#satisfactory
1 messages ยท Page 39 of 1
you can use 600 pipes just fine
the "problem" is when you do pipe manifolds, as backflow there can hurt you, so it's recommended to loop them
pipes at 600 can be finicky, and while they're totally solvable, some people elect to make things easier by just not bothering
mk2 pipes in long manifolds dont do 600/min, more like ~550
thats cause junctions splitting unevenly like 600->570/30 creates backflow that reduces the overall throughput (#math-and-meta message)
splitting evenly like 300/300 is fine
you can fix this by splitting your pipe into 2x 300/min pipes at the manifold, for example by building a loop that feeds 300/min from the start and 300/min from the end or by connecting it in the middle so it splits 2 ways
see e.g. #1369442388077973535 message
just do 3x 400/min HOR pipes and you wont get issues
Thanks for all the help guys. It makes a lot of sense now. Just to confirm, and sorry for kinda repeating whats been said, as long as the amount being fed into a manifold is equal or greater than the amount required by the machines the manifold feeds into (regardless of how they are over/underclocked), it will balance out and then I can just under/overclock to get the specific amounts I need for following machines?
yes
It's sounds like load balancing is nearly impossible late game with all the precise amounts you have to work with, unless I'm misunderstanding load balancing?
can even manifold factories
for example feeding a factory that needs 110/min one that needs 70/min and one that needs 270/min using the same method
once the first factory is full it will overflow to the second
It would be a Sysphean task I would only attempt in the post game
The idea is basically that initially each splitter will split evenly, but since some of the machines don't need as much as they're getting, they'll fill up and eventually their belt backs up, so from then on they only take as much as they need. So now other machines in the manifold get that extra. That then repeats with other machines until everything's getting its share
load balancing later is painful yeah
well it's basically aesthetics yes, but you can also simplify load balancing by feeding things in groups of machines divisible by 2 or 3. Just takes space and time
not impossible, and you can mitigate with careful clocking, grouping and counting, but it's often judged as just not worth
Yeah, machine inputs and outputs are all rational numbers, so it's always possible
- reconnect the pipes in the middle going in the refinery so the whole system is 1200
not really recommended in my opinion - have 3 pipes of 300/450/450 and just directly feed the coke with the 1 pipe
this needs an extra pipe but is in my opinion the way better option
- have two separate systems, one having 600 HOR for 10 residual fuel refineriess, one having 600 HOR for all coke+5 residual fuel refineries
Yeah no need to merge systems
wait ye nvm just do what greeny said
what do you mean with "That means they'll need to both supply one refinery"?
Ok, gotcah, thank you. What is the whole idea with manifolds? Why is that a necessary when you work with pipes?
Mk 2 at max flow has certain conditions
One of then is that junctions absolutely do not like when they have to split fluids unevenly
I've heard that any pipe at max flow ๐ค
Mk 1 in theory, but like.
Its my statement vs Aeryn's
If someone else can confirm that mk 1 struggles, i'll gladly pass that on as fact
It's been years since I had issues getting 600/min through a pipe. And it's not like I haven't built any. They always just worked for me ๐คท
But i personally could not prove that at all
well there isnt any system that needs 300/min so its kinda pointless ๐คท
for me it makes logical sense, since the "issues" are caused by backflow from initial junctions (and fluids bouncing from full machines)
so any backflow in any full pipe will reduce throughput
You can manifold 300/min
Whats your point.
Nothing needs to be manifolded with 600/min either so everything is pointless by that logic
but yeah, I haven't seen any ingame tests, just saying that it kinda makes sense
I've never had issues with backflow at 300 in a mk1.
I strongly suspect the length of the manifold and number of input points along it it has a big impact
and 300 will have fewer machine inputs
The only issue i can confirm for Mk 1 and mk 2 alike is the current save load issue
That issue seems to be since 1.0
mk3?
i mean we would get way more people testing it if for example coal gens needed 50 instead of 45
by the point you might manifold 300/min you have mk2 pipes so you dont get those issue
new fluid delete on load bug?
So I'm running a pipe from a oil pump with 600 crude oil. Do I need to manifolds that pipeline too. Like place a junction right before I feed the refineries, and then run a pipeline all the way to the end?
Might be true. I don't think I ever put like 20+ junctions on the input side, only output side
No fluid gets lostx it instead lags behind when you load a save
yes
split into 300/300 at the manifold
You can manifold early oil setups at 300/min
I always just connect the supply pipe to one end and it works fine ๐คท
Without any loops or buffer, just a single straight pipe with junctions
oh weird
just play for 16h ez fix
So I never used manifolds before. So that would be the reason (At least one of them) I'm having efficiency problems?
Manifolds arent needed
maybe your pipes are magic idk
But they do make it easier to connect stuff
If you used a belt or pipe that's too low tier, possibly
Or just didn't wait long enough
or yours aren't ๐
need to sacrifice more 
(though I've also heard theories that things depend on hardware as well)
maybe he just doesnt realize that his machines are idle
I'm starting to think so too. Recently, I tried to help someone troubleshoot their nuke reactors. They didn't want to send me their save file so I rebuilt it from the screenshots. Mine worked perfectly first try. Not only that, I couldn't break it by filling or flushing the pipe
bro is in a secret alpha test of fluids 2.0
Iโm back after another night of AFK and I think Iโm going to stop doing it lol
Last night I was handcrafting modular frames and now I have 3 industrial containers full
๐
You probably could've automated it in half the time ๐
is it possible to make blueprints sink slightly into the ground like things normally do
it's weird placing foundation based BP's and half of it floats
1.1 adds vertical nudging
true, i guess that helps a lot
weird that it was not included at first ๐ it's rather obvious
Before then, you might be able to place a foundation on the lower parts and align the blueprint to that instead? Idk if that works
pg down could be vertical
It is lol
pg down is vertical on experimental?
pg up/down, yes
i assume 1.1 has no node or world changes right, so i can simply update my client without issue
there's an upside to everything!
upside: I cooked my food!
downside: I accomplished this by burning it
Whatโs the new feature teased in the stream? Iโm at work and canโt watch rn
I thought elevators were in from the first 1.1 patch
Not elevators, ElevADA
you know this is an automation game right?
@rapid wren
you can place a foundation in the air and place the blueprint below it to make it sink into the grind
guys im getting bored of this game ๐ญ ๐ญ
turn it off and go play something else, or even do something else than playing games ๐
is the in-game music super low for anyone else? I thought it was bugged but I've just turned all the other volume sliders down and turned my system audio way up and it is there, just at like -50dB
it looks like other people have had the same issue since 1.0 released, but there's not been any fix?
I just unlocked the boombox to test that and for some reason the boombox's volume is controlled by the effects volume....eh???
Im gona say somone in the office has to have a remote controll of the recording light in Mikaels office
Yes guys I know itโs an automation game, Iโve just been struggling to decide if I want to play with AFK overnight or not
Also, I just figured out that normal splitters donโt continue to output if the conveyor is full
So Iโve been making every manifold with Smart splitters yay Iโm smart
I thought you had to use them lol
AFKing is certantly one way to play, and especially once you get to early-mid game, you need a LOT of materials, and if you run out, you will inevitably have to AFK, but its rlly ur decision
Yeah, Iโm about to complete phase 2 and get to tier 5 and Iโm loving everything about this game. I just donโt want to AFK and in turn ruin the progression.
It doesn't ruin the progression, ppl will tell you that: once you get automated power, theres no point to the game anymore bc u can just leave it running forever, but a lot of the fun is streamlining the process and making it better.
Yeah, thatโs true and I really enjoy building the factories and then finding where they might be a little slow and using over clocks and upgrades to make them more and more and more efficient
Also just building in general in this game is super enjoyable
Itโs like a really good book. Iโm already dreading when itโs over.
My advice is: just go wherever the hell you want: it's a sandbox, and theres no right or wrong way to do things. Just bc one location has all the resources you need doesnt mean that you have to build there. And fuck ADA when she says effecincy first, to whatever the hel you want.
Just build giant things and don't care.
in my current case that is not useful, as it's a power pole with foundations for tight spaces, so i need to see the whole thing before placing ๐
so what was the "Final 1.1 feature"? i wasnt there for the stream
Last night I finished gathering all the SAM on the map in to one spot under the dunes, no clue what to do with it lol #screenshots message
Anyway, Iโm correct in saying that regular splitters can run manifolds? like I said earlier I was under the impression that only smart splitters will send overflow into the only available conveyor output
Every manifold Iโve built at this point Iโve been using smart splitters lol
Yes. Manifolds with smart splitters only fill up slightly faster and that's it
Yea normal splitters will overflow if another output is full, itll just take some warmup time
Just need to saturate the line to use normal splitters
Dang
also, is it a bit overkill to have a factory for rotors and reinforced plates and a whole other factory just for modular frames?
I ended up running 2/3 of the output from my reinforced plates factory over to assist with making 1 million modular frames
Now Iโm getting somewhere around 10 to 15 modular frames a minute
Might be a bit much, lol
No, not nessacarily, unless multiple of those items intertwine, it isnt nessacary to produce items for ur storage room/dimensional depot at the same place as more advanced itmes
anyone watch the stream? whats the Final 1.1 feature mentioned?
I have no idea what a dimensional depot is, but it sounds pretty cool
it is
Iโm about to get hyper tube set up, but I think I wanna run it under a highway
I see that a lot of people make big highways and I kinda wanna do that too
It's unlocked in the MAM, I suggest you rush unlocking it
Will do ๐ซก
What line?
Alien technology
SAM
typically ur acsess to sam depends on ur starting locaion, but theres never more than a km away
I started at the first one that the game recommends itโs basically grassland lol
There are no deposits, so you have to find a full-on node. And most aren't easy to find and/or get to
Iโm near the big vine Canyon
In caves or on high cliffs
Under the rock arch or on top of the big pillar with the spiuraling root -lookin things
And the closest coal is on that big stone arch
it's in a hole by the arch
You 'could' use SCIM to find some ๐
Take plenty of healing items!
OK, Iโll have to look around in the caves and stuff near me
lmao
Why do I need healing items?
spooders
and stink orchids
and gas I think
Craptastic spiders love to hang out around SAM
lmao
Does it take a lot longer to go from T5-T9 than it did to go from T1-T5?
I might stop rushing the milestones and build some big things.
Only in the sense of how many parts are required. But if your production quantity is high on items, shouldn't be too bad.
Yes, a lot
yes, it might take you 20x longer depending on your experience level
Iโm hoping it takes a while because it took me like 20 hours to get from 1 to 5
First time lol
It's pretty easy to reach tier 6 in under 50 hours of save, if you go fast enough you can probably even do it in less than 15 hours
Is it anounced when 1.1 drops for real?
you will die of old age if you try to manually craft everything 5-9 ๐
Getting to tier 5-9 will take hundreds of hours if you take it slowly
Nope
Oh lord that would be horrible
the speed of part assembly goes way down too
i suggest making at least a smelter or foundry blueprint, that will save a lot of building time.
Or, way up I guess depending on how you're looking at it lol.
no one watched the stream and saw what that Final 1.1 feature is?
I did not, was it said? or Are you just hoping it was?
Mikael claimed in the anouncement that it would be said
or at least hinted at it
Yeah, Iโm ashamed to say I havenโt used the blueprints once
Ahh, I will have to check it out later this evening.
anyone know if its possible to remove sleeping bodies (if people quit the world but their sat bodies stay)?
kill them ๐
I just collect them like trophees

am i missing something or the game doesnt allow to upgrade storage container to industrial storage? if its not possible how do i transfer the items stored without having a bunch of stuff in the ground?
They are different buildings, so no
Clear out enough inventory space on yourself personally :/
yes but they do the exact same thing, weird that u cant upgrade it just like belts
no mods available to do that?
I've had to do this constantly over the last week as I am upgrading plants ๐ No mods I know of noo.
because they have different sizes
If you had a set of drawers and you wanted to upgrade to a wardrobe...
still dont see the problem, were not talking real life here. unless they would hit other buildings or there was lack of space i dont see why this is not a thing
hello everynyan
because:
- it was not implemented
- devs didn't deem it important enough
- requires more programming work due to the size difference
and personally I don't see many points in the game where I'd want to upgrade it anyway. Containers are used super-early to store materials pre-depots and then only ISCs are used for train buffering (or waste storage)
do you guys remember when weeks ago i got called crazy on this exact text chat when i asked if you can copy and paste settings with a button from a far. turn out you can you can ctrl+c and ctrl+v to copt and paste settings without needing to pick you're recepie.
never really needed them, so never really saw the use to upgrade. but since i just got trains i tought i will need a lot of concrete and steel beams and pipes to make the rails
put them in dimensional depots ๐
dont think i have those, not sure how close i am to it too. i just unlocked phase 3
they are in MAM (most important building in the game)
+steel processing
ill check it out but i dont think i have access to it yet
MAM is unlocked practically at the start of the game
give 1.1 or i riot
just play on experimental
no i meant the tree branch to dimensional depot. but i have it just need these SAM fluctuator which i still have no clue how to get it, i recently unlocked oil stuff so im hoping its related to it (no spoilers pls ๐ )
they are unlocked in the same tech tree
so you either already have them or will unlock them if you go through the SAM tech tree
my best guess is thats its related to this SAM thingy on the tree but i still dont have acess or found it in the game. so for now ill have to do with the normal depots
explore ๐
what was the hotkey for blueprint mode?
R
oh i can't copy a styanding BP it seems, it's only for dismantling
i just go dismant mode blueprint and middle mouse click to copy
Has anybody ever gone to the effort to measure out the physical size of rifle ammunition or in general the calibre used by the rifle?
not sure, however you could dump the model and measure it from there
assuming the models use uniform scale and 1 UE unit = 1 cm
you'd probably have to measure the rifle's barrel (or whatever it's called) as the cartridges themselves don't show any exposed ammo and the shots are either hitscan or in-engine particles
i bet the barrel is huge, so the results might be it uses 50 cal
maybe even cannon size
so how many hours do yโall have in-game
~2k
500 soon
518 hours in 6 weeks of play. I don't leave the game on overnight, but I do leave it on over lunch/dinner/breaks during the day.
12 hours per day
actual gamer
lol, the nonsensical hitbox of the merger/splitter is making it impossible to make a propper smelter BP ๐
it deletes afk hours anyways
if not iโd have way more
nvm, not impossible, just very annoying, i have to nudge every subsequent BP to be 1 space closer, as it does not snap propperly
What do you all do to approximate barricades and guardrails for roads, given the actual barricades from the AWESOME Shop don't morph to fit sloped foundations?
Retired ๐ But yeah, lifelong gamer ๐
Hey, I have a new train station but the freight station isn't working, why is that? The materials input just doesn't want to function for some reason
I have items just stalling infront of its input, and the storage is empty
Does it have power?
Yes
Is a train docked to it?
Yes
Undock it
And then?
It should work
is it possible to get the conveyor lift to not pertrude so far from it's access point?
have it sit flush
take up less space
the foundry has it sit close
refinery wastes so much space
same with splitters/mergers
Yep. You need to put the splitter/merger/whatever down first. And then you need to butt the infeed conveyor up close to the where you want it to feed in. Then start placing the lift from the edge of the conveyor
EDIT: Assuming this is what you're wanting to accomplish: https://imgur.com/tyjNJpu
heavy oil can't be used for power right?
in vehicles for fuel, but not for ur grid
Heavy oil can make a ton of fuel if you're wanting poer though, either the blender or earlier packaged fuel recipe.
Convert it to fuel and feed it to fuel generators
It's so helpful though, I've always called HOR purple gold.
HOR+diluted, my beloved
HOR + Dilute is what's in the basement level of my colossal rocket fuel plant.
You can drag & drop images directly into discord, #screenshots #satisfactory-experimental #1038092680493801533 etc, not truly important but its an option.
Hmm, portals maintain velocity, I'm so tempted to aim a cannon into one ๐
ive finally completed satisfactory all phases done woohoo ๐
I already tried. Didn't work :(
How many hours ?
i really took mine time so 271 hrs lol
Damn
I did not took my time and folded it in 120h
(First Playthrough)
But now i'm having fun with 600 Uranium
my ocd went thru the roof on this game thats why it took so long everything had to look right and straight lmao
Should i use hard drives for research or for MAM stuff?
Aw ๐ฆ
Understandable
yep now times for mod yay
Depends, the mam tech trees doesn't cost a lot of hard drives, and some alternate recipes are so good
For Nitro Fuel
Or whatever its called
any tips for balancing output from trains so i dont get a big overcut/undercut
TurboFuel, it's nice yeah
A balancer?
im still on phase 1 so no use yet right?
i mean logistic solution to getting the correct output of items per minute from a train
Lmao not at all, you need Petrol for that
Get yourself some good alt recipes to progress easier
If you only want to pull out a specific amount of items/min from a train and have the rest move on, then you can either let the first stop fill up (if it consumes exactly as much as you want to drop off there), or use a belt limiter
tip: don't balance, use what you have on the belt
easiest logistic solution for that is to put the correct amount on the train
"tip" implies it's a good idea. this is more of a neutral idea
i mean
loading screen tips sometimes aren't good ideas ๐คท ๐
if i use it optimally i would have to consider the time the train uses on its route etc
nah, just consider "amount you put on the train = amount you take out of the train"
then the only thing left to do is build trains in correct amount to match the required throughput
You're using such non-specific terms I still don't know what exactly you're talking about
Honestly yeah just put the amount of stuff on the train that you want to take off, and make the train part of the route have higher throughput than the rest so that it doesn't bottleneck (especially in any inconsistent way)
dont consider the train in that part of the problem at all
that way lies insanity
idk all the terms my bad, lets say i want to build a factory for a lot of endgame parts and want to import mid tier parts via train for assembly. then i could imagine its very quick for the machines to either be idle or for it to overflow
that's solved by correct buffering
i guess correct buffering is what im looking for tips on then
Take stuff out of train into buffer/s
Leave train running for a bit so that the amount of parts in the buffer exceeds consumptionPerMin * tripTime, maybe even add the storage capacity of the machines too
Attach machines which are clocked to consume the amount that you want (less than comes on the train)
it will never run dry again so long as train throughput exceeds consumption per min, instead only the amount in the buffers will oscillate without hitting zero.
I dont know if it goes for this game but in other games I played having a storage mk2 can be beneficial for the times that train goes back to getting materials.
If your demand matches with the supply, it should always work.
If your train is staying for too long in the station where it needs to unload, that means you need less items than what the train can provide, which is a good thing.
alr ty folks
So I've noticed that with mk1 pipeline pumps, they show a little "bulb" of sorts to sh ow where the headlift ends
But I swear I can't get it to show up with mk2 pumps which is really annoying
It only appears if the pipe is running out of headlift within a certain horizontal distance
that indicator also tends to be wrong (too high on the pipe)
Damn
I'm pretty bad with verticality on pipes so I can never really tell where the pumps need to go
it's the worst when you only need a small amount of a fluid too, since it travels so slowly then
best way is read the headlift on the last pump that you have. If you wait for the liquid to be at a stable state, it will read the amount of headlift that is taken. If it's >=45m or so, just add another pump - otherwise leave it
yeah it is a bit annoying having to wait ๐
yeeah
the other option is to use an excessive number of pumps
neither are really a 10/10 building experience but it works
I want my gas mask filters now 
well, there is also package>transport>unpackage which avoids that ๐ but bad for stuff like mass quantities of water, mostly.
for a bit of HOR it's fine, for a lot of verticality it's also fine (bypasses headlift/pumps)
I really want to start using trains this playthrough
but they seem a bit of a hassle to work with since the rails never really angle the way you expect
they do IF you understand their behavior, and it's improved in 1.1
Building with rails is a bit tricky until itโs not tricky, yup.
I should probably save them for HMFs and other complex parts though, since I tend to make multiple manufacturer parts all near my oil refinery
See https://www.youtube.com/watch?v=dEaB0cbiotY and https://www.youtube.com/watch?v=Yq1UnsjD82c
I have not watched much of the second vid yet
Is anyone else constantly craashing on experimental today?
I really should move to 1.1
If I uninstall the stable version, then install exp, would my stable saves be there, I forget
I never moved branches pre release, I was always on exp
back up your saves either way, but i believe so
saves are in the weird windows appdata area
rather than the game install folder
anyone know if theres a way to limit how much of an ore goes which way on conveyors? have 2 foundries that need 45 and one that needs 30
one splitter and it will self-balance
yeah
oh bet thanks
Each blet has a capacity, mk1 will move 60 total, 2 - 120 and so on.
the 30 one will fill up, and send to the 45
Hey, is there a miner mk.3?
yup!
its in late of phase 4 tho
Ah alright
on a different but somewhat related note to my pipe talk
mk2 pumps look really nice
and smth I've noticed I do is I start coloring buildings once I get to oil and beyond
helps to be able to glance at a pipe and see it's hor
instead of checking it manually
especially for rocket fuel with the most efficient recipe ๐
oh hey, this mk2 pump is actually doing it's full 50m
If only I could tell how far up I should place th enext pump lmao
Oil, Water, HOR, Fuel, Turbofuel, Nitric acid all over the place
I su ppose I could stack 50 1m foundations and see where it lines up with
A zoop of 10x4m, maybe a couple extra is faster
oh yeah
Does putting a pump on a horizontal pipe increase flow rate?
silly me, go 40m up and then use some 2ms
Generally no, if you're not exceeding proper headlift it only acts like a valve (there are some weird and poorly understood behaviors with complex pipe systems, but best practices avoid those)
Okay, thanks
I wish
horizontal pumps when/j
that should work yeah
Even if they don't all need equal amounts, the slowest one will eventually hit max, then the other two will fill up as well
It'll look like the line is backed up but it isn't in reality
awesome thanks
this worked wonderfully, thank you
the greatest ruler
foundations
Horizontal pumps technically boost flow.... They output fluid that goes into them as fast as possible.
But that is completely useless as the flow rate going into them is limited by how full the pipe before them is
So horizontal boosters are absolutely not possible.
Fluid only flows proportional to how full the pipe is
Thats what the blue hologram ring is for.
You can see it when you snap pumps to pipes
well y eah, but a lot of the time they just stop when they hit a pipe support for me
a mk2 pump's holo ring shouldn't go equally as far as the mk1's I imagine
stopping at the same pipe support
They stop after 100m regardlessly
If it goes 60m hoizontally and then 50m vertically, you wont see it
Cause the ring would appear after 110m there
But it stops at the pipe before that
ah
you know how long it'll take? seems like i dont have enough coal rn but the math works out
if the math works out it'll work eventually
You could manually grab some ore/coal and fill up the machine yourself so the other two start filling quicker
I do that sometimes I'll admit
thing is i did that but coal is still dropping
i have 120 coming in, 3 foundries (45, 45 and 30) connected to 1 splitter
what does stuttering look like?
Belt moves, belt stops
belt is faster for some
but im also getting gaps on the mk 2
both
my coal is 800m away so i use mk.2 to get it to my factory then mk.3 inside
Well then you should check the mk 2 coming in
yh its got gaps
im following it now to see if i forgot to put mk.2 somewhere or its the miner
The mk 3 inside the factory will onbiously have gaps because it moves faster than you give it input
Then thats very likely the actual issue
yh makes sense
does anybody know off the top of their head how much copper ore a maxed out nuclear setup would take?
to the people that play satisfactory on maximum/close to max settings what is ur pc setup?
What does max out setup mean to you
kidding me... i forgot to put in power crystals to make my coal miner do 120 per minute.. was doing 60/min
gaps r fixed thx
using all 2100 uranium
Well the uranium part would need 0 copper unless you use alts
Plutonium and Ficsonium.....
You'll hit the SAM limit first i believe
I wont have converter acsess yet
Then it ends at plutinium for you
I have no idea what to do with all the sam.
Taro is a dark mage concerned with the arts of "maxed-out-ium" and is not part of the statistic 
i got an a level tomorrow and im more concerned w making sure i got enough coal for my steel plant ๐ญ
yea Im just a little concerned about how much copper I have #screenshots
I'll find a use for it all I guess, since every last bit is routed to the dunes and fed into constructors to reanimate already ๐
will conveyer belts stuttering be very visible or harder to spot? not sure if they are or not @green fiber
You'll know it when you see it.
You know how belts normally move by now, you'll spot the difference.
Just like described.
but also from listening to it, it sounds like its stuttering
nvm it was just my game bugging
Stop-n-go movement
it never fully stops, just seems like it slows down then speeds up
think i might be seeing things ngl
As long as the belts on the splitter output dont stutter, neither should the input belt
Do fluid buffers provide flow or do I have to use a pump?
they are like pipes. But tall and very voluminous
Treat them like such
Their height is important for head lift. You need at least 8m head lift to fill a normal buffer and 12 m for an industrial one
doesnt look like they're stuttering! my coal issue is fixed, thanks!
yk I really think stingers are some of the best designed monsters in almost any game I've ever played
even after seeing them god knows how many times they are still fucking terrifying
i like the cats too
the design of the elite gas cats are so creepy
that's for the weak :p
Good for you!
Im a severe arachnophobe
YAY CATS
lmao
Nuclear weapons help there.
buuuuut until then what do i do?
Regular explosives do a decent job.
and gun
yeah i think rebar gun does a lot of damage
does rifle work well too?
ive never tried it
Guns are ok if you don't panic, flilling an area with stuff that go boom when you do panic is fairly effective.
I meant the rifle but yeah rebar until then
true, I love turning into a bomber plane with a jetpack and a stack of nobelisks
i used to make my explosives by hand, but now i have a machine make loads of em for me
I used something like this #satisfactory-experimental message , with a rebar gun or bombs, blueprinted, chuck it down, get inside and engage with impunity.
Thankfully they fixed the conveyor hole 1.1 booboo so I can once again use a battle shack to kill stuff without needless gymnastics.
love the pop up shelter
Heya fellow Pioneers.
hello
hello
Everyone staying efficient and minding ADA I hope?
no and no
Sweeeeeet
A blueprinted combat shack of whatever design you see fit can save you a lot of grief and unneded running around when taking on dangerous stuff in this not-a-fps-game.
the clusteruck of trains that my grass fields are rapidly becoming is very efficient
so does setting creature hostility to retaliate or passive if you're not interested in combat :p
Yeah, I haven't mastered them either. Bout the best I do are straight shots there and back
I mean, it's a clusterfuck but it's a well-oiled and organized (and most importantly genuinely quite efficient) clusterfuck
Why is there a freighter in the titan forest that needs turbo motors ๐ญ
I guess that makes it not a cluster fuck but whatever
because normal motors are not fast enough for it
lmao
I think I am screwing myself on layout. This is just the stuff for rocket fuel, and I still have 196 refineries and a smathering of other buildings to place ๐ญ #screenshots message
Hello guys, how you doing today?
I want to know if there is any kind of dupe item in this current version. I Like to play the factory part of the game, but the exploration to find the mercer spheres, somersloop, hard drives and slugs is kinda bad for me. I want to have these items while still being able to get achievements
there is in 1.1 experimental but none that I know of in main branch
just use save editing
save editing?
To be fair, I feel the exploration is a huge part . However, the link that @robust nymph just posted will work
yea, i kinda like it when im looking for a new place for my factory, but the parts where you need to go to certain area to get on a cave to get a single sphere, is not my definition of fun
I mean, if you don't enjoy it just play the part of the game you do enjoy and use workarounds to skip the rest. It's a singleplayer game, how you play doesn't affect others, so just do whatever the fuck you want ๐คทโโ๏ธ
If it's the 'combat' that is not enjoyable, you could always just set the creatures to retaliate or passive ๐คทโโ๏ธ
yea, i think the same way
Wait, there is what in 1.1 experimental?
A dupe bug you mean?
yes
Ahhh ok...
It's just easier to SCIM in whatever extra resources you want. There was a weird world collectibles reset during the 1.0 release for an update so I doubt they'll make the same oopsie.... Right? Right guys?...
I think that's something that has happened before right?
Yeah, one of the early 1.0 updates
SCIM comes in handy as a navigation aid for when I'm tunnelling to a location from below, lay down the foundations, see if I'm on target, if not, I can soon correct it, the ruler feature is surprisingly handy.
I mean in the EA updates
what tier do we unlock tunneling?
It isn't official, so if you build underground and it gets mullered, you're on your own โ ๏ธ
If you're into modding there is a mod that shows the same kind of building layout on your map as you see in SCIM
I just wish is was a tad easier to move just a floor instead of selecting everything
I heard it was cray hard on the performance though? That still true?
I wish they did that officially, I'm a little nervous with mods since an update can knock it out, and potentially brick the save.
Have not noticed anything as of yet, but this playthrough is the first I'm using it on and this save is not that big yet
Hey guys, this may be an obvious and stupid question but Iโm really looking forward to building some highways in train tunnels around the map but as of right now most of my factories in buildings are a couple hundred meters from each other max so I donโt see a huge point in making these big methods of getting around the entire map or at least around a large portion of it, is there a good reason at some point?
mods like this one are generally safe to drop and go back to vanilla at any time, as they don't add anything to the world.
A mod that adds something like a new machine is more problematic though, as the machine will disappear if you then load that save in vanilla
yes, the further you get the more resources you need
and some of the late game resources are quite spread out
Cobalt posted a good video the other day on building, and the user also has some good ones on roads. Trying to find a link.
Nice, my question was a bit more like โwhy should I build stuff far away when I can build it all within a few hundred metersโ
I WANT to build stuff far but I hope there is a good reason in the future
because soon enough you won't be able to build it all within a few hundred meters
how far into the game are you?
Iโm very glad to hear that
Almost done with phase 2 and finished all milestones in T4
alright, trust me, it get A LOT more difficult in terms of recipe complexity and logistics challenges :p
And remember, you don't HAVE to stay where your at. You can leave factories you've built and then go build somewhere else at any point. Just dissasemble the hub and space elevator, and them up whenever you need.
True!
Good Iโm so excited for the challenges
enjoy the simplicity while you have it, you might miss it later :p
And then later just use a truck/train/drone to bring in those resources you're making currently.
but yeah, the difficulty scales way up, but with that also the fun imo
And those videos were just meant so that you had them when you go and start making them btw.
Thank you guys!
You're welcome
time to time the autosave crashes my game
I honestly have set the autosave to every minute and now i dont even notice them anymore
alright
๐
Hey man
does anyone know how to get rid of the experimnetal build banner when playing on 1.1
wait for a full release
What's the height ceiling of the game?
fr?
yup
something like 2km?
Alright.
that's really annoying :/
hru
after a couple hours your brain tunes it out
wen relese
soonโข๏ธ
i play with a bigger UI so it doesnt help at all :<<
Im doing fine
I hope
You play My Summer Car? youre valid
damn
i watch Mart alot
yk who i mean?
martincitopants
Is there an ideal train:trailer ratio?
at least one train, at least one freight 
I think it only matters if you're going uphill. if your tracks are all on the same level, is largely moot
I tend to not do more than 3 trailers per locomotive, as on the steepest incline possible a single locomotive can pull ~2.8 fully filled freight cars
Wait do fright cars' weight change if theyre full or not?
At least with any haste, I had 1 loco pull 400 cars up a steep slope before, though at 13km/h
Can do 4 per locomotive if you donโt have any steep inclines but more than that I canโt recommend
Yes
They get heavier
Next have fun with your 400 platform station :p
Okay thank you
so i should do 3 trains for 8 frieghts?
Depends, are there any steep inclines on your track?
If not you can get away with 2 locomotives just fine, but if there are I would do 3 locomotives yeah
Here's the train #satisfactory-experimental message , it was never meant for actual use, but a crash test that at the time nuked my fps down to about 4.
Here's that single loco winding up the 400 car mess into a very clippy circular mess ready for the resulting car explosion #satisfactory-experimental message , so fast!
Seemsโฆ. Very practical
Not so much but it did test the game engine, here's the experiment I was setting up #satisfactory-experimental message
that's a lot of freight cars
Train crashes aren't anywhere near as explosive or amusing these days, the physics was turned way down.
2 locomotives is fine
ty
Whenever I've tried to use a train for actual cargo and not insane experiments, I've aimed to keep the track completely level, same approach I use for long range pipes.
Just finished, ending is pretty cool. Wouldve been nice if the credits didnt take up half your screen while it was happening tho tbh
cursed wish: credits now take up 90% of screen
uh im not sure how this happened but it seems like my explorer (vehicle) got stuck inside a rock in the wall, cant find it anywhere the maps show it seems like its inside the rock
I was wondering why I couldnt find my lizard doggo's... Satisfactory save editor says they're 65k units under ground
There's not a single alt that's useless
not single. more like 5 or 6
Lol
๐๐ป
U could use iron pipes
Just because you can't find a use for them doesn't mean they're useless
well I have found one use. triggering the "every alt is special" bots in here
In the most literal sense of the word, yes
A couple of alts I'd never use, I don't really see the point, charcoal for example.
I only ever use like half of them
Most have a use, in specific areas based on what resources are locally available, some just feel a bit surplus to requirements.
So far I think I've find a use case for every alt except charcoal and fertile uranium
After hypertubes, "locally available" is all of them
Fertile uranium gives you more plutonium per uranium waste
Not quite what I meant, you're not shoving materials into a hypertube, unless you want 3km belts, locally means literally that, just nearby.
But less plutonium per input uranium, if my math is correct
Yeah, not one I'd bother with tbh, while you can use PU waste with ficsonium, using that over just sinking the plutonium rods is quite a net loss.
After hypertubes I can yeet myself wherever I want on the map, and use the resources there. Except uranium there's always a place that has everything nearby, regardless of the recipes you use
My next project, it's basic tunnel path already laid down, will move every last scrap of bauxite to the east coast of the dunes.
yeah, the recipe on its own is sort of an overkill though. send half of your waste to fertile uranium and half with what you make from fert uranium to the plut pellet recipe and you end up with some pretty nice numbers with a much better yield
Yeah, it's only useful when you want to get the absolute maximum amount of plutonium you can
well, going absolute max is fert u -> instant cell -> plut unit... that's sort of a waste to do b/c you're really burning a lot of uranium ore on that all without generating more power
additionally, the PCC's needed for that are pricey AF to make
LOL NO WAY HE SAID THAT
Copper Rotor or Charcoal?
Maximizing Plut cells in Satisfactory Logistics uses fertile uranium, so it's probably more uranium efficient (if your only goal is to make plutonium)
I never said it was worth it lol
charcoal, so you can grill out all the alien protein you find
copper rotor. charcoal is a freebie unlock on its own. copper rotor is only useful after a certain point when your belts can handle a lot of screws AND you have the 2 refinery recipes for copper sheet.
or should i rescan maybe?
imho, given that choice, i'd leave the recipes unselected and keep them out of the rng pool
any time you scan a drive, don't select a recipe choice unless you immediately need it
Yeah, I never rescan. Then the trash goes back into the selection pool
no, definitely pick copper rotor over charcoal, I was just attempting some off world humor
but.. new recipe ๐
you can look at it in the library any time you want
if you're not going to use it immediately, all your loosing out on is it not appearing in the machine recipe selection UI
plus it saves the rescan for some time in the future when you really don't want to hunt drives in the swamp or pink forest for that last recipe you need in the oil or aluminum chain
Ah, yes. I was including the power generated by the uranium in my calculations.
When you maximize power, then no, it's not more uranium efficient
More if you connect power amplifiers to their output.
yeah, i'm not counting APA's
the 1.5tw uses almost all the sloops in the game, so you may pull off building 1 of them with the remaining sloops
which isn't bad if you fuel it for the 30%
Which gets back to use cases; don't see a use case for fertile uranium. Or charcoal, since biocoal is strictly better in the one use case (utiliziing sloops)
fert uranium saves a lot of resources and gives better yield off of plut power if you choose to burn plut rods
With or without converting bauxite to more uranium?
if you are just sinking the plut rods to avoid waste, there isn't a point in fert u
If you're looking at generating power, there isn't a point in prioritizing plutonium over uranium, since it uses more resources
well, i don't feel that is strictly necessary. the 1.5 tw is actually only using 2000/min of the uranium
Sloops?
if you don't mind horrible fractions, you could squeeze that extra 100/min into the build, or convert 300 uranium to go to 2400/min, which gets you to 1.875 tw
yeah, lots of sloops.
i think it needs 96 spread between sam, fics ingots and the ikea lamps
That makes sense. With all sloops and resources used, but no bauxite conversion Satisfactory Optimizer says max power from nuclear without waste is 1 894 653.716 MW
With conversion, it's 3 978 313.953
Actually ... I guess if you have excess uranium and a situational shortage of sulfur and nitrous gas.
i can post the numbers i'm working from if we discuss it all elsewhere
Wait, no, doesn't make sense there either.
fert uranium is a more useful recipe than you think. you're wrong in what your assumptions are
when combined with plut pellet, you convert more uranium waste for a lesser cost of uranium ore
Is the dimensional depot an unlimited storage?
no, initially it can store one stack of each item; with upgrades, the capacity per item goes up to 5 stacks
So whatโs the main use for it?
supplying building materials
essentially you stick them on top of your mall containers to provide you remote access to the mall
Teleporting items from your factories to your inventory
Also allowing you to grab stuff like ammo, or the ingredients for ammo, in the field.
since their introduction, i've not really built a proper mall
Hmmm
Have you never wanted to get 5000 tons of concrete through wifi ?
Or, if you like to explore using vehicles, you can dump packaged fuel into a depot and be able to refuel in the field
yeah, i have 5 dimensional depots piping concrete into my inventory, lol
I typically have 20 dimensional depots for concrete, lol. And I still have to wait
Have dreamed of it since toddler days ๐ฅบ
You wouldn't download 5000 tons of concrete
the two items i find i have the hardest time with the uploads speeds are concrete and aluminum casings
It really depends on what blueprint youre using and how often
My train bp consumes like 200 steel beams a click and I place 2 of those or more a minute
yeah, i've had to wait a few times for alclad sheets too
Copper sheets and plastic can go poof when you're doing intense plumbing
the casings are a pain b/c there's a lot of late game box factories that i'm still hand-feeding
Looks at 8 simultaneous DDs of sheets and casings
๐
@delicate ocean #screenshots message you can't
i've had problems with copper sheets as well but oddly never with plastic. Rubber and EIBs are my other big problem areas
They literally spawn anywhere they want, you can't do anything about it
You might kill it but it always comes back
I doubt I ever will again but it makes sense with the 3x5 pipe BP I was laying down several of
It's like a plague
mine was from fuel gen blueprints
I don't use mk2 pipes much unless there's no way to easily get around needing more than 300/min
I just use MK2 pipes as mergers and MK1 as splitters
same here, my mk2 pipe usage is pretty much limited to getting the fluid to the first split
yeah, pretty much. in a recycled oil build, i use an mk2 for the 400/min that you naturally have to break the blender output into
probably a few other niche cases, but i really ask myself why i'm using an mk2 when i use them
Guys hear me out what if I create a fluid tower so it's impossible to have backflow
Then you'd be wrong
Why ?
Wait I think I could make it work
What if I make a fluid logistical floor about 20 meters above the machines, and I bring the pipes down connecting to the machines
The machines wouldn't be able to backflow, only receive
You can still have backflow in the pipe you put above
This works pretty well, you just have to mind how and where you split. If your splits always descend, you should avoid backflow; it's horizontal splits that tend to cause issues.
Well, It'd at least make the situation a lot better, right ?
Yes
Yeah I think I'll design a factory with that, thanks for the feedback
Isn't it at least 10?
Machines can lift fluids up to 10 meters
question, what is the point of doing really massive power at the endgame, where could it all be used
you haven't seen the machines with oscillating power, have you ?
at the output, not at the input
If overclocked and somerslooped a single machine can consume over 20gw at peak
I could be wrong though please correct me if I am
my plan is to make 24 fuel rods a minute to power 120 nuclear plants, just for the lols
but it would be nice if i could actually utilize that power
really because you can if you don't strictly need the power
Have you seen the power plant kibitz is building? Over 200,000 GW.
Excess power also gives you the freedom to overclock other machines with less concern, thus enabling a person to build less machines to get the same material output everywhere else.
I'm planning on building a 160Gw turbofuel power plant ๐ญ
200 tw?
120 nuclears is 300gw
i feel like there aren't enough resources in the game to make something that's multiple orders of magnitudes bigger than that
one Mr Fusion and a few banana peels is > 1.21 GW
Yeah, the max is I think like 10-20 TW
ironically 2 APA's probably works out to just about that
We need a Mr. Fusion in satisfactory
i've got one mounted on my Delorean shaped cart
between trying to wrangle enough water together for all those nuclears and making a MAM in shapez 2, i got my automation hands full for the near future ๐
I have one on my Lego delorian
it is possible to build quite a lot of power. the question is whether there will be any useful resources left after you build it to do anything interesting with the power
With augmentation taken into account ?
i thought it was really cool how you got coal back out of doing the higher fuel tiers
Yeah. I just checked and Optimizer gives me 14.5 TW with 9 matrixed augmenters, which is surprisingly more than with 8 or 10, which both give 14.0
compared to the turbo fuel meta before then, it adds a whole new facet to the planning
it feels recursive almost
TF wasn't really the rage since the early updates. people got really wise to the fact that yellow fuel was easier to build a lot of
why settle for easy when super cool is right over there
Turbofuel is kinda meh. The only good thing about it is the oil efficiency, which isn't always important. Otherwise it's as good or worse than regular fuel
Rule of cool applies
Why do I want to eat packaged ionized fuel? It just looks tasty
yeah, the extra 33% you get out of tf really wasn't ever enough for endgame needs though
I do it because I like to suffer ๐
Built a 40km rail network just to get some sulfur nodes
( I'm not stupid I'll use it to a lot more than that )
you can make 120 gw of rocket fuel power off of 600/min of sulfur. no need for trains
Show me the tools for it
Also I'm not in rocket fuel phase
I'm building it before mk5 belts and mk3 minors
its just use blended tf to make 1200 tf from 900 oil + 600 sulfur and pipe that into making 2000 default rf
i'll show you a picture of my build if you'd like
Do not abbreviate turbo fuel
Why turbo fuel not?
Also I don't have blenders
I'm using diluted packaged fuel as example not diluted fuel
I got the powaaaaa
I'm not rushing phase 3 either I want to take it slowly
I refuse to advance before I have 80Gw power, 15 hmf and computer per minute, some oscillators too
Damn, haven't seen a Phase 3 situationship before
lol
You could probably get there on a quarter of the power
Ye but I like power
Doesn't everyone in this game make 10x more power than they need
2x, maybe
Also right now my max consume is 3x my production
๐
I'm producing around 6gw
Maybe a bit less
My breaker would've tripped long ago lol. My consumption is always at least 90% of my max consumption
I will probably need a thousand batteries when turning the power plant on
Because it'll take some time for the trains deliver the resources until it turns on
If there are no resources then it won't draw anything?
I turned on my fuel plant with 2 APAs and nothing else
do versatile frameworks cap at 50 per slot?
Anyone can sum up what was said in today's devstream?
Yes
I believe all project parts cap at 50 per stack
Hi, do normal power lines have an electrical capacity?
or is it just based off of what i'm producing
Power lines have no capacity limit. If you're producing 50 MW or 500000 MW it's the same
powerlines can move however much you need. Otherwise it'd say in it's tool tip
thanks so much, i'm added up all the things drawing power rn and i just must be missing something cause i thought i was over with 7 coal plants
7 coal plants should be producing 525 MW of power if they are all running at capacity. Usually you want to run 8 coal generators with 3 water extractors to one line of 120 coal per minute. Are all your coal plants running at 100%?
i do have 3 W.E. and 2 t1 coal miners feeding into 1 t2 belt. i just added the 8th coal generator
do conveyor lift floor holes have a maximum distance? im trying to put one with around 50x4m tall foundations but its not appearing on both ends
will i need sulfur at oil eventually? idc about automating jetpack fuel or gunpowder
or coal?
Only if you want to do turbo fuel or rocket fuel
Well you don't need sulfur for much I don't think, unless you want to make turbo fuel, rocket fuel or ionized fuel. It's also needed to make batteries if you want those to power drones.
You can use plain old packaged fuel in the jetpack although itโs not particularly good
Liquid biofuel is a very good jetpack fuel until you can get ionized, IMHO
I'm sorely tempted to sloop one of my rocket fuel blenders to feed a packager or two.
I'm not sure if floor holes go through more than one foundation at a time. But you can link a floor hole in the bottom foundation to a floor hole in the top one and just cover it up with foundations afterwards.
You can make plenty of power with just oil and water using HOR and Diluted (Packaged) Fuel, no need to involve coal or sulfur or nitrogen
You can link multiple foundation holes together but they have to be perfectly aligned. You can also use a foundation hole to bypass the conveyor length limit but again you need it to be lined up perfectly
i just realised that, now im trying to see if i can align them
yeah, i think theyre aligned but still having some trouble figuring it out
dont know whats wrong but the foundations are aligned to the grid, but when i connect the lifts through the holes one side of it doesnt connect just right
One easy way to align is to either zoop temp foundations in vertical, or use beams and nudge
And there may be better ways, those are just the two I have gotten used to.
I prefer using a small concrete pillar on the corner of the top foundation and zoop it down. I also tend to put all my floor holes in the center of foundations, or at least I put the first one there and any further ones are added on the sides.
Nice. Love hearing about different 'tricks of the trade'
I'm forever using concrete walls as impromptu measuring sticks.
I mean, when it only takes maybe 4 in 'your environment' ๐คฃ
Also works for pre-positioning pumps while pipe laying vertically.
4, are you kidding, do you have any idea how deep my tunnels are ๐
Radio Control Units are turning out to be my Achilles' heel ๐ฆ Producing enough of them seems to require an extraordinary amount of resources compared to items of similar level.
I Only just recently learned that I could zoop 4 meter foundations through something that has a fluid input where the input features are just barely sticking through the edge, and then use that to nudge and position junctions any where vertically. Though, 1.1 of course makes it SO much nicer with the infinite and vertical nudging
Lol, I don't, Though I assumed there were massive factories. I was being slightly factious ๐
How many are you needing to make?
I hated automating those things. Alt recipes do make them a bit easier on the initial resources, but they are still a pain to get made.
Like the SAM processing plant detailed here that takes in the whole worlds ore? #screenshots message
Satisfactory
SatiSfactory
S=6
Sx2 = 66
66+6 = 666
666satisfactory? Satisfactory is satanic?
Well, sure, but the areas that is all in is maybe what, 15/20M high maybe?
Sure, having fun yet?
Shafts are often 100-200 though, and the power station is north of 600.
I think around 40-50 would be enough for now, I'm making 10 and that was using a 10 story electronics factory. I'm going to have to redo the entire thing. I wasn't realising exavtly how many I would need and 10 was enough for the initial playthrough. Expanding it is going to be ...
Yeah just did the mk4 conveyor ritual
Meters high?
Yeah.
Sacrificed touching grass
I went through the alt recipes and they are all pretty expensive in one way or another. I'll have to carefully work out which one will best fit for my current lower level production.
Maybe the Radio COnnection Unit one...
Hah, nice. I havn't even automated them yet in this save. Been being obsessed with this alu plant, which I decided was also going to act as a fuel delivery to other drone stations ... and ... ๐คฆโโ๏ธ
I just today finished my al plant redo. But now I may need even MORE al casings or heatsinks which I am already producing a ton of ๐
And then I see like 3 others on reddit already done and I'm like uggggh ๐
50 RCU is very ambitious
Lol, I am going for 'All The bauxite". Yet I an being a dunce and building it all before I even have mk6 belts
I'm not joking either #screenshots message
I think I went to 42 and ended up with higher than average issues causing buildups
I might be happy with 40 actually... 20 for my motor city plant and 20 for the advanced tech stuff.
Hehe I made Turbo Town as well
The mk6 belts were vital! First time I've sort of "had" to use them.
Are you planning on making that "fully enclosed" or leaving it open to the clipped sky? ๐
Oh, yeah, I know lol. 12,300 bauxite isn't possible with out them lol.
I'm not sure I follow, with the exception of the production levels which I never completed the plans for, it is fully enclosed.
Yeah, I'm planning a bauxite highway to collect all of that bauxite.
But I started setting other factories up with drone stations before realizing I needed a way to fuel them.
Are you doing any alts to simplify production or increase alu product?
We did half the bauxite with maximized output
shameless plug of the factory tour if you'd like to see it
So then I was like, Well, I have enough oil ran here, just up RF production, do that first and center of the plant, and then once I have the drone fuel being worked, I can then concentrate on doing the other plants. Like Cooling systems and they're damn nitrogen lol
Have you tapped the huge Nitrogen well in the center of the map yet?
Every weekend I go out and clear out sections of the map of mercers, slugs, and hdds. I just leave the recipes I don't want so that lessons the random pool for new ones.
I currently have two tapped.
Far NW tip and farthest east one.
No I mean for the aluminum specifically - which alts are you using, if any?
In the spires between the blue crater and the swamp
Oh, sloppy and electrode.
That one well has 10 pure nodes off of it, so it'll cover a lot in the way of production if you use it.
it's all about the combination of alts earlier in the production chain
for RCUs I ended up doing silicon circuit boards and crystal computers - allowed me to completely cut oil out of the production chain, and I already had a train supplying quartz for the silica and the crystal
@placid stirrup My planned build: #screenshots message
Hell yeah, maximize output. Three quartz is just as big a feat as the bauxite that way haha
using radio connection unit w/ silicon CB, silicon HSC is another option if you have caterium available
Yeah I built my bigish electronics factory somewhat early, start of phase 4 I think and only had maybe half the alt recipies. I'll probably buckle down and rebuild it.
just leave it. make your RCU factory net-new
ill try those
Some unsolicited inspiration
#streams-and-videos message
my starter computer factory is way off at the edge of the dune desert/canyon just chillin - I made a separate electronics factory on the cliffside of northern forest overlooking the canyon/river delta
Yeah, No sense in wasting the time sinking all the items you regain from dismantling for one.
Yours will be exactly twice as large as that, however way you wanna cut it
oscillators, HSCs, AI limiters, RCUs, cooling systems, supercomputers, and turbomotors spread out across multiple floors
Water and electricity!?! Blasphemous! ๐
Wait what?! Haha
wait, where was this built?
Lol, In the beginning, where the rails are going 'through' the stream instead of above ... and the rails are electric ๐คฃ ๐
Ohhhh haha yeah, think of it like those Disneyland rides ๐
Nevermind, I see now.
Not too shabby though, nice work!
The facade definitely came out way more "in your face" than we anticipated but we weren't about to do it all over again. We got used to it after a bit
This is what I had as of last night. But today i removed everything except for the glass towers to redo it: #screenshots message
And that was just for producing the rocket fuel. I still have another 106 refineries and tones of other machines to figure out ๐คฆโโ๏ธ
And where I'm at now: #screenshots message
@leaden ether #screenshots message
In 1.1 I see ๐
Nice though.
Or is that the rollup from the mod?
Indeed. Well most of the build was 1.0, retrofitted an elevator in there later
Ahh ok
Yeah thatโs the gate from 1.1
Purely aesthetic, not driving any vehicles in here
The train stations that supply all of this are behind me in this photo
Lol, I didn't even notice any elevator. It was the roll-up that caught my eye ๐คฃ
i feel so lazy compared to your designs #screenshots message
Oh, I am wanting to use them as entrances to different sections. Much cooler than the gate imo.
The elevator is inside. I wanted it to go all the way down to the canyon floor but it wouldnโt reach. 200m not enough
This is the most decorated thing I have in this world, and itโs unfinished. The side facing the canyon needs a lot more finishing trim
Most of my stuff is open air platforms too
I think the clipping just gave my eyes a bit of cancer ๐คฃ . Yet, somehow, the more you look, the more interesting and cool it gets
I don't decorate at all, I have no flair for it nor patience for it, and as you can tell I am all about being modular through blueprints
Yeah, most of the stuff that is allowing me to build is like that lol.
This cliffside spot is insane tho, all of that build and Iโm only tapping two pure iron and one pure copper node and thatโs it. Thereโs two more iron and one more copper available there along w limestone. Caterium is right there too
Lol, I so want to be able to post a gif of 'Yeah but...."
Alts are nice ๐
Yeah I did the entirety of that w no oil or plastic or coal
Errr.. Man I must not have paid close enough attention.. I thought the majority of electronics needed oil in some form...
amazingly not
goes to do more home work.
am I the only one that dislikes multiplayer
specifically in Satisfactory, I'm fine with it in other games
elevator bug me sad
Nice ๐
Silicon CB, silicon HSC, crystal computer
Yeah I found them. Never sure why I always went with the recipes that utilized oil for the production of those in the past.
Thatโs the default path
Early on I made a train route that supplies silica and quartz crystal from the big cave in rocky desert and used that to supply this factory along with others
Dang, have two lifts that won't 'smoosh' to a splitter for some reason. All of the rest worked fine ๐ค
Wiki doesn't say, do drone ports need storage containers or is that only trains?
It's nice to have a buffer, but drones do not have a lockout like trains do, so up to you.
Thanks
Literally unplayable ... #screenshots message
Could you explain in words what the heck that is lol
In summary, it was someone definitively not building on the ground ๐
screenshots i guess
I wonder if we'll ever get a third tier of the zapper
once you get
and
it's rarely useful to use it
Never need anything BUT the zapper, why even get those lol
even with stun rebar and slapping in a bunch of hits it still pales in comparison to just using that time to throw bombs at it
I just smack em they cant even hit you if you kite
fair but I'm not good with kiting at close range
can u exit a hypertubes at will? or only at ends?
ends
you can put short breaks in the tube though at points you think you might want off
Re-tweeting for some expert architect help ๐
Since the actual road barriers don't morph to slopes, how do you all mimic guard-rails and barricades on the sides of roads?
very random question - anyone happen to know what font(s) are used inside the game, such as for subtitles?
yeah, was doing that but was wondering if what i asked would be possible too, since sometimes u miss something and maybe would be nice to just hop off
Given you can control your speed, turn around, etc., I'm surprised they didn't have a "junction" of some sort
is the calculations on wiki correct now? and wich is the correct wiki?
i think fandom had some issues, and a lot of people dislike it
wiki.gg is the official one
fandom likes to claim it's the "official" wiki of anything that gets added, but generally it's stuff added by fans and can be edited by anyone pretty much. I'm fairly certain the wiki.gg site is run by CSS
isn't there some chart of what each alternate costs in total room and resources
it is on fandom
but idk if it's updated
wikigg has all the recipes for each item
I'm not sure about room, but if you look for the item you're trying to make on the wiki, it will list the vanilla recipe plus all the alt recipes and their resource costs/how much time it takes to craft
Fandom is out of date and not being updated. CSS canโt shut it down. Donโt use it
You can also look at what recipes you have in game. Press O to open the codex
a number of things didn't migrate from fandom because it wasn't very good. For example it's very hard to get total space required because even if you look at one recipe, it might require much more space from previous recipes you use.
this is a great tool to get an overview over any combination of recipes used in a production line https://www.satisfactorytools.com/1.0/production
I believe the tables on the fandom wiki (usually) just used the lowest WP recipes, apart from the last one, which was being compared.
1.0 has the issue of resource conversion, because it's "cheaper" to convert for some resource rather than mine them
And I don't imagine WP comparisons for Turbofuel that include the converter are particularly useful
I think soon Iโll complete my rocket fuel power plant
Just working on debugging issues with the factory
We wanted to redo the recipe analysis table for wiki.gg by not focusing as hard on the complete recipe tree, but only on the immediate steps around it
I had made a draft for that on my own wiki profile page
yeah, something i'd like to see is a brief note of which recipes are most efficient on quartz, aluminum and caterium.
i.e. default supercomp & turbo electric motor use the least aluminum
I havent had the time to work more on this unfortunately
i've been finding that figuring all that out is the most time consuming part of planning
This is an early state and there is the plan to include a table for resources / values again
An example is at the very bottom
its been 8 months ๐
Dont blame me im working on other things
I also havent had time to work on pirate english
im blaming the decision to remove the old one while the new one isnt ready
without getting into the weeds of each set of recipes assessment, i'm not sure how useful the format would be for someone
Is sastifactory available on console and is there crossplay?
plans for a console port, but not yet
Theres limits to everything.
We concluded that we can provide the basis for picking an alt and outlining general strengths and also savings.
But if you want precise info, you use a calc.
We cannot list every single info on the wiki
incidentally, i've found that recipes like basic iron ingot are great mid-game when you want more ingots and the miner can't do it yet
alloy ftw
yeah, i'm talking about as a temporary stopgap
I do plan on also including what a generalist, flexible and specialist recipe is
But yeah, Basic and Alloy are generalists, so they usually have more widespread application
Limestone is almost like water
You only need it for concrete anyway
And its ridiculously abundant
or that pure iron can be used for the last 420/min on a pure node after you've built smelters for the first 780 to double the output
oh i like that idea
pure is bait imo
just get more iron, theres tons on the map
i've been finding that a lot of the ingot recipes are there as special case things to alloy midgame production ramps before you have great belts or miners
I thoroughly believe that when people talk about "bad" or "good" alts, they should actually talk about generalists vs flexible vs specialist
Like, generalists are easy to use and have immediate benefits.
Specialists take more to them to make them work, but they do a specific thing well
man i should really update the wiki myself
You can if you want.
ye i know
im just lazy
and its kinda daunting
i really want the old tools pictures back that show the /min
You think its any easier for us? 
We can do that, but it will likely stop at one resource before it
ye thats fine
So it wont trace back all the way to ore
good enough for stuff like iron ore efficiency for ingot recipes
I the end, if you want efficiency from ore, you would have to stitch these together.
But at that point you might as well use tools directly
Yeah that is easily done.
for now i only have the text summaries
i think the real issue i have is figuring out how to fit what i want to build in with the locally available resources
Its funny how every single iron alt beats pure
But many pick pure because "lul water free"
xD
pure isn't bad if you know how to use it
I might went overboard
just about any other alt except for basic iron substitutes a more valuable resource for a less valuable output
well yeah cuase iron is like water xD
Wate isn't free, it comes with the cost of using refineries and doing piping after all.
Basic is great, if you want you could even be funny and use basic and leached together by converting limestone to sulfur.
Or you use coal or iron and make that into sulfur
that being said, iron alloy is the new copper alloy ๐
I don't understand how that can seem "weird" 
Limestone is worthless just like water. Could use basic
The bonus? you get more iron than pure
And its neat numbers
idk i think i value limestone over iron
i put a dimensional depot on every limestone node around my starting area so i actually dont have muhc limestone left
i still am scratching my head a bit at the uses of the leached recipes. caterium gives a better yield, but just horribly unuseful, since 9/10 times your matching it with a copper node with pure
Imo, using water is always easier than using any nodes (assuming same distance), simply because I don't have that annoying "Hey, you're using 69% of a node here" notice in my mind when using water ^^
its building efficiency, 100/min iron 110/min copper
except you need sulfuric acid refinery so its not 
yeah, i mean if you just need a little more of something, go ahead and knock yourself out, but the recipes are just horribly uncompelling in general
oh it can actually work as a sulfuric acid sink for uranium
similar to wet concrete for alu
as are the tempered ones for that matter; if you have excess coke, you may as well turn that into diamonds
Ngl, 96% of my diamonds came from oil/Coke...
That recipe is just so convenient (given my playstyle)
"Worse" how? ๐
sorry coke vs oil
yeah, if you're doing something that requires a lot of dark matter crystal (ion fuel or ficsonium), the coal goes really fast for you
oil wise
Tips
If making Diamonds from a Crude Oil node, it is significantly less efficient to make Petroleum Diamonds - at best, you use 40 more Crude Oil/min and significantly more power for the same number of Diamonds/min.
For some reason coke diamonds take more oil than oil diamonds