#Satisfactory/Factorio/Other Logistics Games
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Get 2 belts (so 4 lanes total, and put iron plates, iron gears, green circuts, and yellow belts on it, that will let you make miners, assemblers, pipes, underground belts, and splitters. That's all the stuff you want early game, and you can modify it to make red belts/undergrounds/splitters once you get farther in.
me: tries to be efficient in design even going so far as to have furnace stack belts downgrade along the length as needed
the people i play with: make a giant non functional amogus space platform
ooh thats actually a good idea, ive never gotten to a scale where that would make much of a difference but i will keep it in mind if i ever make a really big base.
like this is one of my furnace stack designs and it goes from blue down to red to yellow on the ore side and starts at yellow and goes to red and blue on the output
this is the random non functional spaceplatform they decided to build while people keep complaining we dont have enough launch capacity
that is at minimum 319 rockets including the random cargo it has
i need to stop playing with these people
You always need at least one person in a squad fucking around
theres fucking around and then theres independently causing resource shortages
i've been sick and spending what few spoons i have trying to fix production problems and then they go and do that
Yeah that's messed up
Oh, that's rough
It also doesn't help that a few of the new buildings seem to have design features that I can only assume are intentionally annoying
i get hit by friction really really had when i'm in pain and boy does space age seem to have a lot more than basegame
i am terrified to look at their gleba production chain
i'm complaining about this too much arent i
Nah
then i shall add right at the start of our venture into space one of them stocked their ship (which they then proceded to not move for days) with over 3000 uranium ammo, which is 120 rockets which i think is more than it took to build and stock my entire mid sized ship that is more or less immune to damage for the starting areas
random usefull fact for you, you can bring up logistics networks in factorio with L and if you click on an item it will show you where its stored
thats awesome
I didn't know I wanted this now but I want a factory game where everything is biological instead of mechanical so the factory really must grow
god i hate the pipe layout for the electromagnetic plant
Instead of tech trees you find creatures and cross breed them and random mutations occur and managing the RNG to get new useful tech to progress
I know there's one factory builder where you like kidnap weird mutants as resource nodes to build a factory that feeds stuff into a giant skull
There's one where you build cells/organisms, but I can't remember the name. š¤
I have that wishlist Ed and eagerly await for launch
Remembering how ATP works from high school has finally become handy
What's it called? Don't hold out on me like that, haha.
It's on my wishlist so it's lost forever to time, Winged recommended it is all I remember
I tried looking at discord using the search filters of video game discussion, from me, and "cell" and didn't rip
When it goes on sale i'll know
@sturdy atlas do you remember this cell automation game, I also haven't been able to find it
But I also remember you posting it
Lifecraft is a survival game in which you start from a simple cell, striving to survive by assimilating resources from a sort of primordial broth.Through evolution you will be able to slowly become a more advanced organism which will have to deal with all the benefits and drawbacks of it: you will need more energy, more complex resources and you...
$22.99
106
you found it!
Yes! That's the one. Thanks, Sword.
Kind of a necropost but EM plants can be flipped with V or H (default keybind) and if you connect the pipes of an electromagnetic plant to another electromagnetic plant they'll share fluid, like miners can
You can see this at work in this part of a blue circuit build i made
Yeah I figured that out like an hour or so later working on a differe...... wait can you do that to thrusters
alas you cannot, they continue to be annoying for no reason
Yes but it connects everything to be a SINGLE pipe-network that can only take in one fluid, which means you can only put in one fluid at a time. You'd need to do shenanigans with pumps and circuit conditions to make it pump oxidiser, then fuel, then oxidiser, then fuel
no i was wondering if you could horizontally flip the thrusters so they would propperly connect
Ahhh.
but no the devs must be annoying
Its definitely weird but I think it makes space platform designs more interesting as a whole
eh
at somepoint i'm going to sit down and just make a tileable design thats space compact and then i'll just treat it as one entity
my view on it is its a shallow enough obstacle to overcome that its not like a dedicated challenge its just more of one more speed bump and i'd rather just the thruster was slightly larger and i could quickly tile it
like if we still had the old fluid system i could see it being more of a challenge to get them all to connect with good throughput
maybe. also, man, the ratios you can get with EM plants and foundries are insane
your design seems fine, i'll take a closer look when i get home?
this build makes about 200 blue circuits a minute - and consumes almost sixty green circuits per second
i mean it works well i just need to downstep some of the belts and do all that stuff
oh
this is my blue machine
900 a min?
900 a minute is SCARY
with quality
one of the people i was playing with kept pasting a giant beaconed pre 2.0 thing for blues so i had to replace it
another one did the walls like this
with one massive oil loop around the base
i made this and used it to wall off chokepoints on the map
I joined a couple friends's playthrough to hang out a bit and it was basically this
I love how Factorio's multiplayer works out, especially if designs aren't preplanned or anything
i spent almost all of ereyesterday and half of yesterday putting out the dumpster fire that was gleba, that have over 250,000 spoilage that jamed it and shut down production
Like in your case its definitely on the more chaotic side but it's fun hopping into a friend's base and seeing "oh they build a better mining setup than i do" and "YOUR ENTIRE 60SPM BASE IS BUILT AROUND STEAM POWER???"
for me its a lot of they just do stuff and i dont think they realize the degree to which i'm going around fixing everything i nthe background so it works
like if i didnt have strep i would have just fixed gleba as they went along
yeah. that definitely seems like a difficult situation to be in
Satisfactory is good for coop if you've got non factory folks ironically. You sit at the base and build and they go off and probably die and when they come back you give them a shiny new toy to run back into the wild and tell them if they spot something to mark it so you can build a line back and forth and they'll be dying to cave spiders while you've got backup gear made and stocked
Yeah. I think Factorio coop favors having players of similar "skill levels"
oddly enough in satisfactory i'm the one that just vanishes into the wilds comes back drops off like 12 hardrives and a bunch of special stuff demands a jetpack and a radar tower and leaves again
honestly the main disconnect in my case is i like to do things effectively, one of the players who only plays on the weekends likes to do things reasonably effectively, one of them (just for this game mind you) has the foresight and drive for short term goals of a capitalist, and one of them just is like, incapable of understanding the conceps of costs either material or ups
Fair enough
like yeah you can load your ship with 3000 uranium ammo at a cost of ~6k each lds blue circuits and rocket fuel, but do you need to
I've sent rockets up just for single digit amounts of circuit combinators TBH
yeah and so have i, while i was building a ship, but they set their to only use unranium ammo, this was for the first few planets not the farther ones, and they set it to stock keep 3k
the amount of
"hey guys you can make X at Y by doing these steps"
"naw i'll just import it"
while either out launching or shipping infrastructure is constantly struggling
and like the last time we played was a space exploration run so i was hoping some of these concepts had stuck around
do you surround things with beacons or surround things with beacons now
i ask because that's how beacons worked in factorio and space exploration respectively and idk what's true of space age
Embrace trains
i ain't even automated steel yet
getting all the green and red science out the way first
also realising: wow 4 green science inserter assemblers was not enough
especially compared to 4 green science conveyor assemblers
didnt help that i was comically low on gears for a hot minute
beacons are more or less the same as they were before unfortunatly
beacons now have diminishing returns, so its still the best to have as many beacons as possible, but the difference between 8 and 12 beacons per machine isnt as much
i continue to mostly ignore them and just build bigger
Space exploration made me really really hate module usage
You can more reasonably surround beacons with things in 2.0 especially with the quality update, since you can have a legendary beacon with legendary speed modules - you won't have many of those, so you probably will want to have a bunch of buildings around it. It's still optimal to surround buildings with beacons though yeah
Tower Factory is a game where you have to build a factory that allows you to create enough towers to defend yourself from enemies. You'll need to find and destroy the enemy castle before it becomes too powerful and its monsters overwhelm you!Features:Constantly build, expand, and upgrade your factory.Acquire resources to build more and better to...
$14.99
finally got to petroleum for the first time
freedom from my shitty spaghetti base will be achieved soonā¢ļø
once i have logi bots and construction bots
make sure to upgrade your furnace stacks, # of ore miners, and circut production.
Iām entirely escaping this base the second i can
Which will be when Iāve made logistic bots and construction bots
Also how do you guys recommend to do steel? Furnace stack feeding another furnace stack? Or some other way?
stack feeding a stack till you get foundrys then you can cast it directly
the latest in the long line of why do i put up with this shit
someone put in a 5 million logistical request to a planet that can maybe hold 50k and maybe needs 500
A reason why I like DSP is like there's kind of an end and even if you could continue you don't need to in order to experience anything new.
There's no need to plan for infinitely scalable production lines
Word
Like the stop gap techs are useful over planning theorhetically far because they prop up your factory faster to finish the game.
Also a peeve of mines in other games where like something is useful on base difficulty but does flat or linear damage so it doesn't scale well with difficulty scaling so it's just worse than other options that scale exponetially or logmarithmic.
Sometimes factory games can be like that but DSP isn't cause of the ending means the tech that the setup that isn't technically infinitely scalable is still good cause it saves you more time cause the next tech will make things more efficient to complete a run faster
i mean factorio does have a soft ending with a victory screen and everything, its just the people i'm playing with have no sense of scale or how to size buffers for things properly, so in my scaling up of our starting planet (that is still like 50-70% old tech that needs to be replaced) i designed stuff so i wouldn't have to come back and fix it later if we try to go for a unofficial challenge thing, and unlike my carefully calculated/tested builds they just cranked stuff randomly
spent like 3 days making factory blocks that the throughput limit is how fast you can unload the train (without using quality inserters) and they are all have just over or exactly the number of buildings to do that
can you guess which parts of the base are mine?
i'm complaining too much again
The purple chests of doom you mean
I have found but 2 uses for them on my playthrough so far
Some quality recycling stuff, and spoilage
finally got plastic done, now only sulphur and sulphuric acid
then it's red board time
and then for the first time ever, chemical science

This was the wall for me last time
But I'm confident I can get over it
now that I've learnt the most important lesson from DoshDoshington: if you call your base a starter base, you can make it as crappily as you want

and this time you can automate cracking and then its the slippery slope of logic

you'll be playing modded and making you own suffering squares in no time
Also I fell down the factorio time hole for the first time this play through
Started at 10 PM, itās now 1 AM

thats how it gets you
do you have a rail book?
if not get or make a rail book
chunk aligned is best
makes setting up mining outposts unbeleavably nice
Iāll grab a rail book, and a belt balancer book too
ye!
the two things i never feel bad about grabbing blueprints for
personally i try to not use too many external bluprints because it like feels like i'm just outsorcing playing the game, but ballancers are eldrich and rails are tedius to set up
OH and know there is a difference between a belt balancer and a lane balancer, a lane balancer will balance all lanes of all belts a belt balancer might not so if you're input backs up on half a belt it might not get balanced
I think what I want out of factorio is a multi-player playthorougjh, I barely made it to vulcanus and am working to setup coal liquefaction, and I'm realizing that like, I feel mentally exhausted and a little overwhelmed after every session. And I think being able to coordinate with someone else and split labor would make things feel better.
multiplayer is the only way i can do factorio
need someone to lean on when i run out of spoons
i'm actually surprised noone has organized a pnet game yet
I mean, we DID have that talk about the ethics of supporting Kovalex.
I'm been playing Cosmoteer, havnt actually gotten around to buying the DLC yet
blue science is DONE at LAST
is there a better way to feed this iron train? i have six belts of iron
only red
give me a moment to grab a bp
Easiest I think would be to make red undergrounds underneath the track and have inserters on that side too
trying to get a bp to fit in a discord message 
ok gotta send as 2 parts
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should look like this when pasted
ye but the logic makes it extra nice
also slap one of these in you line leading up to the train
i don't understand logic at all
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or train signals
Is this video, trains.
Consider supporting what I do: https://www.patreon.com/Zyllius
Yes, is it actually under three minutes.
Music Used:
Kirby Nightmare in Dreamland - Butter Building
ye
just as i grabbed it you said that
Is this video, circuits
Consider supporting what I do: https://www.patreon.com/Zyllius
Yes, is it actually under three minutes.
Music Used:
Kirby Nightmare in Dreamland - Butter Building
In this video, I teach you something, but I'm not sure what.
Consider supporting what I do: https://www.patreon.com/Zyllius
THE BLUEPRINTS
Printer:
https://factorioprints.com/view/-Nd7yxtL3n_AfrFQc7Cd
Other:
https://factorioprints.com/view/-Nd7zaPMN29f4MukegUJ
Make sure you're using these mods.
https://mods.factorio.com/mod/pushbutton
https://...
the game will enforce one automatic train per block
a normal signal tells the train if the block ahead is full or not
a chain signal copies the signal infront of it in the direction the train wants to go
so chain signals are a way to say dont enter this space till you can get alll the way out
alright
i'll set up that tomorrow
I need to grab a coal patch before I do anything big
I've grabbed a big iron patch now, at least
I watched Dosh's videos on that and that explains it significantly better
Granted I might have fallen asleep during it
i've got the title screen music stuck in my head now
I paid for the whole train, I'm going to use the whole train
when in doubt, normal signals for non intersection and when it comes to intersections chain in rail out
does this work for unloading also?
for unloading flip all the inserters around and in the inserter menu change the conditional to the other type
i also need to find a better way to set up my split-off belts because i am not satisfied with how much ore goes on some belts (and plates also)
that is what is causing me to struggle with gear production
you can shift right click to copy settings and shift left click to paste them btw
so basically what the logic in that does it it only lets something load/unload if its on the correct side of the average of all the chests
helps if you have imbalanced belts/draw
i did it again
i need some advice on how to do advanced oil processing, it's hurting my brain
and i dread the answer because i know it involves circuits
it does involve circuits but they are very very simple
let me build a setup real quick and show you
so i tend to do somthing like this
the exact placements vary from run to run
the combinators from bottom to top are this
and the pumps are just check is not equal 0
wait
ignore that last one for a moment
should be this
you can make it simpler by just having the pumps wired directly to the tank and doing if contents >20k pump, but that will never stop if your demands stop and will burn through your richness
the only tricky part is making sure the pumps only lead towards the stuff for cracking and making sure the solid fuel from pet gas gets used with priority so it can clear a pet gas blockage
alright
does this mean change it to a multiply instead of a divide
No, that stays the same, just the greater/lesser than or equal to on the inverters needs to be changed
oh
finally got my tank, now i can start blasting away at any biters near my borders
thank god for flamethrowers
In essence what the logic does is get the average number of items in each chest (which is why the combinatornremains the same for loading and unloading)
when it unloads a train only chests that are at the average or higher are allowed to unload which prioritizes chests that are still being filled from the train and then works to maximize the amount of empty space in each chest so the next train can be unloaded faster
when it's loading trains only chests at or below the average can be filled which maximizes the amount of time every inserted can be filling a train at max speed
Couldn't this also be handled through belt balancers?
Yes and no
Under ideal conditions yes but if you have a bottleneck or are limited in space it's possible to have a slight bias in how a train is unloaded and have it ripple over a few hours and end up dropping your throughput even lower
Also since logic wire is free now if you're running a buffered train stop anyway the cost of this is much less than a proper balancer
Just one arithmetic combinator
power crisis also averted with the help of Far Too Many God Damn Steam Engines To Be Used This Far In
i promise i'll set up nuclear for my new base :(
For the memes I have a micro base powered by burning wood
Wire is free?
yeah
Yep
it is now
It's a 2.0 change
Oh thank god
I didn't mess with them because I wasn't good with the game and didn't want to waste resources making wire for testing
Red green and making copper connections all have buttons now you don't need items for it
How dare disconnecting wire not give the wire back
This might be the change that moves Factorio up my to play list to next
well now that i have a silly amount of iron and am soon to have a silly amount of coal
i think it's time i bump up from two steel stacks to more
I gunna go nini now

note to self: in future when you get steel capture better ore patches sooner rather than later
When I get back into Factorio I am wondering if I should make a reasonably well designed base with sectors for crafting various related materials in one area or just put literally every resource on a train
Copper? Train. Steel? Train. Green Circuits? Train. Red Circuits? Different Train. Low Density Structure? Train.
just realised i never set the correct values on the artih combinators
they were all on divide
not greater than or less than
coal and iron hooked up and sorted out
now to do the same for copper and stone⦠tomorrow
you ever log in to an automation game to see the people you're playing with have built another monstrosity of a waste of resources and just decide to be done?
@marble crown i've done something wrong and my coal stop won't unload
please help
the coal just sits in the chests
show me the inserter menu for it
and a screenshot of the whole stop while in alt mode
@finite flame
can i see one of the inserters with the red light on it
OH
that needs to be a divide not a multiply for one
and now it's stopped unloading
on the inserters with the red lights you may need to click this buton
make sure its set to a red asterisk ā„ i
also disconnect the green whire from the combinator
thats not the right inserter then
yeah set the drop down to ā„
and make sure the combinator is a divide or you'll get weird behavior
how do i disconnect wires
same way you apply them
...i picked up the whole combinator arghhh
done
have one network that has all the chests and leads into the combinator
on red
then wire all the outer inserters togeather on red and attach it to the output of the combinator
then wire one of the inserters to its chest on green and set it up in that menu
then do ctrl+c and select the chest and the inserter and then ctrl+v ovver the rest of the chests and inserters, it should copy over the greenwire and the settings
like this?
yeah
and the combinator should look like this?
yep
and if you evver use a diferent size station the number is just the number of chests

there, my outposts are now behaving
time to craft some steel furnii and capture a stone and copper patch
this dlc has me like
Five. Hundred. Prod mods.
speed modules my belothed
bwuh
i still gotta add the balancing method
but i'm happy w ith this for a first attempt

final question for this, how do i output the light heavy and petroleum
this is what i have
petroleum goes to a solid fuel maker, with buffer chests
light oil goes to a petroleum maker which routes back into the petroleum tank
heavy oil goes to a light oil maker which routes back in to the refinery light oil out
for actual use, from anything prior to the pumps
with the combinators set up as you shown, with a lamp attached to show whats on
so it could be from the tanks could be from the pipes coming out of the refinerys could be from the return lines crom the cracking plants
something like this?
yeah that would work fine
and you may or may not need more of the cracking plants basically if you ever run out of something look at what the refinerys are full of and build more cracking for that fluid
alright
entire thing's backed up on petroleum arghhh
empty
oof
the other two tanks are empty
just to be sure can i see your combinators?
actualy quicker to answer question, are you using the other fluids for anything yet?
yes, im using heavy for lube and light oil for solid fuel and then rocket fuel
im thinking i should change to petroleum for solid fuel
light oil should be your mainline for rocket fuel
right
have you set up plastic and sulfer yet?
yes
i'd have to for blue science anywho
the rest of my base isnt operating rn because there's no reason for it to
but im gonna start mass producing concrete and bots
for my new base
your light oil combinator is set up wrong
agh
alright
so you've been dumping all your light oil
PAIN
its an easy fix
yeah i just fixed it
and you can either wait for/build more petgas solid fuel things or just dump the tank for it
i dumped the tank, and i'll build some more petroleum solid fuel
aaaand i wired up the petroleum gas pump
that explains a lot
now it's actually making solid fuel from petroleum
it should only do that if you have over20k petroleum and less than 5k of either light or heavy oil


at least im now mass producing rocket fuel
you end up needing a lot of it
at least it isnt as bad as space exploration in that reguard
well that's rocket fuel plastic and lube sorted
now to capture a stone mine and then i wont need any more mines for this base
then i can just focus on stockpiling materials for the new base
CLIFF EXPLOSIVES ARE LOCKED BEHIND SPACE?
evil
evil evil
ye
they really want people to use clifs as natural walls for whatever reason
the person who set up the run i was doing more or less turned them off for nauvis
cliffs genereate in much more managble ways now which is nice
large predictable lines rather than a scatter of of little chunks.
Yeah I had noticed that
They really want you to use them like walls huh
also, question for further base defence when the behemoths show up: laser turrets complimented by flamethrowers and a bot network?
Because thatās my thinking for the next base
i'm a crazy person, i go out to choke points on the map and set up rail fed modules with gun laser flamethrower and tesla
but yes flame throwers and laser turrets would hypothetically work
flame throwers are actually really really strong
yeah ik lol they're my only form of defence
for all my outposts
and my base
my robot army is ever growing. very beautiful. very powerful.
I think I may restart my run tbh
I can do so much better and make the transition to a new base so much better now that I know what I'm doing
Finally got my Gleba base working. I just need to improve jellynut output and it'll be perfectly fine
I had to make a dedicated runner to export science from the planet. This might be the closest margins I've built on a space platform - the thing when active just barely makes enough electricity to keep up with demand.
@marble crown the unloaders being weird agaaain
sometimes even though there's ore in the chest it refuses to put it on the belt
Like all of them refuse or just a few?
a few
Like a handfull or like an entire cars worth?
if its an entire car, does that car empty before the others when a train stops?
so some quick troubleshooting tips, check the chests for items that shouldnt be ther and make sure some of them arent automation restricted, check if some chest have wildly diferent numbers than the rest (if they do it not working is probably intended and its trying to self balance)
right
ahh yeah thats working as intended
gotcha
if you stick a balancer on the outputs that behaviour will actually lead to the chest rebalanceing and the train getting evenly unloaded
let me see if i have a 6:6
here
0eNqlWttu4jAQ/Rc/p1V8t/mVVVVBm2Uj0SRKwmqrin/fACutC3aYyxMCJXM8x3PmYvMldodjM4xtN4vNl2jf+m4Smx9fYmr33fZw/q3bfjRiI35up/lpHrfdNPTj/LRrDrM4VaLt3ps/YiNPVemdaTi089yMydPq9FKJppvbuW2ucJcvn6/d8WO3PLmR1RpsJYZ+Wt7tuzPWYk87/2wr8bm8qGr3bBek93Zs3q6PhPPabgAUA8DfAkiVQdBYhLDiQhbBYBEiFsEyEDxkG1yVD5V7075OTAOW7pFL9xJLTviOcFxCe9yP/fIJwcgEUSXmz+Fsrz/Ow/GsrjvMiPVKYb2SNRZCoyEkw4s73kwOQTGcAAWuxMrbGzRNWH17i4aw+Bi2t0w9DFrpsI64FUey+41Wu8ciBIYPZ55yNiOefQ/LIG1X2AuFlnfAVlbJQICVVqXAZcMl2xAgpjV6T9LWIJCyujIs0EgDtXASY9G/bAQ4vDsB5k45rj0eM65gGgAkoQGoYaFSxoyMtibA+taa5dYKk+VY1JLhVsxnV60YXUYo2MRnh7SzuFfP4x3XhuFGiRrLaF5AKUA7VmNBS6PaM9yKMHFw2oBSUPHaAFIeMTXDj0JUGQkf5tJ0D5l0SQVf1hDTrIIva1KkGkM/fpASdjhAKO8Xb3K2HP0sA7pcTz9quEDkbLIK9OrWloUV4SKQiQeQwxi0ZmvsLljGZJ7jKwcBl3JSOkFStqzqnKMIIGVr6EUHShlcykkRhcWUY6xeQjoB6+mVBspPgPPjkSEVGauHac7VnPK/GrXFLOVIpRoUUY5WqhXENK9UK5K+HWE2T/zSlHHIWUZ7oCHHWY41ov+j8rEfnoWiU5RyLPOqvCLph1blNeTeglPlNSjjeIT6FU6iXrFKME2iXjO6FiBlhuWXLg/+K24xpvR7JnO12bOm9O9ZoKgVz5jKM8TlEBhD+cWJnE3WUE7LKqGG69KlDOVsSfqNCIz1oEg9BCQHBs2of6ZAiGHMsAZ2IYwZuRPj95FyTQqvw9j244KwGBzb/a980DhG8itx5enXp1CuAiMrGEiLEyL9+rRETGQcmxVtcpSaI/ulEu3cfCz2/v+1pxK/m3G6PGGdiiZGa7xWtV6W9BdsQafc
6:6 and i believe its a lane balancer

finally everything i want automated is automated
bots are alive, now time to rub some neurons together on how to do utility and production science
Hi everyone! Big news! The first wave of Microtopiaās playtest is now live and will run until December 9! š This playtest includes a new build featuring all the content up to Tier 1, representing about 50% of the gameās total progression. Spots are limited, so make sure to act fast! If youāre part of the first wave, youāll also get access to the...
@steel meadow @near thistle playtesters wanted
oooh, looks neat!
Oh yeah I remember seeing the trailer for this
What black sorcery is this?!
our lord and savior https://www.youtube.com/watch?v=8CVeY-9zmUM
In this video, I age
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Music Used:
Half Life 2 - Triage at Dawn
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Noiseless / Jogeir Liljedahl - Superflt
I love satisfactory but I absolutely hate the game before coal. Maybe a bit before cause they made biofuel generators more automated.
No foundation to start, the worst
did not go as i expected, much less shenanigans and i expected him to interact with quality more
Is the ficsmas stuff permanent on your account or just that save
Wishlist now: https://store.steampowered.com/app/2750000/Microtopia/
Become the hive mind of a robot ant colony in Microtopia! Use pheromone trails to create, automate and optimize supply chains for your ants to follow. Collect resources, produce goods, feed your queen, grow your colony and fly out to expand the species! Microtopia is coming on...
Sandustry is a mining and automation game with pixel-based physics. Falling sandEverything in the game is part of a falling sand style simulation and it's up to you to curb the chaos.MiningUse various tools and weapons to mine and dig deeper and deeper for sand and raw materials.Base-buildingSetup your base and build a logistics network for tran...
To be announced
I tried the demo for this. It was pretty cool but also kinda a nightmare
Stuff gets everywhere to easily and you can't pass through most objects and all the tiny crevices filling up with stuff I can't reach now really bothers my autism
Neat exploration and particle interactions tho
I am definitely looking forward to how they develop it
I also think that right now the demo doesn't give us a lot of space to play around with build chains
Yeah, or you have to build them high up in the air. And that's frustrating with the jetpack speed being so slow, even at max upgrades
The dev is super responsive on the Discord so you could hop in there and give that feedback
I just walked in there and helped convince him to allow phasing through conveyors
did they change the range of roboports or am i just stupid
they changed the range of the big poles iirc
oh
so the problem is with the measuring stick i used
gotcha
yeah iirc they upped the range on them so you can chunk align them and they will connect
Okay, with phasing I don't think this is really an issue anymore cause you don't have to build your factory with passageways or go all the way around
Also he literally next day patched in phasing so that's a maximally responsive dev lol
...I cant figure this out,i am just gonna go back to main bus
Play nowā¬ļø
Steam: https://store.steampowered.com/app/2750000/Microtopia/
GOG: https://www.gog.com/game/microtopia
Become the hive mind of a robot ant colony in Microtopia! Use pheromone trails to create, automate and optimize supply chains for your ants to follow. Collect resources, produce goods, feed your queen, grow your colony and fly out t...
Hey everyone! Microtopia is finally out now!! We're super proud to launch this projectānot just because the game is great, but also because the devs at Cordyceps Collective have poured their hearts into it. After your awesome feedback on the demo and the enthusiasm of content creators, weāre beyond excited to bring you the full version of Microt...
ok,this
...this isnt gonna work for the buses that arent a singular material i feel
inserters only on one side, brave
wym
if you pull from both sides the train will get moving so much sooner
and since you're buffering the output in chests, it gives a much more consistent throughput
ah
If you're doing city-block-ish rail systems, I'll recommend the Brian's Trains blueprint set: https://www.factorio.school/view/-LaIPNgh8f16V8EwXXpW Read the documentation, it's really thorough and will help avoid some pitfalls.
That is, unless developing all the train automation is the fun part for you.
Find blueprints for the video game Factorio. Share your designs. Search the tags for mining, smelting, and advanced production blueprints.
I gave up on figuring out cityblocks and decided to go back to the basic main bus
Fair enough. Those blueprints can still be handy for setting up rail systems for importing resources from remote mines, too, if you want help with that part.
You'd probably just want to turn off the grid snapping in the blueprints, but maybe not.
tried satisfactory again
almost finished an actual real base with foundations and levels for once
actually listening to AVA and using verticality is helping
Ladders and jetpack are your friend
I do what is probably a bad idea and build modular bass that scale by building upwards
So I have. A building that's just plates
Plateory.
I need so many reinforces plates
Tier 2 Belts my beloathed
My brain instatnyl went to "Oh hey, i can help with that!" Pause, consider "...No, no i cannot help with that"
just so you know
this is what my diseased mind envisioned from your suggestion
That's efficiency yes :v
Under dynamic stations you can find a way to stack it thinner but won't really have space for it in your current setup, also has some basic combinator automation
i am really bad at picking locations
my main bus goes straight into a oil field and then into water
Welcome to why I stopped using main busses and started doing train based depots that dynamically sent resources around as one manufacturing plant was getting low
how
I used LTN to make it less painful to do but you can also do it manually https://mods.factorio.com/mod/LogisticTrainNetwork
without the mod you wanna make it so that the station only turns on when the chests have below X amount of items
https://www.youtube.com/watch?v=lWerA0iVNCE haven't touched factorio in years so no clue about the changes of trains 2.0 but this seems like a competent enough tutorial on how to do it vanilla+having blueprints
Blueprint book:
https://factoriobin.com/post/oby5hf
0:00 Intro
0:39 The Goal
1:15 The Problem
1:37 The Solution
2:23 How to Set It Up - Loading & Unloading Stations
8:20 Parking Stations
12:13 The Trains
13:52 How It Works
29:25 Final Thoughts
30:12 NnnNnDit
Music by Master Planned Music
So like say you're making green circuits, you'd make 3 stations, one for requesting copper cable(realistically copper plates and making the cable at where you need them but still), and one requesting iron. With the last one outputting green circuits to the system
honestly looking at that video it doesn't seem like it's that needed anymore
Use mk2s as rarely as possible, split em into double Mk1 belts
And speedrun steel for mk3s
uh
how do i fix this
pumps
basically 2.0 changed the way pipes work, best way to think of it now is they have infinite throughput in sections but the sections can only get so big and then you have to put a pump and have another section
Oooooh
its what the pipeline extent number is counting on the right
I have been really getting into Shapez
I thought a game about making shapes into other shapes would get old fast but the scale is kind of addicting and the simplicity actually helps keep you looping through things
You get your upgrades and new tools by shipping different shapes to the hub and so you're just shipping and then unlocking and then making new complexes and then reworking old ones to be faster
Ends up pretty massive
but why though
If the common coal backs up, the mine stops producing uncommon+rare coal. I dont have a burner tower, so looping burner inserters are the best I have.
ok so 2 things, 1 you can set up a really simple logic condition for that, and 2 i hope you've considered how much extra coal you're burning for that
Consuming the extra coal is the point. I also have an inserter taking common coal off the line and putting it into a box, but I run out of box space.
no i mean like you're going to have to make a lot more coal mines
ohhhh thats just coal for your plastics i see, thought that was just the end of a coal bus for a base
This particular, quality focused sub-base isnt doing military science, and was made post electric furnaces (for more quality steps) so plastics is the only thing that needs coal.
...though if I wanted to make rare grenades or something, I've got the box of rare coal.
For reasons, I'm not going to be unlocking electric miners anytime soon. and if I have to automate coaling the miners and smelters, I might as well go completely burner.
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theres so much dead space and i didnt even notice
a nice and organized base 
its pretty and doesnt do anything
because i cant figure out where to put fluid
amd alsi because there isnt a single rail signal theer
but rail signals arent that complicated
crash course on rail signals: the space between two signals is called a block
a normal rail signal wont let a train past it if theres a train in the block between the signal in question and the next signal
a chain signal wont let a train enter the block ahead of it unless there is a path from that block to an open normal train signal that is clear of trains
in other words, each block is 1 train at a time, chain signals you put at the start and the middle bits of intersection, normal signals you put at the ends of intersections and everywhere else
Is this video, trains.
Consider supporting what I do: https://www.patreon.com/Zyllius
Yes, is it actually under three minutes.
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genuinly the only good turorial i've seen for trains
i followed that
my trains didnt leave the base
i'd have to see the stuff to tell why, but as usual with this kind of thing its probably one missing signal somewhere
To get a feel for your signals, place a wagon on the tracks and look for the signals that turn red.
If a signal is flashing all three colors, it means that it isnt doing anything, which generally means something was placed wrong.
uh
...any clues why the train on oil gathering cant pathfind to oil unloading?
are these left or right hand drive trains? (if the train is heading up is it on the left or the right of the double tracks)
uuuh
its...going left...?
i tought that was random?:
its up to user choice
hold on
do your trains/signals look like the left side or the right side
no signals
ah
thats why
so basically the train has to pass though the space its in now
but theres a train there (itself) so the pathfinding says its not allowed to move
The long and short of it is that a train will not enter the block unless it can guarantee it will be the only train in the block. Now, a train can move through a block containing itself, which is why closed loops with no signals still work.
I'm pretty sure, though, that negativenull is wrong and trains cannot block themselves if asked to re-enter a block they're already still in.
More likely, a lack of regularly placed signals is causing large chunks of your rail network to be reserved by a train sitting at a stop that isn't in its own block.
no like
there are zero signals on this because i cant figure then out
....actually hold on i might have missed one or two when i uprooted then
Okay, so you're living dangerously by having none of your network be in a block.
Then it probably is loose signals.
oh yeah they cant block themselves can they, i haven't messed with non signaled stuff in a while
I mean
There's nothing to read so I don't know how they would block themselves
is the train saying no path?
cool i found the culpitrts
those are the only signals in the network
Let me try and give a quick lowdown on signals, though:
A block is any section of rail which is enclosed by signals on all sides (wherever they are). If a section of rail does not have a signal on at least one side of the track, the block will just keep going until it finds one and counts that as part of the block. You can create blocks that lead into themselves, as the way blocks partition are very literal minded.
Trains will only enter blocks with a signal on their right (from the perspective of the train). If you have train block visualization on (which you should whenever you mess with signals), it will denote this with an arrow. In (most) cases a signal can be on both sides of a track unless something blocks it from being placed, if this is done on the exact same part of the track, this makes it bi-directional. However, misaligned bi-directional signals could instead create a block that cannot be entered, or cannot be left, so you have to take care with them. Note that, as above, blocks are created by rail signals on either side of the track, as the block logic does not really care about direction in or out, your trains do, and you must be the one to make sure that the block flows in the right direction.
A train will only enter the block if it is empty- This is not the same thing as only entering the block if it can fit, mind you, trains do not care if they fit, only that they can enter. You have to be the one that makes sure they'll fit, as any part of a train in a block reserves that block, meaning that a train that's too large for a block reserves the block it just entered and the block it hasn't left.
Chain signals are special signals, and do not function like regular signals. A train that wants to enter a block through a chain signal cannot enter unless it can also enter the block after it (or more precisely, the next block closer to it's destination). If this next block is only entered through a chain signal, then it cannot enter that block unless it can enter the next, up until there's a block that can be entered with a regular rail signal. This allows you to create blocks that trains are nearly guaranteed to not stop in, as long as it can still find a way to a normal rail signal at the other end.
TLDR: Never double back a train back on the same rail in the other direction. If there is only 1 train on a track, slap a second locomotive to pull the train in the other direction- otherwise, always have separate inbound and outbound lanes.
The quickest and dirtiest way to signal, though inefficient:
Pick which side your trains will drive on with your main rails, always on the left (from their perspective) or always on the right (again, from the train's). Your signals should create arrows on the train block visualizer that follow these directions.
Anywhere there's a station, rail signal in where it enters, rail signal out where it leaves, to separate it from the main line.
Anywhere there's an intersection, chain signal where trains enter, rail signal where they leave it.
Horrendously inefficient? Yes, but your trains won't crash into each other.
More efficient rail systems just involve a lot more signals to break up the main rails into sections to fit more trains along that direction and let trains use intersections more effectively.
But starting with just that is enough to avoid train loss accidents.
i appreciate the sentiment but i have been trying to figure this out for like
...i want to say 3 years?
its not happening
my brain is too smooth
anyway thanks for helping me fix this
Is there a particular place you get stuck with, or is it just all of it?
In general,yes
Tbh I'm a little surprised that someone can get so far into factorio and not get train signals, but being entirely fair, 99% of it is lifted from an entirely different genre of game.
Single tracking is probably the way to go, then. Rail from the mine to the factory, single train, locomotive on both ends. If the track HAS to cross another, use like 8 signals (left and right on each side of the intersection, for both rails)
(It's Trade Tycoon and every game like it)
TBH I would probably just say don't use massive connected rail networks and just create a bunch of individual lines for specific trains
lots of trains running on the same track without signals WILL eventually crash into each other
i am not very smart
i am however very stubborn
yeah it's messy or whatever but at a certain point the question is
do you want a base that works for you, or a base that looks pretty on r/factorio
....I also noticed you're trying to create a rail network when you haven't finished enclosing your future base area
interconnected rail networks need a LOT of space to work and it is not a quick process to finish setting them up.
are you playing vanilla or space age?
TBH the other option for managing rail signals is to find a blueprint set that just has them all set up already
Which can save a lot of work even if you grok how signals work
You sacrifice some flexibility, but then don't have to deal with keeping dedicated rails separate or crashing trains
I mean, I didnt really understand rails (beyond basic double headers) until I sat down on a new file and decided to make an entirely rail-block base. Which meant coming up with a city block rail grid design. Ended up needing to "upgrade" my layout twice during the playthrough, but I eventially got it in a place I was almost happy with.
Then 2.0 changed rails, and I havnt been back to that save. :/
so uh
as of Space age,turret creeping dont work no more
what do i do to cler the nests around the base
What do you mean it doesnt work?
Backline with ammo to give to a save place to heal up, sacrificial turret to distract the worms, midline to start taking out nests, frontline to take worms and back nests, advanced lines to finish off the nest.
If you're poor, just use the backline turrets and pick off nests with your personal weapon, dipping back to the backline to lose the swarm of biters on you.
You do have heavy armor, right?
Dont nests make it impossible to build nearby the now?
what i found best was armor full of personal lasers in a tank with a couple of lasers, shields, and a couple exoframes, circle the nests and let the lasers do the most of the work
Not in the last update I saw. if they did, it would have been to prevent the "wall every 3 meters to block the nest spawn points" strat, so the lockout would only be to that space.
sounds like a mod you have installed
That is correct
Apparently AAI vehicles doesn't let you build near biters and you can't turn it off
I feel like I remember being able to turn it off
the option might be in one of the other dependencies
Sandustry's got a full blown publisher now which is great
behold my solar aquilo cargo platform
just realised this place existed
factorio image dump incoming
these are all a little outdated but this is basically the state of my playthrough right now
making 90spm on vulcanus, with a 60spm nauvis base that has been repurposed to just make materials for building the Real Baseā¢
building it based on a variable-width cell structure that looks like this, with 1-1 generic smart trains that are automatically allocated routes as required
first module is a nuclear power plant, currently working on a big ass oil refinery
also we don't talk about this
beginnings of the real baseā¢
not even concrete yet alone reinforced
how could you ever consider this your real base SMH...
that is reinforced concrete???
I zoomed in the second you sent that
nevermind this base is real im dummy
i thought it was stone bricks š
the manufacturing areas have refined, stations have regular concrete, and train tracks have stone
regardless your mastery of trains is beyond me and thus i bow to you
god trains make my head hurt
circuits are worse 
woe, 1-1 smart train network upon thee
Is this video, trains.
Consider supporting what I do: https://www.patreon.com/Zyllius
Yes, is it actually under three minutes.
Music Used:
Kirby Nightmare in Dreamland - Butter Building
Is this video, circuits
Consider supporting what I do: https://www.patreon.com/Zyllius
Yes, is it actually under three minutes.
Music Used:
Kirby Nightmare in Dreamland - Butter Building
Knowledge be upon thee
factorio circuits are one of those things where you come back to it a month later and what you made might as well have been dropped off by aliens
True
Also the thing that makes circuits the most complicated (for me at least) is everything has an implicit value of 0 at all times
There is no null

But the true and honest way to deal with trains
Rail signals mean don't pass this point if there's another train before the next signal
Chain signals say don't pass this point unless you can get all the way past the next non chain signal without hitting another train
for me its just that they are kind of opaque to lint and debug
regular signal goes before a block that can fit a train, chain signal goes before a block that can't
and you break your junctions up so that every time tracks cross its on its own separate block
i needed to put more of the 4:4 ones but then this has so much through put and is deadlock proof but does have some overhead
I love that design, wanted to do it a non traditional way
it seems like everyone does it a bit differently
I doubt space exploration is something I will ever try
Most of the setups I've seen are just variants on if one of the standard patterns get us closer to balance run it
The suffering squareā¢ļø matches up the standard folds in such a way you put 2 of one type in and get 2 of another type out
I'm not much of a circuit knower but my smart trains work and thats good enough for me
with the new parameterisation I could cut a few of the combinators but I don't mind having them
I designed some of it pre-2.0
i made (and once even understood) this
the silly device
Eldritch runes
it would give an assembler exact inputs and keep a stocklevel of the output
you don't need combinators to do that
icic
was going to be part of how i did arco spheres as they are a pain to get so you dont want them idleing in machines
makes sense
space age definitely has plenty of cases for circuits with its various complex logistical challenges, which I think is fun
you can solve some of the planet stuff in a bunch of different ways
the fuin part is going back over all the builds everyone else did and making sure if the power goes out they dont request a billion of everything
lol you play factorio with some strange people
they all have the energy of "fuckit we'll do it live" while i scramble behind them fixing everything
last time i played i got strep so bad i was unable to play factorio and everything ground to a halt
like more than one planet just entierly shut down

all because i wanted a pizza because fixing all the stuff was stressing me out a little
not a big fan
correct that is not a fan its a road
I can't believe im saying this, but I need highways
As much as I love scenery some of the nodes are far and the natural paths are super twisty
Like a 100m of just zig zag is pain
I'm going to build a long ramp
highways are peak, yea
luckily movement is so good in this game
Are vehicles reliable in Satisfactory,
Last I played vehicles would glitch out and get stuck or disappear so they were less reliable than conveyors
Especially if multiple trucks crossed paths
It'd be neat to have a truck highway transporting mass goods like iron ore
i imagine they are
T R A I N S
Tbh, vehicles aways seemed like too much work for the effort
but Trains are amazing
and you can do a lot with them
My world(s) end up built around train infasturcute, becuase it's just so convinent
its also hellish making train stations
Trains have always been amazing but they're later than id like
By the time I have trains I have many factories that run on trucks or super long conveyors
I don't actually think they're hellish. They're a bit chunky on space, but other than that...
Ahhh, I tend to focus on getting trains online and building around that ASAP, since it solves multiple problems
And is basically infinitely scalable
Well that's like hours of gameplay where you have to go without train
And several tiers
Mm, I just find that they unlock fast enough that I don't really need to worry before then
I mean like, I have 0 fucking clue how they work
wanted to just build a quick depot, ended up having to mostly redo my provider stations and reworked the train schedules a bit
put some resource monitors and a nuclear fuel gauge on there
(red numbers are negative, green are positive)
it represents how many trains worth of a resource there are in the station buffer chests in total
or, rather, how satisfied the network is, because it's providers minus requesters
Trains?
They aren't too bad to get going with some practice
Signaling is the hard bit, but you only need signals on a multi train network
You can just run a train line from point a to point b, slap engines on both sides, and that works
I don't, personally, recommend that, it's better to build a full network imho
But that does increase the initial resource burden (since you need to run twice the track)
The simple version of how it works is you have Block Signals and Path signals
How fast are you unlocking them because you have to do 6 tiers out of like the 9 tiers that exist before you get trains
They unlock early t5 now
Huh is T5 no longer the truck
Block Signals are used to define a "Block" of track. Block as in Block of space, not block as in stop.
A block runs from one signal to another. So if you stick a block signal in the middle of a line of track, it splits it into two blocks.
One train can be in one block at a time.
Path signals are used for intersections, anywhere where tracks need to cross each other.
Path signals let multiple trains pass through the same block at the same time as long as they won't collide
In practice what this means is you use block signals everywhere, and whenever you build an intersection, you use path signals on the entries to the intersection, and block signals on the exits
There's advanced stuff you can do with programming train schedules so they won't leave a station until they fill up/are empty
And some tricks with large storage containers to increase your throughput
Some people like running really big trains, personally I prefer to run lots of small trains- 1 engine to two-three carriages
This is just because multiple smaller trains are easier to manage, hit full speed faster (and slow down faster) meaning they spend more time going fast, and are less likely to cause traffic jams on the network
mmm
I know this sounds like a lot
And written on paper it looks like
But in practice it's pretty simple
no clue if this is right
its working!
I love trains, especially love how in Satisfactory if you have a central hub complex you can see it all in action
Get a good view of like all the trains and trucks going in and out
im not sure what my first factory should be for
Factorio is cool but there's something extra about 3d and "seeing it" live
Also building skyscrapers
I just build like skyscrapers in a vague central hub area that often do one thing like smelt ore or make one component each building and build up as needed
i currently have a giant train / storage unit
storage
Wow I thought that was the inside of an actual render of a building
Lighting in this game is so peak
And yet it's like, 20GB it's wild the visual optimization involved.
worst part is it runs at a consistent 130 fps even with high lumen and lots of high grade stuff
this scares me tbh
Damn they didn't compromise on the lighting
The walls looked real to me which is why
Like a freshly painted modern office interior with the 10k LEDs
yeah its amazing
I guess ill install Satisfactory, despite my previous gripes maybe release fixed them
Last I played with patch 8
1.1 is amazing, tbh, I donāt even play as intended and just cheat so I can build huge factories
Vehicles⦠Iām not sure how they perform yet
Oh I play as intended from coal onwards
I skipped to endgame so I can use drones
I want to have drones for certain transportations like my super high sky bases
Drones are the onyl vehicle i use other than trains
i built an entire Ion fuel plant just to feed my droines
zoomy.
My entire basei s powered off Rocket Fuel
but the process of making that makes a buuuuunch of compacted coal.
...and there's lots of spare oil around, so i can upcycle that into Turbo, into more rocekt fuel, (THe byproducts of which are fed back into the turbofuel loop), and then into the power shard production where it gets ocmbined and becomes Ionized fuel
ik im not gonna build for pure optimal stuff but for cool stuff
first, i think i wanna try for a 10 HMF frame, probably via 3x encased frame
This is a good approach imho.
its mostly cuz i like cool >>>>
Re: Drone fuel - I do Ionized because it's the fastest fuel with the bestpower ratio. Nuclear is as fast, and has way better return... but it's nuclear and youy end up with massive raidation hotspots everywhere and it's massively a pain in the arse
all my screenshots are overdesigned for pretty
i rebuilt my splitters 3x so i could use straight alignment
in 1.0, I decided I was GOING to learn trains, and so decided that my next game was going to be built around a Rail Cityblock base. Which meant I needed a "standard cityblock loop" that was scaled to roboport deployment, and having a 4 way junction broken across the corners, and signals so that more than one train can be on the network at a time. Additional blueprints can slap on loading/unloading stations.
I ended up upgrading that "standard" cityblock twice in that run. I havnt yet repeated the experience in 2.0
you should theres loads of fun new train tech in 2.0
It's on my steam to-do list. after a few other big ticket things.
hell has been completed
They're reliable as long as they're on built stuff iirc, on terrain it can get a bit messy
That just sounds like incentive to pave the entire map.
stares at my 12 hours of highway design
Oooo rooftop pipes is a great design
Lmao itās just slightly elevated to hide the spaghetti
I caught the Space Engineers sale. Any advice for starting out?
These posts got me to get back into Satisfactory again, just about ready to start making roads of my own
I saw there's now vanilla options to start at different tiers which is real neat. Shame it disables achievements
The American way
Go my Bergentrücks
As someone who liked cities skylines and learned traffic management is just awful and cars were a mistake. I would fuck with a traffic system in Satisfactory for trucks. They're kind of just, worse than trains once you unlock trains and lose relevance fast.
It'd be neat if you could have automated like stop lights and roundabout and copy/paste paths and just spam truck production. I'm basically describing trains but more flexible.
Give me a reason to burn fuel in my combustion engines
I nearly have my silly train system working in factorio
just some minor teething issues to sort I think
I want it to make as efficient use of the trains as possible so I can have as few of them as possible
since they are very inefficient little 1-1 trains lol
but basically I am recreating the logistics network with trains as huge logistic bots
The way trucks work in Satisfactory is making me nervous about setting them up, especially since I'm not certain on how they'll get in and out of the factory (still setting up the foundations)
I think I basically have to treat them like trains with dedicated lanes
have the factory raised on piles and the trucks dock in the undercroft
Do trucks have like any sort of avoidance mechanic?
I know it used to be if like trucks crossed paths there was a chance they'd just collide and it could cause them to basically turn over or disappear into a ditch
Yea I treat them as worse trains, I make highways with a side lane for trains cause once I trains I have no reason to use trucks with the issues the pathing has still.
My trucks clipped each other through the world enough times that I just full converted to trains
And pre train I just ran one single truck for flex transport and ran lengthy conveyor belts for anything permanent
Yea like, lengthy conveyor belts are just way more reliable
Trucks would also clip themselves out of the world on random rocks and such so you really had to path very carefully, not sure if they've improved that
Maybe I'll be fancy and do a highway with a train tunnel and also hide belts under that tunnel.
Highway for aesthetics and personal vehicle
I want to get infinite nudge just so I can have smooth road curves instead
Or a āpatterns anywhereā if I can
There's a mod for that
Which surprised me the modding scene used to be nonexistent when I last played and the big mod was the ability to delete nuclear waste
Is there a reason the large grid ion isnt moving the ship? or do I need a large grid cockpit to control large grid flight components?
(space engineers)
Debugged it. I should be good to expand until I need more oxygen.
I think I will raise my base to fit a garage underneath for trucks/train stations.
Only issue is how tall would I have to make it, which is a little difficult without having the actual stations to compare against
I made the 1st floor of my depots to be only for shipping/receivings
2nd floor is storage/logistics & space for batteries
3rd and above is all production and just stacks one thing vertically for modularity
Nah I mean like, how high must the roof be to fit the stations
And how many trains can fit
Ah I see, no clue then. Id have to load into like a new game with cheats and test it
Welcome to the worldās weirdest factory. You donāt swing swords or cast spells, instead you build tiny heroes out of shapes, and hope for the best as they come up against endless swarms of increasingly brutal enemies. All in a dayās work!
- ā¦
$15.19
714
This is gonna be someone's bullshit
Yooooo autobattler factory game? My dream
factorio calls to me but i've not the internal motivation to do a full run solo
I beat factorio 1.0 a few times, but I havnt gotten the motivation to go interplanetary in 2.0 yet. Maybe after silksong.
(mind, ive got a few abandoned 2.0 files that are still on Nauvis)
doesnt hurt to pick up a previous save
My furthest file is launchpad capable, but I;ve gotten distracted doing quality farming instead of building an interplanetry ship.
oh don't quality farm on nauvis
so quality farming is best done on ||vulcan || by ||quality farming for coal in space and then making lds and recycling it||
wait until you've done fulgora at least
you can only get like quality 1 modules before going to space
and you don't need quality until super endgame anyway
ye quality is nice but not required
without leaving Nauvis, I have Q2 from a basic space science platform.
quality is also a huge resource sink trap
and of course, Rare Quality quality modules
i also cant wait till space exploration updates
i know it wont interface with paid dlc stuff but still excited for it
kindof want to work on a promethium ship but also that sounds like lots of effort
Seizing the means of production
oh shit space exploration updated for 2.0
No help, build a new satisfactory factory
You should build an assembly like this ne about it
Please tell us your Bad Decision so we can Judge you for it.
Krastorio with Space Exploration at once
It has been nice talking with you. Good luck and bring plenty of food and water on your expedition.
not sure if its the social anxiety or the regular anxiety buh i am nervous to join
Server is up, whenever
wa info?
Can also send Steam invite
ye think going to have to do that i cant find it
i must convince fount to get more mods
let me launch my game and get names
caps
so these two are actually recommended mods for space exploration
https://mods.factorio.com/mod/combat-mechanics-overhaul
https://mods.factorio.com/mod/equipment-gantry
these two are just kinda ui stuff thats neet or nice to have
https://mods.factorio.com/mod/Milestones
https://mods.factorio.com/mod/TaskList
this one puts a little circle next to machines that says if they are running, input starved, or ourput is full
https://mods.factorio.com/mod/BottleneckLite
this one gives you like an upgrade planner but for what modules to put in machines (its really helpful mid to late game with bots)
https://mods.factorio.com/mod/ModuleInserterEx
and this one just makes it easier to make mining outposts
https://mods.factorio.com/mod/mining-patch-planner
i know bottleneck doesnt sound super usefull and its easy to tell if machines are running but trust me it makes telling why giant factory layouts arent working so much nicer
ye is fine i'm playing stationeers with some peeps today anyway
Enjoy!

when factory grow next?
did someone ever make a mod for space age to make automated rocket launches easier to queue? like making it easier to do mixed rocket launches and stuff? i havent played the game in a year but that was always something that seemed ripe for mod fixing.
Bout now

getting food rq
Not my first, but I have yet to beat the gam eproper
I finding k2 to be a lot like Greg tech
Oh?
Lots of intermediary steps for the sake of intermediary steps
some but most are k2
Next time should be my Friday

Just to make sure that is like a bit under a week yeah?
next time if i have enough spoons i might start setting up a train network
Good, goooood
Depends what I get done this week
(I have another friend who plays)
is morrow or the next day?
The morrow
In approximately 20 hours, give or take

Will be on in a few
Gotcha
Oh, no
i did add a mod or two
it wouldnt even connect
ATake two?
dunno
I'm setting it up fine, no error messages
Your wifi was being wack last night, iirc?
internet as a whole was yeah
but havent had any issues today
i can see your server in the list
wondering if this is the universe prompting me to go to an urgent care to get my sore throat looked at
Possibly
i'll go get that checked out and maybe the internet weirdness will fixitself i nthe meantime
Back, when you are
When is next?
3 days, probably
Actually, I'm free now, if you want
thats a solid maybe
just now taking my meds, we'll see how well it cuts through the sick haze
*Throws spoons in your general direction*

let me refresh my ark decay timers and i'll be on to fix your oil processing
and then i can remove the evil buffer tanks
Otay notes for self:
Gotta move over the iron smelting to balance the input so it can't train lock
Gotta add in storage sinks for wood and ores
also @carmine carbon i'm thinking we should do the thing everyone always says to do but that i never actually do and build a second base thats build for scale as we're already kind of limping along with this one and its getting harder and harder to do anything with the spaghetti
Sounds good
going to have lots of trains
Oh also when it comes time to set up intersurface logistics do you want me to let you figure it out or just make it work?
you know, i usually fall off real fast off factorio
i think because i sit there annoyed that im hand crafting too much
so this time i went for the same approach i go for when playing modded minecraft
when setting up automation, automate whatever i need to setup more automation first
im overcrafting on wires a bunch, but it doesnt really matter ~w~
time to setup trains
cause i need to start traveling for bigger resource patches, and i dont wanna run belts that are 2000 long
Experienced factorio players call this a "Mall", because it's one place where you can get anything you need.
ye i know, i just never really prioritized it before
Generally, you dont need multiple factories per item type- the fact that it fills the chests up to whatever limit you set while you are away means that whatever the production rate it's usually full when you need it.
the earlier you mall the better your gameplay experience
My "Starter base" is a minimall that makes Wires, Circus, Iron gears, Red Science, and one "mall factory" that I have to set between Belts, Inserters, Electric Miners and Factories. It gets expanded with a green science factory feeding off the belts/inserters buffer, but I have to swap between them manuially.
i just copied the inserter module to the green science
also i highly recommend making "smart" and balanced train loader/unloader stations
easier than bothering to leech off my inserter supply
im just gonna use ltn for trains >_>
ive seen theres ways to make smart stations with interrupts and all that, and maybe ill switch to that later
but i dont wanna bother too too much
all of my train stations for items are chest buffered and then i do circuit stuff to keep the chest balanced so the train loads/unloads faster


