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Deki posted:The one sweater looks amazing but I don't want to drop a hundred bucks on a sweater of unknown quality. Surely the quality will be... satisfactory.
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# ? Jun 17, 2023 07:57 |
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# ? Jun 8, 2024 07:38 |
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Vulkan might be broken in the current experimental build. I tried it on an empty map with exactly the same settings as on dx12 and my fps went from 130+ down to ~60. It used to run better for me back when they first introduced it but not anymore.
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# ? Jun 17, 2023 08:33 |
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Whoever is outside yelling turn off lumen at my window shut up. I will never turn off lumen!
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# ? Jun 17, 2023 21:51 |
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Is this a bug or is the game trying to mock me
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# ? Jun 18, 2023 19:53 |
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I have reluctantly concluded that cyclotron hypercannons are not really practical anymore. My central cannon nexus, I have converted like so: One 14-entrance linear cannon, fires into this set of 4 entrances controlled by switches: So I can go pretty much anywhere, particularly with bio- or turbofuel jetpacking. The problem is that while my cannon nexus is centrally located on the map, it's not really convenient to get to be anything but cannon. The rail line barely gets within 1km. My cannon transport system was kinda predicated on every major factory having a cannon. I'm not sure I want to do that with linear cannons. They're just so inefficient. Twibbit posted:Whoever is outside yelling turn off lumen at my window shut up. I will never turn off lumen! SettingSun posted:Is this a bug or is the game trying to mock me Mocking. It's a long-standing running gag / troll by the devs. (First they just didn't capitalize "coal" by mistake. Everyone pointed it out, so they started an increasingly stupid series of misspellings and capitalizations in response. Now the game just randomly capitalizes things sometimes.
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# ? Jun 18, 2023 23:28 |
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There is probably a better way of getting all that pure iron down to where I have room to build some decent factories, but I sure as hell don't know it.
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# ? Jun 19, 2023 00:03 |
I actually like the water fall effect and sometimes use more elevators that are shorter to make it more pronounced or to follow the cliff face. If you want them to be more straight up and down, you could use floor holes from the ticket shop. Maybe delete the floor and add a wall support if it looks funny.
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# ? Jun 19, 2023 00:12 |
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Are floor holes still horribly broken? As in, you use them and it snaps the line? Do you need to build them a specific way?
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# ? Jun 19, 2023 00:22 |
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The only issue I ever had with floor holes was sometimes pipes would wig out otherwise they were great.
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# ? Jun 19, 2023 00:23 |
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Yeah, I think the last time i had any issues with the floor holes was when they were still a fairly new thing. just gotta make sure you're getting the *blip* noise that indicates you're actually aiming at them, and not accidentally dragging your aim past them and through the floor.
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# ? Jun 19, 2023 00:34 |
Plenty of room for a factory up at the top, just so long as you hate physics and structural plausibility!
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# ? Jun 19, 2023 00:50 |
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PublicOpinion posted:Plenty of room for a factory up at the top, just so long as you hate physics and structural plausibility! That reminds me of my first coal power plant way back before you needed water. Just floating off the edge of the map
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# ? Jun 19, 2023 08:22 |
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Game breaking bug in the experimental Update 8: Some of my pipes look like I'm using the noodle setting, even when I'm not. Balanced out somewhat by certain other pipes having a stylish new stripe pattern: Lumen looks so good I don't even care that the game runs like poo poo, never turning it off. Think the performance hitches might be more of a Nanite/world partition thing than a Lumen one anyway.
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# ? Jun 19, 2023 08:26 |
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Packagers feeding into fuel generators? What's happening here? --edit: Diluted packaged fuel? This actually more efficient?
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# ? Jun 19, 2023 11:06 |
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Combat Pretzel posted:Packagers feeding into fuel generators? What's happening here? In terms of power output? Yes. • Basic Turbofuel: 300 oil + 177 ccoal -> 222 turbofuel, 7333 MW • Diluted Fuel: 300 oil -> 800 fuel, 10000 MW • Turbo Blend: 300 oil + 150 sulfur -> 300 turbofuel, 10000 MW • Turbo Heavy: 300 oil + 320 ccoal -> 320 turbofuel, 10666 MW (All turbos calculated with heavy residue alt, but not diluted. Also note the opportunity cost of using sulfur / ccoal in the turbofuels. For example, if you burn 320 ccoal for power that adds another 3300 MW, putting diluted fuel back ahead again.) In terms of effort? I've always thought the idea of using diluted packaged fuel was nuts, especially now that you can do blender diluted if you just wait for phase 4. Even with blueprints it's very fiddly. But NESG starts at nuts and then goes super sayan 3 crazy with effort.
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# ? Jun 19, 2023 12:46 |
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Fender Anarchist posted:Yeah, I think the last time i had any issues with the floor holes was when they were still a fairly new thing. just gotta make sure you're getting the *blip* noise that indicates you're actually aiming at them, and not accidentally dragging your aim past them and through the floor.
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# ? Jun 19, 2023 19:32 |
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Think I’m going to start a new game with Lumen and never look back, have to consider how much sunlight a structure gets and work in more skylights all over the place I’m dying for more lighting options but I do get that it’s not something they’re necessarily designing around
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# ? Jun 19, 2023 19:41 |
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Ciaphas posted:is there any advantage to using floor holes instead of just clipping through the ground? aside from aesthetic, i mean Floor holes let you attach two conveyor lifts together vertically. If you're only going within the length of one lift though then it's just aesthetics.
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# ? Jun 19, 2023 19:45 |
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Ciaphas posted:is there any advantage to using floor holes instead of just clipping through the ground? aside from aesthetic, i mean Not really. If you're trying to get a position just right it maybe gives you some more options. I almost never use floor holes myself. For pipes I think stuff looks fine clipped straight into floors -- looks like the concrete got poured around the pipe or whatever. Conveyor lifts I either put them on the outside walls, or have a couple squares of service shaft to put all the up/down lifts in one place. Hypertubes floor holes are the only one I use with any regularity, since hypertubes look bad when clipped into things. e: Ben Nerevarine posted:I’m dying for more lighting options but I do get that it’s not something they’re necessarily designing around Klyith fucked around with this message at 19:53 on Jun 19, 2023 |
# ? Jun 19, 2023 19:50 |
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Klyith posted:In terms of effort? I've always thought the idea of using diluted packaged fuel was nuts, especially now that you can do blender diluted if you just wait for phase 4. Even with blueprints it's very fiddly. There's a brief period between early oil and completing Stage 3 of the Space Elevator when it's not entirely stupid to use Diluted Packaged Fuel. You won't have blenders yet and doing some basic automation for Heavy Modular Frames and Computers will probably be stressing your coal-based power grid, building a small 5GW power plant from an impure oil node isn't the worst idea. Besides that the recipe is mostly a relic from when blenders didn't exist and I can't think of any other niche cases when you would need it. This one is 20GW since I didn't want to worry about power for a while but it's using a sort of modular setup that goes 5GW at a time. Didn't want to deal with balancing empty canisters throughout the whole system either so I split it into quarters. NoEyedSquareGuy fucked around with this message at 20:08 on Jun 19, 2023 |
# ? Jun 19, 2023 20:00 |
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Ben Nerevarine posted:Think I’m going to start a new game with Lumen and never look back, have to consider how much sunlight a structure gets and work in more skylights all over the place This just popped up in my feed. I think if you're creative or have a good capacity for tedium you can do quit a lot already. https://www.youtube.com/watch?v=4xRu_v9TXfs&t=294s
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# ? Jun 19, 2023 20:00 |
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Fuzzy Mammal posted:This just popped up in my feed. I think if you're creative or have a good capacity for tedium you can do quit a lot already. That’s good stuff. Not sure how I feel about using signs as emissives all over the place but if it works it works
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# ? Jun 19, 2023 20:06 |
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Diluted Packaged Fuel just kind of looks neat even if its more trouble to setup. Full cans go out, empty cans come back. Endless bottle cycle.
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# ? Jun 19, 2023 21:19 |
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What do I need to do to start this with up to the coal power unlocked? I set it to Tier 3 and tried setting the space elevator to all of the options including the "unlock all" one and it still didn't seem like I could build them?
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# ? Jun 19, 2023 21:21 |
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Ciaphas posted:is there any advantage to using floor holes instead of just clipping through the ground? aside from aesthetic, i mean If they haven't changed it you can connect a single lift between two holes over any distance. Not sure that's really a reason you're looking for.
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# ? Jun 19, 2023 21:25 |
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NoEyedSquareGuy posted:There's a brief period between early oil and completing Stage 3 of the Space Elevator when it's not entirely stupid to use Diluted Packaged Fuel. You won't have blenders yet and doing some basic automation for Heavy Modular Frames and Computers will probably be stressing your coal-based power grid, building a small 5GW power plant from an impure oil node isn't the worst idea. Yeah, Diluted Packaged is 100% a good idea, just not something I enjoy setting up. A big advantage for someone who builds on the scale you do is you don't need to take it down later. There's more than enough oil on the map, and you aren't sacrificing other resources. I like Heavy Turbo myself because it's an easy 10GW of power from a smaller build. But for you it's a waste of effort -- you'd want that sulfur back later. I can afford to "waste" a pure sulfur node. (The fact that I do high-effort architecture for every major build I do heavily incentivizes recipes that produce more from fewer machines. 25 refineries versus 50 refineries isn't doubling my build time, more like quadrupling it.) explosivo posted:What do I need to do to start this with up to the coal power unlocked? I set it to Tier 3 and tried setting the space elevator to all of the options including the "unlock all" one and it still didn't seem like I could build them? You need to set it to Tier 4 for coal -- the setting is "where you start work", not what you start with having unlocked.
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# ? Jun 19, 2023 22:40 |
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Klyith posted:You need to set it to Tier 4 for coal -- the setting is "where you start work", not what you start with having unlocked. Thank you!
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# ? Jun 19, 2023 23:10 |
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I did tier 3 start, you have enough resources to unlock coal as a research option at your hub
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# ? Jun 19, 2023 23:54 |
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The Diluted Packaged Fuel is also good because it's extremely satisfactory to watch your leftover polymer get turned into plastic get turned into containers to very very very slowly start up the whole thing. It's very inefficient but still extremely nice. Same goes for Recycled Plastic/Recycled rubber factories very slowly starting itself up.
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# ? Jun 20, 2023 09:44 |
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Is there a trick to aligning water extractors to the grid? Mine are never aligned that nicely.
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# ? Jun 20, 2023 14:17 |
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If you build everything snapped to the world grid it seems to be easier
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# ? Jun 20, 2023 14:21 |
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Skunkduster posted:Is there a trick to aligning water extractors to the grid? Mine are never aligned that nicely. Build some foundation below the surface of the water. The extractor will then snap to it, then you can remove the foundation. After that, extractors snap to each other with ctrl. Alternately, you can put down some pipe junctions and use ctrl snap to align the output line of the extractor to that. You have to get the rotation correct manually, but you have more analog positioning on the front-back axis. euphronius posted:If you build everything snapped to the world grid it seems to be easier But the extractors don't snap to world grid do they?
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# ? Jun 20, 2023 14:35 |
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Yeah maybe they don’t. It’s been a while sorry
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# ? Jun 20, 2023 14:36 |
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I've fully mastered trains for use in my bamboo forest item mall. Not sure if I can keep this up for the more demanding projects that come after this but the single back and forth line works for now. Going to watch hours of tutorials now so I can learn how to build out a functional rail network with proper junctions and signaling.
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# ? Jun 27, 2023 10:24 |
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NoEyedSquareGuy posted:I've fully mastered trains for use in my bamboo forest item mall. Am I reading this right? You made a factory that used only cybertrucks before figuring out trains?
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# ? Jun 28, 2023 10:13 |
Man with Hat posted:Am I reading this right? You made a factory that used only cybertrucks before figuring out trains? And factory carts with bounce pads. Dudes a mad genius.
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# ? Jun 28, 2023 15:41 |
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I encountered a weird bug in experimental multiplayer I've never encountered before. I'm the guest in mp game and weird things happen to me if I use a hypertube. I jump in and it spits me out out of the same entrance as if I was coming from the other way, but the host can see me travel the tube. After a few seconds my game locks up after what I guess is it having an issue resolving where I actually am, and I have to respawn. This is actually a hilarious bug so I'm of two minds about it.
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# ? Jun 28, 2023 15:45 |
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NoEyedSquareGuy posted:Going to watch hours of tutorials now so I can learn how to build out a functional rail network with proper junctions and signaling. Be warned that a few of the train signal tutorials on popular youtube channels are crap. Notably there are a couple that say to do all junction signals "path in block out". This is dumb: simple junctions like a Y-split don't need path signals, and overuse of paths will slow down your trains. (Why: when a train enters a block, it tries to reserve the next block on its route. For block signals this is basically instant. Path signals are much slower to respond. Until the path is reserved, the train treats the light as red. So if a train is driving at max speed, it may slow down when approaching a path signal. You can avoid this by having the section ahead of a path be nice and long, so the train has time to get the green before it needs to break. But it's easier to just avoid paths when they aren't needed.)
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# ? Jun 28, 2023 17:13 |
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Man with Hat posted:Am I reading this right? You made a factory that used only cybertrucks before figuring out trains? All the various intersections looked intimidating so I avoided trains entirely and used every dumb alternative I could think of instead. Working towards something in my new save which will require transporting 60,000 water/min into the sky and I think trains will be the only way to do it so I have to finally bite the bullet and figure them out. After having whole worlds running on ore drones/flying cyberwagons/factory carts on bounce pads I've run out of gimmicky ideas for long distance transportation anyway so I might as well do things in a sensible way for once.
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# ? Jun 28, 2023 17:23 |
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# ? Jun 8, 2024 07:38 |
The irony is that all of the other options you've used are orders of magnitude more complex than a double rail system.
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# ? Jun 28, 2023 17:38 |