#satisfactory
1 messages · Page 181 of 1
No clue; just search the mods db? Or ask in the modding discord?
Yeah, that seems a bit silly
OHH I forgot modding discord exist
@acoustic heart smart splitter with overflow instead ?
oh yeah me too
I mean AFAIK they've got an online mods database which is searchable and everything. Your question could probably be answered by a minute or so of browsing. :)
Depends on the volume of items you need really. If you need several things but none of them in crazy numbers you can just put each item into it's own train car. You just have to be careful that you keep in mind which item goes in which car so you don't get lines mixed up and cause a stoppage
I mean it can get messy for sure if a freight Station ends up with 5 different item
Let me check
Just curious. How challenging is phase 5 compared to phase 4? Currently working on my phase 4 factory. Want to plan a bit for the future I suppose
You won't really need to plan for phase 5 in 4, at least nothing I can think of
According to stats the 1000 tickets is the real endgame goal
The endless refinery spam and slow speed is why I actually kinda prefer the copper alloy ingot alternate instead. Foundries are cool to work with and iron is so abundant that I don't really care if I use a bunch
Is that for the golden nut thing?
Phase 5's generally considered a bit easier complexity-wise. The most complex things will just be the Phase 4 parts you need as ingredients
@steady brook #screenshots message
You should search YouTube for "funny reload animations" and have a laugh. 🤣
Yeah, I definitely think I’d rather try that recipe next time. Refineries are so large
Yeah, Alloy's a great recipe. :)
Especially for any factory which needs both iron and copper, since you can use both the alloy recipes at the same time
I have like 450 hours in this game. This will be the first time I’ve completed all the phases. lol
It also saves you the pain of building more dang water extractors 😭
I’m really bad about restarting games if I’ve been away from a save for too long. I’m trying not to do that anymore. Not just with Satisfactory either.
You aren't alone. I started a new save for 1.1 because I stopped playing my 1.0 save back in November and I couldn't figure out what I was doing lmao
You can change which items to unload in the advanced settings of the train. Pretty neat
Or use a little sorter after the station.
The issue with a sushi train car is that you have to sort it and have a sink to handle any overflow or you will shut everything down when one item backs up. Easier to give each item a dedicated freight car. If it backs up it wont cause an issue because the other stuff is still going to get delivered
Not saying it can't work. But I'd rather just use the extra space
Sushi belts and such scare me lol
I might try it one day, but I’ll stick to my usual manifolds
Sushi belt can work really well for some manufacturer recipes where you only need a small number of each item
Saves you the headache of placing a million different belts
That makes sense
If you mean the crater-like area with a lake, you can't use all 4 nodes near it at the start for power
one is obstructed
I’m building my phase 4 factory in the desert. First time I’ve ever built in the desert. I wasn’t aware of how great it is. It’s relatively flat and open. Tons of resources.
Especially for some of the space elevator parts like adaptive control units. You only need 32.5 items/min total at 250% speed so you can run several with a single mk2 belt feeding it all
my with my belt lasagne hheh
i did consider sushi, but it wouldnt have worked for my setup
I've done it in some very painful ways when I really should have just gone full sushi
sushi works best if you have exact quantities coming in
curious why we cant select items when searching by simply pressing enter, would be a lot nicer
like in a programmable splitter
yeah sounds like a UX inconsistency, not sure why that doesnt work if using the searchbar normally does allow this
Sushi can definitely cause some other problems if you don't have exact numbers
Fixonium rods, project parts, etc
sushi is the problem
Heh, well okay, granted, Ficsonium's its own little optional category on there. But IMO once you've got the P4 parts automated already, building P5 on top of 'em isn't as complex as the P4 parts were
Once you've figured out how to handle the dark matter loop, there's not much else that's complex about P5
(Which I don't mean as a complaint!)
yeah i anticipate i could get through phase 5 pretty quick once all phase 4 stuff is set up
it only took my half time i did in phase 4 to finish 5
I suppose given that Phase 5 only has a single tier, that math checks out. :D
@open bone new merch idea: space elevator coat stand
Is there a way I can make foundations follow the rail curves so I can place them below, or do I gotta make an awkward 90 degree turn
ctrl+scroll for finer adjustments
pillars snap below rail, you can snap foundations into the pillar and nudge them vertically
Can anyone help me? I have 300 items going, but only mk3 belts
am I a maniac for remapping up-down arrow as nudging up and down, basically having to turn my player 90 deg to use left-right to nudge backwards-fowards? 
what T7 and T8 items are only used for other assembly lines? i dont wanna automate stuff i wont need
instead of merging them all into one belt, split off into 2 belts of items
soif you have 3 machines each doing 100, belt split belt, and merge into two belts of 150
if you have 4, merge each pair of machines into 2 separate belts... etc. you get the idea
I don't have it broken out by tier, so apologies if I include some non-Phase-4 stuff, but: Aluminum Scrap, Copper Powder, Electromagnetic Control Rod, any of the nuclear-power-chain resources beyond Uranium itself, Pressure Conversion Cube
thats good, thank u, exactly what i needed
Though I eventually found it extremely handy to have Aluminum Scrap going into some Depots just so I could pre-fill manifolds. Waiting for 500-stack-size manifolds to fill up can be annoying
Al scrap does tend to be produced at very fast rates, so there's that.
i use pure aluminum so mk1 belts split it perfectly
Yeah, indeed. Though I still found it persistently annoying enough that I enjoyed being able to pre-fill 'em. :)
I feel yah. My standard manifold production setup cuts the output to let the manifold back up and manual fills from DDs. Don't think I did for Al though as my design was smaller, modular without that much belt buffer.
I was actually considering Depot'ing ores, too, on my next run
Never made sense to store it in the pre-Depot days, but being able to prefill manifolds easily might be handy
Basically free to do, so seems fine.
Though I realize I'm optimizing something that you'd only spend like 0.01% of your ingame time doing, so it's probably not even worth the thought I've already put into it. :D
I generally let factories start running as I build them, so usually stuff ends up full by the time I've got the next step ready anyway
For me the manual effort to speed up manifold reaching final state is more about the total time before I can verify the build is working properly letting me move on to something else.
Technically can just let it do its thing and eventually equilibrate. But then it massively delays that verification.
go into youtube and search, satisfactory, rail, foundation, and maybe curve
Could search for "satisfactory wan method" as well; very easy technique for doing nice-looking foundation curves
they were asking specifically for foundations under rails? shrug
that video is my method but there are 3 if im not mistaken
An alternative is using a "pillar" design, where rails have pillar-type supports periodically but are otherwise unsupported. For me, at least, that tends to look realistic enough that I like it, and removes the need to try and deal with funky foundations constantly. Though obvs that's personal preference and many folks won't like that
it depends what you're trying to do, but htis is a good way to place the foundations after the rail https://www.youtube.com/watch?v=q9V0fQPq3Xo&t=4s
I guess I'd figured that any curved-foundation method would be suitable for rail, but point taken. :)
well with the rail method you can do much more custom curve angles
https://ficsit.app/mod/FoundationsUnderRailways This mod supposedly would automate that. Never used it so I can't comment on how well it works
Yeah, I already got curves for roads figured, but rails dont align with whatever method Im using very well
is 4 supercomputers/min gonna be enough for a lil while?
i dont wanna be supercomputer starved
probably easily more than enough if you mean just for building material
yea
cus if i remember correctly nuclear plants use supercomputers and i plan on many, many nuclear plants
i will decimate the swamp
Even more than you need for building material, honestly. Your total needs, as usual, will vary depending on how "big" you're building and what recipes you choose
For building probably. It's 5x per mk3 miner, 10 per NPP, 10 per particle accelerator, and 20 per quantum encoder
show what you're tryign to do in #math-and-meta
You could certainly finish the game with just 4/min total if you wanted to, though
Not on Pc rn, cant screenshot
ill prolly go 4 per min cus those numbers arent too bad, and thats triple digits per hour
But basically, place foundations under the rails
Yeah. You'll spend long enough planning how to build the nuclear stuff that it will pile up nicely
then the video I linked
is specifically for putting foundations under already made rail
Yeah, Ill try that when I get out of work
wtf. i cant throw my power slug in the trash
Gotta grind 'em up for that sweet sweet slug juice
my dumbass tractor autopilot just drove itself off its path and the road and crashed into a factory
||job||
this feels so copy-paste as to feel like an obvious scam
people pay for exams?
yeah, the IELTS has stupid-high fees
what was ur exam on
hey guys how long does it take to craft 100 ||nuclear pasta||?
whag r u majoring bruh
depends how many particle accelerators you have
for me, 20 mins
but quite a while
it said english in the question 😛
i only got 1 lol cause i am lazy to make more
i make 5 pasta per min
surely it tells you how many you can make per minute then, it's quite simple calculation to see how long 100 would take
Do you think I need to automate smart plating, versatile framework and automated wiring? Are they needed after the phase 2 to produce other items that will be unlocked in the next stages/phases?
i am bad at math lol that is why i wanna make sure i am not mathing wrong
Yes.
if you really want to plan ahead and don't mind spoilers, look on the wiki to see what each thing is used in
If I can continue without automating them it will be good, because otherwise it's like I have to double most of my current production.
whats your current production?
You should keep automating every space elevator part
Even if your not using them they give alot of points for tickets
just use quickwire
30 motors, 60 rotor and 60 stators are used for them, so if I automate automated wiring I'll have to increase stator production, and that requires to double my copper wire (I currently produce 960/m) and steel as well because of steel pipes
got me like 40 tickets with a single smelter (no boost)
In early game you mean
You don't need very many per minute. Like, 5 per minute is usually fine, or even less.
if points is your end goal, then there's only one that matters, and a couple that are used in the production of that one
Late game you need alot of points
For Just a couple of tickets
yeah but, you kinda need a factory to get to late game
i think that putting the tickets before factory expansions is putting the cart before the horse
there are not many items that cost tickets that you actually need
You need em to 100% the game tho
his question was if he could reuse his lines of production (if i understood that correctly) and quickwire is just a easier alternative to smart plating
you don't NEED any of them
to get like ladders/wall with holes and so on
sure, but some are genuinely useful, like ladders, or wall power plugs, but most of them don't serve any actual use
Well you still need early space elevator parts
For later game
i was just saying that making them for tickets didnt feel right
all of the things you spend tokens for are either cosmetic or time saving, there is nothing in the awesome shop that is strictly necessary to finish the game
if you're at the endgame and haven't done any or at least very few coupons, then there are some items you can buy from the awesome shop and immediately put back into the sink and get more back than you spent. seems worth it initially but in long term that will never be worth it, because each coupon costs more points than the last, so you're making it harder for yourself if you do that
@wind sequoia #screenshots message please bro 😭 there are ways to make it straight
so, i have an idea but i can't decide in which way i should make it: basically i wanna make a city in dunes, where each skyscraper will ba placed on its own ore node, and will produce only 1 product, which then will be delivered via trucks to storage. but i can't decide, should i put any work in interior or not
waves :)
HEATHEN. BURN THEM AT THE STAKE
how tho
beams
if you make a bp using a ramp, place a beam on it, then you can put the wall supports on it.
one sec lemme make a demonstration
that makes sense, might try that, all my pipes look like that screenshot 😄
#screenshots message something like this
well off to rebuild that ramp
lol
i have grown numb to the spiders.
the little ones still jumpscare me in caves tho
all i hear is their pitter pattering steps...
sometimes they are in the walls as well...
i hate the big ones the big ones always scare me
(literally, ive had them clip into the floor and then run around in the walls)
So I have made sum plans for a couple of production lines, but have run in a bit of an issue. In short:
I need 3600 Limestone per minute
I am overclocking 5 miner mk2's for to reach the desired 3600, so each of those miners produce 360 per minute. Here's the problem, I don't have mk4 belts. So I gotta unlock logistics mk4, but each and every part of my steel production lines needs that limestone (the molded recipes and such) I do in fact need the limestone to make the limestone
also it can help to use walls to get the spacing correct. important notes: it MUST be a wall pipe on the beam, and it MUST be on the top of the beam (for some reason) if you want it to be clean.
anyone have some cool colors that that use for there builds?
You wouldn't believe me, but I really like yellow and black
But white and black looks more sleek and modern looking
good to know
Is that loot random?
No, it's predetermined iirc
ah
Speed runners use it
you can try to connect them with mk3 belts, and then upgrade later, when you got resources for it, i guess
I think the wiki has a list of crash sites with computers, etc
Also possible is color coding, so wire constructos are orange
The orange stone mountain and the swamp have, unfortunately, been where I've had the most luck
orange stone mountain?
Yeah that will be the temporary solution, and then maybe map markers or brightly coloured belts to know that I need to upgrade them
yeah, why not
Dune desert iirc
ah ok ill check there
Yeah no the actual name but that area by the dune desert that's more rock than dune
Littered with Alpha/Elite enemies though, so make sure to be prepared.
I like stun rebars and Xeno Basher
stun rebar is def undervalued i think
yeah i never think about the reload, and you can always kite and run around/jetpack/galavant 😄
just like a cheap easy way to get in a lot of damage
Never forget the humble blade runners
Jump over 'em
goes without saying!
the Elite Stinger jumping too
damn i really can't decide, i have an urge to fill those buildings with cool interior, but on the other hand it would cost me, well, a lot of time and sanity
I usually stun then throw nobelisks lol
Well you could use the machines as interior, and use empty spots for power lines and item elevators
pre-blade runner me: Hold Shift to Run and then hold C, then jump, and when I hit the ground for a split second, jump again to gain immense speed. (I reached the 140 km/h achievement)
Oh yeah
That's really fast
Launch mode included with fast belts
not me being TOLD to include a nobelisk line in the plans by my friend because he likes them lol
What may thy job be?
Yeah I got a few lines that just produce nothing but ammo
tjmaxx / homegoods associate
Hum
Same
glorified stocker and helper
I worked last wednesday, and I work today
A whole week without work
Some people may be like hell yeah
Good luck to you then
Oh man that sucks
Lmao
just for this game
how do you prepare a new Satisfactory world.
- you make new world
- suffer
like preparing it
Depends, do you want to be efficient or fool around?
efficient
"prepare"?
Do you use satisfactory modeler?
my first playthrough with satisfactory was with a friend :D
Nice
that software confuses me
just reached oil power
Well it helps
I like to research everything BEFORE I do a new phase
ill try harder then.
I have 3 unfinished saves with the same friend, all stopped at oil power
XD
there are others, like satisfactorytools
though me and my friend are planning to make a new save since we learned how to actually do it
my current world is 0 percent efficient and I'm at coal
also my friend REALLY wanted to do a lets game it out factory system
I guided him away from that.
Good one
Now he is actually understanding the pain of them still being semi okay
Yeah I was going to at first, but I have nowhere near enough time to make that
yeah, maybe something like that, i've actually tried to implement machines into decor itself, but it takes a lot of time
like even I knew how painful lets game it outs system was before playing satisfactory (LGIO brought me into satisfactory)
My factories usually end up as an ugly platform
My PC is being bottlenecked 😭
That as well.
Gaming on a laptop is hard
Not in terms of power
I can run the game completely fine
But my monitors are 1080p 75Hz, while my PC is a i9-14900KF and a RX 7900 XTX
literal definition of not having money for new monitors
Do you watch ImKibitz?
-# not pinging him, man works hard enough
I really like his blueprints where he combines decorational stuff with machines
yeah, i was actually inspired by him and also xcited when i was making an interior for smeltery floor
Nice
Might have a 4k main monitor and 1440p 2 monitors
Kinda fine though.
Playing on 1080p 240Hz but not reaching that anywhere closely
#design-and-architecture message
here it is (i really hope that link pasted properly, lol)
any more than that is just useless
That looks REALLY good, well done!
Wdym you have difficulty designing, you're doing way better than I ever could
btw it's not vanilla, well, mostly vanilla, but i used infinte nudge to micro manage, well, nudging
Do you know that infinite nudge is also included in 1.1?
I want better fps. Solid 60 would be a nice staz
Start
whats your pc
yeah, but that floor took me like 3-4 hours to design, and i kinda dont want to spend 10k+ hours in the game
thx❤️
Yeah fair enough
Anytime
well yeah, but mod also allows you to rotate any building in every axis and also nudge by wery tiny amounts
It's a laptop 
That is better yeah
L
Should have hwinfo though for specs
13900 hx
4080 12gb
32gb ram
also i have many progects planned in my head, so i need to wrap that up kinda quicky
doesnt look that bad
that should very easily get 60fps
^
basically i was heavily inspired by GameLab, and also want to make something like that
and also inspired by some renders i found in pinterest, searching for sci-fi bulids
yea you should easily have 60 fps with that laptop
newbie here quick question. do stacked splitters transfer items from level one to level 3 for exaple?
sadly, no
It did it. At the beginning of phase 2.
Without a lot of machines.
But then later on with a 750GW power plant not so much.
I was able to get more power into the CPU, however I felt like sitting next to an airport.
My laptop did the startup sequence and I heard a "Ready for Takeoff"
if by stacked you mean placing them on top of another
oki, np. i managed to squeeze in a elevator. thanks!
is there a single superposition oscilator on the map? or can you only open all crash sites post-tier 9 (or ig with ficsmas rewards)
ah, ty guess I'll have to wait for the end of the game for the very last one
well i guess there is no helping that really, thats just the curse of gaming on a laptop
even doggo cant give them to you?
it seems not
the alternative recipe iron ingots with water and iron, when is this unlackable? T3 pahse right?
Note that there are more drives than you can actually use, btw. If you want all alt recipes, you don't need all hard drives
I have a looped 250% Ionized Fuel refinery that only wants to run at about 66%. Every time it cycles it goes into idle before starting again. I think the output buffer is geettign blocked? Even though it fully empties every time. It goes to idle the INSTANT a cycle finishes. Which is weird as I have an encoder that outputs 590m3/min and this is only doing 200.
(I understand the desire to clear the map, of course)
yeah ik, especially as I'm only in phase 2, I've got more than 50 hard drives to spare and (I think) I've got all but 2 unlocks from hard drives that are available now.
is coated iron plate worth the added complexity?
I don't actually know what the "stack size" is of the ouptut buffer, but I assume that the 100 (oops, I mean 32) Ionized Fuel you're producing is enough that the next cycle does not yet have room to fully output, which is why it's stopping
It might be literally impossible to overclock that far, without the machine going idle
i unlocked it before access to refineries, i remember correctly
It's outputting 32m3 per cycle. I guess thats simply bigger than it's internal buffer which is a pity. or a bug... machines SHOULD be able to run a full cycle.
standard buffer size is 50
depends on the circumstance, but depending on what factory you're making it can be useful, yes. Just very situational, like I'd never recommend going out of your way to do it, but in a factory where you're already making plastic and plates, why not?
50m^3 buffers.
So max of 25m^3 per cycle works constantly.
Hmm, then that 32 shouldn't be stopping it.
yes it should
Needs to have room for full cycle for cycle to start.
because it cant add another 32 to that
Oh, so double... got it... well that's frustrating. I guesss I'm gonna need a bigger buffer 😐
yeah thats about what i was thinking. makes sense
machines only produce if they have space for the output
Any buffer you build doesn't matter; it's the internal machine buffer that matters, and you can't change that (outside of mods, anyway)
Right, was making a Jaws joke. A bad one 😄
oh, lol
As always with that kind of question, "worth it" is entirely up to you
@white dawn @spice patio Ok... so thats a really weird mechanic. If I put a sommerloop in a refinery and it makes a cycle go over 25m3, it will be unable to run continiously, even if underclocked. You basicly can't loop them. I'm going to call that a bug.
you can get a bigger internal machine buffer specifically to address this problem with mods -> https://ficsit.app/mod/LargeFluidOutputBuffers
I mean I can loop them but instead of 200% output I only get, hmm, 120%.
There's various recipes you can't fully overclock/sloop. You can certainly call it a bug if you like, but IMO it's just, y'know, A Thing™
I try and avoid mods if I can. But will keep that one in mind, thanks
You can always just do it in two machines instead of one, which has the added benefit of saving yourself some power
I'm going to call it a bug if a machine breaks simply because of the settings the game fully allowws you to use.
that costs him twice the sloops though
Yeah, I just wanted in this case to boost production to fill a buffer down the line but guess I'll just have to wait
The game also allows you to send fresh + recycled fluids into the same water system, but I'd call that User Error, not Game Error. :D
Yeah but thats different... it would be like if half the recipies in the game stopped working at various overclock values and nothing about it was documented and you just had to KNOW that compact coal dies sif you set it higher than 178%
You can certainly submit it to the Questions site if you like, though. The only real solution would be to change the internal buffer sizes, though, which is an awfully big change for something easily bypassable
Well, as I say, consider it a bug if you like (and certainly leave feedback @ the Questions site if you're so inclined). IMO it's just learning to work within the game's ruleset, though
It's just a limitation you've got to know how to work with, is all.
Rules which are not documented anywhere. I think bug because it only happens when you loop SOME machines and SOME recipies, so when they added loops they didn't account for buffer sizes. It's not a huge deal but there is no way I belive they specificily designed some machines with some recipies to stall when looped.
What they SHOULD have done is when you put a loop in, it doubles the output buffer too 😄
Still doesn't mean it's a bug, though
Either a bug or a bad design choice
I don't think either of us are going to convince the other, though. :)
Heh, I'm also not one to mind running into limitations in the game
Nah but it's fun to try!
Just because I can't do Literally Anything doesn't mean it's bad design; it's just fundamental things to work around
We've all encountered full output buffers in the past; it's a base mechanic in the game
But anyway, probably not worth me blathering about it. :D
I was always of the opinion that not being able to fully overclock mk3 miners wasn't a bug, too
I don't mind mk6 belts (and in fact I'm fond of mk6 belts), but having a fundamental "you just can't usefully fully-OC a mk3 miner" limit never bothered me.
So for the Refinery, any recipie that outputs equal to or more than 12.5m3 in a cycle will break when sommerlooped.
Ok... so Ionized Fuel is the ONLY recipe that breaks.
If you counter me with "but would you care if the output buffer were bigger?" I'd have to agree with you on that one, though. :)
I suspect they simply missed this one until it was too late to make changes to buffer sizes which, as you mentioned, is a pretty major and risky thing to mess with without a lot of testing.
anyone know how many entrances are required to fly cleanly across the map?
just a rough ball park
Though I suppose I actually do legit enjoy having the smaller buffer size; I've had setups where it's pretty vital that the output buffer clears out ASAP so that the machine doesn't stall, and I kind of like having that tension. Though of course in a properly-set-up chain it should always auto-balance anyway
15ish should do, I think
Yes, I agree thats an integeral part of the game. Hmm, they COULD just change it from outputting 16 to 12 and slightly reduce the cycle time to give teh same fuel/min and that would fix it.
Your idea of doubling the output buffer when somersloops are present is kind of appealing too, though you'd have to account for potential behavior when a buffer's full and you remove the sloops
wait is the final hard drive recipe never attainable?
I had my final ones for tier 6 as charcoal and biocoal, and after getting biocoal, I'm unable to scan for charcoal (not that I particularly want charcoal but still, what does this mean for the final, final one)
From a pure programming standpoint, simply adjusting the production amount and cycle is far, far less risky and shouldn't break anything.
Though I expect the percentage of users making Ionized Fuel in any kind of bulk capacity is awfully low, so probably not worth the QA lift. :D
can some one give me a hand?
There's a bug where you may have to restart the game session to run the last scan
A save/reload should clean that up for you
block signals and path signals how do these ungodly things work
But it's the best drone fuel. Yes nuclear is faster but I like to afk and don't like the idea of every drone setup being highly radioactive and dangerous to stand next to for long
ty
Start with block signals, they are simple. They just seperate the tracks into blocks, and the one rule is a train won't enter a block if another train is in it.
o.o
True, true. I tend to be happy enough just sticking with rocketfuel/batteries, but indeed. I'm used to only really using Ionized for the jetpack + shard sinking
Signals break your tracks up into individual "blocks." Only one train is allowed inside a block at any time. When placing block signals, you'll see coloration on the rails to let you know where the blocks are.
If you place signals anywhere in your train network, you need to use them everywhere. Make sure that any intersections are one big block, and then have blocks every 200-300m or so on straightaways
And put a signal at the very entrance and exit to your stations, so that trains inside the station are sitting in their own little block
I don't get it ;-;
@crimson shard You want to place block signals at regular interverals along long tracks. Beecausee if you have say, a track that runs all the way across sthe map, only one train can use it with no signals, causing bottlenecks.
As Ion Nizer said, for now just stick with block signals and ignore path signals completely. Path Signals can help optimize busy intersections, but are never actually required
If you only have a single train, btw, you won't need signals at all
Signals are for when you've got more than one train on the same bits of track, so that they don't run into each other
but on one end it has 2 exits and on the other only one and one stop in the middle
I wanted a train to run along the middle to on exit and the other to go from exit to exit
It might be best to open a #1038092680493801533 thread so that folks can inline screenshots and such
oh thanks
however, the most important thing to know about trains is you can change their color
signals are all well and good but not if you have to stare at a default colored train
The MOST important thing to know is you can honk the horn while riding it!
I started setting up blocking and path signals on my train loop. I started them on my Roundabout I have, but there are long stretches with nothing, and from what I am understanding is that if there is a train in that long strech, a train can't enter it until a train inside of it leaves. I also have to T junctions I need to figure out, because I set them up in a similar way and I have a train sitting in the middle of the T junction
#screenshots message @verbal yoke you can just not pick a hard drive and it will effectively remove the alternate from the pool, putting it in the hard drive library. This way, you get better alternate choices in the future
TLDR I am trying to get 2 trains to run in the same section of long straight without them not being able to enter it because one train is already inside of it
You need block ssignals to break up the long straight into sections
So just place them every so often?
Exactly
Thanks, much appreciated
How far apart is... up to you? The more you add the more trains you can cram into a line but the more work it is to place them all. You get a fee for it eventually.
I have about 1/2 of the world train loop built and started building outpost factories for Space Elevator Parts. I am at where I have to do phase 3 and got my Versitile framework done.
Also sinking excess SE parts for them tickets
- Paint the train cars rainbow color
- Set up blocks that are around the size of the train
- Automate the schedule for the train
- Sit inside and honk the horn
I love getting that alternate train horn sound
What alternate sound?
|| Train Whistle ||
How do I get it
I got an ~18/min Versitile Framework set up and am already 900 away. I gotta chiro appointment so Imma let it run
It will just happen randomly
Oh ok
im not sure if it has conditions to get it to happen, but I sometimes here it when I spam the horn
fun fact
i almost just crippled my entire power grid with a fully overclocked, somerslooped manufacturer. it takes 750 MW 😵💫
I use the somersloop for doing alien protien stuff for tickets and power shards
the power shard one is goated
I built my whole computer factory with overclocks rather than underclocks 🤡
same. im also using it on computers cus im poor
only for some temporary hand fed automation
I built a 30 Computer/min over in the swamp
no, not 🤡 .
if you have the shards, there's very little reason not to OC everything
it's only 34% more power
hold up, I was going to sloop some 😭
750MW is too much!
My buddy also came in my world and build a huge fuel generator and I have 14+ GW pre phase 3 completed so power doesnt matter lmao
Yeah, shards are practically unlimited even before Tier 9, and we tend to recommend overbuilding on power anyway. Overclocking wherever you like is fine. :)
without OC its "only" 220
Bro I thought it would be like 250 if slooped and OCed
The lake in the east is so good for the fuel power, im gonna eventually do the packaged fuel thing so it makes more, but I am too lazy atm cause I have a lot to do to get phase 3 done
sloop has a significantly harsher power penalty i believe
Yeah, sloops are 4x power
holy damn
(if fully-slooped)
4x for max sloops, and ~3.35x for 250% OC
My Production is 14,400 MW
My max Cons. is 11,271.1 MW
My Actual Cons. is ~2,600 MW
💀💀💀
Now fully OC and sloop some Particle Accelerators or Quantum Encoders! :D
yeah I aint finding 26GW for EACH brotherman
I have an encoder that hits a max 27gw of power.
750 MW is 3 fuel gens.
Max OC and max sloops Encoder is over 10 nuke plants 🙃
I like to OC all my power generators because there's no real downside besides using the shards
OCing production stuff is great once you've overbuilt power but until then...
Yeah, fuel gens in particular are a super common shard target
I mean if you do constant production, not constant # of machines, max OC is only 34% more power
which isn't the end of the world once you have lots of excess power
on the other hand, if you add somersloops that turns into 537% more power (relative to machine count) which is quite funny
The discord as a whole is probably about 80% trains+pipes. :D
nah, make a #1038092680493801533 if you need specific help
(but yeah, a thread where McGalleon said tends to be the best place for it, since you can inline images there)
it's only +168% more power per item
depends on the recipe though
I'm talking only about the one machine
yes, but which recipe tho
it doesn't matter?
yeah i just realized encoder only makes 1 each time
wait how did you arrive at 168% then
only is doing a lot of heavy lifting here 😆
2.5^log2(2.5) * 4 / 5 = ~2.6862
i dont get the 4/5 factor
*4 from sloops
/5 because machine max oc max sloops outputs items 5x faster than a machine at 100% and no sloops
meh, now i get it.
just kept calculating it wrong
i dont get the use for that metric though
with sloops involved, it's kinda useless (because you can half all the previous production)
without, it absolutely makes sense
It'd be nice if single powerlines could be connected to the tops of the power towers, to make zipline transitions from power tower long distances onto something like ceiling mounted power sockets.
cant because the cable type for power towers specifically turns it into "2" cables.
idk, weird code nonsense
Yeah, that's what I mean, like if there was a way to do what's not currently permitted
if you want a transition, just CTRL place a power tower up near there
er power POLE
not a tower xd
Like just have it not connected, but nearby, and the zipline will just hop automatically?
basically
Use a beam to hide a wall power connector in the power tower connector
if you can get a ceiling / foundation right near the top of the power tower, you could probably use ceiling power connectors too, right?
That's a great idea, definitely trying that next time I play.
does anyone else struggle to get pipelines right? 😫
my last coal plant in the line of them doesnt function now
Not really but when I was in college I got bitten by a radioactive plumber so now I have super pipe perception and always connect them right the first time
it's a curse really
super pipe perception, i love it
failure is fun because you get to fix failure and learn for next time, so it is a curse
why is one pipe transporting water properly then the next attached after has little to no water travelling through (i have removed and replaced them)
If you're not already the things that usually help me are feeding it water from both sides or making a loop from the start to the end
liquids "slosh" in this game and a loop usually takes care of it
would feeding into from both sides work?
i thought that would mess up the current or whatever and stop flow entirely
yeah it should, you just want the total feed to be at least the consumption
yeah i realized my mistake
@unkempt blade can i send you a recording of this in dms this is really annoying
my plant's intake alltotal is 360 and im outputting 240
yeah that's fine
hey, anyone know if theres an easier way to place signals? im struggling to get them on the correct side of the rail
is there a good way to play the game
I thought I saw something about that for 1.1 but I don't really think so for 1.0. You just want to keep your cursor towards the side of the track a little
wait
only bad ways, but they're all fun
am i not on 1.1???
oh I guess it is 1.1 now 😆
;-;
Mousewheel while aimed at the track will let you swap sides
not if its not a joint apparently
yeah its just not working
lemme see if we got a mod for this...
place the signal wrong, it'll split the rail, then remove it and place the signal right
i suppose that works
is there any way to see the train routes without being in the train
or at all as a matter of fact
Machines start fairly high up on the clock curve, you can only double clock once and a bit. You can half it 6 and a bit times.
Machines at 250% consume double the power per-part of those at ~25%.
Not usually significant and practically actionable, but when Encoders and Particle Accelerators enter the game you can quite easily and massively reduce your power consumption by building them wider at lower clocks - especially if the alternative is overclocking.
Anyone use controller and has a clue how to control when it does a half-step nudge vs a full nudge?
ok who is andre aquila and how does he have so many mods
Scroll wheel
Half step nudge??? What
Someone once made a weird metric something like "power saved per extra machine required" and the sweet spot was at 37% clock speed or something like that?
on keyboard its crtl+direction
If you don't know you don't use a controller I guess? When I'm trying to nudge things with my controller sometimes they go the full tick, and sometimes they only move half-way.
Every machine helps less than the one before it.
Really?
Anyways where and how do you use buffers for maximum effectiveness?
@hard ivy Also, the full spread of power requirements (although the lower end of this is not practically accessible) goes up to 591% of the efficiency of a maximally overclocked machine.
how do i like strat i big rail network
guys is pure aluminium ingot good?
iirc its handful
I know I could make ALOT more casings (without quartz)
I just let my rail network expand organically. First I need A->B, so I build that. Then I need C->D, so I make that, and probably connect it up to the other, however makes sense. Then I find I need A->E so it's just a little expansion, etc
With sloppy alumina yes
dont have sloppy alumina
Needs no silica, at the cost of being less bauxite-efficient. Whether it's "good" or not depends on what your goals are
I mean
Try to get it, but yes even without sloppy aluminia, pure aluminium ingots is great
Alt recipes in general are not "good" or "bad." They're all at least situationally useful.
in my opinion its op cuz it cuts off quartz completely, I can sink spare silica and only coal and bauxite
If you want the most aluminum out of your given quantity of bauxite, it'd be bad, but if you don't want to use quartz, then maybe it'd be good.
and tbf it could help me make casings/ ingots for fused frames, and containers much easier
Has somethign changed with block signals in 1.0 or 1.1? I am having a heck of a time getting them to point in the direction I want... it seems to think each track has a direction and i can't figure out how to change it. i can place it on either sside with R but thats just visual... it won't met me turn it around in a lot of cases.
All down to what you want for that particular factory
(And maybe you'd use it in this aluminum factory but not the next, based on nearby node availability, etc)
should i have block signals on every rail bp i place?
Bp?
blueprint
Hmmm. How many trains r gonna be on the system, does it have a 2 way system?
yes its 2 way
How long is the system?
and uhhh idk yet
Really depends a lot of stuff
Is there a way to push a fluid upwards without increasing the work pressure?
I really don't understand work pressure much
does anyone have a compact foundry blueprint i'm looking for a good looking blueprint for my main base but cant seem to find a nice looking one online only the basic ones
Why not make your own?
Hello, could someone help me?
i got the problem that from the recent update. the loading times takes a really long time.
in single player it is short like always. however to connect with a dedecated server it takes a long time to load.
i can hear the noices in the background like my Xeno-basher. however the screen is still on the loading screen.
also i have already redownloaded the game from steam.
Anything i can try to do to fix this?
i tried but eveyting i come up with looks crap
Just hide it away
The only way to get better is to practice. :)
i cant its for a bigh project and i want it in a separate part of the bace all foundries together
also tried to make it look good aswell as keeping it compact but still looks like crap
Show?
just deleted it all for like the 20th time today
sometimes i do, use default mode
I mean, in the end, what you want out of your blueprints is up to you. You're said you're unhappy with your own, but also unhappy with all the ones you've found online.
So it sounds like you just need to practice + iterate until you come up with something that you do enjoy. :)
I build a plastic/rubber factory and now that I can have a fuel station I wonder if I want to turn my plastic factory into a power plant that accessorily produce plastic/rubber, or keeping my plastic robber factory but make it accessorily produce energy.
yeah i just change mode
Or alternatively accept that it might not be perfect for now, and keep evolving it over time
anyone know what to produce after fused mods?
should i go for straight turbo motors or
- Pick resource you have not yet automated
- Automate it!
- FICSIT
Hey guys, how do i take a specific ammount of item from dimensional depot? i am only able to take a hole stack
AHHHHH
Ahah! Think I figured it out! To ''half-nudge" on controller you first have to vertical nudge to kick the object out of the standard grid. Which of course, only works sometimes still...
i need an aesthetic good looking build but cant seem to work somthing out that looks fine i found one in a video online but there are no close ups so i cant build it
automate everything for mk3 miners
The only way is to have an existing partial stack in your inventory already. If you drag a Depot stack on top of that, it will only take out the difference
I mean, again: you seem to be as displeased with publicly-available blueprints as you are with your own. Why not just keep iterating on your own stuff? Then you'll get the satisfaction of having solved the problem down the line, once you're pleased with your own results.
Nobody here has some secret trove of "the best blueprints" or whatever; if what you're looking for isn't on the public blueprint sites, it might just not exist.
There is no difference in speed between fuel types in ground vehicles, correct?
rip, i was thinking for stuff like coupons, i take only as much as i need
The fuel types don't change vehicle speed or anything, no. The only real difference is burn time, so they'll last for longer or shorter, depending.
Fuel doesn't feel any faster than biofuel despite being better in a jetpack
I have trouble imagining how to make this work, mostly due to throughput concerns. I mostly use a train when i need 5000 of something moved from B to C.
That means that the line from B to C is clogged up with back to back trains, so anything going A to E can't get through - or worse, it can, but makes my machines/powergrid at C stutter because their trains were delayed.
You can fix this with path signals and enough parallel train lines - even expand it - but it seems like a very difficult job for me to signal it all with PATH signals, and to predict when and where it's going to have insufficient throughput with the current tools.
your right ill try again
Right, thanks
Good luck! If you do have something you're proud of, remember you can share it out too. :)
If you've got a very busy train network with areas that get congested, then yeah, you may need to add some more direct routes between various areas. Personally I just deal with those as they come up, though. (And given my usual build scale, the problem rarely actually arises.)
Keep in mind that so long as you're buffering your train inputs, minor delays in round-trip times don't actually affect throughput
Like you've got a route which delivers 500/min and ordinarily takes 5 minutes Round-Trip. So every 5 minutes it drops of 2500 material at the source.
Say it encounters a one-minute delay: yes, the factory will starve for a minute or so
Honestly just scroll through the satisfactory subreddit for inspiration
Plenty of cool stuff you can use to influence your designs
But then on the next trip, there's 500 extra material, so it drops off 3000 instead
And if you've got buffering set up, from that point forward you're always 500 "ahead"
self correct, i getcha. I'm mostly thinking about a 1200/min belt in each cart, for example. They are.. a bit more reliant on exact load and unload times, but yeah it can still tolerate significant delay for sure. More buffers can even help more.
Yeah, for sure. One caveat of what I mentioned is that it doesn't work as well if you're running real close to a car's capacity
'cause if a car can't support the extra load incurred by the delay, then you're gonna get shortchanged
In that case you might want to just go to 2 carts instead
So I usually like to make sure I've got at least a bit of headroom on my car capacity
Or add another one if its a single item train
Yeah, but i've made a train of 36x1200 before. I literally can't make that 72 carts long because that also breaks throughput. Have to double the whole trainline in that case, and when doing that, i wouldn't connect them (as that's more complex for minimal benefit)
Though, indeed, on real busy train networks you could end up with some bottlenecky spots. But I still like just dealing with that as it comes up rather than worrying about it too much ahead of time. :D But that's also partially because I rarely end up with enough train traffic in specific areas for it to be a problem that needs solving. So I'm biased. :D
I think it's a different game if you use trains for stuff like finished products
For me trying to do like: There's a bauxite node here, it's going to the swamp - that has a lot of throughput problems with trains, and they only get much worse if you're putting that on a network which already has an indeterminite traffic load on it. It's easier and faster to just belt them.
I’ve been sleeping on blueprint auto connecting machines
I can place down like 40 refineries in a minute and connect the power for them
This is crazy damn
"that has a lot of throughput problems with trains" - trains are great if you don't try to predict exact throughput. They're plenty high for stuff and when they aren't you just add another train (not more rail or even another station)
Yeah, I tend to try avoiding doing bulk raw-material transfer if I can, and I'll generally build near the most throughput-requiring nodes, so that definitely plays into my biases. :D
For the red forest/bamboo fields I’m pretty sure the nodes are all within 500-750m
it's very infrequenty you need more than 1500/m of a type and if you do, just add another freight station and boom you get another 1500
The farthest are 2 pure nodes close to the rocky desert but that’s a short trip by train
they're spread over several kilometers (bauxite)
Yeah it is. Sadly for me, when 1.1 got released i placed about a thousand machines using it. There was a bug that broke all of those belts upon saving and reloading the game, which i did not hear about and could not be fixed retroactively 🙈
I suppose that's another difference in playstyle; for instance I've always just done "little" aluminum factories instead of one huge one
So my primary factory placement decision tends to be "near the bauxite node"
Yeah, after my fourth little aluminum factory i got a bit pissed at repeating it all every part.
with default settings, your estimation of throughput is as accurate as your estimation of round trip time
but with "depart when empty/full", throughput is constant until you hit a certain round trip time
Well the northern forest nodes can be placed on the rail line that connects the 2 nodes close to the rocky desert, so that’s an easy grab as well
How do you guys use fluid buffers?
never
never because I don't ship liquid liquids. and that's the only time you'd ever do it. I only ship packaged stuff
Partially why I also like swtiching up production lines, too -- I usually have a bunch of different aluminum production lines across the save. Keeps things interesting!
That leaves the swamp nodes, I’ve belted them over to the oil well in the swamp and processed the aluminum there
But don't you need it to prevent slashing?
Sloshing*
I've never heard of it doing that and I don't have problems with that anyhow
fluid buffers and valves - don't use
buffers can only make things worse. at best, they do absolutely nothing
What works best (IMO) to deal with sloshing is "looped" manifolds a la #screenshots message Sloshing still happens -- you're not trying to get rid of that -- but the loop means that the sloshing doesn't matter
I have 15m of online battery and 15m of offline battery
I would have just went back to the time before I placed the machines and redid it with the bug fixed because I know those machines will be giving me problems for hours and hours
At my current consumption, assuming all production shuts down its 1:30 hours
I see. So buffers are useless?
fluid buffers yes except on train stations
Got it
I should probably build some batteries for the nuclear power plant
Our usual statement is that in a best case scenario, buffers cause no problems (but also provide no benefits). In a worst-case scenario they introduce weird problems. (With, as xaxxon mentioned, the excepted necessity of using them to buffer fluid train platforms)
Yeah but i was like 40 hours deeper. Had to bite the bullet and just accept that i'l be re-belting it later.
I think 1.5 hours is probably enough to fix any problems you may run in to
If I switch it off grid then it loses access to the main battery bank and it gets stuck with no power
why would you do that?
Wow... So I'm just ruining my builds for no reason.
I was using them in my aluminium factory to deal with the fluctuating demand in the alumina-water loop
Is that a good place to use buffers or is it stupid?
Idk why but I’m doing it this way
we already answered this like 3 times
I was told to put every factory on its own separate grid
that doesn't do you any good unless all the inputs are on that grid as well -- and that's essentially impossible for nuclear
Alright...
turbomotors haunt me in my dreams
That's a lot damn
if you're having a specific problem, feel free to ask about it, but asking if fluid buffers are the answer -- it's always no except train stations shipping liquids
I have two mk. 2 blueprint worth of batteries
If I dismantle a wall that covers the building my fps drops to 20-15
finally reached 100hrs on my current 1.1 playthrough
just finished fused modular frames
Understood. Thanks for letting me know. So I guess I'll go remove buffers from every system then
For the Alumina Solution / Water thing, btw, I highly recommend just looping back the water into a separate bank of machines, underclocking as necessary. For example: #math-and-meta message
If those systems aren't having problems, feel free to just leave them as-is
but just don't start slapping them in when you do have problems in the future
As I say, in a best case scenario, buffers don't cause problems, and I suspect that we tend to overstate how often they do cause problems. So if something's working fine, no need to tear stuff down just 'cause we're curmudgeonly with advice. :D
#math-and-meta message
here is one with all the clocks needed
(Though one problem with buffers is that they can end up masking problems for awhile. You wait around a new factory for like 10-15 minutes and everything seems fine, so you go off to do other stuff, only to discover the factory mysteriously failing 2 hours later because a buffer was ever-so-slowly draining. If it were just pipes you'd've been more likely to notice the problem while you were still there and watching it, etc.)
Don’t do 1200 since it won’t work (at least in my experience)
that's any type of buffer -- containers have the same issue.
Except it's in a nearly-useless graph format which requires manually interpreting every single step to know what's going on
I mainly use buffers to build up items so that once I build the machines I can connect them and the buffer can quickly fill up and reduce manifold saturation time
One quick question. I've recently made my power shard factory and in doing so it produces dark matter residue (I think that's what it's called) and to deal with that fluid byproduct I've been storing it inside industrial buffers and coming back every now and then to flush the system.
Is that a good idea?
An unlabelled graph with tiny icons where you might not even know which recipes are involved is almost completely useless for information sharing
Are you f'n kidding me? NO.
DO NOT USE FLUID BUFFERS
Unlock the dark matter crystallization alt and then into dark matter crystals
make dark crystals from it and use them back into production (or at worst sink them)
Lmaoooo bro was really flushing that every now and then
My brother im just at 90 and jot even started on the phase 3 parts
Oh yeah I don't have that alt recipie right now. This is my temp solution
Is that alr or am I not using them correctly
I have 4 industrial buffers in parallel. They can store 50 minutes of dark matter resedue
It’s a very inefficient use of your time dude
Just gather a couple of hard drives and you’ll get the recipe
Run it through a particle accelerator and you’ll get more DMC than you need
Alright. I'll get to doing that. Thanks!!!
I'm done talking about fluid buffers. Use the base recipe that uses diamonds and dark matter residue to make crystals
No need to ridicule; that's a common thing for players to do
I just read that you can get jetpack at the start of the game if you find the jetpack hog, is that actually real
@humble osprey if you have a problem that you think you need fluid buffers for, ask how to solve the problem not whether fluid buffers are the solution
Chill dude it’s a game lol
Alright. I'll keep that in mind
Exactly why ridiculing someone like that isn't called for
I’ve never come across one, I think the spawn chances are one in a million?
one per map, respawns randomly when killed somewhere else, fandom says
It's real, yes -- the hog's name is Johnny. It's more like one in a thousand, and will only spawn on "elite hog" spawnpoints
(Although Johnny himself is just regular hog, apart from the jetpack)
Wtf
its so hard to find ppl to play this game
Is there an achievement for this?
Yes, thats where i read that
New world?
do they look different? or identical except they drop a pack?
Fandom's not the official wiki, btw -- it's very out of date and full of bad info
oh its wiki not fandom, ok
They've visually got a jetpack, and have a unique jetpack-charge attack. The hog model itself isn't any different though
According to Reddit posts it looks the same but flies up and kills gou
yeah I don't think I've seen one. Can SCIM tell you where it is?
I dont have a new world myself but im willing to joing anyone thats not endgame
This sounds so shitpost-y I can't tell if you guys r fr 💀💀💀
If you happen to have saved the game while Johnny was spawned in, it might tell you, but enemy mobs despawn once you're far enough away, so it'd be unlikely
I got to late game myself and just got overwhelmed with nuclear
It's just a random chance of spawning him instead of an "elite" hog, at the elite-hog spawnpoints, is all
I played a little bit with other people and its much more enjoyable
U don't have to do nuclear if u don't want to.
Mine is endgame but if you have a world in mid game I’d love to come and help you out
That's true, can use SCIM to investigate the spawnpoints, I think. There are many of them throughout the map; it's not one specific spawnpoint
Though "farming" a Johnny spawn sounds like a recipe for extreme boredom. Just SCIM or AGS yourself a jetpack at that point. :D
Oh, no, btw.
its not even worth it
i had more fun starting over
If there were a hoverpack I'd do it but jetpack isn't really that useful before you'd normally get it
the mess is too big to fix
Becuz of fuel issue right?
I’m an expert in fixing messes
Eh, solid-biofuel-fuelled jetpack is better than nothing, though, IMO
yeah. You can have a parachute and without good fuel what does the jetpack get you other than a soft landing?
I've been lucky enough to run into Johnny quite early on in two playthroughs, and I appreciated having the jetpack early
Yea you unlock the fuel for it in tier 5 right as you get it so it’s pretty much redundant
I’ve lived with a solid fuel jetpack for too long once lol
is it that much better than parachute?
It's better than parachute in that it's a vertical-jump enhancer. :)
why does it take so long to produce 1 modular frame ...
I'm with you that solid biofuel sucks as a jetpack fuel, but it's still a nice boost while exploring + factory-building, and I'll happily take it over nothing
I'm thinking of wasting my time by building 1000 batteires
For jumping-off-a-high-vantage purposes, yeah, Parachute as A+ all throughout the whole game
Parachute remains underrated even with all its advocates. :P
Is there a shortcut to switch between parachute, jetpack and hover pack?
Unfortunately no; gotta get used to the quick inventory-flip. :D
Remember that with inventory open, you can use the number keys to switch to the "recommended" ones that show up in the top bar
Damn
Though that's difficult to develop muscle memory for since the ordering changes often, and sometimes the one you want to switch to isn't up there
Shift-click is your friend, though; once you're familiar with where they show up in your (sorted) inventory it's not too bad, with practice
One thing I don't like is that u can't jetpack while u have the build menu open
(Though I acknowledge that's sort of an accessibility thing; would have to be able to be quick + precise with your mouse)
Do u guys use any mods
yep. my own rebalance mods, a hoverpack buff and permaday
Hover pack buff hm
Ngl there should be an endgame item that lets u combine hover pack with jetpack
Its just not necessary
Ionized fuel optional plugin for hoverpack? 😄
Esp with ionized fuel
Does ionized fuel allow you to hover?
anyoen that got a train spiral blueprint with 2 rails
Building huge things in the air with either a hoverpack or a jetpack (ionized) is still really painful for no good reason.
The "fly" option in AGS makes that painfully apparent. You don't run out of power range every time you move, you don't run out of fuel and have to land and recharge it every 30-50 seconds, you're not bobbing up and down constantly tapping spacebar every second for your 10 hours of building, your interact range doesn't prevent you from doing stuff, you stay in the air while manipulating menu's and such.. It's a completely new game.
I don't see why it has to be limited to AGS only at the end endgame. Take the guardrails off when the day has been saved.
Let us power the hoverpack with batteries
I personally haven't in a long time (since Update 3), Not because I disagree with mods but I just didn't want to get used to using stuff that could potentially break whenever there's a game update
It would make batteries useful again
Though I've been considering using Infinite Nudge whenever I do my next playthrough so I can do fancier decoration stuff
Ah, that's an idea I can get behind!
honestly, the buff mod I'm using makes the hoverpack actually usable. but I had to drag all stat sliders to 2x
hold on were there green power slugs in older builds???
Though IMO the solution to going outside of power range when using hoverpack is to plan your power lines to support your hoverpacking. :D I rarely go out of range while building.
anyone got a spiral train blueprint with 2 rails
infinite nudge and infinite zoop don't break anything, don't feel like cheating and are so handy
I am concerned when working with thousand hour saves that a mod will eventually break the game, cause damage to the save file or be incompatible with updates.. but i may have to jump in for one or two of them at some point.
infinitely nudging is a game feature now, but i understand that the mod lets you do more (like adjusting rotation angles)
it has smaller nudges, it also lets you rotate. like being able to put belt stands actually pependicular to the ramp
how can you not have htat
There's a lot of mods which don't impact savegames at all (such as the two Infinite * mods mentioned above), and should be safe. Though yeah, I personally wouldn't want to use a mod which adds new stuff to the game, which could potentially be problematic to load the save without the mod active
Unfortunately they do impact the save game.
It may not be in any way that matters, but they do literally change the save game file contents in at least several places.
The bigger "issue" for me is just getting too used to functionality that a mod provides, and then having to wait while mod authors get new versions out after updates.
I am a little skittish to make the jump and assumption that because they don't cause visible harm now, they're not ever going to cause serious harm.
Like I think CobaltOfDoom was waiting for like six months (or more?) to get back into the game after 1.0 'cause there was a mod that was taking awhile to get updated
Speaking of that, what mods are there that add a decent chunk of content?
i.e. i don't want to use a mod from hour 300 on something, get to hour 600, and the save file from 300-600 hours no longer works because of some weird mod interaction. It probably won't happen, it's likely even impossible for it to happen with certain mods, but i don't fully understand the mod or the save file systems and unfortunately have to weigh the risk of catastrophic consequences.
No clue; I haven't used mods since Update 3
if you really want to be overwhelmed, satisfactory +
fwiw, anecdotally I don't think I've ever heard of that happening. The save format, and Satisfactory's handling of it, seems awfully robust
Though I understand being leery of it. As I say, I haven't used mods since Update 3. :D
Yeah, it'd be rough in a game where you expect to spend hundreds of hours on a single save
My first save file was 700 hours, and my second one is in the 200's and it's like 1/5'th done
i'm not one of those complete-in-20-hours-and-restart peeps
or i would be much more yolo with mods
I'm NEVER touching nuclear energy 😭😭😭
It also does not help that my save is becoming too large already to manipulate with SCIM due to browser and code limitations. I don't have the expertise to save edit without it, and the SCIM creator doesn't reply to requests on their discord server.
Heh, yeah, SCIM starts to struggle after awhile
It's started to outright crash on my save after 220 hours
i.e. it will never successfully do certain things, it will just crash every time
so if this is like 20% of my build, i have to plan that SCIM will entirely stop working at any time now.
anyone got a double spiral train blueprint
no, sounds hot though.
I'd recommend just browsing around the usual blueprint spots online
there are only like 3- 4
The chances of someone wanting to share blueprints but not doing it at the usual sharing site(s?) are pretty slim, IMO
Be the change you want to see in the world, then? 
spirals are meh 😦
double spiral doesn't fit on a 6x6 which is very sad. I just have an "arm" blueprint I use
single helix fits
ramps > spirals
they are handy if you need to go high in a short time
with ramps you can go high and across
good, realistic solution: Train brings stuff to bottom of cliff, belt lifts take it to top, different train loads it from there and moves on.
Another fun option is to technically have two separate train lines, and have a freight "elevator" (with conveyor lifts) to bring material from bottom to top (or top to bottom). Can look pretty neat, too
Thinking of overclocking every single one of my fuel burners to save space. Good idea?
beat ya
Ooh, ninja'd!
do you want to save space at the cost of shards?
thats pretty smart
Though the "freight elevator" solution is more difficult to expand, of course
Yeah, fuel gens in particular are very commonly overclocked
I have infinite shards so yes. I'm asking here cuz I don't want to lose out on fuel to power rario
you can't lose that
Nah, shards give you entirely linear changes across all aspects in power-generation machinery, so you won't lose any fuel efficiency
Nice
I thought it was exponential???
I forgot to qualify "in power-generation machinery" at first; edited that in. :)
So having 2 construction uses the same amount of power as 1 constructer at 2x ?
They behave differently in power buildings
Nah, you were correct for production machines -- 2 at 100% uses less power than 1 at 200%. It's just power-generation machines where everything is just linear.
Alright thanks thanks
(I think it's technically a polynomial, not exponential, so it's not super bad powerwise in production machines, btw)
I'm gonna break everything and rebuild it all with better alt recipies
Heavy oil resdue + diluted fuel + nitro fuel 👅👅👅👅👅
Keep old, build new
Hmmm
is nitro fuel better? Looks like more sulfur to save coal which is an odd choice. not sure if it's more or less nitrogen
I hadn't considered that damn
It's primarily to save space and skip turbofuel directly to rocket fuel
the map has a lot of volume. not sure why you need to save space
Less logistics
less belt.. but not less logistical complexity. Whatever, but I think big factories are cool 🙂
it's dumb the game doesn't let you snap signs to the tops of containers. you have to do the beam trick to get them there
I guess I could make a blueprint
how many fused frames/m do I need? I have 10 heavy frames a min automated, a lot of nitrogen gas like 600 and I can get alot more casings
The two main reasons why people like it are:
- Simpler production chain
- Access to Rocket Fuel earlier than with vanilla recipe (you otherwise need to unlock Nitric Acid, which is a bit further along milestonewise)
huh, didn't know it came later. it's in particle enrichment I guess
I do think it's more "expensive" resourcewise, depending on what resources you care about, but by the same token I'm always saying how most folks shouldn't worry about running out of resources, so that may not be a factor worth spending too much time on
how many fused frames do I do a /m guys
it is exponential
Yeah I've never thought "yeah, let me waste some sulfur to save on making buildings"
the answer is "more" - I'm making 45/m at this factory.. probably another 30 at my starter base
where did u belt copper from ?
.....
how many a min tho
I want to make 4/m maybe
I want to make 4/m too, but I use around 60/m so it doesn't go so well
so whats the verdict.
is it more efficient to:
refine items at the extraction point, then ship them.
ship raw materials, then refine them at the end point.
or have a second location to refine raw materials, then ship them again to be further processed?
What do you mean by "efficient" in those scenarios?
so according to this server, ive been told that 60 rocket fuel/m is good enough to supply 15 drones
and thats more than enough for my rocket fuel chain ( I can jumpstart it using turbofuel)
good question. I think i meant more in the spirit of being efficient than the letter. whatever you vibe with most ig.
Drone fuel use is all over the place. Drones don't use fuel while they're not going somewhere so docking doesn't count and if you're over-supplying then they can sit idle for a long time waiting to unload.
building at node is the least parts, time and effort in general; maybe slight exception for aluminum which requires coke/coal and larger production quantities than most other things.
My own anecdotal experience with rocket fuel in drones is that I average about 2.5/min Rocket Fuel per drone. Specific numbers will vary depending on route length, of course, but that was pretty steady for me
in general don't ship ore
BUT i have two verdicts in this situation: unlocking rocket fuel, and spending 2hrs just grinding 20 hard drives getting nitro rocket fuel ( I have diluted packaged fuel) and heavy oil residue
I used considerably more than 15 drones.
I get that number per TRIP but how many trips they make varies drastically. I have some that sit idle much longer than their trip times
and baiscally my oil plant is near nitrogen near coal near sulfur
It's per minute, assuming they're constantly active. A max consumption, you could say.
Depending on the distance it can be less than 2, or maybe approaching 3 though.
so basically if I can spend 2hrs hard drive hunt get some crazy recipes, automate like 120packaged rocket fuel/m
Ah, I always ensure that my drones are running 100% of the time. Material goes into a buffer, with an overflow-to-sink ahead of it
yep -- but that doesn't determine how many drones you can support
That way my drone fuel usage is basically constant (and the question of "how many drones can I support with X/min fuel" has a trivial concrete answer, though it does require doing some averages after setting up some routes)
and then I can jumpstart with packaged turbofuel my whole chain
I use mine as manifold extensions -- many of them pull from shared supplies so sinking excess would be an awful choice
ok ima get to work getting alot of hard drives thanks for help guys
careful mixing fuels -- they don't refuel right if you do that
ill put it into the drone directly
Hey guys how can I connect my coal generator to my other stuff?
for example, my fuel getting drones are idle 99% of the time
or actually ill just deconstruct the drone
same problem
There is only one cable and that’s to power it, isn’t it suppose to power other stuff?
Power poles + cables, as with anything else. :)
bootstrap with the fuel you'll be using forever
so manually start up the farm by bringing a bunch or resources
if the drone has 1 turbofuel in it it won't pick up any rocket fuel for the next trip (I'm pretty sure)
and then always start drone with rocket fuel?
or just kill that drone and make a new one --- just know that it often won't switch fuels correctly (it's possible but unlikely from my experience)
It has power I just don’t know how to distribute if there is only one way to connect it
It says no empty power line
Each power pole mk1 gives you four power connections you can make
Oh
but often 2 of them are used -- one incoming from the prior pole, one to the next pole, so you only get 2 useful connections. That's why mk2 is such a huge upgrade. you go from 2 to 5 useable slots
I tend to daisy-chain power as if it's a manifold, a la: ```
[B] [B] [B] [B]
| | | |
---------------
Though as mentioned, mk2 (and later mk3) will give you more connections per pole/socket, giving you some more flexibility
(I actually usually set up a blueprint per machine type with a wall socket "embedded" on the machine in a way that looks good, and daisy-chain machines that way)
nitro seems a bit iffy to me, I'm not sure. It's more fuel efficient, but worse for nitrogen and sulfer?, which are more scarce? I could do either when I break into rocket fuel, not sure which I'll do
I daisy chain power in the logistics floor almost always
Btw why do I need fuel for a coal generator, shouldnt the coal do the work itself?
how many mw of power should i have for entering phase 3
As much as you can stand to build. :)
if you had to give like a number
nah, building power early is a waste of time because later buildings are much more time:power efficient
Coal generators need one of: coal, compacted coal, petroleum coke, plus water. You are correct that the coal is the fuel
Honestly, it really depends on your playstyle, and how "big" you like to build
just try to have maybe 25% more power than you're consuming, IMHO.
Personally I just keep an eye on my power grid -- if I ever get to within a third or quarter of reaching the limits on my "max consumption," I build out more power
Building factories freely without worrying about power at all, regardless of size, is its own reward
but if you build out some crazy coal power system you'll waste a ton of time because fuel gens are coming soon
I've never regretted building "big" on power, in any phase
I think I used 32 coal generators with compacted coal before I did my fuel setup
I don't worry -- you can just click a power pole and know exactly where you are.
Is it wasted time if you enjoyed it, and allowed you to build factories how you want?
coal generators dont use fuel
Mine is using biomass
I don't think people really change how they build early coal-tier factories because they are low on power.
so you're begging the question
post video on a questions and help thread
Oh never mind I turned the bio mass off and it still works
hey can someone talk to me about priority mergers? I am guessing there's a good use case for them, but I don't see it. I have seen people build belt compactors with them but even then, I don't see why
I mean, I'm just describing how I build power?
no you recommended it to others
leave your biofuel burners connected - they only run if they're needed so they can save your grid 🙂
They've got a use in injected manifolds and people making Factorio-style "busses"
Priority mergers will let A through before B, even when B is present. That can stop e.g. an injection manifold input from choking an earlier belt, while still putting all of its contents on the manifold where it's needed at variable flow rates.
It can make it so that waste products in a loop are always used before fresh, preventing deadlock scenarios.
Oh nice like a back up generator
They're never actually necessary; you can always build your belting in a way that they're not required. But they can be useful for some situations, and folks (mostly Factorio players) have been asking for them for some time. :)
what are the "Water (Pure)" deposits for on the ground? far as i know you can't put water extractors on them
you can put special extractors on them in lategame
they sometimes help in areas that have little or no water
thanks
That's a separate kind of node available to you in Phase 4. Called Resource Wells.
you unlock those geyser things later
#screenshots message @ashen spruce bug with the hazmat suit, it drops a color channel.
it's pitiful how much water the water spots give you. I'm always shocked every time I forget and try to tap one and then end up dragging pipes
I kind of agree. I was planning a big thing based on a water well and I realized it only had like 420
Ouch, that's bad
lukcily there was a lake nearby, but?
I don't know why they exist. Do they have the same power costs as the other ones? if so, then they're quite bad
Resource Wells overall require more power than "regular" resource nodes, for the same amount of material
It's just an extra source of late-game resources which allows you to build factories in areas you wouldn't otherwise be able to
I guess technically I could get 1050 out if I used 24 shards to OC all the way
(Or at least wouldn't be able to without logistic'ing in the necessary resources)
They're definitely intended for the case where power is not a concern to you anymore
with nitrogen you don't have a choice and with oil it's well (ha) worth it. but for water it's dumb. And the factory you can build with a water well only -- that wants water -- is essentially useless
and if you're pulling pipes then just pull one more pipe (especially easy now with autoconnect blueprints)
I'd disagree with that. There's plenty of places where I might want to use a Pure recipe for some ingots but there's no water around
and a water well gets you very little water that's the point
No reason not to tap a nearby well if there's one there
power is the reason
Who cares if it gives me enough?
They're definitely intended for the case where power is not a concern to you anymore
It's just 3, i think
Sure, if power is a concern to you, then resource wells are not things to use
no that's not true at all. nitrogen ones can GIVE you a ton of power
As established above, though, I build power such that I don't have to worry about it, especially if I'm at the game stage where I'm considering resource wells
I think you're trolling or just gaslighting
I need x/min water. There's no "natural" water nearby, but a nearby resource well provides x/min water. I don't care about power. Where is the downside there?
As I said before that factory that can only exist in that very specific situation is essentially not worthwhile to even build. If you need water at that point of the game then you need much more water than the well provides.
Yes, you are right that the resource well has a limit on x/min, but if I don't need more than x/min, who cares?
You're making up a scenario that doesn't exist in real life
it's just not a thing to be like "I really need 450/m water no more no less"
... so my own playthroughs ever since resource wells were added don't exist?
If I'm looking for factory sites and I have resource wells unlocked, I'm including resource wells in my decisions for factory placement
Not every factory where I use a Pure recipe is going to need 4000/min water
It is absolutely a thing where I plan out a factory, and it turns out that it needs 450/min water
I will often plan factories before looking for sites for the factory, though I may tweak the factory design if a decent site doesn't present itself
I'm... just describing how I play the game
If a resource well provides enough resources for me, why the hell wouldn't I use it?
Just because Somewhere Else could give me more?
enjoy your 450/m water in the late game.
I don't want more. I'm making a factory which produces x/min of something, and thus ends up requiring specific rates of the resources it needs, including (possibly) water.
mr xaxxon, if a coal plant eats 15 coal a minute and i have 8 plants
does that mean i'm consuming [120] coal a minute?
i need more coal to start working on steel and i wanna know if i can move some of the coal f rom existing miner mk1s to other facilities
IF it does then you should. But it won't for any realistic factory that a general person would WANT to build
"How dare you play the game in a different way to me!!1!1!"
If a resource well is sufficient, I'm not gonna discount wells just 'cause I could be getting more water elsewhere
you're using all sorts of weasel words and vacuously true statements
I'm wondering why you think my factories are unrealistic? Or that I'm not a general person
If the moon is made of cheese then... literally anything is true.
You're making a ton of assumptions about the "general person" here
I'm not making things up here; this is just how I play the game
which I don't really think is true at all
late game factories that only need water but only 450 water/m to do something useful are contrived.
I acknowledge that maybe I'm not a "general person," who the heck knows on that front. :D
the most common wisdom about the game is small independent factories, and for those, his approach is completely consistent
contrived to argue
I personally do not do that which is why I built on the ocean
main bus all the meaningful manufactured materials using the natural roads lmfao
but it should be pretty clear that one should not assume that you will always want tons of water per minute
i converted 1/4 of my fuel power plant to plastic and rubber production and its incredible, i now have 480 / min of each!
Well, I feel like you're the one contriving arguments here. I'm just describing how I've played the game for years.
If you don't believe me, that's fine!
If you really can't understand how a factory I build might not need thousands/min of a resource, well, so be it.
i tried booting up satisfactory on the steam deck and i'm hitting 30fps on low, my factory is peak unoptimized 🔥🔥🔥
And yeah, Puppy's right -- I mostly build smaller independent factories. For late-game products in particular I'll often have multiple "sub-factories" making intermediate components, and then shifting them around