it even works (those voxels are fucking ugly as shit)
>skywanderers
>hon hon invite your friends to your infinite galaxy! 16 players maximum! did we mention there's nothing to do?

just end it all
>>
>>176469869
No Man's Sky
>>
>>176469256
Double heading is easier, but loops allow more cargo hauled with less space. Loops are also easier to expand upon.
>>
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>>176470235
>>
>>176469869
SCRAP MECHANIC WILL SAVE US
>>
>>176226205
Do you know what Richard Nixon said about reddit, anon?
>>
>>176469869
I want an engineering MMO more than anything. Combine the complexity of Spengies with an EvE-like universe.

What if a multiplayer game had clients handle their own physics calculations and had them just report back ship/attachment positions? Could the game be cheatproof-enough to be fun?
>>
>>176469256
my autism prevents me from even going near double headers, ive only ever used loops and it requires a little bit of pre planning but usually is worth it
>>
>>176471556
No I don't.
>>
>>176471584
dual's and spengos are closest to what you dream of anon, both fail miserably to be what you want and will only leave you wanting
time will tell what happens, but remember that to be /egg/ is to be ded
>>
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Rate my missile /egg/
>>
>>176471584
Clientside anything is always a bad idea if it has direct impact on the game environment or how something behaves. Shit, I remember Crysis 2 MP where all the numerics for suit powers, shield, etc was in simple XML files and just changing those numbers let you permastealth in MP while running at the speed of light, snapping the necks on the entire enemy team.
>>
>>176472739
You can have big lasers and cannon set ups so I wanted to try a massive missile, it wasn't very effective.
>>
>>176415953
>and not waste lots of fuel during the calm.
>what are 400 stemgies ready for the storm
>or 40k accus
>>
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>>176472739
Too short range, pic related could travel 10km and hit it's target without problems (because it was a static target)


Also, new jej when?
>>
>>176464196
>the speed+productivity setup will produce a vastly larger net amount of power per oil well
But that's another measurement entirely: space needed, resource spots needed, buildings needed... With your speed+productivity pumpjack setup what you've succeeded in is reducing the number of pumpjacks need to produce x units of oil, which doesn't translate into modifying how much energy you get out of oil, like a productivity module on a refinery would.
I mean, how much you've reduced the ammount of buildings needed is indeed an useful metric, that can't be denied.

>For a batch of experiments with variables (Xn, Yn, Zn), the two experiments (1,1,1) and (2,2,2) are incomparable, as more than one variable has been changed.
>miner setup A vs liquefaction + miner setup B would be analogous to the set of incomparable experiments.
I've been trying, but I still can't see how they'd be incomparable. For starters, it's nneither an experiment nor a multidimensional value, but a formula and a one dimensional result.
Sure, you can't compare dark red as "more" than light blue and "less" than green-ish gray; that's a three dimensional value(HSV, or RGB, whichever you prefer), but you can compare 3 as being less than 6. The energy score of either path can be compared.

Or maybe you mean something like a + b = c, where you can't know the third variable without knowing the other two? In that case, the only variable I don't know is the energy score: The ammount of modules, the production per second, the number of seconds per production cycle and the energy spent every second are already known to me, anything else is just an intermediate valueas I convert production per cycle into production per second, and energy per second into energy per "production", or energy per item.
>>
>>176471584
>>176472921
Not to mention the exact value of a double differs from processor to processor, even of the same type

Don't ask me to explain, i don't know either
>>
>>176475318
Y'know, on that note.

Minecraft has errors that occur in level generation and a great number of other strange happenings when you get far enough from the origins. From what I heard, Spengies has or had a similar issue except actually reachable during normal play. Couldn't you solve it by doing all physics math within larger cubes? What I mean is, couldn't you define points in 3D space as <Cube#>:<X,Y,Z Within Cube>? It would take a (presumably) small number of extra calculations to roll over between cubes as needed, but otherwise would be okay, right? It wouldn't make the game universe infinite, but it should allow for a much bigger stable play area.
>>
>>176475882
It's not really a problem of numbers reaching their limit, you just record the overflow in a second number, and a third, and... simillarily to how you would've stored CubeNum and CurrentCubeCoordinates, problem is: floating point arythmetic has errors, it round numbers quite frequently (up or down, doesn't matter now) and over time those roundings make a difference.
Now you could ask, why does that matter if CPUs count in the same manner and round in the same manner, the results, albeit different to those that should occur, are going to be equal. Here's the problem: they don't, they should, but they don't. Even if they did, it's not just a simple 2.000001*3.3324212 = x. Most of those are time-based and ticks aren't equal in length, here you are going into one of more difficult areas of comp-sci: time syntonization and sychronization, look up IEEE1588 (PTP) and white rabbit (slavic invention for CERN's accuracy demands). When it comes to time our cpus are going so fast, any termal and gravitational disparity will affect the speed, it's quantum mechanics' terrirory at this point. I somehow doubt you'd like to buy an antomic clock for your pc.
IIRC spengos does deal with it: simillarily to how we correct time on our computers, spengos counts physics both client and server side and from time to time tries to synchronize the two, that's why you get the slight sliding each time you move in multiplayer, your result and server's result were slightly off, so they correct that (previously 2 values would fight with each other and you would teleport between the 2, this was known as rubberbanding or CLANG ate my landinggear)

On another top of it: noone would store numbers in CubeNum +CubeCoords, that would be a limited space and it would be troublesome to calculate later, instead long double or long long double would be used instead of a regular double. Or if you are a complete moron: a double would be used instead of a float. p.s. look up GMP
>>
http://empyriononline.com/threads/alpha-experimental-6-0-release-candidate-1.11095/


eggpyrion 6.0 coming out soon. didnt someone say the HWS server wil copmpletely reset now?
>>
>>176476813
apologiesToAnyoneThatsTriggeredThatIDidntUseProperCamelCaseIWantToTellYouFromTheBottomOfMyHeartFuckOffMate

also: new ded when?
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