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

Living Breathing and Always Machining
Previous jej: 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.
>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:
public.etherpad-mozilla.org/p/eggames

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

Other urls found in this thread:

youtube.com/watch?v=ez_d9b8k-iI
youtube.com/watch?v=dbaIZ0OW9_I
twitter.com/SFWRedditVideos

You guys enjoying the new Factorio update? Having fun with the uranium?

My only complaint is it should be lethal. Nukes should leave a radioactive wasteland as well.

Second for hot pipes.

>100 hours in factorio
>only just now noticed assemblers have their own craft speed modifier
>finally realize why all my carefully calculated ratios never actually work in practice

3th for /hsg/

nukes should be nastier for sure, i feel like they should be something you can't fire from a shoulder but should instead require a missile launch facility in your base and then you'd paint the target a-la starcraft ghosts after it launches.

definitely needs a mushroom cloud and a radioactive fallout component, maybe something that gets windswept over ayys and ups their evolution by a big chunk.

oh wow now I feel dumb too

HOTTER

The ones the radiation doesn't kill should create a new class of biter that can only be evolved through radiation, a nastier, glowier biter.
Glowing green biters chasing you through the dark.

honestly, I feel like nukes where just an afterthought, something they did for shit and giggles
guess they'll get it fleshed out at some point, they can't just remove it now

>should instead require a missile launch facility in your base and then you'd paint the target

We can place satellites into orbit, why not nuclear warheads too?

>The guy in that picture hired a physician to make him some new ones, but he used a bunch of old plumbing pipes

And? As long as the seal hold they should work the same, mostly. You'd lose some pressure due to geometry but idk how big of a deal it is

MIRV when

There's the fact that they're narrower than a regular header, meaning the exhaust flow is being hampered
They're also ugly as sin

>As long as the seal hold they should work the same, mostly

You can't imagine any issues arising from having sub-optimal exhaust flow from the cylinders of an internal combustion engine?

Just cut the pipes off and run them open. Exhaust manifolds are for pussies.

Letting exhaust fumes fill your cabin actually lets cars go faster.

true space engineering when
I want to build megastructures without my computer exploding into flames

when a developer is smart enough to build proper level of detail in the engine or w/e

starting over on factorio lads, been almost a year since i played.

youtube.com/watch?v=ez_d9b8k-iI
CGP Grey, the educational channel, is playing Factorio, i thought it would interest y'all.

run

Anyone else finding new Factorio has slightly worse performance?

I've never had it slow down before even with big megabases, but in this playthrough the performance seems a lot worse.

HD textures?

I think the tech is all ungodly expensive comparitively. There's no ramp, everything is around 2-300 and then WOMP 1500 science. And without enrichment, it's still practically worthless.
.t spaghetti factory with a single high tech research assembly

I think the evolution factor should be split between pollution, which will piss them off and cause more spawning/base generation; and radiation, which causes bigger and more various types of biters.

Seriously, why do they still only have two types that have the same basic attack pattern? Could be so much more interesting.

nth for grenades superb at prebot deforestation

upgrading .14->.15 resets all your options, recheck to make sure you have particles off and whatnot if you're having issues.
Infinite research was a mistake.

>the educational channel,
I have a signed poster of his but pic related

Literally the rlentire point of headers, which are different than stock exhaust manifolds, is to smooth out the airflow and tune the lengths of each pipe so that each cylinder's exhaust pressures wave enters the main exhaust pipe separately.

That feel. I've had an empty hole in my heart for a true space engineering game for years now.

any mods that make Spengies more like Factorio?

Programs

can make drones, can make drone shipyards, and can automate assemblers to keep up a quota
put that quota really fucking high, and let the system grey goo the universe
bonus points if you do it on a pubbie server and add combat drones

i sure do love dat .1 sim rate

you want factorio
I give you factorio
the cost is simply a high one due to incompetent devs

>Nukes should leave a radioactive wasteland as well.

I have the intent to make a disasters mod when factorio is at a stable release again.
The pollution cloud mechanics stay the same, the only things i'd add would be certain disasters which get triggered at certain pollution production points, and then a few mechanics which support that.

Electric miner, belt, yellow inserter, offshore/boiler/engine, power poles... Basic setup. The pollution cloud would be identical to vanilla; but the mod would add types of pollution the cloud is made up of would change based on how much of what you used.

If you used 200 belts to get your coal to the boiler (because it's far away) the majority % of the cloud would be "Dust" and "Noise"
If you used 200 pipes to get your water to the boiler (because the boiler is next to the coal miner) then the % would be "Rust" and "Water Contamination"
Pollution cloud the same size and still uniform red, just the mod having something to check for disaster types.

Lets say if Water Contamination gets too high, a fish in a pond in the pollution cloud would be killed randomly, just like a tree would be from dust, just like the biters would attack due to noise or stinky sulphur from burning hydrocarbons, etc.

The ultimate disasters would be acid rain from too much water vapor and sulphur release, water being erased inside the pollution cloud from over-pumping (free+easy landfill though) and possibly earthquakes that damage every machine in (several) chunks from extreme oil pumping.
worst of all, the poison cloud effect simulating unbreathable air/radiation, basically requiring energy shields.

you could also build a few things to mitigate disasters, such as building on stone/concrete, building overhead shelter, fire extinguisher sprinklers, etc.
don't expect this to actually happen

>tfw running a train on rocket fuel

choo choo

Hi, what's a recommended setting for a solo survival world, especially for the first 5 options?

> 200kph cornering

remind me that if i ever get around to it, to make the trains fly off the rails and keep fucking going, then explode with a radius based off fuel content after it comes to a complete stop or 10 seconds, which ever comes first.

everything default, turn off spiders and wolves

>explode with a radius based off fuel content
I see your lips moving, but all I hear is weaponization

>turn off spiders and wolves
are they annoying trivialities or something?

Yep. Gltchy too. Spiders used to be able to climb on each other into the sky, troll physics style.

>load with rocket fuel

>two of the rockets manage to enter the fuselage through the openings in the tail
>they fly all the way to the nose
>entire nose section blown up, imaginary pilots vaporized
I gotta find something new to do with this game, shooting these planes down is getting old and too autistic

I've only tried once with spider and wolves. Started naked on an earthlike world. Immediately wolves started spawning one after another. And of course I had no base or ressources to start one, so I just died in loop until I got bored.

I guess you can enable them if you start with a pre-made base.

Wait for the multiplayer, I suppose.

>load with rocket fuel
Don't just stop at using rocket fuel for the locomotive.
What if the "accident" happened to involve, say, several cargo wagons filled to the brim with rocket fuel, explosives and U235?

how would you describe it then? I just couldn't come up with a better description for it.

>edjutainment

>j

ed-ju-tain-ment
ed-jew-tain-ment
THE JEWS DID THIS!

>edgy jews taint men
sexjunk.webm

Hey /egg/, does Cities: Skylines have a home in a general somewhere?
I'm surprised to be unable to find where it belongs.
>inb4 trashman

/cbg/ which was annexed by /civ4xg/

gay
traffic engineering deserves this place

Is the factorio serb updated to 15.5?

psst
for transport autism there is Transport Fever

>traffic engineering deserves this place
No. Especially not with the retarded devs. We have enough already.

but you actually need to come up with solutions to solve traffic issues, and it works quite well with its rather flawed agents
the only depth the game has

I'll admit, for as much as I want to like Cities, the twitter thing is annoying and there's all this unsubtle environmental subtext that makes me want to create a dystopian hellhole for the fun of it.

>the challenge of the game is unfucking retarded systems developed by people who think cars are evil, industrialism is satanism and thomas edison was a witch

Honestly not too different from keen.

Honestly the imperfect AI makes for an okay simulation that mirrors real-world city traffic realities.

>by people who think cars are evil, industrialism is satanism and thomas edison was a witch
wat

Have to have a laugh at those devs for making it so that farms produce no pollution.

The twitter thing can be killed with a mod.

I like it, before 0.15 you would just pump all your shit into modules, then rockets, now you actually have to produce more than 3 different circuits and the modules with them.

hippies are luddite subhumans
in other news, water is wet

>luddite
have a song cycle about luddites:

youtube.com/watch?v=dbaIZ0OW9_I

...

...

...

Looks better than my old setup

What the fuck would you even need that much space for?
Porn?

>it's another "stealth in space is possible, you just have to..." episode

Have a big ass heat pump and hope there is no one trying to look at you from the sides

>not wanting subspace space submarines
fuck realism

This is definitely the truth, just look at the art for the research, completely out of place.

i hope that in the future they upgrade the nukes to proper nukes and add biter interactions that make you actually need the things. i tend to keep 6-8 turrets in my inventory throughout the game incase a breach in the defenses occurs and i need to quickly drop more firepower to prevent ayys from raping the factory, it'd be nice to have a nuclear fallback option.

How can I stop weeds growing through my concrete?

It's extremely triggering.

graphics, turn off that 'show decoratives' thing. stops em from showing up on ore deposits as well.

also you can probably just build over them then pick up the thing, if that still works.

Is it possible to like a game without liking the devs?

Yes, but retarded devs just compound hatred of a game by highlighting the sources of problems.

hell yeah

doctor, how ded is this ded?

ded

>having """""""""women""""""""" on a team that develops a building game
Oh boy

it's finland so the women are men

...

Could use some help with an optimal steam power generator design in furry's mod, space is not a problem(pic related)

I also want to produce enough pollution to lure and farm bitters.

>those ores

Blame the furry guy, Its default richeness.

I don't understand what people are talking about when they say "slider hell".

Take FtD for example: To make a bullet you need to interact with like 4 different menus. Caliber on the gun, ammo loader on the dinky thing on the clip, the bullet itself, AND the length of the bullet or you fuck it all up.

How about: you build a gun, then say:

Build your shell:
Head type: (armor piercing, composite, laser guided (requires fins on the end), shaped charge, etc.)
Fuse: (timed, distance, penetration depth, distance from target/radar, etc)
Payload 1:(HE, shrapnel, EMP, Chemical, Incendiary, etc.)
payload 1 % of volume
Payload 2:(same)
Payload 2 % of volume
Additional shit: (check box: fins, tracer, rocket assisted, etc)

Total caliber:
Total bullet length:
Powder Length:
(if you set two of these, the third will auto-set to be as much as possible for the length of your autoloaders, but you can manually set it to less)

This is easier to balance, simpler to use in game, and just better.

Explain to me why I'm dumb and this is a terrible idea.

>What if they have optics on TWO separate planets? or ONE planet and ONE ship?
>Triggering of stealth fanboys

its a shit idea because everything that isn't a high speed AP railgun round that instantly disables AI is useless.

it's also that element of choice thing, infinite choices just means that the handful of viable ones are clouded within an ocean of garbage. it'd be better if it was just the handful of viable bullets as a checkbox for which one you wanted.

>its a shit idea because everything that isn't a high speed AP railgun round that instantly disables AI is useless.
Which is easily fixed by different levels of armor deflecting projectiles by different amounts.

Or you know: making the math on high speed projectiles and Kinetic damage make some fucking sense.

still doesn't fix it, the only actual solution to FtD is making AI invincible and limiting it to a certain number of AIs per X blocks, then making the craft 'defeated' if certain criteria are met (ship sinks, 60% or more blocks destroyed, all weapons disabled, etc).

you can keep tweaking the armor/damage numbers forever, the best gun will still always be the one that can penetrate and destroy the AI. if it needs to be faster or bigger gauge or whatever, that's what will be used.

>first dive in to infinite bugland for future long rail line
>trees, trees everywhere

What's my best option for moving really far in one direction?

railroads
use a flamethrower to carve a path

no hate

tank.

preferably flamethrower equipped tank, now that that's a thing.

Holy shit, someone developed a realistic traffic simulator?