#satisfactory
1 messages · Page 36 of 1
Finished another play through 🤔 In that place where I'm not sure what to do next again I guess.
fully?
Yeah, just casually watched warp drives and such being made for no purpose now 😛
I've done nuke in the past, didn't on this build, did 286 rocket fuel gens
destrroy all flora
or make the entire map radioactive
or choose 1 item and make thousands of it per minute
:)
Can the chainsaw take down full size trees?
yes
Okay, that's nice. What's a quicker way to clear forests/vegetation? Explosives?
Once you reach a point where you manufacture bombs... I kind of quit using chainsaws. I just blow up every tree in my way
Nuke Nobelisk
I have the "side factory", makes fuel for my vehicles/jetpack, makes ammo and bombs, filters
so a tool parts factory
Yeah, I will do the same thing soon. Build an armament/explosives/fuel factory for other stuff.
Heh I made a nice little ammo bombs filters factory too 😄 Everything you need to survive and tame the wild 🙂
Good side about this game is that there are no aggressive enemies.
So I can build in peace :3
tell that to me dying to a big nucleer kitty
Kitty?
You mean the arachnids?
Thank God that I do not have arachnophobia.
I dont either but my friends arachnophobia is too severe
Those alpha stingers could give a person arachnophobia...
he once said "them becoming cats isnt enough. I know what they really are and wat they actually look like"
opinions on portals? i havent seen anyone talk about them. when i first saw them i thought they'd be a game changer. now: silence
do all people who use portals simply die because they're too dangerous and spaghettify you and thats why noone talks about them?
That's the worst part, lol.
Im not that far in the game but even if I was I aint feedin singularities to save a couple minutes
The portals seem like an after end game type item. I plan on putting some in but onily after redoing every factory and powerplany in the world. Like when I finally make a "base" for real.
the problem with portals is how late they come in the game, by the time you get access to them you already have hypertube networks or cannons setup to get you everywhere
Since only like 1.5% of people complete the "tutorial" I don't think anyone ever really gets tot the point where they can use them.
whats the "tutorial"?
the one thing that annoys me the most is that they're one way, one link
if any portal could travel to any portal they might be viable
even if they can they wont. everyone gets a proper transportation infrastructure anyways so...
Basically finishing the space elevator 😄 (I mean phase 5 completed)
THEY ARE ONE WAY???
they are not one way, they are just single destination
yep! there are two portal bulidings, main and satellite. one main can only link up to one satellite i htink
why is it so nerfed wth?
yea not one way but like, one connection. i used the wrong words
that is not the tutorial 😭
ill have like 2k hours before finishing phase 5
basically you just have a hub of main portals at a single location and satellite portals around the world
the biggest problem I see is having to keep feed it
People sometimes refer to it that way. The ones with 5000 hours into it.
so it forces us to put the portals where the resources are so we can feed them
Enables pioneer teleportation between two linked Portals.
Each Portal can only have a single link.
A link can only be made between a Main and Satellite Portal
you could put all the main portals at the singularity cell factory. the satellite ones dont need singularity cells
if we plan to put them far we have to bring the items there and... boom you already have trains and tubes going there
And really it's not till you do complete phase 5 that you know anything about what you REALLY needed to do all along as far as capacities and efficiencies and having the alt recipies to do things "right" etc...
still it feels kinda like. idk. its so late game, so expensive. id expect something more luxurious.
it would fit nice in the alien technology tree in M.A.M
So it really is a 300-400 hour tutorial in the end...
https://www.satisfactorytools.com/1.0/production?share=RINZEJDk9UcAcryIgW27
ive had this plan since before i reached oil 😭
you can always install the mod that gives you portals in phase 1 and requires 1 iron rod to fuel instead of 1 singularity cell
what is thiiis
still havent erally gotten much past oil because im procrastinating on the 3000 refineries i need but shhhh
Ah yeah, nice electronics factory. I made one around start of phase 4 I think
wdym nice electronics factory?
I’m transporting a ton of nitrogen gas via train to the grassy fields, but I do not need most of it quite yet. If the train clogs with too much packaged nitrogen gas, will the whole train stop working or will it just stop unloading and loading the nitrogen gas?
it uses all of the uranium, all of the oil, 91% of the SAM , 84% of hte bauxite and more
I keep screwin around why cant I just make the supercomputer factory ):
Has anyone ever seen, or made, a... I'm not sure what I'd call it, a "map" of project parts... I tried to build in such a way that I could just keep "building out" from one project part to the next and not have a 'oh I need smart plates over THERE past 10 machines I'm doing something else with' moment I've had in previous plays 🤔
i just looked at how much of the project parts ill need in the game and stockpiled the amount, then tore down the factories
There's also the issue with, I believe, magnetic field gens... those suckers just sit there for a whole tier because they are used in the tier after...
I forget they are even there and usually end up building everything around them then going "oh yeah... those things..."
Heh yeah map out all the parts needed to finish the space elevator project in say one hour of factory run time. Then spend 400 hours building the factory, let it run for one hour. Game over! 🙂
orr dont automate the parts 😈
join the dark side luke quieterone
manual labor?
automate all the other things. then manufacturers with boxes
or a temporary sloppy automation to tear down later
I kind of did that with phase 5. I built mini factories for each phase 5 part then hand carried the 6 pre phase 5 parts needed to run them to completion. I'm going back and fixing that now. I had the "Getitdone-itis" at that point. Much more relaxed about it now.
i mean, there isnt really a need to automate them after making the final delivery. granted, there isnt a need to play the game but in my head it makes sense to automate the things needed to bulid and not the other thing. + power because big number == cool
you could say the same about ficsit points BUT id be tempted to go all in and maximizing those points sounds exhausting
ficsit points?
like uhh
awesome sink points
aaah
Yeah I'm still working my way through getting all the trohies still...
Oh if there's framework foundations do the conveyor lifts go unlimited?
Becuase my issue right now is I'd have tobuild it down the cliff like this
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<
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etc
I have to join them up and it creates this crap looking S pattern down the cliff
If you use conveyor lift floor holes, you can make your lift as long as you need without having to add additional lifts, just connect from the bottom of the top floor hole to the top of the bottom floor hole. They need to be perfectly lined up though.
Is there a calculator that allows you to use more than one alt recipe at a time? E.g. I'm trying to make Stitched Iron Plates but I'm limited by copper for wire. I want to dump my leftover iron into iron wire to squeeze some more out. It's possible to just calculate the first recipe and then do the second with the leftover iron but there must be a better way
Which calculator are you using? Satisfactory tools has given me great results since I started using it, and you can select any and all alt recipes you have access to, and it will optimize the buildings to save you the most resources. Just be sure to go into the machines tab and turn off the ones you don't have access to, so it doesn't try and tell you to use a Converter recipe or something when you're not in phase 5
I've been using factoriolab but I don't love it tbh. I'll check that one out, thanks
Question: Does Satisfactory Supports DLSS-4?
does anyone know how many points power shards are worth approximately? or is the ionized fuel value calculated off of the dark ion fuel alt?
you cant sink power shards unfortionatly
i know. thats why im asking.
here are all points listed
thats all i know about ;/
i want to know if anyone has done the math on how much they are worth in the sink. you can sink APMs and packaged ionized fuel so im assuming it might be possible to calculate how many points a power shard is worth
however APMs have an irrationally low point number, and im not sure if ionized fuel uses the points from power shards or from dark ion fuel
greeny calc will do that if you set the input resources by hand and lock it to two recipes, but it will try to optimize for minimal resources anyway.
Maybe APM's have a low sink point value because they are based off the power shard value, which could be 0 since you can't sink them.
one alien power matrix takes 3 super position oscillators
one of them is 37292 points. thats 74584 points just in super position oscillators, plus other stuff, plus a multiplier
but sinking it gives 210 points
one sam fluctuator gives 1968 points. you need 5 of them to make one APM
I have no idea then lol was just a guess
Maybe they just set the value low because you're supposed to be consuming them in a power augmenter
yes. thats what im saying.
if i did the math right one power shard should maybe equal 2154 points?
calculating it the other way around might be smarter, from ingredients up
going up from ingredients it would be 12160 points
excitee photonic matter has no sunk value so it wont be accurate
but from all the 3 ingredients, it should be around 15k points per shard
do you fine folks generally do total rebuilds of the starting factoryh several times, or do you build only once and expand that as you get new miking speeds and belts?
i build a tiny disgusting halfassed starting factory to rush to mk6 belts and then start my "real" factories
handfeeding a single manufacturer with sloops to get to phase 5
did you really just say ''rush mk 6 belts''
I build a half-decent starter factory to provide what I need for building, then leave it at that until I get bored and decide to do a much larger version with better miners/belts and have it make more stuff
yea
I haven't even automated heavy modular frames yet
but I do have automated time crystals and power shards
yea it is. I just can't stand the thought of building something that'll be "obsolete", even if I know it's irrational
and you're not trying to be fast? or is this actually a speedrun strat
no, this is pure insanity. the first thing I want to do is use up all the oil on the map, then I'll start with things like modular frames.
makes sense
don't worry, it sounds cool and impressive but I won't ever be able to make it happen because I procrastinate too much
i play slow, i feel like satisfactory highliughts any level of ADHD, you have 100 things to do but can't do 1 of them because there are 100 things to do.
never finished the game even with 400 hours 😄 each new tier is insane.
i think i will manage to finish this time though, considdering it is 1.0
yea, very relatable
you need to do things to do things to do things to do things...
and the 1 out of the 100 things are never really finished, just ''good enough'' 😄
as long as the factory looks nice and clean, im good with taking it slow though
Almost 700 hours here and never even touched fused modular frame production
at least not in singleplayer
If I had to guess I'm in my 6th run now, which I started in 1.0 and have about 120ish hours in
i think i got to that tier, but tried drones, big misstake
Why? I heard drones are pretty good. Now you can use multiple fuels in them, can't you?
i find it crazy you can't turn off the ''pickup from destination'' feature.
i tried to make a sorting system to fix the issue with the drones picking up from the ports they entered, i did not want 2 ports for every connection
What frustrated me the most tbh was the fact I kept thinking '' I can do better '' and restarting every time I reached / finished oil production, because I want to feel accomplished by making things look pretty
I just had a thought. Satisfactory, in VR.
Although It looks cool, Satisfactory Tools would've saved you some time lol
I'm pretty sure there is a mod being made for that
Oooo
or it has already launched, but I've seen some footage of Satisfactory VR
It was just a thought I had when I got home. Never considered it before
Check the DM I sent you
There are a lots of video online of it, going back to more than 6 months ago
Why don't you just dismantle everything? I did it like 4 times in a week to rebuild each of my production 
I'm always demolishing and rebuilding, I'm sorta in that phase now since phase 5 has been delivered.
I've set up a thorough recycling center and I can't tell you how nice it is to come back from exploring, pull the slugs I found from the dimensional depot, and just throw them in a bin in my main hub, letting a truck come by and take it away to be somerslooped into maximum power shards. Same thing with alien remains.
It took forever to set up my central storage factory, and I still need to work on it some more so I can actually advance past phase 2, but having the small stuff automated feels so nice.
I love getting rid of the busy work
Let the machines sort everything for me.
A while ago someone shared a link to a fluid buffer for a train station that uses the headlift of the buffer itself to load fluids into both ports of the freight platform, but I can't find the link or the image for the life of me. Does anyone know what I'm talking about? If so would greatly appreciate a re-direct back to that, or just some insight on how to build one myself.
you really want a pump on those to keep directionality in any case?
there's these
#design-and-architecture message
#design-and-architecture message
and buffers have variable headlift based on how full they are... highly recommend not to rely on headlift from them
That's EXACTLY what I was looking for, thank you!
Maybe I'm confusing it with something else then lol but that's what I was looking for, thank you very much.
possibly some water tower thing.
there is really no way to nudge up and down in 1.0?
build the bp on a foundation at the right height
#1201555265942724758
you'll need to post in english
its because im brazillian, and my english is not that good...
im trying to find other brazillians too
that's fair 🙂 though it is tough to find multiplayer stuff in general
Damn I just Google translated this to try be more inclusive and I can't assume everyone speaks English...
Olá, este é um servidor somente em inglês (por motivos de moderação), mas você deve postar algo em #1201555265942724758
I tried.
Well Google tried I have no idea if that is in anyway correct.
its extremely formal lol
Perfect!
i rlly cant try find someone that speaks portuguese here? 😢
fala reizão, vou mandar mensagem na DM
aeeeeeeee
tem Br em todo lugar pae
i found
you can, just make the post title in enclish and portuguese I guess?
Victory
ai sim pae
ye lol
I guess you don't need to make a post 🙃 you found one
Why he ourple
Y not
We're all adults here. We can be purple if we want to be
Because this is the full thing. Sphere purple and glowly
Purple people eaters?
Only if you got one eye and one horn
But, also, ... Are we though?
You know what, even if we aren't, the kids can be purple too if they want. They've earned it.
does his best Napolean Dynomite "Yes"
Why is even casual sexism allowed in #satisfactory-memes
it's just a joke, dont take it so hard
I get that it's greeny but imo that makes it worse
if youre that offended by it, then scroll past it. No reason to ruin everyone elses fun
There will be people who see that and agree with it, which is less fun ?
I guess I'm salty because I've donated to SFTools before and I love the website
Are there enough hard drives in the world to unlock all alternate recipes
yes
yep
Sweet
that meme is unironically fun 💀
that post was fact checked by greeny ☑️
there's basically nothing you can do in the game that locks you out of any option.
apart from destroying scenery I suppose
Yeah, it's really immature.
Try the meme above that one. :)
What happens if you scan a hard drive and you already have all recipes unlocked?
should make a meme where there is a before and after witht he before being barely done, and the after is a fully fleshed out phase 5 build and the difference is having the ada comentary on vs off
how do I open the recipes tab in my inventory
Nothing... you just have extra drives sitting there as door stops. At least that is what I use them for
Fair enough. I'm sure they'll be great for decoration at that point. Put em on a shelf in 1.1
If you're looking for a specific recipe, you can search with N or O.
Ah, it's the O hotkey
I'm watching a yt vid and he has that overlay up, never seen it before until now
Thanks
That one also allows you to replay Ada's Messages if one so chooses.
So if I see an alternate recipe here, that means I have it right
I lowkey forgot which ones I have unlocked, being 70 hours into the world
Otherwise you'll see a question mark
Ok cool
That'll happen.
I use them as memorials to the other fallen pioneers.
Did what though? Can't read it
Looks like a layout for HMF?
Does anyone ever remove the conveyor poles after the belts are laid in effort to combat UObject limit?
That sounds a bit excessive unless you're running a potato or maxing out every node on the map haha
They're stationary and decorative, you don't interact with them after building conveyors, surely they don't have a huge impact right?
They do count towards the object limit. At least according to Snutt and I can't remember the other guy stated during a stream.
Yeah but it's probably a pretty large limit
I don't think I am near, but I do get a lot crashes stating I tried to make an item but have hit the limit.
the object limit wont be reached by the vast majority of people
i guess tinker might be one of them LOL
2 million Plus items. But some items have multiple objects.
Correct
I don't genuenly think I have, still just relegating the crashes to a 1.1 bug honestly.
Yeah yeah
You can increase the limit manually afaik 👀
looks like the uobject limit is 2162688 objects. and as commamuno mentioned, you can increase it. though it isnt supported by CSS
Not that shows much iirc, but gives an idea.
Correct.
I wish there was a way to bring up the current number in the console or something ...
Commamuno? 😂
ayyy a fellow antimatter player
That's so good
Just like the factory, the antimatter must GROW
seems like a save desync error has lost my save game. all I have in there is some old save from mid 2024. FML
also lost my MP game. Noooooo
Dont want spoiler just curious if you get a reward or anything for finishing the space elevator?
OK, dumb question, but when playing single player, what 'server' is restarting? Nevermind.
All of the multiplayer infrastructure is still active behind-the-scenes, even when in singleplayer
So you do connect internally to a "server," though the actual networking bits might be replaced with direct calls and such
Which is why historically if you were playing online but then you start up the game while offline (internet outage or whatever) you can end up spawning as a new pawn, and have to go find+kill your old one to get your inventory back
I don't believe that is true, hence the ability to specifically set single player or a network type. Google search is saying it's just a session restart. memory cleanup as it were, every 12 hours.
(And then do so again once you start the game while logged in prooperly)
Nah, there's definitely multiplayer stuff still technically happening in the background, a la the pawn-swapping
1.0 did introduce a more throrough "singleplayer" flag while creating a game which might strip even more away, of course
But AFAIK there's still the same core in there
(Or, of course, maybe I'm wrong. :D)
I do remember something related with Minecraft
they had to code two different games, singleplayer and multiplayer. That was very resource consuming, so they just made it all multiplayer and when you play singleplayer it's actually a locally hosted server. If I'm not mistaken that's why it lags even in singleplayer when exploding a lot of TNT
Yeah
The different-pawn thing used to confuse people all the time
Don't see it reported nearly as often now; I assume that "singleplayer" flag they added in 1.0 must have improved that somewhat
yeah it doesnt happen with me in 1.0 anymore even If I'm offline
The game has a definitive ending when you complete the last space elevator delivery
I get it every night around midnight. I saw the setting in there for it. Just got use to stopping what I was doing around the last 10 seconds.
What i should I use for lighting in my buildings? I like the idea of the ceiling lights but they give off really hard light rays that don't make sense even with lumen on, I know i may be stupid but I shouldn't SEE where the light is and isnt going
anyone looking to game?
open to starting a new world or hopping into an existing and helping!
hey
use a light control panel to change brightness and colour
Is there a way to make the small barriers be flush with ramps?
unless there's ramp ones in teh awesome shop? mods. Been a while sincE I looked
alr
not without mods. best you can do is stack them up and down. if you need something that looks a bit more polished, i'd recommend using the ramp walls or nudged up ramp foundations (if you can hide some of it). also, pillars oriented with angled beams can work
if we ever get a 1.2 release, i think some TLC for ramps would be probably top-of-list of things to include
Note: unlike smarts, programmables can also load-balance the output~
@grizzled lotus
I did not know that
There is a small tiny section in their Wiki's page talking about it 😆
Very obscure knowledge with relatively little use
But the more people know, the more uses we may see... So I like to point it out when possible ^^
satifactory is a lier
It says I've been playing for 28 hours...
When I totally haven't...
Satisfactory counts how much time you spend on one savefile, not just how long you have kept the game open. The latter is done by Epic/Steam
it is really the only proper use-case for the prog splitter, yeah
BTW, dunno if you heard, but they confirmed that "feature" is pretty much a... "happy coincidence", totally not (yet) intended 😅
yeah, haha, i can believe it. the prog splitter has always kind of seemed like an afterthought
They are looking into it now, though!
It might be an official feature soon™️
it isn't all that useful in general. every save i always end up using a couple of them, but besides directing my auto-sorted slugs into a box, there aren't a whole lotta uses
When making my storage I ended up encountering and being limite by the 60-something filters limit that they have 
(I wanted to list all items in one splitter, pretty much, to split them in 3 streams for 3 different "wings" of the storage)
i wouldn't mind if they added some rate-shaping capability to them to make them more useful, but it isn't really needed. if they do decide on something like that, i think that restoring their supercomputer cost would be good for balance
Hallo guys, I haven't played in awhile and I was alr at oil production, just so I know what to look forward to, what comes after oil in terms of materials?
tbh, on a more meta level of game design, i think they'd need to add a problem that the proggies actually are intended to solve
aluminum in all of its resplendent glory
So...more pipes-
Just gonna preemptively ask, am based in blue crater on my last save...how far do I have to build a trainline for the Bauxite-
but you also get nuclear power in phase 4 as well as some interesting other goodies
there's something like 2400/min available up the hill in titan forest. the rest of the world's bauxite is either in the pink forest or the swamp
Oh so fairly close then, if Pink Forest is the one am thinkin of then it shouldn't be too bad lol Thanks alot
you're probably better off finding a bauxite spot where you can process it on location. Takes up a bit of space.
i don't think you're thinking of the right pink forest. i mean the highest altitude place on the map
setting up the transportation infrastructure to get up there is always a headache
ramps and belts?
there's also bauxite not in the pink forest, to the east of it
yep, 2400/min in titan forest and 3000/min in the swamp
belt evelvators dont have a height limit if connected to floor holes
Oh aight then
none of it is very simple to get to unless you do something out-of-the-box like run belts down from the pink forest to the gold coast
Just out of curiosity how much space-
I've always had some fascination in that regard too, but it's hard to add that without making load-balancing mechanics and puzzles useless (other than early game)...
The best approach I thought of (interested to hear your opinion, if you haven't heard about it already) was something with features like:
- Add filters per output as normal
- Add a "central logic area" (imagine a wider UI with outputs pushed to the left/right/upper sides) where you can drop splitters/mergers (Edit) and connect them to affect the output logic
The ideal result would:
- Give a way to make balancers much more compact (just copy-paste the settings instead of building an entire contraption)
- Still require knowledge of belt logic in order to design a solution (one should know how to add things to the "logic area" in order to achieve the result they're aiming for)
- Not too OP and overshadowing traditional balancing: depending on limitations on the "logic area" it could open up for new puzzles and if one pursues visuals they would almost surely prefer seeing the items flow along a "fully fleshed out" balancer ^^
i haven't thought too deeply about it. it would be nice if something were added to make them less of an afterthought, but i really don't have an inkling of what you'd be able to supplement their function with in order to do so
for a while i thought maybe adding a priority merger capability to them and allow you to configure each port as input or output would be kind of cool, but that's about all i can think of
depends how much you process - but it's several steps to make ingots from ore.
and more bauxite on the map is near it's resources than not.
I highly rcommend getting the Pure Alum Ingot recipe though - cut out silica from the process
the only other idea i can think of is to allow you to 'snap' multiple proggies together to create 5 or 7-way splitters, idk
maybe allow it to go up to 13 outputs - that's the largest prime in the game's math system
but whatever you'd add or change, it would have to be something that simplifies building for some situation that you don't have a more straightforward solution to with earlier game tech
Not too dissimilar from what I though, but I was thinking of doing that all "internally", inside one Splitter's UI (with appropriate limits)
i gotta say that just being able to flip an output to be an input so that you could have a 2 input, 2 output splitter would be actually very useful
eh manifolds work fine
if you've ever played DSP, that's the way their splitters work and it is honestly pretty sweet of a feature
...gives you a 2:2 balancer for free
that all may be a bit too much of a change to the game's building system to be feasible. input and output ports on buildables seems pretty hard-coded into the game's build system
hm actually yeah thats kinda interesting
i wonder why they didnt make it that way
ficsit mug broke, kinda wish they weren't like £20 inc shipping
from the looks of the stuff on the merch site they don't look like they are good quality honestly :\
Mine broke some time ago as well, though it was my fault. I let it fall
I'd get a number of things if they didn't look like they were the most cheaply made items you could manage while at the same time very expensive to buy
The huge doggo plushie is pretty good.
But not like I have an animal that would decapitate it for QA 👀
is it? that's one of the things I'd like bug just looks so cheap.
maybe if it was literally 1/3 the price
but for ... I think 150usd? you expect something well made and not tacky looking
I got the big plush doggo and it's been fine (though I guess plushies can fall without breaking 😄 )
and the paleberry/waste/slug addons were adopted as toys by cats
The cup wasn't bad but cracks would appear on it eventually, they had no effect othet than visual and when the thing eventually fell it broke into pieces along the crack lines
I mean I'm sure it's a plush, and didn't just explode on touching. But... it's ugly. The shaping of it is almost non existent, it doesn't look like they put much thought into the pattern.
You could probably commision something from Etsy for that price and get something much nicer out of it
Ok im sorry since when is there official satisfactory golf balls being sold ?
awhile now.
the shaping depends on how you stuff it 🤔
and the pattern. Where you have panels. Material looks pretty cheap. Like it's not a 2$ shop item, but for 150$ usd it's obscene
🤷 I'm happy with mine
Merch is always a little overpriced, be it game merch, band merch or anything I feel like, being fairly priced isn't the point there, you're paying for the brand
and probably some fees towards CSS for using their trademark
Also shipping god damnit, shipping cost me almost twice as much as the cup itself 
oh sure you expect a bit of over pricing, ignoring shipping even. This is just shockingly overpriced.
I got the big doggo and the smol doggo that sides on the back of the big one giving off "don't talk to me or my son ever again"
I'm happy with them
I haven't had any issue with the satis merch aside from:
- poor definition of text on the caterium mug
- the boombox being traaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaash
what was trash about it?
let me pull up the twitter thread
must have really been trash, no longer in their store
first run had QC problems, no apparent intent to make a second edition to fix the QC problems 🤷♂️
found a reddit thread on it. jfc, for 360$ cad, and it's face was mostly sticker?
- electric hum when plugged into UK mains (sign of poor eletricals)
- hum changes depending on rotation of boombox (sign of very poor eletricals)
- cracked / sharp edges on panels
- inconsistent finish on panels
- can't open the battery panel without a tool
shocking for hte price point
(I'm not the only one on this server to have experienced the battery panel issues)
tl:dr;
- t-shirts good
- plushes good
- electricals baaaaad
I have the giant bean stuffed with a 42" beach ball
I mean, unless all the stitches in a plush are coming apart you can't really have a non functional plush. To me though it just looks real low in quality for the price.
even adding the Niche market merch price add on
well the first-party lizard doggos sold through for fans by fans compared to the third-party licensed lizard doggos, you'd much rather own a third-party lizzard doggo 😅
oh? I don't think I ever saw those
Am I the only one who thinks train stations take up an excessive amount of space?
yup, was just looking it up and that's what I found. I hope it was super cheap
and yes, they are obnoxiously huge.
I'll be getting a mod to change that up when I start playing again
tbh, I would've rather had a self-assembly kit with higher-quality panels and electricals
^for the boombox
yeah from the sounds of it
The vinyl set has one small issue if we are talking merch.
The vinyl is inside a sleeve made from regular paper so it desperately wants to fold when trying to put it back inside the cover
not even stiff paper board? 😦
But a lot of vinyl has that issue to be honest
I haven't unboxed mine yet, waiting to do the laundry so the t-shirts in that order can get washed with the regular load
this one. Basically half the size while using the same models https://ficsit.app/mod/ModularStations
My track & trace for the vinyl started in Ireland so I'm hoping I won't get any import costs even though it obviously came from across the pond
(The vinyl set has been pressed in Canada)
I had no pay-on-reciept costs for mine
I'll keep it in mind, although I'm currently using the experimental version and it says it's not compatible.
oh yeah, no mods will be really
for context:
back when FFBF was a thing, I ordered two t-shirts. After a month of nothing, I decided to check the website, where it said "successfully shipped to [US address]" (I'm based in EU and the address was completely different, no chance of mix up)
I contacted support, they were like "but the order has shippped", after a lot of talking, they said "ok, sorry, we'll refund you". A few days after, I got refunded the money without the shipping costs.
I contacted support again and they were like "but it shipped, so you have to pay the shipping cost"... etc etc, had to write like 8 angry emails to get my money back
so a random US guy has got two free T-shirts 🙃
while saying that the electricals were bad, I still think a ficsit alarm clock would be a fun idea.
It should have one of the HUB cameras that follows you around lol
nuuuuu, would increase the cost too much
battery life on something that just has to drive a speaker vs. drive a speaker and constant motion tracking w/ computer vis 😬
Nah just a PIR sensor thats way too sensitive lol
you'd want it to be pluggable
PIR isn't going to give x/y/depth
Anyway, time to check the sound quality of the vinyl
mine is just for decoration, I'm getting rid of my record player as part of the moving-house-decluttering
The cover and inside art is certainly decoration worthy
were my water extractors cursed by demons? They just suddenly stopped extracting water and if I reconnect the pipelines they will work fine for a moment and then stop again
yeah they featured that on this week's dev stream, looking forward to unboxing and seeing it in person
did you forget to address headlift?
wdym? I have them for a coal generator and it worked fine for hours and now they just stopped working
water extractors will stop working when:
- there isn't enough headlift for the water to leave the pipe network
- the rate of consumption is lower than the rate of pooting
- unplugged
if the pipes are full, they will go to idle, which is fine, assuming the water is reaching the coalgen in the first place
they reach ok since they powered the generators normally for some time. they are connected to power, it's just that they stopped extracting water suddenly and now I can't get them to work
is the pipe full?
some pipes aren't even full
and I tried doing full pipe network flush and it didn't work
Is there a way - early game, if that matters - to split off of a miner without being subjected to an initial belt bottleneck?
What I mean is, I have a pure coal mine, mk2 mine on it, for 240/min. I was hoping to thriw a power shard in it (to up it to 360/min) and split into (3) 120/min lines. But the splitter requires you to connect to it via a belt, so I'm immediately throttled down to a max 270... is that just a hard limit that there's no way around? Or am I missing an alternative?
might be best to open a #1038092680493801533 thread with photos etc. 🤷♂️
generally you want to fill all pipes to max rather than ampty them
no, you're limited by the belt
(one of the reasons why purity hardly matters early-mid game)
Okay, update: Quality is amazing 
anyone got a lot of experience with conveyor busses? making one between my main areas with 780*4/min capacity each way but idk the optimal way to use it or build the splitting/merging sections
(personal opinion) busses are kinda not optimal in Satisfactory
well i had a road there so i just put in underneath
i dont wanna learn trains yet lol
ok I got it to work, I flushed all of the pipes, turned the coal generators on standby and let them fill up and it works
uh, what exactly do you imagine under the word "bus"?
because in most factory games, it means "belts with materials from which you split to nearby machines and merge back products", not "belt(s) going from A to B"
i mean its 4 mk5 belts in each direction to transport a bunch of items. got bunch of coal, copper, iron etc in the dune desert but all my oil/aluminum stuff is closer to the rocky desert
yeah that's just stacked belts
maybe i got the idea wrong
alr nice
To me, Public transport 😛
i wonder if how feasible it would be to make a factory building ai as a bot
not at all
i bet it could be done
maybe for optimizing factories
yeah AIs suck for that
chatgpt fails at basic math
if you trained a learning machine off of speedrunners, it might produce results
no
then further train it to make factories that avoid ugly designs, for completeness
they can train irl robots to do interestingly complex tasks, so i figure they can train a player bot at a fraction of the logistic complexity
at best you'd get it to replicate a run, at which point it's just a TAS
they program them
lately they use generative ai to get better results
partially only
turns out oldschool robot programmers are kinda rubbish by comparison
its one of the circumstances where programming a system hard way isnt as helpful as using newfangled ai training stuff
not all systems programming is like that, to be sure
no, turns out that not everything is solvable with just plain programming, same as not everything is solvable with AI
well i was originally talking about satisfactory
no, you were talking about AI
less about player bot programming, more about connecting point a to point b conveyor etc
why can i nudge in all 4 directions when somethings on the ground, but on a wall i can only go side to side not up and down
are you on 1.0 or 1.1?
because you're not on 1.1
oh :C
unlucky chat
i havent played really since update 5 so idk what i can and cant do yet, guess ill have to wait cause i dont feel like playing experimental
Oh man, I never actually noticed before but with pocket uranium, you can see a slight interference pattern on the icon, cool.
no amount of iodine would keep you safe from pocket uranium
with any radioactive item afaik
good ol hand wavey video game logic
Tbh that's pretty cool, it'll highlight what doesn't belong in your bags at a glance 😄
Added in 1.0
"Alien" items have an effect too
I saw those distortions, I just never noticed the rad-haz static before, that said I rarely have radioactive stuff in my bags.
anyway, if trained ai could play satisfactory, it wouldnt be useful for optimizing factories, but it might be useful for exploring ways to make them
I was mining and removing uranium deposits and saw, oh cool! 😄
A while back, Google demonstrated an AI that could play videogames and Satisfactory was one of them
wow really? :O
I'll try to find it
who can play satisfactory better, AI or <@&370483737957236737>
In the demo it can only mine iron or open the HUB terminal
Not shown building any actual factories
I wonder if it'd be able to pass tier 0 even
satisfactory is a very "nonstandard" video game to use a general "gaming" ai on
still, theres only so much complexity involved in connecting conveyors and power lines
there's complexity for AI to understand it
i'm talking about the basic procedure. dealing with spaghetti might at least require the bot to have a hover pack, though
Would a "standard" video game be a 5v5 hero shooter? Or a friendslop extraction game

generically-repackaged sportsball 20xx
That's actually a really cool idea
Obviously <@&370483737957236737>. Because the AI Limiters would prevent any AI from succeeding at this game
have you seen the current and past CMs playing Satis?:P
Look, I play pretty similarly, so I can't judge. I spend so much time making my factories feel like real spaces and design then and redesign them, that even though I started my latest factory with the launch of 1.0, I'm still in Phase 2.
So my perspective might not be representative of the community
Im kinda tempted to create a building that has over 4000 batteries for backup power
more power doesn't help you when you delete your power factory !
Pro tip, don't delete your power station 😛
I built power stores just for the hell of it, a lot of them, they aren't needed at all.
never done that, but what I did do is accidentally disconnect the grid that my awesome sinks are on from power, resulting in my whole oil setup grinding to a halt
happened yesterday
I was very glad I had power storages to restart it
I did something similar, cut one wire by mistake and the entire nuclear support facility went dark, I didn't know I'd done it until 100 reactors suddenly had 0 fuel rods.
the only solution to mistakes like that are either connecting everything with many cables, or to simply git gud and not do things like that/fix it fast enough
I like having things separated and I won't ever git gud so power storages it is
I was lucky the backup power station further up the coast took up the slack with its 133Gw,
Black starting that place without another power source would have been a complete pain.
power storages have the exact same problem though
if you disconnect wrong thing, it won't help
Once a power store is discharged, it is useless, so if you can't diagnose the error before then, enjoy doing a black start!.
I built them for the hell of it, not for practical purpose.
not really. I keep them charged and disconnected to recharge the grid after I have fixed the issue
*restart
it's like temporarily enabling ags no power consumption to restart the grid just without cheats ags
How do you guys deal with mid-late game expansion. Atm I'm making train stops in pairs, so if I have 5 factories requesting screws my screw factory has to have 5 collection points despite most of them just waiting all the time
Is there a better way to distribute many resources with trains? Ideally I want to build a new factory, connect it to the train network and not change anything else in the network
make a two rail train system
if disconnected, sure
but it still gives you only limited amount of time
yes. I use it after I have fixed the issue. it's just to make the black start less painful. I also have some storages local on every factory to temporarily disconnect then from the grid to isolate and diagnose grid fluctuations
My old save had 7200 stores, isolated, but charged by all the maps geothermals over time.
why not priority switches tho?
priority switch doesn't help me when I disconnect my awesome sinks from the power
this isn't about accidentally consuming too much. I don't do that, I have enough power
neither of those things can be achieved by adding more power.
Back when my old setup was made, prio switches weren't a thing, my current save has a sickening amount of power so backups just aren't needed.
I have dual tracks and a connected train system with intersections if that's what you mean?
The problem I'm having is due to the train schedule system. I can't just say wait until a train station has the resources then go create a route. So I have to create a new station at the source to ensure the train has somewhere to go even if multiple people request at the same time
i have question: if i have wire 120/min and i need 60 for automated wiring do i take 60 from 120 or do i just find new copper ore and make the wires of it?
generally I'd recommend the second option
There are only so many resource nodes in the game, each one gives you infinite resources but it takes time. So you really want to use as many resources from each node as possible
but keep in mind that it's only one way to play and there are other ways
okay thanks
how do trucks work?
You record a path and they follow it, sometimes with amusing results
so you're not getting enough throughput? you probably aren't buffering your train stations with ISCs
also - moving screws is a pain. Move steel beams and make steel screws on location
i did, doesnt work
what part doesn't work?
theyre either not driving and or not loading
make a #1038092680493801533 with images of your route and stations
Tag me once you make a proper questions and help ticket and I'll take a look
What is the point of the marker limit on the map?
I love trucks and would always help a fellow truck user
well guess im gonna have to run belts across the whole map
or make the barest effort to fix your trucks?
just so they still wont work like trains?
I think I explained it poorly. Maybe I'm just thinking about it with a factorio brain.
Basically in factorio I had many train station loosly distributed. Then I would enable sources based on the amount of items available. With that I can just place a train station down and say grab X item from somewhere. So I never had to worry about transportation breaking, if I ran out of X item I just needed to make another source. It made the game much more managable for me
I'm trying to make something similar here but I can't seem to work out how to do it. The trains just feel too restrictive and I'm just trying to work out if it's a game limitation or if I'm missing something
make a post and show how you've set up your train station
I haven't setup the stations yet, this is my like 4th playthrough but I never got far past phase 4 because of this issue so I'm trying to work out how to solve this before building a factory that's non functional later
oohhhh ok. Well honestly make dedicated production lines that feed specific stations
Honestly I think a lot of factorio methods don't seem to translate well to SF
and it sounds like you're tryign to future proof which in this game is generally a massive waste of time and effort
I was really hoping I wouldn't have to do that. This method was amazing in factorio because it meant you never had to rebuild anything. I'm using mods if that changes anything?
trains and belts in SF don't hav enearly the throughput
its basically all about dedicated production lines
People really do be looking for an excuse to hate on trucks at the drop of a hat
I suspect people like trains more even they they have the same amo0unt of issues because they have set pieces you put together
like lego. But trucks are more organic
its me I'm people
Ok, I'll try it that way. Thanks for the info
Also as an aside, if you have VR you should try out the VR mod. It's really cool 🙂
Seriously, it's the best when you just have a road built and it's just a busy little highway
it might help to imagine trains as big belts. that's basically what they are
I do not 🙂
and just as a thing? this is a real sandbox. Treat tiers 1-9 like a sand box. Getting you ready for your own projects
So satisfying. Even when sometimes they collide and then start going backwards every once in a while
I pretty much only use trucks where theres natural paths for them
I use Trucks for my satellites and between nearby factories.
we also have a method to never rebuild anything 🙂 see https://satisfactory.wiki.gg/wiki/Tutorial:Independency
By satellites, I mean satellite factories. Usually just miners and minimal on-site processing.
trucks are simultaneously underrated and overrated
trucks are always overrated, they're worse than what anyone says
i got a decent amount of mileage (figuratively and literally) using a single tractor across the map, but that's about all i ever want to do with trucks/tractors ever again
This does seem like the way, it's just not quite as flexible as using trains as a logistics network
a truck + programmable splitter can get about the same use as a train with 1 car, if you can stomach setting up the route
by the way, i havent even touched drones yet. should i keep it that way?
well compared to Factorio, we don't have variable production (mines don't run out) and we don't have variable consumption (science and mall - we sink excess, so production runs all time), so many of the things that seem "nice" in Factorio aren't really nice here
I think I just need to accept that. Factorio was my first factory game and after like 500 hours it's hard to break some habits 😛
well a lot of people sink excess. going up the tiers I just let things back up
As an aside, are there any really good mods you recommend?
depends what you're looking for - but I highly recommend getting through tiers 1-9 at least once first w/o them
contrary to popular belief, the games are VERY different
they share the concept of automation - about it
I'm mostly going for mods that make the early game a bit smoother or just fix random issues. Eg I have tier 2 trains and "better train routes"
id play the game without mods first, then once youve "beaten" it you could add mods
I play both of them essentially the same way 💀
To be clear I have like 100 hours in the game
hours arent a good measurement of how much of the game youve played
amen to that
you couldve spent 75 hours decorating factories and still be on phase 2
The point is I have played enough to be interested in mods, besides I'm already playing in VR so it's quite a different experiene already
i dont totally regret making a central storage system, but i would never try it again i think
embrace the spaghetti
you will either way!
eh looked up routes. Since processes are static in the game there's reall yno reason for 'dynamic routes'
you also probably want to avoid many trains going to 1 station. It murders throughput
I actually have a bunch of QoL mods that I don't believe require a "completed game" to feel earned. They all feel pretty vanilla.
That's exactly the type of stuff I'm looking for
is it just me, or does littering a few extra rails around to keep trains flowing in the same directionality better than path signal traffic jams?
you'd have to show images
I'll post screenshots of my mod list, jas
That issue has personally caused be no end of grief every time I use trains
that processes are static?
uh, just imagine the usual use of trains, but without path signals
I cannot
you'd have to make extra rails
sounds like a bad option from the description but you do you
i honestly dont know. for example, i know delivery drivers irl save a ton of gas for avoiding left turns in their routes. i wonder if its a similar concept
But the processes don't take the same amount of time causing the number of permutation on a complex rail network to be effectively infinite. So if you have a lot of trains in a network they won't use bypasses, alternate routes or anything like that
I mean turns that don't intersect with other rail is more efficient, but you still need signals
Here they are #screenshots message
#screenshots message
Tyvm
they don't need to? in general you don't want more than 1 train going to a station because it'll decrease the throughput at all the platforms
unless you're using a ton of trains that are each moving a very tiny fraction of a belt's capacity you want each train going to it's own point.
2 way rail and there's no need for dynamic paths
Np!
blocking signals only
this is a major argument about avoidign mods until you've goen through the game. so you actually know all the mechanics
Yes, yes, did you even look at my modlist?
They're all mods that are vanilla friendly
I'm currently talking a specific mod that they use
Which mod?
so im playing in experimental build what happens if i switch back to normal will i lose the progress
some sort of dynamic train system when they don't know about this game's train mechanics and general mechanics of factories
Yeah, okay that's fair
I can assure you it does cause me issues and this mod resolves them. It will work without it but the trains are less efficient, in some cases dramatically so
would someone mind checking #satisfactory-experimental , i cant connect power lines
Is there a channel for Satisfactory mods?
it's extremely simple to make absolutely efficient train routes in this game that meets the needs of static consumption.
and it's clear from what you were trying to do before. shrug
in any case gl with it
There's a whole discord
If they're all set to only depart when empty/full, having more trains will do absolutely nothing at worst
Also to this point, I'm probably not going to play the game again for a very long time if I beat it because it's very long and there are many games to play. By using this logic I just wouldn't use mods
I mean it's a sandbox, imo finishing phase 5 is the end of the tutorial
if that's your only goal it doesn't really matter how you get through the tiers
the tiers are basically a very well laid out tutorial on showing all the various mechanics available to players
That's a bad take, that assumes people play the game for the same reasons you do. I play games for progression. I don't go for high scores. Once you complete the game the progression is just chasing higher scores so I don't do it. If you go for score then you can continue
I would definitely get used to vanilla trains before implementing mods tho
I'm upto 7200 SAM down in the tunnels now, only another 3000 to collect! 😄
Even if you don't use beating the game as the threshold, you should familiarize yourself with the vanilla aspect first
I have tried them for a while and static routing is very much an issue I have had problems with
I'm only adamant because when you mod a game, you become responsible for fixing any issues that arise with mods, and it's harder to do that if you don't understand the underlying systems
That's just a skill issue tbh
If you feel confident you can troubleshoot it, then definitely go for it
It's no problem for me, I'm very experienced with mod troubleshooting after dealing with bethesda's crappy engine XD
guys why the hell cant i route power lines with power poles, everytime i try to build a power line it just tries to build a new power pole
ah wait nvm, someone answered
oh, he deleted it now
hi, the data is transferred from the experiment server?
data?
Yes, I have the same save in both the normal and experimental builds
a save file from version 1.1 can only be loaded in version 1.1
once 1.1 is on the stable branch, you'll be able to load it there
Funny part is, Trucks work flawlessly if you are not looking at them in the first place or not closeby. Some people who has "self deadlock" issues are happening because they are not letting them do wide turns in crossroads.
ah ok nice
yeah far away trucks are just teleported along their route and their position on the map is faked
Yup. I do got the feeling most critical stuff are regarding the Trucks is not they are not a direct upgrade to Tractors and despite having so much "off-road" wheel and stuff it has visually, it drives like I drive a car.
still haven't dealt with cars since they changed their physics in update 8 lol
and here I am, has no idea what changed.
I just see that Trucks are way too bouncy
their driving was way more "cartoony", so they were much easier to maneuver
at least to someone who doesn't really play racing games (me)
It would just burnout after being roasted by ADA 
@hidden sparrow Baby save or just starting out? #screenshots message
ADA wouldn't approve of my multi-kilometre logistics.
ADA already has low expectations of you
#screenshots message pretty late game actually
Hah, Love it!
Once the tunnels and their belts are up, they'll run without error, so ADA can also go do one 😛
It might be interesting to collect SCIM data from players and see what are the min/max/average between players in terms of (KM of belts)/(production machines) or similarly for pipes 
I'd kind of dread to see, my last save had 60km of tunnels alone.
Oh dw its only getting worse
tunnels under the map?
Yes.
would be weird tunnels if they weren't under something 😛
how do you get under the map now? they fixed a lot of the past methods
Go in the void
Here's a quick primer https://www.youtube.com/watch?v=rc9T_ZlDv68
Aside from "brute force" methods, there are still a few "natural" accesses here and there
The usual warnings apply ⚠️ Building under the map is not supported, if shit happens, you're on your own ⚠️
what you gonna do if they fix that in a future update?
Start a new save 🤷♂️
Change my discord name a bit 😛
I guess there will always be a way
Taromani Zula|no longer the Tunnel Rat
like flying under the void
*evicted Tunnel Rat
I was going to say, is the method something easily 'fixable'?
They can fix some, but even if they made it impossible to reach the underground... save editors could still get around that ^^
you used to be able to get train tracks to go through the ground, they fixed that one
The old tube ground pierce was fixed as a side effect of the engine change, the updated method sinks a floor hole past the ground boundary, hence the 8x4 foundation, so you naturally emerge below the ground collision, they'd have to make it so tubes and trains hard stop, which might break other stuff.
I tested 1.1 lifts, they can also penetrate the ground, but you get chucked off the lift car when travelling either direction by that boundary.
they could stop people by making you take constant damage in all under the map areas but I guess they really don't care
Another caveat regarding subsurface construction, again unsupported ⚠️ , there are plenty of obstacles that are a part of the landscape that reach down to like, negative 130 metres down, keep those in mind when creating a layout, clipping past them is a supreme pain.
quick question. if this isnt in the game already is it worth the computational power to add a dopler effect to fast moving sound sources like trains and stuff. random thought i had last night
Go down low enough and you do take damage, a lot of damage.
the improved the spatial audio in 1.1 but not sure if it has this specific effect
but sound changes when you go inside a building now
yeah ik abt that but idk if Doppler effect is a thing
Back to pure copper bs again >_>
I plan to sort pure copper from an impure node, for nothing more than a meme.
this save is a meme already
13.5k copper ingots from pure copper lol
and I am adding another 6k ingots/min
It wouldn't be the first time I built a pointless setup, here's one of my more egregious ones #satisfactory-experimental message , it's sole job is to package liquid biofuel that it's just unpackaged, and into the same containers.
yeah the 1.1 audio improvements don't include any doppler effects
my nuclear setup will need a fair bit of copper powder down the road
It's not that the brightness that's the problem, it's that the lights cast really hard God rays and light doesn't behave like light should
might as well set up pures now
My current project is gather ALL of the SAM ore into one spot, so far I have 7200 of the 10200 routed into the tunnels on their way to the dunes.
how intensive would it be computationaly tho to add that, you would need to calculate the relative speed of a sound source and then stretch or shorten the sound acordingly
Some of the nodes are in caves, tapping them from below was a little bit of a challenge.
unreal engine includes a doppler effect calculated automatically but looks like its not enabled in satisfactory
Okay im on a new save and i need some explanation on if im doing my stuff right
gonna sink Pu rods for a bit while I work out Fics
go ahead and suggest it on the qa website
You can send Questions, Feedback, Suggestions, and Bug Reports
https://questions.satisfactorygame.com
<3 @zenith pecan
so is it meant to be that at some point all my factorys are scatterd around the world?
generally.
but going up the tiers is very different from your own projects after the phases
oh i didnt know
ig ill put that as a sugestion/upvote existing ones
and should i automate tractors atp?
yeah I end up with four or five scattered factories by the time I reach phase 5 parts. in my current save I have one for plastic rubber and fuel gens, one fo computers and super computers, one for fused frames , all connected with trains
if you want? long belts early on is also perfectly fine
i mean i wanna do stuff right on the first time yk? i dont wanna fix early game stuff later on tbh haha
there's no single way to progress up the tiers. Just focus on learning the game.
The tech tiers are a very good tutorial. They scaffold the skills you need to progress
there is no 'right' way.
there's only 'right for you', and you'll only discover that be experimenting
I forgot this is a sandbox game mb
if you never touch trucks or trains or drones the entire time? and that's what you want? that's fine
don't fix early stuff, just leave it running putting parts into the sink and build a new factory
theres way more resource nodes than you can ever use
assume you'll think of at least 10 things you think you could have done better or different every time you make a factory and learn from it 🙂
so no need to teardown old factories
also go exploring for HD.... some of the alt recipes make mid game parts a lot less painful imo
steel screws and plastic coated cables are game changers
I did end up tearing down some of my old factory later on though
trueee on my other save i was phase 3 and i didnt know what todo there was a quadruple factory thingy and i was so confused i stopped playing. i didnt even know how to set up trains properly i only had 1 going from point a to b and no circles. i was kinda staying in the spawn are
but you'll have learned how to set up belts and factories 🙂 every vehicle has it's learning curve 🙂
you can start off with point to point trains wth one train on a single track going back and forth. then later build a return path and make it a loop
Hey man all my trains are a-b its not a bad strat
i really enjoy this game it kills time so fast but im getting confused fast when theres much stuff to build to produce 1 item haha
Heh, I have 776 hours on this save, and still haven't started Phase 4 🤣
i saw people making a train loop around the whole map
I am hitting 800 on this save
im on 64 hrs i think
this is a very good planner to make the numbers easy for you 🙂 you can save links too
my train system is a gigantic mess #screenshots message
always stick on one way on one track, in theory you could use passing loops. in practise the signalling doesn't work properly with dead ends where the train needs to go backwards. "singal loops on itself" errors. stuff that I can build in transport fever 2 just doesn't work in satisfactory
personally, imo, you should set up rail as you need it to service your factories, rather than making a world network that you then have to fit your factories to
oh this looks really good. ill def save this. Thanks 🤟
but that's another choice
People make things hard on themselves
it takes a bit of practice, but it's worth it. You'll probably need to turn off SAM ore on your plans as it likes to use the conversion recipes. Or turn off the converter machines
Lo🤮ps
it does not work once you add multiple stations and multiple trains. its impossible to get rid of "signal loops on itself" errors
Yeah lose throughput so ur trains can drive around in circles
whats SAM ore?
dead end works fine with a single train
there are about 60-70 train stations on this train network hah
There is also https://satisfactory-calculator.com/en/planners/production and a free program on steam called Satisfactory Modeler. The later one is a more manual approach to plannning though.
just add more trains
alien tech stuff. You'll get to it eventually
oh i know now. the stuff i didnt know how to get for straight up 64 hrs haha
I haven't seen that problem tbh
as long as the train tracks are properly separated
Not sure if it's needed or not, but on my straight shot tracks, I always put a loco motive on either end of the train pointing opposite directions
yes thats needed
yep you have to
they can only drive facing the way a locomotive does unlike when manual driving
I put them on both ends even of my loop trains that only go one way for aesthetics
btw whats the production amplifier?
dead end stations works like a charm for me #screenshots message
(also they are tiny stations mk2 mod because laziness hah)
Yeah ik. Thats what i love about em
maybe it got broken in 1.1. I tried something similar to that with widely seperated lines and got "signal loops on itself" errors with the signals at the dead ends
spoiler: ||it duplicates the output of a machine but doesnt double the input needed.||

Ahhh, I love me some clean piping in the morning #screenshots message
guys help
turbo fuel is so weird
i put it at a 222.22% multiplier for 50 fuel and 33.333 comp coal
but it puts out 41.66667 turbo fuel
Huh, wth.. all my fans on my fuel gen towers turned on their own ... they weren't like that before 😦 #screenshots message
the fuel powered gene take 18.75 at their max
help me with ratios and power shards 😭
you could merge 15 fuel to 2 gens idk
it's weird because you clock it to weird numbers 😛
I wish all the necessary clipping bugs were fixed so it was possible to play in no-clipping-allowed-at-all mode
i mean i could prob overclock gens 222.22% and it might work out… i’ll have to check
I have personally found it easier to over clock all but one. That last one would just be set to whatever the final numbers needed are.
whether it has a bit of overclock or underclocked.
Or all at default clock plus one underclocked.
or all overclocked and i just have extra
If you wanted more machines, sure.
how much TF you have? clock gens accordingly
41.666*18
someone give me an idea for what theme or anything to base my new factory off
what is it for
So, you have 18 fuel gens?
radio control units, oscillators and supercomputers
no 18 refineries making turbo fuel
OK, how many fuel generators are you trying to run off of turbo fuel?
how much turbofuel do you have, work it out
that’s what i’m tryna figure out
lmao i already said
divide how much turbofuel you have by how much a gen takes (7.5)
41.6666*18
no you didnt, you said 41.666 * 18 which isnt a value
or 18.75 since they are overclocking.
see that wasnt hard
or 40 at full overclock
not bad at all
To switch fuel gens to run off of RF vs TF, one just has to flush the pipe network and then trash the residual TF in each gen right?
your swapping from rocket fuel to turbo fuel?
Other way around.
yeah you should be fine to do that
I just recall very early on I had the same issue, switching from one fuel type to the other, and I had a heck of a time trying to hook up the new fuel lines as there was still residual fuel in the lines/gens. Back then I had just said screw it and rebuilt the setup
ah
And now I am at the same boat, so I just wanted to make sure this method was viable as I reeeeealy didn't want to rebuild this one lol
understandable
At least all the input lines say none and have the swirly now, so I should be good..
btw rf is a gas so you dont need to worry about pumps
Nah, any/all pumps were initially on the production end, so removed when I switched over.
Well, except for those I am needing for the TF before it gets to the RF 😏
Anyone here having an easy method to get rid of those flies near nodes? tried placing foundation on them after removing but they seem to respawn
If you kill them once and then place an active Powerpole near them they can't respawn
As I've said before, I love the symmetry of a Rocket Fuel Setup. #screenshots message
Thank you I will try that!
Fyi, if you weren't already aware, approaching the hatchers while holding C (or crouch if you have it mapped differently) will prevent them from opening
yee I am aware of than but thanks :) was looking for a way to never spawn again since there are two near an iron node respwaing over and iver which was frustating haha
Ahh yeah/no, I feel yeah. Had the same issue until I did what @charred idol suggested.
i need power there anyway haha
is there an easy way of producing a lot of copper powder?
uhh sry I meant more of a way/recipe or smtn to lower the copper usage
cuz I'm setting up a spreadsheet for nuclear rn
copper Powder alone is eating 18K Copper
There’s no alt recipe for powder itself
and as far as I know that's half of everything in the world
But there are alt recipes for copper ingots. Pure (refineries and water)or copper alloy (iron and foundries)
copper alloy vastly reduces the amount you need
but you're still going to end up with trains hauling copper ore from many parts of the map
I used pure copper ingots in both playthroughs for nuclear pasta
Blueprinting the refinery build makes it not that bad
I was gonna pool it in the biomes and make powder there for eZ Transport
Is it the Pure alt that makes more ingots per resources used? Or is it the copper alloy?
I think there is one with water and one with sulfuric acid
i think its easier to convert into powder directly where the particle accelerators are
because the feed numbers are really high
and both give a higher copper yield than regular
Tier nine is ridiculously easy but requires so much power
or lots of time
I need to double the size of my rocket fuel plant now
No no, I get that. I just meant, compared to both of the ingot alts, the pure reciepe was the 'better' one? Though I get that it depends on end goal, personal style/design, etc.
my current save's pasta factory: 720 copper ore and 480 water in to 48 refineries with pure copper ingot recipe -> 1800 ingots -> 300 powder -> 1.5 nuclear pasta (which is then sloop'd 2x to make 3 pasta/min)
so I only needed the copper from a single pure node with mk3 miner to get to 3 pasta/min
i wonder if anyone has done the math for how much one cube of nuclear pasta would weigh
if it was uncontained
might be on the wiki, idr
A Copper Ingot's in-game size is around 0.128 m3, which given that the density of copper is 9,000 kg/m3[1], means a single ingot weighs ~1,125 kg. Since 1,200 Copper Ingots are required to make a single piece of Nuclear Pasta, the mass of one can be determined to be around 1,350,000 kilograms or 1,350 tons (assuming no waste).
for copper ore usage:
standard recipe: 1 ore to 1 ingot
copper alloy: 1 ore to 2 ingot
leached: 1 ore to 2.4444 ingot
pure: 1 ore to 2.5 ingot
tempered: 1 ore to 2.4 ingot
two cubes of nuclear pasta would be roughly the same weight as the saturn v rocket fully loaded
so in terms of getting the most mileage out of a single ore of copper, pure is the "best" - but that is discounting all other considerations such as space needed, power consumption, availability of water, etc
pretty sure at that density it would sink into the center of the earth
yet our pioneers carry them around in their pocket 
Gotcha. Thanks.
i assume the containment cube makes it weight much less
Technically we have a 'pocket dimension' don't we? 😏
and anti gravity tech
refineries have the highest power draw (30 MW) compared to foundry (16 MW) and smelter (4 MW) - but hopefully by phase 4/5 that difference in power consumption is not really a factor in your decision
Nah, power is never really a factor as I just go giant or go home when it comes to power lol
By the end I am usually generating 60% more than I need lol
The nice thing though is you can run 76+ gens from a rocket fuel setup on a 20x11 pad 🙂 That's 48000MW
The setup shown here #screenshots message will be running 60 oc'd gens and making 500/min packaged for drone fuel
Still not as strong as Minecraft Steve
Plus the rest of the space will be producing all of the bauxite on the map lol
space isn't really an issue since you can just build upwards
Anywho, going to have to force myself back to reality and head down to the shop and fix a dremel for a friend. o/
things that consume power near the spawn points for critters suppress their spawn. i believe placing a storage crate nearby also does so
'just'
It's actually anything that runs power. You can used power poles connected to your grid to keep enemies from respawning. You always have to kill the enemies at least once though. That includes enemies that spawn only at night
just as in, right now
i think each buildable has an AOE suppression rating when powered (if it connects to power) some have a higher rating than others.
first time it happened (or maybe first time i noticed it). it was fun seeing hte number get bigger
yeah, i was laughing b/c they're slow to accumulate to the point where there's a problem
So if I place a miner it might be already enough for preventing?
is there a ~ how many foundations it covers per power source?
As long as it's powered. An unpowered miner will do nothing
Don't know the exact numbers, try checking out the wiki
good call
All creatures (fauna) have the ability to respawn. The Pioneer has no control over passive and non-interactable creatures respawning, but can control where and how hostile creatures will respawn as a result of improved logic.[3]
Creatures won't respawn near places which are intended to be a factory space and have for example large Foundation platforms, or functional Buildings like Miners, Manufacturers, Generators, etc.
Creatures will respawn near smaller infrastructure like Pipelines, Power Lines, Conveyor Belts, and Foundation "Roads" between distant factories, etc.
In the new Creature Spawning System[4] each Buildable is given a value, and if the sum total of all the Buildable values in a given location reach a threshold amount then nearby spawners will be disabled. For example, a single Miner is capable of disabling nearby spawners but a single Foundation is not.
The new Creature Spawning System is believed to have kept the same "effect radius"[5] that was updated in Update 6 where spawners are disabled within 150 meters of powered buildings, and within a smaller radius for foundations.
i hope noone gets mad at me for the wall of text
it's helpful, much better worded than what i was saying
Is this the actually wiki or the fandom wiki?
thats from the real wiki. i always add wikigg to my searches
oh so when I build a factory those angry flies do f off for ever haha
Cause I could have sworn powered powerlines keep creatures from spawning. I actually use it in my game and it seems to work
they the nasties I encountered so far and the huge spiders
i think they mean that a few powerlines arent enough. they also mention foundation roads not being enough while many foundations are enough
like, just one line going from a to b wont stop creatuse spawning around it
I guess I meant power poles
Not the lines themselves
i also meant powerpoles, oops
they probably mean that the low density of power poles usually used to transport electricity isnt enough to stop creature spawns in that area
Then idk. I'm placing down powerpoles to keep creatures from spawning, and it seems to be working. But I obviously don't know... I could have sworn when they did the rework for spawning they specifically mentioned a single powered power pole would work. I don't feel like digging for it though right this second. Maybe in a little bit
https://www.youtube.com/watch?v=RIZS_qyiLH4&t=269s
heres the link cited in the wiki
"A single Miner is enough to disable nearby spawners but a single Foundation piece will not be enough to stop spawning"
Oh, lol they changed it again in update 8? I was thinking of a change back in like update... 4 or something like that
I don't know how I missed that... although I wasn't very active during update 8.
difference between block signal and path signal?
Path signal makes decisions, block signal looks to the next path signal
block signals divide your rail into blocks and act as simple stop lights. path signals make a reservation through an intersection. see my most recent post in your q&a thread about this
@sterile blade continuing with a new thought from what we were speaking about a few hours ago, something else that could be added to the priority splitter is an overflow priority setting (i.e. push stuff out this port until saturated before pushing out to another overflow designated port)
block signals essentially provide exclusive access to a block of track. path signals partition a block defined by block signals into smaller grained sections that allow for more concurrency in traffic
the way path signals work is that they chain the reservation for a piece of track through other path signals until they reach a block signal and only allow a train to pass if all the path signals along that path are simultaneously free
tl;dr. don't use path signals initially on your railway. block signals are sufficient until you have enough traffic that you start seeing trains stacking up at junctions to pass
we're working through it: https://discord.com/channels/370472939054956546/1373692682550902814
bidi signaling
well, bidi signalling is its own can of worms
indeed. i think we got it figured out tho
the gotcha with that is that it is a little unclear how the stations at the terminus of a bidi rail should be signaled
(you shouldn't)
you can see in the thread - I had to fire up a creative world to figure out how to make it work as I never use bidi trains in my worlds. only the intersection is signaled
I'm gonna repeat the rule I've posted there:
never put signals on bidirectional part (unless there's only one train that will ever drive on that part of rail)
Better yet, break up that long single rail segment with periodic pass rails and then signal each segment.
(Better yet do dual rails but...)
passing/sidings don't work in satisfactory, as it doesn't do dynamic pathing. it always takes the shortest route
there's a way to make that work, but it takes a lot of thought
It takes the shortest OPEN route, I've used pass segments and they work perfectly.
would have to see what you mean then, now I'm curious
(agreed on always just doing parallel rail to avoid all the headache in any case)
they work just fine, since signals make it one-way
THere is a great railroad signalling save file you can download on the net that shows how they work (and a lot of other cool signalling) It's where I learned how to do them.
Oh I’ve seen that mentioned before. I should check it out. Even now 500 hours later, still learning things
Don't think I can post urls but it's on reddit Satisfactory thread and you can search for "Train Bootcamp 4.0"
you can post some websites
Yeah I think I have worked it out in my head how it would work. Essentially a section of the network becomes two-lane w one-way rails enforced by signals. Makes sense
Imma experiment in my creative world some more I think
hey greeny, whats a good starting point if i havent played in a while
roll a dice
the forest it is
Thank you die for your contribution
RNGsus hath blessed me with a fine starting point
iron, copper, and concrete all in one spot
that's... all the starting spots
yeah but i mean i was dropping in a clearing and all three materials were within like 50 feet of one anotehr
Forest start so good
Grassland start is my new fav
Run nw to the coast theres a lot of stuff right there
holy shit my factory is actually kinda working
Why is it a spoiler tho if i may ask?
i mean, not really a spoiler just thought id hide it if somee finds to find out themselves idk
I think it'd be a good quality of life feature if, when you hover over a machine in dismantle mode, it'll show you the recipe and stats of that machine
It'd make troubleshooting a big factory a lot easier
How should I go about arranging 48 refineries all doing pure Iron ingots? Just thinking about the water. Does 8 blocks of 6 seem like a good setup? One water extractor per block, no overclocking needed.
i tend to color code all my machines when making blueprints to make debugging easier, can't remember if I have a mod for copying the colors when using the middle click picker mode or not
the % stat is not much reliable, better to look at the indicator light 🙂
is anyone else having crossplay problems? it says I need to relogin into epic, but when I press the button it just spins for like 1/10 of a second and goes back to being orange. Has been like that for the whole week. Maybe I need to reset it somehow? Delete cache or smth?
Should work. I didnt check the math for water but water is trivial
20 water per minute per refinery
True, but being able to see the recipe without interacting directly with the machine would be super useful
Yeah smth lik that
Currently building a factory that does basically everything prior to unlocking oil, and I keep having to check "Wait, was that the machine for wire or was it the one over there?"
use signs