#satisfactory
1 messages · Page 86 of 1
How do I know a source's output capability?
Diluted sushi doggo milk
math
What’s the source?
Mk1 with no overclock will do 60/min
It will tell you if press e while looking at the machine
MK2 with 200% overclock?
Ooooh okay I will look thank you
240/min
How much does a coal generator consume at 200%?
Yea it’s a normal machine any other lol, you can set the flow in the configure menu if you click on the overclocking menu numbers
No overclock consumes 15/min, so 200% overclock will consume 30/min
Nice nice, gotta be careful with water tho...
Its listed on the machine
Would you happen to know how I can unlock mk2 pipes?
Because 300m^3/min is way too slow
The hub, in tier 6 I think
iirc its the same chunk of materials, plastic ect.
so if you wanted to you could just have a nasty little setup to get to that and purge it all.
Tier 6 or phase 6?
Tier 6, there’s no phase 6
I'm at phase 2 and only have MK1 pipelines
You won’t need them at this stage so don’t sweat it
Is there a underflow/overflow splitter in satisfactory? If so, how is it obtained?
Just make sure to automate copper sheets, you’ll need lots of them later
You just do 2 pipes if you want more than 300
Smart/programmable splitters. In the caterinum research tree
Yeah but I'd need to power one more water extractor for each pipe
wdym lol
If I add too many pipe junctions it devides the flow rate doesn't it? That would mean that I'd have to get more water extractors to meet the flow rate needed
your overall flow rate will be determined by your source's output, first and foremost
If I use a standard extractor and MK1 pipes, I can't have more than 300m^3/min
that's correct -- is there a bigger goal you're trying to accomplish?
Only 4 fully overclocked coal generators would exceed that
Also, are water pumps needed when the flow is horizontal?
they are not
Let's erase my entire power grind and make a new one :D
is there a way to stack pipes vertically? TwT
but the stackable ones dont go on the walls
they do not - but pipeline wall supports do
If you want the one to go through walls its on the awesome shop
if you're trying to stack pipes while on a wall, my preferred method is to make a nice grid of them to climb the wall together
the pipes start from one spot and are all going up one wall
How long have you guys been playing for?
I've got about 350 hrs in
Wow
this game will suck you in
I FORGOT NUDGE EXISTS
Summer break coming... will catch up pretty quickly i guess x)
don't forget vertical nudge is a thing now too 8-)
as it turns out the only way (at least the only way i know of) to stack wall supports is to nudge them TwT
can i see how you were doing it?
In what tier are trains unlocked?
i think thats like tier 5?
@wanton stag lemme see if i can find an example on my other save, one sec
its post oil
Tier 5, I haven’t touch them yet tho. I plan to use them for bauxite transport and other ores
Horizontal stack and going up?
Oh nice! Can't wait to unlock them
please standby - riding the lightning to my oil refining facility
And btw, when last phase is completed ||there's no end screen or something like that|| right? 😅
the game isnt over when you complete last phase
its like minecraft
Perfect
The end is never the end is never the end is never the end is never the end
how to change foundation material?
do you have them unlocked?
ah i need to unlock them
@wanton stag i tagged you in #screenshots - that's how i did a lot of my early pipe stacking
through the awesome shop?
Yes
i saw, and i showed you what i came up with
not going to lie sleepy tea, i really like your solution
now i need to make it a blueprint TwT
hi
hello!
sometimes i look at my first 100 hour stuff and i don't know if i like it or if i was on drugs
So can I put multiple pumps on one pipeline to make it go up? For example if I want it to go up 100m I just put 2 mk2 pumps at the start of the pipe right
correct
Lol let me show you
no you put one pump at the start, and one after 50 meters (it should be able to just snap on)
oh hell yeah, that's the good stuff
Maybe weird question, just me who has been experiencing crashes since 1.1? Satisfactory is the only gameI crash in aswell
I’ll show you the crimes I committed with the pipes for my fuel factory
LOL
I have not had any crashes
I took to pipes/fluids pretty well, but good lord they were harder to get lined up just right prior to this update - still very doable, but meticulous
the thing i hate is that pipes just like to do this shit
#screenshots (i sent it there)
now THATS interesting - i haven't had that happen before
does repainting fix it or do you have to rebuild it?
THIS HAPPENS EVERY TIME I COPY A PAINTED PIPE AND IT MAKES ME WANT TO USE GAMER WORDS
yes
How do you quickly switch to the painter?
press x
Check the pumps ( thought you're talking about throughput)
Yea but I need to select the paint manually, I just want to copy it or quickly switch to the last paint I used
either select it manually, or just middle click a building with that paint on it if you need to place more of that building with that paint
or select your paint, set your custimization filter to that building and just hold left click while looking at the stuff you want to paint
waddup fellas, I was in LFG and didnt get much, but i would love if someone helped me make a cave aluminum factory, the bulk of it is already done, just want someone to talk to while we build
people who are looking for group are in looking for group
if nobody is responding to looking for group then nobody is in looking for group because nobody is looking for group
thanks signpost marv, youre a real hero. any ideas how to make factories look better then?
thanks
yes
how
awesome shop
alr
Can I put more than 1 building in the filter?
no just the one
Some yes, aka Fatal error: [File:D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 1272] GameThread timed out waiting for RenderThread after 120.00 secs. Just like 1.0 I'm going to leave that feature turn off, just so the game doesn't constantly crash. Something tells me the fatal error crashes isn't exactly a good sign, but call me crazy
Ooof, I gues power shards can't be sunk?
That kind of throws a monkey wrench into the works for me -.-
how do i get a train to choose a specific freight platform to go to in the same train station
You can't select just a platform, only stations and then the platforms either load or unload from the same positions every time
i see thank you
I have 5 different stations for the train depot for my alien tech factory to handle different train routes all suplying 12 different products to it
ANywhere from 1 to 4 cars each, each train stops at s different station to unload
are trains worth it with drones?
you can use empty platforms to skip trains you don't want to unload
- If you have high throughput requirements yes, 2) Yes anyway becayse trains are way cooler 😄
Great my game is so bugged I can't even load saves now, well time to restart and hope that fixes whatever this is lol
so for example, if the three front platforms are for items and the three back platforms are for fluids, i can make my trains have three front/three back empty carriages depending on where i want to unload?
yup
is there a better way of going about it
two different stations for resources and fluids?
(TBH I use trains and drones as my exclusive delivery methods actually. It depends on the circumstances)
session creation failure, failed to create backend session, ok game what has thou gone wrong with now
Is there anyway to make the hotkeys for quick switching gear NOT put it in the dimensional depo..
Well you can have trains with multple cars so one train can move around and load and unload several items.
For those of you who have the high liquid IQ
.667 + .333 does equal 1, at least I assume
What does .333 x 3 equal?
1 or .999, for math purposes
But the engine always stops at the station and then the platforms that precede it you have to line up with the car(s) you want to load or unload from.
0.999
Why is water flow in my pipelines very inconsistent?
what is your username a reference to?
How much water are you pumping?
what's your expected flow rate
Heimdall is a god in norse mythology
I'm only trying to get 300m^3/min from a 600m^3/min extractor
Ok, say that again, cause water extractors, overclocked, can get exactly 300/min
Well, my water extractor keeps turning on and off so that makes the flow of the entire network fluctuate a lot
Elevation is likely your issue; Water Extractors can only push water up to 10 feet above where it spits it out
The extractor will shut off when its buffer is full, that'll be caused by the design of your piping.
elevation is not the problem here since water can reach their destination
This might be the issue
Yes, it can be though, somtimes a smidgen can make it through, but not the full 300.
Does your water have to travel upwards at all?
I had similar issues with my old coal plant, I had to add an additional pipe midway because two generators kept starving and a water extractor kept idling with full water.
In an upwards angle for a bit yeah
and if you built say... 2.5 walls from where the water extractor is, to where the pipe is going in to, would the pipe be above or below that wall height?
(walls are 4m high)
Also, werent we just helping you with liquids? 😛
I have added a pipeline pump which makes 15m headlift out of 20m max
are you asking me a satisfactory question or a maths question
Where did you add the pump?
Stacking is not cumulative
Both, I DO know that .999 and 1 are different
However, .99 repeating does equal 1
0.333 x 3 = 0.999
can you dismantle the space elevator and build somewhere else? Kinda dont expect since it's space shit
yes you can
and .99 repeating equals 1
wtf
yes
Maybe my pump is too high. Will try moving it
FICSIT does not waste
Only put the pump where the lift is needed, and it will show you a flow indicator as to where the "lift" stops
If you were trying to move water (or any other liquid) say.... 50m in the air, you would need to space out the pipes at a spot where each headlift shows the indicator
0.333 is 0.33333333.... rounded down
0.667 is 0.66666666.... rounded up
that's why adding them cancels the rounding and gets you exactly one
but if you're just multiplying 0.333 on it's own it doesn't get rid of the decimals
Current lift goes from the pump straight into the coal generators
then you are golden, hope that fixed the problem 🙂
i thought i was in detached cam and almost just jumped into an endless pit...
#off-topic-media where exactly should i set up my factory?
tryna finish phase 3
and want to leave room potentially for some phase 4 stuff to add on later
@honest void do not focus too much on flow rate
Flow rate is prone to fluctuations, as long as the machines are getting the water they need, check there first
I'm focusing on flow rate because my generators randomly turn off...
Are the coal gennies getting the water they need?
that doesn't really help you though
Any ideas? Game keeps crashing. I played for 7 hours earlier with no issues
Version: 416835, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Client, IsUsingMods: No, IsSaveGameEdited: No
GPU Crash dump Triggered
FactoryGameSteam_D3D12RHI_Win64_Shipping!D3D12RHI::TerminateOnGPUCrash() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:875]
FactoryGameSteam_D3D12RHI_Win64_Shipping!D3D12RHI::VerifyD3D12Result() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:901]
FactoryGameSteam_D3D12RHI_Win64_Shipping!FD3D12DynamicRHI::ProcessInterruptQueue'::2'::<lambda_1>::operator()() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:984]
FactoryGameSteam_D3D12RHI_Win64_Shipping!FD3D12DynamicRHI::ForEachQueue() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHI.cpp:286]
FactoryGameSteam_D3D12RHI_Win64_Shipping!FD3D12DynamicRHI::ProcessInterruptQueue() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:1147]
FactoryGameSteam_D3D12RHI_Win64_Shipping!FD3D12Thread::Run() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:97]
FactoryGameSteam_Core_Win64_Shipping!FRunnableThreadWin::Run() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
post overhead images of yoru set up in #math-and-meta or make a #1038092680493801533 post
check #1038092680493801533 and don't spam general with large pasted text
Also, how many Coal Gennies are being fed by this single 300 line?
2x250% ones
Looks like a D3D error to me, but I don't know why it owuld be showing up now.
So 226m^3/min consumption
it's nearly impossible to trouble shoot fluids w/o images.
pls just post some overhead images in #math-and-meta
it'll make literally everyone's lives easier
225, so if you have it set to 300 on the extractor, it will stop over time
He posted a screenshot, but I think he has it clocked too high
Maybe something with DX12. I don't think Vulkan works on this PC
oh are the generators not actually turning off?
Extractor is not clocked
ok? search the #1038092680493801533 for key words and/or make your own post
so you're only making 120?
So do you have 6 Water generators hooked up to a single pipe to get to 300?
Has anyone tried forcing DX12 or Forcing DX11, what kind of success are you having there?
This might be the solution. :)
I thought extractors produced 300 without overclock
a single, 100% extractor of water makes 120
Takes 5 to make 600
2 with a downclocked third for 300
you can always check the number in the machine's ui
Or maybe the Nvidia Driver update today broke something? But its strange because I was playing literally today. For yeah, maybe 7-8 hours with no issue. I restarted when I made a dedicated server, and then ever since, its been crashing.
god no, the devs dont love us that much
uh i think
@honest void
you can force it by doing -dx11
in the satisfactory general properties thing on the advanced lauch options ting
In Steam Launch options maybe?
yeah i think so
I overclocked it, should work just fine now. Thank you guys
I may give that a shot and see if it works. Trying to decipher these error messages is almost as hard as the game lol
build more extractors, it cost less power
I appreciate the reply @potent badge !
Will try
eh, if you're building because you're worried about power in this game, your true problem is building more power. You basically have infinite on the map and isn't very hard to make lots of it
multiplayer?
I've been crashing when hosting a friend for a while, it's been happening like 2 minutes after they join
2 pumps for 8 coal plants is enough right?
Been having crashing issues the last couple of hours too. Do you have an nVidia card?
no
Does it give you a crash log when you crash?
yes
Paste it and we can take a look at it
It's long, I can't send in 1 message
Ahh, my crashes have been pretty short messages.
Maybe make a thread and drop it in there. See if it gets any traction? Or on reddit.
do the math, how much do 8 gens take, how much do 2 extractors make?
oh yeah i found that the uhhh crash messages with like the pipeline bla bla bla using the -dx11 or -dx12 or whatever helped for me
- at the launch options in Properties > General under the satisfactory right clicl menu ting
Really pointless filter..
200 per 4, 300 per one i thought
no, look again at the panels
each plant takes 45 water per minute, each extractor produces 120 water per minute
tried that
oh trust me you'll change your mind quick
If you at that lake, there is plenty of water space 😉
damn the belts are still sensitive with the 'too steep' warning message while its flat
what mode are you using?
use the other mode
i always forget to change mode
all those 'straight' modes and others puts significant restrictions on shape based on what you're doing and length can play a major factor. Seems to happen a lot on shorter belts too
Is there a foolproof way to make it so that my pipes feeding into my fuel generators don't slowly lose flow over time?
My brother and I have been messing with these things for like 3 weeks and it's getting to the point where it's not fun to constantly have to rework them
Here's my usual pipe advice; it's written with 600/min flow on mk2 pipes in mind, but can often help at lower rates too. Note of course that people have gotten working systems while ignoring large swaths of this, and occasionally due to build styles or other vagaries you might still have problems even with all this. But IME it's nearly always "the pipes Just Work":
- Keep the system as simple and short as possible.
- Loop your manifolds (so: the input goes into both sides of the machines you're feeding)
- Feed fluid from above, so gravity does part of the work for you
4a. Avoid valves entirely (they've been improved for 1.0, so this one might not be as important, but you still don't actually need valves)
4b. Avoid fluid buffers entirely (except as buffers for train lines, where they are rather necessary) - Prefill your pipes! Full pipes are happy pipes. Wait until the system's thoroughly saturated before turning machines on.
- Place junctions before pipes. If you do snap junctions onto pipes, dismantle and rebuild the pipes afterwards.
See #screenshots message for an example of 2+3 specifically. And of course, as mentioned, the fluid simulation tends to be more forgiving as the rate goes down, so keeping your pipe systems below 600/min is another option too.
is there a reason to use the packager for anything other than fuels?
there are better ways to do layouts, yes.
but you'd want to do some overhead images in a channel with images
(why did Discord put such weird spacing around point 6? Weird.)
gas.
or splitting up a pipe into precise sections.
or shipping packaged liquids
wdym gas? also you can use trains to transport liquids
So on a power switch i should connect my power source on A and the consumer on B right?
there's gas later in the game. Very convenient to package
and while trains to move liquids a lot of people don't like moving liquids by trains. Which is fair. And with mk6 belts you can do more interesting logistics maybe
Gasses apparently don't play nicely with buffers, too, which are often required at fluid freight platforms to get the throughputs you want; when transferring gasses specifically over train, it's usually best to package it
(as opposed to liquids, which can be sent through the fluid freight platforms with little problems so long as your buffering is set up sufficiently)
Only holds like 2400m3 of liquid, if you were to package that then it only takes up like a stack of inventory
(I admit I've never actually tried to move gasses through fluid train cars, so that's just me passing on things I've heard)
Help me my brain is broken
fluid cars can hold 1600
It generally evens out 'cause when packaging you'd usually have a second car to return the empties back to the packaging source
Transporting liquids on trains sounds really useless ngl, 2400m3 per cart and 600/min doesn’t sound that great
Oh it’s even worse
freight 3200 packaged
but you need a second car for the empties
so it kinda balances out.
but with mk6 belts you could have multiple shorter trains doing the same route which has the benefit of shorter stations. And stations are evil
Sink the empty canisters xD
I meant it’s not really that bad, you don’t need that much plastic late game right
oil products are incredibly powerful. They often are included in alt recipes as 'padding' to stretch out other resoures
Heh, yeah, it's just the principle of the thing. :D
SOS, or it doesn’t matter which I connect? It’s just something that connects two points
we all know what the best way to transport liquids over long distances is guys
package into tractors
If I want to cut off energy to that point I just tune off the switch, I’m so dumb
Heh, honestly no reason not to package into vehicles, if it fits the terrain/circumstance
Vehicles'll get your packaged fluids to their destination just as well as a train/drone would, given a reasonable route
bit of a lore thing here, has anyone else noticed the pioneer has a feminine body? a friend of mine and my self think shes a clone of that one CEO ada mentions
How do I make my power lines automatically build mk2 power connectors instead of mk1
Have to start from a mk2 pole/socket first
yes, people have noticed xD
Is there anything in the game u can purchase with real money?
catrina parks?
Hmm you’re right
Where can I make suggestions?
the game
put an mk2 in your hotbar instead of an mk1
You can send Questions, Feedback, Suggestions, and Bug Reports
https://questions.satisfactorygame.com
<3 @white dawn
that should work
^ The questions site is where you can post stuff that the devs will see
Ok
at leaast it did for me
don't suggest stuff that costs real money please
theres no way you're actually about to suggest microtransactions
the Construction Preferences mod will let you change that along with other default items that are created when building
yes
Heh, I'm sure that in-game purchases were something that CSS have at least discussed internally, even if it was a quick "nah, we don't want to do that" discussion.
that's what the awesome shop is for 😛
yes
i wouldnt be upset if there were dlc that just add cosmetics like with what deep rock galactic does
cosmetics for what?
i think that dlc should be strickly cosmetic
pioneer/buildings maybe
things to make you look good
like maybe some new helmets
you'd never see pioneer cosmetics outside of multiplayer (also those exist already in the hub)
that's the only type of dlc I support
like architecture and player cosmetics? other special paints similar to the ones you purchase in the awesome store
i would even say the architecture/paints go too far
I'd like to keep that the place for cosmetics
And Hypertubes/vehicles!
the only vehicles that are worth using are trains and drones, and making cosmetics for a clear tube would be difficult
who said it has to be clear?
Tractors/Trucks are great, don't slag off my precious li'l sugarcubes
Anyway, what I meant was those are also circumstances in which you can see Pioneer cosmetics
that would be a cool idea to explore
Since the camera goes to third person
Will do, but do you have a link to a working layout?
I basically have all my fuel generators being fed by a pipe grid
a basic loop, but there's a lot of thigns that can wreck flow around it. that on it's own isn't a universal solution #math-and-meta message
like that. Avoid at all costs linking up multiple manifolds
...
So each row should have its own individual pipe?
That doesn't loop around to the others?
someone on reddit made a blueprint thats just 36 fuel powered generators in an unholy circle
it's not impossible to make a large cross connected fluid manifold
however it doesn't benefit you and can be an absolute nightmare to troubleshoot and actually get working
there's a lot of pipe things that aren't impossible but should probably be avoided unless you enjoy headaches
I linked to the image above, but one generally-extremely-solid manifold looks like: #screenshots message
thats unnescesarily complicated
why not just use a normal manifold?
it dosent take that long to get to 100% efficiency
If I have like 12 rows of fuel generators, can I feed them with 3 pipes, or do I have to separate my fuel refiners into 12 outputs?
well you could do 4 rows per pipe and just have it snake around
but you also get more leeway by having smaller flow pipes in general. Just depends on how much effort yo uwant to put into good pipe layouts
longer manifolds with higher flows can easily get back flow, which the loop overcomes
Wdym snake around? Like the loop you showed in the image?
i use a pipe mid way to feed works great
pinged you in screen shots
depends on the systems you're working with and how things are laid out. injection manifolds in a lot of places will wreck flow
The loops avoid the sudden hard stop which loves to cause backflow that interferes with the the incoming fluid, the one annoying issue that shows your numbers might work but outflow buffers back up and other machines starve.
@dense violet that was my original design, but it still had flow issues. I guess I'll have to set up a support thread with screenshots
you still need the loop in this situation
As CobaltOfDoom mentioned, one of the main reasons is to deal with backflow -- the loop ensures that even if fluids start going in the "wrong" direction, you don't lose overall flow. It's more important/impactful when you're running right at a pipe's maximum throughput, but it can sometimes be helpful even at lower rates. A "regular" manifold can often work too, yeah, but the looped design is nearly always a recipe for "the pipes Just Work," no matter what other circumstances exist. That specific image also lets gravity keep machines filled for you
say i if you are a factory nerd
or break up your pipes from refineries into much smaller pipes. Say 1 pipe per row
having lower flow avoids a lot of complications
No u
im in teirs 7 and 8 and forgot about turbo fuel for the jetpack were have you been all my life
so fast
Gotta go fast!
is packeged ionized fuel any good for jet pack
Yeah, it's S-tier for sure. Basically no downsides apart from expensive production
Real strong thrust and lasts for ages
what does it take to make im about to unlock it
IMO Rocket Fuel's a nice upgrade from Turbofuel too, but I agree that TF is nice. :)
im just lazy
Either Power Shards or Dark Matter Crystals (plus Rocket Fuel, of course)
dark matter??? i have 600 hours and i never herd of dark matter tell me more
So.. I’m officially out of plastic
i make 400 per minute
Depending on the rest of your Tier 9 production setup, it's possible you could end up with spare DMCs which would be pretty convenient for jetpack ionized-fuel production
Hmm should I start up my refineries set up for a moment to produce a couple?
is it not automated?
Oh, Ionized Fuel is a Tier 9 (Phase 5) thing. You'll know once you're there. :)
im in teir 8
ive never 100% the game i stop a teir 8 bc my freind dosnt want to help
and i donrt have the time but in my new world i will try
what do youi get in teir 9
!wikisearch tiers
Milestones are the primary method of progression in the game, allowing the pioneer to unlock new buildings, recipes, equipment, and more. They can be completed at the HUB Terminal by inputting the specified resources. To do so, move near the terminal (the PC-shaped booth inside the HUB), interact E with...
praise the wiki, love the wiki
How does one not automate plastic when actually using it 🥶
no idea.
but this isn't the first time this person has mentioned running out of a thing they aren't automating xD
I disassembled all of my refineries for plastic thinking I had enough lol
My initial rubber/plastic setup was just two refineries sitting on the rocks, sinking byproduct, seeing the epic jank might have caused people to 😱
Mk2 pipes use a lot of plastic, like lots and lots of it
That's why even just one refinery sitting mouth to mouth with an out of the way oil extractor could save you some irritation.
you never have enough. You always need more. This is an automation game
you've asked several times 'what do I automate' and everyone tells you 'everything'.
why dismantle it? just keep using the thing
Hell I've only just got the replacement quartz crystal/silica line up in the rocky desert, I can now dismantle the jank in the dunes 😄
Thought I needed the space lmao
Dumb mistake
?? make it where you extract the oil
and you can always build up
I’ll set up a quick refinery system
Do you have trains?
Just use an out of the way setup to re-establish your supply chain until you decide on a permanent production setup, right now I don't have alclad plates up, but the output from my bauxite refinery will fix that in a pinch if I run out of plates before I have a permanent decision made.
Then you don't have to dismantle buildings and factories to "make space" as it were. You can just transport from one place to the other place.
I did fill seven industrial cans with alclad plates before I knocked over my temp refinery and build what is one of satisfactory's largest ever bauxite refineries, to process **all **of it.
Bold claim, but it doesn' take "that" much lol.
Yeah that's a good idea. Whenever I decide to dismantle a factory or factories, I always save a pile of the materials I will need to rebuild the new one.
At least until the new factory gets up and running.
You can get a little larger by changing a recipe, but not by much, so it isn't much of a claim, just a statement of fact, one of the largest ever.
Lol, you understand I am doing the same "feat" right
Change the recipe up a little and aim for more than 12300 ingots 😄
No clue wtf to do with just that many atm let alone more.
🤷♂️
Well no clue what to do with 12000, 300 gets converted to 225 trigons so that's a solved issue.
So, where does "more than 12300" come in?
I was suggesting aiming for it 😛
Downside is the added complexity of sorting silica.
We were talking about what's being done lol, not theoretical notions I thought
Oh.
I took some time off the big shit to look into improving (and moving) silica/crystals & oscillator production out of the dunes, just for building to stores.
does anyone want a good book
I used three quartz nodes in the rocky desert that I never normally touch because of their placement inside of a damned cave.
i just belt them out and then place the train outside the cave
Huh?
Heh that's one way to do it
satisfactory just hacked my brain
it was fucking amazing
i was feeling tired. I switched to the coffee cup on my hotbar. i drank it, and guess what happened?
after a few seconds I was no longer tired. (i also havent had any thing to stimulate my brain other than satisfactory tonight)
Speaking of ways.... if you get drones to get that raw quartz out, do they just clip through the ceiling of the cave?
drones are incorporeal objects
The material leaves directly via the same shaft that captures the sam deposit there and feeds directly into the underside of the processing facility, quartz crystals and silica produce directly into depots right there, sod transporting it.
That's what I thought.
its not as bad as that one impure sam node in the tight and small ass cave
in the dune desert
That impure is also accesed via shaft, along with all the rest of the sam, down into the tunnel network, #satisfactory-experimental message
how long did that took
Hard to quantify because I've been busy with work alas, here's a small clip of the thing #satisfactory-experimental message
Probably a hella long time
One corner of the sam processing facility is where 300 aluminium ingots are converted to trigons.
hello
Oh hello there
Welcome home
how to use satisfactory tools and i only input how many ore at max and it give me the max total amount of item that i want to produce ?
limit how much ore you can use in the inputs tab and then press max
Alright implemented the loopback manifold system you showed me. Hopefully it works this time
Really wish they had a "Fluids don't slosh" game mode setting tbh
I'd be super happy if I could just feed my machines like conveyors and the only challenge I had was getting headlift
thanks
should i make 30 Quickwire and 8.5 AI Limiter or 100 Quickwire and 5 AI Limiter ?
Unfortunately, sloshing fluids is more like a byproduct of the fluid simulation rather than a feature. "Fluids don't slosh" setting would mean basically a totally different fluid simulation
I wish they would update the fluid simulation to be more straightforward then
Which, y'know, Factorio completely revamped their fluid simulation in 2.0 to be totally different, in response to user complaints that it was too complex. Though I know at least some folks feel they went too far in the other direction
who doesn't like some nice blue raspberry slosh?
Anyway, I wouldn't expect such things in Satisfactory. Better to just learn to work with the system we've got. :)
It kinda seems sometimes like I'm just connecting pipes and praying to the fluid gods that it doesn't stop flowing 2 hour later for no reason
Once you get used to looped manifolds and keeping things simple, most problems with fluids tend to evaporate.
I hope so
full pipes are happy pipes
It's a somewhat strange statement to make in a game that's all about creativity, but once I stopped trying to get creative and just built my pipes with known-good solutions which Nearly Always Just Work™, I've basically never had fluid problems since
You can get more creative and interesting piping systems to work, of course, but I just succumbed to the allure of essentially-zero-effort piping. :D
How would you place the mergers? #screenshots
The main issue with that, of course, being that those "best practice" piping methods are far from obvious, and IMO difficult to come up with on your own
I have to place them down and nudge them into place, takes a long time
😳
I'm pretty sure the main issue is that people equate them to belts. Fluid is all about flow. Distribute the flow evenly along what's being fed and you can do every crazy setup you want. SO long as you have the headlift of course.
in between the popes
*pipes
Does anyone recall whether or not Satisfactory console and Satisfactory PC will be able to play off of the same cloud save?
It also doesn't help that the game throws stuff like valves and buffers at you, giving you the impression that they'll help you solve problems, when in reality it's generally the opposite. :D
Hm, that's a good question. I know that PC + non-PC can't crossplay, but I wonder what level of save compatibility they'll have, if any....
Ah what tier is the jetpack unlocked?
i dont believe they gave a definite answer on the stream
I think Tier 5 via Milestones, but you can technically acquire it basically from the start of the game if you encounter a specific rare mob spawn
!wikisearch jetpack
I see, thank you
^ wiki should know for sure re: tier. :)
also, there is probably no good way to transfer saves
I learned that via an epic fail when I thought a cascade style feed on a piping system was a good idea, it failed so quickly I didn't even get chance to reach for the structures power system before the entire thing was stalled.
heh, yeah, I think we've all had some fluid epic fails. :D
Yes, definitely not very 'apparent' surely. Valves, another story due to the math used of course, but they can be used. Buffers, again, strange principles maybe, but buffers can be used as well. Either way, I feel the main issue is that there so much rhetoric that gets spread about pipes that keep them being some "mystery". Instead of explaining the concepts, so many just start off with every bit of negativity that surrounds them instead of showcasing that they (the entire plumbing system) does and can work just fine.
I can imagine myself doing complicated tasks on my PC but relaxing upstairs in the same room with my wife decorating, etc. On my console.
So bummed about finding out (the hard way) that you can't sink power shards. ENtire chunk of the upper levels of my alien tech factory are completely stalling because the machines that make them are stalled and there's no way to fix that. Need another massive injection of SAM to generate the missing residue now.
it's more that when a new person comes and says "I'm confused about pipes not working", they usually don't want to learn 20 pages of documents on how pipe stuff works, but are rather told the short version of "generally it's recommended to do X, and when you're ready, feel free to experiment with other ways"
Can convert them to Ionized Fuel, package that, and then sink. That's what I did for my own power shard overflow
or even just burning in fuel gens
True
I don't feel that one "needs" the manual to learn the basics. Honestly imo, the first coal plant "should" be enough when using the "cookie cutter" setups that are widely known. The main one I constantly see is trying to feed many machines frome a single end. Out side of the vaired opinions on "whats best" for recycling setups, thats, the primary "issue" I see when people have issues.
Yeah I saw that in the recipie list... That is an idea though it'll take a LOT of work to make it happen. For now I'm shutting off the extra machines and going to boost raw residue production. But I'll leave everything in place and take care of it more eligantly in a another project.
Close third would be headlift issues from trying to put pumps at the apex of the 10m or whatever headlift was being given prior.
I suppose valves can be used as an off switch on a pipe, though it's generally better to simply turn the machine group off with a power switch, more compact and convenient.
I mentioned 20 pages, but that was more in relation to the amount of stuff to learn. I wouldn't recommend using the manual to learn about pipes, since it's more for "hey these are possible setups", rather than "hey these are useful setups"
Yeah I saturated my pipes and they still lost flow after like 3 hours
I've successfully used valves to control how much fresh water is introduced, but, due to the math used, its finicy for sure.
I'll still never get over that fluid buffer draining the wrong way through a pipe, that was so wrong.
Its best to loop pipes on both ends to ensure proper machine fluid supply, its generally a bad idea to try to treat pipes like belts, they don't work the same
Oh yeah I know. I did the loop back system and I'm now waiting for the pipes to fill up again so hopefully that works
then all pipes would be is 'covered belt' and would be very boring
it's honestly very easy to get them flowing right
Nah I don't think it would. Head lift is already way different than conveyors
I think if it's a setting anyways, it wouldn't matter whether it'd be boring because only players who don't want sloshing would turn it on
"pipes don't slosh" means "pipes only flow in one direction", which means... they are covered belts
Firstly, I don't agree with that at all. The manual does very well at describing the "principles" in which plumbing works. Sure, lots of stuff in there isn't need for basic stuff. But secondly, to say that one needs a 20 page manual to "understand pipes" is also false. The ONLY reason pipes are considered difficult is because that rhetoric keeps getting spread. Three "basic" principles you need in a pipe setup (NOT including recycling setups) Are distributed flow, required headlift, and amount reqiured. When it comes to recycling setups, the most common mistake I've seen is trying to pump in the "total" amount required for the alu solution to be produced and wondering why the waste cannot flush. .
You all can tout that I give "bad advice" or whatever, but so far, history and my own experimentation shows that I am not wrong in my 'theories' and explanations.
Yeah, but unlike conveyors, they can back flow
And you also have to deal with pressure
SF doesn't have pressure
and yeah, they can flow in both directions
which is the one thing that makes them different from covered belts 😉
It does, by the way segmented pipes do not fill at max flow until the segment prior is almost full.
it doesn't have actual pressure
And how flow is based on how much fluid is in the pipe before
True. simulated at best, but can be treated the same.
slapping a pump every once in a while is in no way any part of the problem solving experience. they would jsut be covered belts
The main reason single line manifolds do not and will not work
you care about average flow anyway, as long as the machines work why care about that?
Unless buffered.
the main reason for this is backflow
Yeah, but it can be argued that we aren't really doing any problem solving anyways if we are just using the same loopback systems on everything
there's huge amounts of planning and problem solving in how you plan pipes properly,
if there wasn't you wouldn't be complaining about it right now
it is, however, pretty trivial if you stick to the basic rules
there's a difference between "know basic principles to build a setup in a 'meta' way" vs "know how pipes work"
you don't need the amount of knowledge to build basic vertical looped manifold, for that you only need to copy a build based on image. But I assumed you want to get to stage where you know about pipes and how they work
I can show a "real world" scenario that conveys the "issue" with trying to feed from a single end. Hell, some may even already have a system similar in thier garden or lawn.
Do you have any video recommendations that go super in-depth with how pipes work?
I would like to fully understand them just so I don't have to deal with headaches in the future
I haven't watched any, though from my past experience from youtubers making tutorials, I wouldn't trust any of those. More likely to find a good quality video/tutorial by some "nerd" (no offence) from here
That I will admit is on the responsibility of the pioneer. Again, we've extabilshed that it's not "intuive" and a lot come seeking help for learning what is being done wrong. And, all I am saying is that, more often than not, The initial responses are "pipes are hard, pipes are bugged, and more negativity surrounding)
I genuienly don't know that you would find one. Mainly due to the tons the theories of how they "should" work it seems.
Yeah, a lot of them are very surface level or just show you the "meta" ways to get pipes working like loopbacks without explaining "why" they work
Which I don't blame them for cause fluids are very confusing
"Loop backs" work because it helps maintain the "pressure" you referred to before.
personally I never said "pipes are bugged" (they aren't, apart from the save-load bug which may have gotten fixed already and stuff like that) or that "pipes are hard" (they are easy if you know what you're doing, or if you're just building the classic vertical loop).
as for negativity, I usually say "don't use buffers or valves", just because the less complex system, the less chance for it breaking up. And in majority of cases this is actually the fix for people's problems (assuming their build had valves or buffers in the first place), so it's statistically good advice imo.
why not just read the pipe manual, that should have most information anybody would care about, at least for using pipes in this game
What you're efectively doing is taking advantage of the bi-flow nature of pipes to make sure they all stay full and that the machines have enough avaliable at the time of cycle.
no. Most of them are bad and give less than replicable solutions to things.
some basic rules to follow though #math-and-meta message
No, this isn't a direct attack towards you mate. In no way was I directly including you or anyone else directly. Just saying there is a general "aura" that surrounds them is all.
youtubers very often don't have deep knowledge of the game they are playing, sometimes they even give misleading or wrong information. Again, I didn't watch any pipe-related videos, but from the few videos I did watch (from various youtubers), pretty much all of them contained factual errors or very misleading claims (not to mention how often youtubers like to misuse terms, and we then get confused people coming here asking about something that means completely different thing)
I do apologize if that was somehow conveyed tough.
eh, I didn't say it is an attack or something, I was mostly just saying that I do not agree with any of this "aura" you're talking about (so basically agreeing with you)
The only real "aura" I have experienced with pipes is the pipes bugs, but thats really when things aren't working as intended, which reminds me I need to see if some of the bugs with pump placement have been fixed yet....
I was originally like "I'm gonna have trucks and all these cool looking independent factories". That plan got scrapped as soon as I got realistic
What "bug"?
The main one I saw in 1.0 was the placement the game would give you for optimal pump placement was wrong and would result in pumps placed at those points exceeding the headlift limit, it used to be correct but the logic got broken at some point and it started giving wrong placement locations
there was also that save-load bug (not the old one with 5m3 of fluid removed per pipe), not sure if that got fixed
I figure you were referring to that. I do agree that the "current headlift" indicator should not be "snappable". But, this is one of those things that isn't very "intuitive". I look at it like this: A pump pushed to 20m.. one shouldn't expect a pump to pick up from that 'exact' stop. A pump needs to be "primed"; the only way to do that in this style of system is to put it 'within' the headlift supplied by the last pump.
The game snaps your pump onto that point though.
(the one which is too high to work)
I know, hence why I said it shouldn't be snappable 😉
from pre u7 or the weird thing that was happening with nuclear gens?
something new in 1.0 or 1.1
might want to as Mcgal about that. He was paying more attention to it
unsure if it's still there
I don't remember specifics, but afaik McGalleon said there is one
seemed to be largely hurting NPPs though? didn't pay too much attention
Perhaps thats part of the bug its snapping to the wrong place, hence why the pumps are exceeding headlift limits when placed at them
Yeah/no, agreed. It should be explained better somehow that it's just an indicator, and not be snappable imo.
But it was snapped in the past and gave correct placement that didn't exceed headlift limits, but maybe the bug is however its calculating that placement to begin with and not snapping after all, because the snapping in the past wasn't a problem
Though, as it is, I don't recall much explaination of anything in game 🤣
I have only been playing since the tail end of U8 and learned early on then to not snap to the bubble. So, I can't say when/if there was a change.
This is what you get being like me and placing since early ea, i have seen so much both work and later on not work that I have lost count
But I remember in the past, maybe it was u4/u5, hard to say that it used to on average work much better, would place the pumps at those bubbles all the time, they snapped to and i had no problems with it
why i was surprised in 1.0 when now the pumps are all exceeding headlift if i do that now
As I slowly build an oversized nuclear power plant, I can't help but feel the best way to buff Ficsonium to actually be useful is to nerf it to need significantly more plutonium waste per run.
well ficsonium is useful - to have wasteless plutonium power 🙂
To actually be useful
that's a huge use.
I feel its intended for FFRs to be bad, but yes its not very useful being so expensive, the fact that it doesn't consume enough plutonium waste being part of the problem with them
honestly I wish it put out 1/2 as much power as it does
Exactly that, they could produce zero power and still be nice if they used lets say 10x the plutonium waste so you could actually build a larger scale, sustainable, plutonium power plant
nah, they need to be painful
if you can't stop yourself from burning plutonium gotta pay the piper if you don't want the waste
when it says i need 5 Modular Engines 2.5 per min. does that mean i need 5 engines every 2.5 mins?
or legit just need 2.5 per min
no , the 5 is per cycle, and you need 2.5 pm
which suggests the cycle is 120 seconds
Probably why there are mods to rebalance those recipes also, but yes something would need to be done to actually make them useful, because as it stands its overall just better to do rocket fuel for end game boring and call it a day
or base nuclear? it's very simple and you don't need a million gens
I just wish we had other useful interesting options and problem once your doing either nuclear or rocket fuel, there really just isn't much that makes sense
options for what?
people keep assuming that ficsonium is there for power 🤷
t9 power options remains pretty disappointing, you either have ionized fuel that is so bad its not even worth considering or FFRs that is equally so expensive that in most cases it isnt worth considering either
Sadly yeah... when the production chain for rocket can be as simple as refnery (HOR), blendery (diluted fuel), blender (Nitro) vs the behemoth where as even trying to keep it as simple as possible uranium balloons out of control
base uranium is super simple
... ok but yo ucan say that about literally everything.
'damn there's no tier 10 stuff'
and when you have tier 10
'damn there's no tier 11 stuff'
shrug
which is fair in a way, sure I like 'stuff' too
but gotta stop at some point
well the problem I see isn't complexity, its cost vs reward and everything else past t8 basically balloons out of control so much so with cost vs reward, that you can only look at the recipes and wonder why bother with any of it
it's a problem solving sand box where you get to decide the level of complexity you want
if you want to stick to baby simple but spamming a billion generators? stick to rocket fuel
Ionized's complexity is alright in either form, it's just the "Reward" as you said is lacking, especially with dark-ion falling flat because it goes from 1:1 to almost 2:1
got a hard dive, its bolted frame (lots of scews) or copper rotor (also lots of screws)
-_-
save it to the library
sweet, find steel screw recipe to use with it
or save scum the reroll
then you stop at t8, because nothing past that makes any sense
And then alu beam > steel screws = ❤️
that's the point of a problem solving sand box where you choose the complexity
rocket fuel is boring and huge.
again problem isn't complexity, nuclear is complex and still makes sense to use, its a the cost vs reward where it ballons out of control
you could keep the complexity and have it be useful, problem is its complex, to expensive and those makes no sense to do by any reasonable metric
thus my original statement: increase how much plutonium waste FRRs need per and they become amazing, the more waste, the better they become
how is the cost a problem? there's more resources on the map than you'll ever use
i checked the wiki, copper rotor is the fastest copper production, i'd pick that over 2 more frames per minute.
should i rescan or use copper?
its a real problem and could show you my calculated production lines for it, you can see the real problems with it right there
its not a problem of complexity, its cost vs reward, where it all ballons out of control
The silly example is if you make the 22ish max plutonium (with 50 uranium) there arent enough resources to actually process all the plutonium waste
That is why if FRRs burned for almost no power, but took 10x the waste I'd be a happy camper with the change
I've done a max 50.4 rod system. the only real cost was making everything on curves. It was .... really simple otherwise
and I think the output was like 500gw?
Yes I know about that, part of the problem with FFRs unfortunately
Also part of why I just gave up on t9, ionized fuel is terrible for power and FFRs isnt even worth it to get rid of plutonium waste
touch over 625gw gross (whatever .4 gets I forget)
it seems to be the only meta that makes sense is to sink the plutonium rods, rather than using them for power, which is a shame, t9 could be interesting, instead we just have options that are too expensive to use for well anything
vehicle fuel is reasonable use for them at least
plutonium that is*
true you can still use them for that and not have to deal with the waste
long as you have 5+ filters a person being depot'd a minute they're harmless, if a touch noisy
This little side pivot thing on straight build mode is mad annoying
something like that? been a while
I know 50 rods/min gets exactly 625gw gross as that's what I'm tinking away at
a perfectly fine choice if you don't want to deal with p waste.
again, a personal choice. I would use the mfor drones and trucks
not really a personal choice when even just trying to FFRs to get rid of waste makes no sense, never mind even wanting any power, so its more of a forced choice to put it more accurately
because the game gives no other options that make any sense
like you said, why not just make rocket fuel? everyone wants different things and different things make sense.
I don't really get the pure recipes when alloy and tempered is out there. But some people are weirdos 😛
and I'll dip into pure if I just need to squeeze a BIT more out of a location
I hate rocket fuel being one of the only few meta's that is useful and makes sense, but I guess its intended that FFRs are so bad they just aren't even worth doing
I mean Snutt did say FFRs was the worst power source and I come to realize just how true that is...
because it literally is just that bad....
||dons tinfoil hat FRRs were supposed to use 10 per, but Coffestain forgot the 0||
you keep using the word meta.
almost the entire game is subjective unless you really break something down and define the crap out of it
Well Snutt did warn us of those cursed rods.....
I mean... ADA would like use to use the Most Efficient Tactic Available ;p
I would just like to have other useful options, but I guess its fate that rocket fuel or uranium power will remain one of the only useful routes to go
Oh well guess its fate t9 is just going to be disappointing
Maybe I'll relook at those mods recipes again, perhaps they can salvage the mess that is the t9 recipes
How much of a power increase does overslooping a machine give? Is it double the power cause of double the production?
its exponential
250% OC and a slooped manufacturer uses 740MW lol
if you max the overclock it's closer to using... 4x? the power per item produced, but if you underclock them, they can end up cheaper per item produced even sooner than normal underclocking
double -chuckles-
Given how easy it is to produce more power than you'll ever need, I'm not really sure "useful" is really even a major consideration. You do it because it adds a lot of neat complexity to plan out, build and tune. It's something to do, it's a vehicle to reaching a goal of producing as much power as possible (Which is a lot of peoples goals it seems like) using the available resources we have. Whether ANY of that extra power is useful in any way is pretty arbitrary.
like most overclocking in this game, its exponentially worse
I meant overslooping as in just shoving a
in and not overclocking it
I just assumed the term for that was overslooping
Overclocking/Slooping/Overslooping(both)
With that being said, how much of a penalty does only putting in a somersloop cause
Is it 2x the power requirement?
x4 for 1
imo it's just "slooping"
since there's no "underslooping", there's no reason to call it "overslooping"
pet peeve of overclocking crafter machines should be linear because of out of game reasons MAYBE water extractors too Slooped ones can keep the insane growth curve though
Slooping is using a sloop. Overslooping is using a sloop AND overclocking.
sloop + 250% OC = 13.431x power usage
Sure Underslooping dowsnt exist because it would probably not be useful
But you could do it. ANd it sould be a valid term if you did
we already had the exponent reduced, idk why it should be removed
eh, that's just "overclocking + slooping"
Or "Overslooping"? 🙂
nah, that would then get confused with "slooping" by people not familiar with the term
overclooping 
Save your breath Farsel, Greeny is a very "I have decided this is the way" person
?
Given his accomplishments I guess I can give it to him 😄 Still, I think it works lingustically and even sounds kinda cool.
it wouldn't be a problem if half of the people here didn't already use the term "overslooping" for "put a sloop in a machine"
OC and slooping work fundamentally different, not sure how you can try to combine terms like that
If you apply both to a single machine you have "Overslooped" the machine.
even wiki calls it that https://satisfactory.wiki.gg/wiki/Production_amplifier
Suppose if you could add even more sloops to a machine than normal, that might be some for of overslooping but the game doesn't have mechanics for that
Production amplification (dubbed slooping or overslooping) is a mechanic (...)
A waste of a perfect compound word. Ah well.
you must be german
Alas, I can see the logic of "slooping" referring to adding a sloop, while "over/underslooping" being both overclocking AND slooping instead, but I suspect that, because of the finite nature of sloops, its generally assumed you'll put them in a max overclocked machine
is there a way to dissable the new start up messages?
FOr me it's generally either/or since I manly use them for different reasons.
Mod
was brought up in a dev stream that they may make them optional. for now, no (without mods)
tyvm
Wait there might be a way with mods to disable them, i might look into that, i find 1.1 has excess startup messages now that is kind of annoying
have a mod to remove the birds, the ticks, and now the loading...sigh. o well still love the game.
there already is at least one mod that disables them
soon we'll have mod that removes the game
Hi everyone. Is there a good server host currently? I tried gportal at the 1.1 release, but had to restart their server after every milestone, so I refunded it.
I've seen a lot of the modding community suggesting Indifferent Broccoli as a server host. I have no experience with them myself.
I'd just host it myself
After I had 4 people online on my server I noticed my PC couldn’t keep up so I got a server from them and it’s been smooth
A mod that turns Satisfactory into a 3d Factorio would be kind of cool👀
Who wouldnt pay for a 3d Factorio that included space age, that sounds spicy
what about mod that turns it into 2D factorio? 😛 (I have that one, it's called ||factorio.exe||)
I have that, but I was thinking of extending it
honestly that sounds like a completely new game, given how practically all aspects of the game would have to be modified/redone
Yes it would be lol
Factorio 2.5D
Factorio 4D
Is there a way to limit, say, a mk 2 conveyor to only take 100/min out of storage
generally I'd recommend not taking out of storage, so make a factory that makes 100/min and connect to that
Pretty much I have a factory making 120/min and i use storage as kinda a buffer
But I should probably just split it pre-storage and store the extra 20
then have 100 go elsewhere and 20 into storage
You could split the mk2 belt into 6 segments, combine 5 of them together to get 100 and, do something else with the last segment, not sure what
anyone know why when i press session id the id is not there even if i press show
Waiting for the console release 🥀
get a PC 😛
have whatever system it's feeding only use 100pm, then it'll only pull 100pm
itll still put 120 on the conveyor and jam
no? the average flow once the system fills would be 100pm
well if the factory is producing 120 and im only using 100, its gonna jam/waste 20/min
it'll still only pull 100pm from the box. The belt just won't look smooth.
what's the issue you're trying to solve?
ohh icwym, im still goin a different way
cuz i already dismantled my old storage lol
How do you get blue prints to do the auto connect thing?
I am in build mode, I am in Blueprint Build Mode (Auto-Connect)
click when theyre connected, and then you can drag them
Maybe the pipes are just being weird?
it also has bugs where it doesn't connect sometimes to, even with all of the needed stubs
I'm not even seeing that little icon thing to connect them
yeah more than likely more of those bugs
im unsure if i should pick bolted iron plates of cast screws for a alternate recipie
-stares in disgust at all screws-
Cast screws is nice
Yeah im thinking cast screws, as that allows me to cut down on the amount of constructors needed
cast screws are overrated
flip a coin then
I like stitched plates as, when paired with iron wire, it uses less of basically everything
Cast screws, early on, are a straight upgrade because that
I haven’t gotten there yet but it could help with planning, is it possible to go resource positive using converters and somersloop?
because cast screws also mean all my rods i produce are used in assembly
even if it was, it's not really useful
Cast screws is a nice logistics simplifier yeah.
also should speed up screw production as i don't need to wait for rods to be made
that sounds like math error more than something cast screws would fix
It's still the same iron, but less buildings and power is nice..
Later Alts are balanced around Steel Screws output rate which has the option of using Aluminum Beams, or you can just ignore screws altogether, but Wire and Quick wire usually fill the void
Love making quickwire and wire, still hate screws for whatever reason
They're an efficient and easy way to make rotors, as you can just put a cast screw constuctor behind each assembler and manifold in ingots
I think it's screws have that early trauma and still have the highest /min of any solid
Thankfully with alt recipes you can kiss them goodbye forever eventually. (Except for building the Awesome Shop)
Thats prolly it
I maintain that the screws are a teaching tool since you have to deal with mass quantities of other items as well in the future if you plan to go big.
Going Big with screws would be another order of magnitute worse so they gave us alts to get rid of them so the pain didn't multiply.
Id say the biggest cause of screw hate is that intermediary step of rods that make them feel so... Awkward
The rods aint bad honestly, you just manifold them over, its just, as you said, they really do maintain the higher part per min ratio to anything else in the game
Rotors, for example, baseline/Copper, 100/195 screws per min
Steel Rotor? 30 wire and 10 pipe, like, easy money
same for Reinforced Iron Plate, Mod Frames
Only recipe I can think using screws for any more is Heavy frames
Iron wire plus iron pipe
I went to setup a plan for rotors I think it was, the layout I want was 250 screws, I said nope screw that and brought it down to a manageable 2 belts
@trim vine you back up and running since Refined Power is up to date publicly now?
only cause stuck with 120 belts atm
😉
I love all the alternate recipes that don’t require me to use coal and iron. Makes things very lovely indeed
But ... but .. red lights? 😏
I VASTLY underestimated the space I will need for these gennies
We're JUST now laying down the gennies
biggest cause of screw hate is people trying to centralise their production and merge it all onto single belt, not realising that's not how you deal with screws
Prolly gonna stream turning everything on and troubleshooting when I do it
(well, that and the fact that they were hated in U2 and people keep parroting it)
Noooice. What'd you say again, 8k RF?
To answer the question: You'd pull the 120 into a splitter of 2 mk1's. One of those goes into a second splitter that splits three ways. Two of those merge with the first mk 1 belt and the third loops back into the box. 120 > 60/60 > 60 + 20/20 = 100 remaining 20 goes back to storage
decided to not use storage as a buffer and just take the storage off site, i did try that and it worked but took up too much space
@trim vine You OCing the gens?
I have to or id be building just shy of 2k
Yeah, lol
Yeah... Most people just manifold for that reason and make sure that lines can flow when other lines stop or have the relief valve of an awesome sink for that reason... Load balancing is veyr rarely if ever required
Smart splitter with overflow setting 
I go big with cast screws all of the time.. 100 assemblers making rotors.
You just put a constructor behind the assembler and a 1 meter belt into it.. takes 50/1200 belt capacity, doesn't even overload a mk.1 belt let alone mk6.
It's one of many "don't misuse manifolds" tutorials, if that.
i'm a bigger fan of doing similar with copper rotor and steel screw into 3 assemblers for rotors
dont get the hate for screws when you also work with quick wire and copper wire with large quantities
yeah, quickwire is the evil, but you have to get to the point where you're making hsc's/ails/supercomps to really feel that pain
Even "worse" is that FFRs don't even work well as vehicle fuel...
Less energy than PFRs and 4x the radiation 
i think the reason ppl struggling with screw is they try to manifold them into 1 central belt, when you can just do screw constructor > other machine
its much easier that way
manifold misuse is the cause of like 80% of the problems in this game
BTW, yOu CaN aLsO mAnIfOlD...
Singleplayer
Omg bro, I wanna go max efficiency but I can’t, I was gonna do a big ol plastic and rubber factory with a few alts but making diluted fuel for generators has been a pain in my ass
Why are refineries so annoying to work with
Am I the only one that likes this game but gets an really unsettling and uncanny feeling in some biomes
Example biome?
Cus I kinda get the feeling in some areas
Or if I go to the pink forest and it doesn’t try to kill me
Because you need "too many" of them?
They're also really tall... 
I need like 70ish for my fuel generator shit
I dunno how younger me got all bauxite on the map refined
I’d Kms trynna do that again
I didn’t even use blueprints
You know that place with the really large hole in the middle that's next to the waterfall?
It looks kinda out of place and unsafe
The whole biome feels the same
such pure soul, you should try exploring the swamp, that area has the most happy atmosphere all around 
Almost explored the whole map and that's the only area that feels off for me
It feels soulless somehow
The Satisfactory equivalent of "just press ALT+F4"...
Good. It seems that it has yet to fill itself up with your soul 
Sorry but I already sold my soul to Blender.
I'm empty
Understandable...
Diiuted Fuel is just too appealing 
No I mean the software 😂
I finished setting up coal power! (600mw with the 8:3 system) once I unlock detonators to uncover the other 2 close veins it can be 1200 (: )
you can also upgrade the miner into mk2 and clock them so you quadruple your power production
And yet I notice a severe lack of Satisfactory content in your portfolio...
Do you even Satisfactory fan properly if you haven't Blendered a Blender?! 
I literally have no idea what to model from there😂
Ohh wait that's a good idea
Huh... "Blendered" unironically sounds much better than I thought...
Wdym?
Dunno how to do the model or how to make an interesting scene with it?
Nah I didn't have any idea what I could model. So many interesting things.
Just make a Bean.
Easiest thing to model there is 
Power Slugs and Lizard Doggos are fan favourites
If you're doing a lizard doggo please ensure you accurately depict the nipples or people get upset
Would have did them a long time ago if I knew character modeling
But I could do a production building but I need something that looks interesting
Good time to learn
Start with something basic but recognisable, like a splitter or merger, and work up to other machines
Sounds like "would have done them long ago if I was motivated enough to learn how" 
But I agree that the Power Shards can make for a really cool model (and quite simple too) ^^
Haha yeah I planned for this summer to spend my time learning character modeling too
With all their colored lights and whatnot... ✨
still cant add my own music in to game
It might just be a me thing, but anything that can project colored lights can make for great renders with some good 'ol GI, IMO...
Yeah, I like the shinies, so what?!
Make sloop
Lol same for me. If it has lights or wires it can be a great model
Why wires? ^^
Play it in the background or try asking in the Modding server
It's really interesting to work with wires for me. If you look a bit into "the engine room" render I did you can find a few models where I worked with wires. Also have many unposed projects that contain models with wires. They are a thing that can add much detail to things because they are..I don't really know how to say but you can move them in a realistic way to enchant your model
Might derail a bit from the satisfactory topic but it's alright
Something common for me
I love wires essays
My message was a tiny bit late
I think I get what you mean... 
So... Power Shards strung on wires (possibly entangled with wires too), hanging from the ceiling in some sort of creepy/dark/research-lab setting? 
Make the wires (or some/part of them) emit light for extra shinies 😆
In that essay I was talking about my like for wires in general 😁
Yeah, I get it (I think), I'm trying to suggest something more geared towards your likings ^^
But I could do some power shards then a production building and alter it a bit so the power shards can be seen on the outside of the building
Make a Constructor outputting a power shard 
Like it you take the pumps for example they have those pumps on the outside. Image some pumps on the production building but instead of pumps, power shards.
TBH, I don't know where you could put a power shard without having it look weird otherwise 
I'm a master at talking nonsense I know😆
Unless maybe... Just have a power shard simply be on top of a machine? Like as if left there? 😆
Then go the extra mile and animate a truckload of shards being poured over a machine, just to torture your machine with physics, GI and reflections 
That sounds like an unemployed person task. Good thing I AM unemployed!
Ok, last random idea:
- make power shard
- entangle it in some wires
- clone it
- throw them at one another and let the physics simulations have a blast in figuring out how the two would tangle and collide with one another, while producing cool light and shadowy effects...
Hmm.. that's a cool idea
We went from "what to model" to a full on animation, but whatever... It's not my time I'm considering wasting 😆
Time is wasted either way. Do it or don't. Time has passed already. And it will.
Time is an illusion - > Tricks are for kids - > I am an adult - > I am immortal
Lifehack achieved 
So either I'm modeling the power shards or not, the time that was wasted modeling that will be wasted sleeping! So don't sleep at all and not do anything! Just stare into the abyss and let time slow down while your sanity is decreasing to the point where you won't be self aware of time. You just know that you will now do that for the rest of your life!
I think I need to get some coffee
What am I even saying
The less you sleep, the less you're weak.
It almost rhymes!
im only 10 hours away from having the same amount of time as my old session, which i was playing on for a week or two, i started this session two days ago lmao
i stayed up til 5 am first night
also i love underclocking rn
can get closer to that sweet sweet consumption equals max consumption
Good day my guys
Is it possible to change my equipment by pressing a specific key? I don't like using the mouse wheel for this, as it is too sensitive for me. Since the number keys are reserved, I was thinking of using the function keys instead.
dont think so
there is no option to limit the amounts of auto saves to 1 or ?
so I'm still very confused, just start having stuttering while playing again so opened HWINFO just to make sure my system wasn't acting up...
CPU usage has been staying below 50%
CPU thermals has been staying below 73C ( about 80% of the thermal limit )
RAM has been fine, also staying below 55C
GPU usage has been averaging 90% of high settings
GPU thermals has been staying under 75C on the hotspot
I genuinly can't figure out why I've been stuttering like crazy and sometimes even crashing since 1.1
You can rebind it from mouse scrolls to any button you want
since the stuttering is mostly when building/removing I just tried some things with that...
Why does the game lower it's usage of the GPU when building/removing and moving a hologram around?
wait you can? how come i never find that, in what tab btw
thx
Maybe an Updated added that option to the keybindings?
It was in 1.0
example of system performance during hologram moving around
https://imgur.com/a/jnDfUpX
Is it worthwhile to build a road network? I'm in early game still building in the first biome I spawned in.
Do vehicles still bump into each other in traffic/intersections? (They aren't autonomous?)
I know that they don't really 'drive' when you are not observing them. But I'm going to be around this area for a while before I leave to build in other biomes so I need them to work without any problems.
guys, long time no play the game, what the current version?
Should I just wait for rail if road networks are completely unviable?
vehicles on autopilot have some collision avoidance, but can deadlock if you have single lane traffic rather than two-lane traffic
1.1
what
i remember it 8?(last time i play the game)
leme check on steam
that was 0.8
cool
!wikisearch update+8
Patch Notes: Early Access - v0.8.3.0 – Build 264901. This patch was released on 14 November 2023. It is the last patch of Update 8 development, bringing its features to the stable branch.
The original post can be viewed on Satisfactory's official website, as well as Discord, Reddit, and Steam.
thanks
Hey team, is there any way to edit BP? I need a fast way to downgrade belts and lifts to mk1 for other playthroughs
Thanks, I changed it to F1 to scroll forward and F2 to scroll backward in the equipment. At first sight, it seems to work well. I will test it in the coming time to see if I can handle it.
Fatal error: [File:D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectArray.cpp] [Line: 534] Maximum number of UObjects (2162688) exceeded when trying to add 1 object(s), make sure you update MaxObjectsInGame/MaxObjectsInEditor/MaxObjectsInProgram in project settings.
sooo, what is this MaxObjectsInGame thing? apparently that's what been crashing my game
too many things in your save
guys can you check your elevators, mine has a gap between the floor and elevator #streams-and-videos message
so under objects it understands foundations buildings etc. etc. but also conveyor items or no?
Also as that garbage collection only runs at intervals, if you do too much BP stuff fast, you can get the crash without being anywhere near the limit normally.
As one example, there are other causes you can get that crash without having large save.
But when you hit it, you just raise the limit and continue.
It is kind of sanity check, not absolute limit.
no way I'm already hitting that limit right? I've only gotten a Fuel power plant, Turbo Fuel Power Plant, Steel factory and a motor factory currently cos I was in the process of rebuilding my basic factories
And the warnings in Wiki about possible save corruption is OLD and AFAIK not real.
And UE itself AFAIK can handle that up to almost MAXINT, just causes performance degradation more object you have and possibly from higher the limit is too.
There's a bug in 1.1 i think that causes temporary uobject spam. I've had that crash 5-10x in 100 hrs while in 1.0 i never got it on bigger worlds
like Satisfactory calculator says I have this amount of stuff
my actual uobject is like 20% of the limit tops
so I just raise the limit and ignore?
just reload and keep going
yeah, can be fixed by save/load often while in session tho
unless it happens to you consistently like multiple times an hour
It atm just happens to everyone now and then.
but kinda annoying
it's happened pretty much every hour yeah
dont know what triggers this bug
but it's def not too much stuff in your world
https://i.imgur.com/0iozv3W.png this one never EVER got uobjects crash. But in 1.1 it started to happen even on pretty fresh worlds
alright, so how do I raise this limit?
Lower down in the link I put.
90% of my satisfactory crashes happened in the last 5% of my playtime
1.1 really was not ready
so just add
[/Script/Engine.GarbageCollectionSettings]
gc.MaxObjectsInEditor=100000000
gc.MaxObjectsInGame=100000000
to the bottom of the file?
way too deep to revert now, but i hope they figure out this crash and the multiplayer array index size one and fix them asap
Yes, in reality that InEditor version isn't needed at all, and you can set the value to whatever above the default limit and UINTMAX.
I personally IIRC set it 5x or 10x default, and not that Wiki value.
[/Script/Engine.GarbageCollectionSettings]
gc.MaxObjectsInGame=100000000
so just that would be sufficient aswell?
Yes.
That InEditor doesn't hurt in there, it just doesn't do anything as you aren't working in the Unreal Engine SDK Editor, which that is for.
so do 2,162,688 UObjects 5-10x?
How many UObject there can be when running inside the SDK.
Up to you.
I didn't set it that much higher in case there is some small performance difference based on the max limit.
Most just set to what Wiki suggests.
I put in some monster number just to never see a UObject crash again.
lmao
I don't know how but I've never gotten an UObject crash
Basically there migth be some small memory or CPU usage difference based on how high the number is, but I haven't tested and if there is, that isn't major effect.
And I've managed to make the SCIM map crash due to too many objects
Because of max memory use limit for javascript in browsers, often 2GB or 4GB.
Oh, can I change it?
It'll be very useful considering what I'm planning to do
Seems to be 16GB per tab now in Chromium with 64bit builds.
Ok, no, 4GB at this time for my Edge for Javascript Heap max.
window.performance.memory.jsHeapSizeLimit in devtools
So 4GB of JS Heap, and 16GB total for all types.
BRUH
Fatal error: [File:D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectArray.cpp] [Line: 534] Maximum number of UObjects (2162688) exceeded when trying to add 1 object(s), make sure you update MaxObjectsInGame/MaxObjectsInEditor/MaxObjectsInProgram in project settings.
is there anywhere that to report?
So didn't take.
Make #1038092680493801533 thread, include what is happening, and copy any crash report you get as text (attachment).
thanks
Was the game stopped while you edited?
game was closed down, just double checked... for some reason notepad didn't save the change
let's try that again
also, what's up with the stuttering when removing/building something? still haven't figured that one out
You can run that same command in ingame console to check if the change took or not.
gc.MaxObjectsInGame
Without value after any such thing reports the current value and where that value is from.
!ban 263402244379115530 scam spamming
_livexevil was banned. | scam spamming
Hi Everyone! Where or who can I ask about localization into Russian?
Why do you ask
Isn't Satisfactory already translated in Russian? 
Anyway you should @ a mod about that
One of the professionally translated languages IIRC.
In the 1.1 update, one of the machines, Assembler, was renamed. I wanted to know if it was possible to return it to its previous name.
So probably QA site for any bug reports related to that translation.
@brittle pagoda You can send Questions, Feedback, Suggestions, and Bug Reports
https://questions.satisfactorygame.com
<3 @sterile blade
Oh, Thank you!
.
At least I'm not the only one having fatal error crashes. I'm not alone🙂
the tip they gave me actually helped, haven't crashed yet fingers crossed
I wonder when the next patch will be planned to hopefully fix some of these crashes
Hopefully the other day I have major problems even making to the games main menu without the game crashing
Because 1.1 is pretty stable as it turns out...wait what🙃
Sounds like a hardware/PC error on your end. I got a server and multiple friends that have crashed like two times each. After hours and hours of gameplay
Nope hardware/pc is fine, all my other games don't have these issues
Which doesn't mean anything.
is it possible to kill those big peacefull creatures? I am so annoyed of em
Yes, just have lot of HP.
Oh I know what it means and isn't what other people think
aka isnt hardware/pc or drivers, same issuees as last year
UE5 in general and Satisfactory 1.0/1.1 in particular are very effective CPU and RAM stability testers.
CPU for swing loads.
RAM for some latencies that aren't used by basically anything else.
Both for things that basically nothing else triggers, including actual RAM tester programs etc.
Also doesn't matter in my case, as my pc is stock, no oc or anything, also ran memory test already and no errors were found
Also for some GPU HW level stability issues.
so again isnt a hardware/pc issue
Which again doesn't matter.
Some HW is instable at stock, when new.
And like I said, RAM tester programs don't hit all RAM issues that UE5 games cause.
Shown multiple times already.
Ok then. The game is broken for just you lol.
And AGAIN, XMP/EXPO/DOCP/RAM manufacturer marketing spec is OC, not stock.
factually inaccurate, just look at all the directx crashes and others people have already posted about, it isnt just me you know
hello i have a question: Do gases like nitrogen need pipeline pumps?
And almost all have been fixed with GPU driver stuff, or by finding what specific HW was unstable.
What cpu do you have
And you just complain that it isn't your computer.
intel 13900
When basically all the other cases have been the specific computers.
Gases don't need pumps 🙂
ok thanks
Of which 50% were unstable at stock before FW updates.
And major amount are physically damaged from the use before the updates.
He has a 13900k and says it's not my PC lol
And which officially only support up to 4400MT/s RAM at stock with 4-slot MB, when using 2 sticks.
This has been going on multiple times, with him not listening to advice to try to find the HW cause.
Motherboard is probably trying to stuff 300 watts into that CPU well over the actual safe voltage
Yeah I tried all of those suggestions to, none of them ever worked, as I said I have had these issues in 1.0, even before the 566 december drivers also, either way the issues are thankfully isolated to satisfactory and ue5 this game uses and so far aren't reproducible in other games
Because it isn't, I would have at the very least saw some issues with other games and programs I use, so far nothing.....