#satisfactory
1 messages ¡ Page 185 of 1
QQ: priority power switch: 1 is top priority? (gets turned off last?)
value oil, dont care about iron, care a bit about nitrogen, value sulfur, care a bit about coal
so basically i need to save sulfur and oil
I do have heavy oil residue alt btw
oh yh wait nitro is MUCH more simpler
yes, considerably
were can i do a bug report ?
You can send Questions, Feedback, Suggestions, and Bug Reports
https://questions.satisfactorygame.com
<3 @fluid sapphire
nah wait nitro rocket is way to expensive in sulfur
nitro: 750 oil, 1000 coal, 1500 nitrogen, 2000 sulfur
default: 1237 oil, NO COAL!!!, 1200 nitrogen, 712 sulfur, 27 iron
ye the issue is that the extra compacted coal from nitro is hard to use
where with defualt its easy to reuse
@lime wadi i sent you a dm
going from fuel to Nitro Rocket was game change for me. Like.. so easy to build if you have the alternate recipes
i liked the challenge of default
looping back the compacted coal is fun
turbo heavy blend saves alot on everything tho
so I can get like SO much more rocket fue lwith default
not default turbo heavy
btw guys should I just hypertube cannon into a random area in the map, and then just hypercannon back with biomass burners
cuz ive gotten most hard drives in my area the rest are rlly far
cannon away walk back imo
i dont like leaving random buildings around
if you make 4800 nitro rocket fuel you still have 7200 sulfur left on the map for whatever else you want, i think the sulfur cost is overblown
Yez
so nitro rocket or heavy blend
Hypahtoob approves
its more the local resources
with nitro youre gonna have to make it in different spots
blue crater has everything in 1km radius to make 4800 nitro rocket
i did 6000 default there
you know what.
I know I sure do know im gonna go back at tier 9 being rich and regretting usint nitro rocket
but cuz im need in power
im gonna do both đ
heahwehahwhheahhehahsehah
well, you could make 2400, thats not really that costly
ill do nitro rocket fuel for now, then when im rich and everything in high tier ill make it turbo heavy blend
what is blue crater btw the thing in bottom right of map
i just thought i would do a one and done, just build one big plant and be done with power probably for the rest of my playthough, i cant imagine using more than 300GW
cuz I have my plastic and rubber there aswell as my turbofuel, but I wana convert to nitro rocket
What's wrongk with using all the uranium in the world to make nuclear power, plutonium power and ficsonium power?
very ahrd
and btw
Fair enough
how do I convert my turbofuel power to rocket fuel power without my power crashing
Battery
faiiirssss
is it though, someone shared a production chain here recently for nuclear and it didnt look that complicated
well I need to hard drive grind then
cuzx alt recipes carry
Well, using all the uranium, and going out of your way to make it wasteless with making ficsonium, also uses all of the SAM iirc
ficsonium is garbage
*for power production
yep
its just not worth
I don't believe there is enough sam in the game (slooped) to sink all the plutonium waste you can generate -- and certainly not if you want to actually build anything too
if you want wasteless nuclear then sink plutonium rods
Unless you would be okay with thousandd if not millions of plutonium waste
Yeah, just better
syphon off a few for drones and sink the rest, yes
i mean i still did ficsonium because i like complex chains and omg ikealamps on belts
Completely wasteless with ficsonium uses 14400 SAM iirc, which is all
Did the math once when 1.0 dropped
with default or max plutonium processing?
IIKWA LAMPSZZ
With processing all of the plutonium waste
fertile plutonium generates quite a bit more plutonium = more waste
but what plutonium recipe?
Yeah, did the math like a year ago, don't actually remember
if you want sinkless do ficsonium
But ze points for ze ticketzz
There is but it still takes up 90% of your Sam for an extra 70GW
i thought there isnt
Yeah there is
With slooped Sam there is
it's not an extra 70gw because you burn the plutonium
sure
plutonium fuel rod is worth 153,184 -- essentially zero
Plutonium generates a LOT of power
You can also store the plutonium waste in my ultra supermassive ISC blueprint
Eventually, yes
Do you know the range of a single storage bin full of plutonium waste
Its far
Like, the deadly range
Caution: EXTREMELY Radioactive
5/min filters and thatâs no worries
Lmao
Edge in the map, near the world height
Use a drone to transport the waste
that's not a "solution" I think most people would be happy with
Viable
Waste storage really isn't the problem a lot of folks think it is. Yes, technically that radioactive zone will keep on expanding, but if you're built it offshore or just somewhere you don't often go, you're unlikely to ever notice
many people just don't want to build an unsustainable factory. Regardless of whether it's a "problem" or not
But eventually you'd run out of space to store the waste
my new steel beam blueprint is called, Steel Beam 480 ingot, 240 outget.
eh
the world is pretty big
Yeah fair
No one will play on the same world for more than 8000 hours so âsustainabilityâ is kind of irrelevant here
And when the alternative to simply a few clicks is building thousands of machines and spending a lot of your worlds resources itâs tough to justify
I find it counter to how I play this style of game. I believe many people feel the same.
except that rocket fuel is better than nuclear and doesnt make waste xd
hey me and my friend just got oil production unlocked, where should we make it
I don't want to build it that way no matter how many clicks it is
near oil
And then use the uranium for UNLIMITED NUKES
ye
its mostly that it discourages me from afking
i feel "rushed" or just dont like afking
yeah but where should I get the oil
Depends where your "main" base is
at your base
pipeline the oil
we're set up in the grasslands or whatever it's called
dont go east
go north west
east do be dragons
You have oil in the Blue Crater Lake (very dangerous) and my personal favorite, the Gold coast (islands on the left, also higly dangerous, but no stingers)
okay so both suck
Yeah
got it, I'll check out the crater since it's closer
islands are fine
dont think they are dangerous
But the rest is even further norht
Bunch of Alpha mobs
but open space
But atleast its not a dense forest with Elite Stingers running around
So that's better
you can deal with the western islands with a rifle, the crater has alpha stingers in the shadows
And Elite
Alpha are the medium ones iirc
The often-jumping ones are Elite
And then you have the gas version
It's a huge problem if you make a lot of uranium and leave it at uranium waste đ
But Plutonium can delete 95% of the waste if you use certain recipies. That makes it not so much of a problem, because you get 4000 hours out of your storage instead of 200.
big ones are alpha, gas ones are elite
Got it
So the radioactive hogs are Elite too
And there are no Elite spitters then
...you can turn plants into coal...and use that
Better than having to suffer using pipes for coal or fuel power.
Still, need to gather plants
...can coal somehow be turned into uranium?
Transformer building
Coal and fuel generators aren't worth the headache, frankly.
If you make everything into biofuel...you basically only have to do it once. Frigging critter remains make a redonk amount of biofuel.
But prolly using obscure recipes
One spitter providing enough biofuel for multiple production lines somehow.
just do a simple design for coal, like 1 water extractor directly into 2 coal gens
What's the headache, pipes are not that crazy, just take some getting used to, you just have to keep the systems simple
And then they keep shutting down because pipes suck.
Use a water tower silly
Pipes are fine, you should learn to use them
Pipes are not that hard right?
No
well lategame needs pipes anyway
so start getting used to them
Keep uplift in mind when not using water towers
You can't get much simpler than a 20m straight line between refinery and generator.
OK, so what's the problem?
50% of flow just vanishes into the aether for no reason.
There is always a reason
What obscure route does your pipeline take
Pipeline going through the Nether over here.
bro has leaky pipes
A straight line. Once I'm not on mobile I can screencap.
You should make a post in the help section, we can sort it
Sorry, gotta check:
Straight line forwards with no elevation?
There is not enough info here to diagnose properly rn
Other than the single-height pipe support so I don't have to jump over groynd level pipes, which is covered by the refinery's built-in headlift.
Then you either have a math error somewhere, or a pipe system design related problem earlier in the chain
Or a leaky pipe
I'm tired I shouldn't be here rn lol
Yeag
100 drunk engineers play satisfactory for 24 hours:
Isn't that just Let's Game it Out but then 1 person?
I do find that flow is more consistent when pipes are saturated
Sloops can help saturate pipes quicker
They literally do not shut down though. If you post a save file where flow isn't working, a bunch of people will immediately tell you why (and almost 100% of the time it's a very basic issue)
There isn't a pipe problem we can't solve
pipes are a ladder
Wait is this bug back againđ
I remember back in ea when I was losing so much fluid because of leaking pipes
Interesting, well time for more testing later, because i have seen leaking pipes before
Iâve never had leaking pipes. But Iâve had sources that should run at 100% run under that when consumption should match or exceed 100% in situations with multiple consumers (ie not nuclear power)
Which then causes consumers to starve
But the resource isnât disappearing itâs just not being produced at expected levels
I have personally only seen it during ea, think it was around u3-u4 when pipes were introduced
That was before me. But I came in at 5 I think and havenât heard anyone complain about this where the problem wasnât actually something else.
What happened in my case was pipes had negative flow, but it wasn't adding that to the previous section of pipes, removing the fluid from existence
a month or so ago, i noticed in my 1.1 playthrough that my long running rocket fuel power plant's pipes were slowly emptying. it seems on a long enough timeline, some errors in the simulated rounding of pipe content does accumulate small errors
That happens to me but when I check my fuel makers I see that they arenât all running at 100%. For some reason they occasionally stop for a moment.
Maybe the pipe bugs of the past are back again, haven't played 1.1 much
be careful regarding that. hoverpack jumping between grids partitioned with power switches can also cause pauses
Sometimes it takes a while to see one stop though.
pipes need to be rewritten from scratch tbh
The fluid implementation looks like someone got a research paper and implemented it without understanding it then hacked on some gameplay features without understanding how it impacts the simulation.
Yeah, it's unfortunate that bug's still around. For me that typically means choosing between hoverpack + PPS, so PPS generally loses
i think it is more that there's just some subtle rounding errors in the simulation that accumulate over 1000+ in-game hours, it took a long while for it to manifest in my world and was just a matter of bringing portions of the build up and down to refill the pipes
Which is a shame, 'cause I do like carving up my power grid into neat little areas, even if I'm not actually worried about power trips. Ah well!
yeah, i'm with you on that, lol
Maybe not the same as the previous bugs i saw, where i could see fluids in pipes disappearing right before međ
1.0 would've been the best time to do that, alas, but CSS didn't really come to grips with a lot of the common behavioral complaints until quite late in the leadup to 1.0, when it was far too late
Maybe they'll eventually do a Factorio and revamp the system in 2.0
i think the rounding errors however are mitigated by something in the code that stuffs a small amt of additional liquid into pipes at game load-time, but the errors do still accumulate
Though I know a lot of folks thought Factorio went too far; hopefully if they ever do revamp it, it'll be done in a way which retains complexity and interestingness
(Personally I'd bet on the fluid system never really getting touched, but time will tell!)
fluid should be treated like items and moved in 1L increments - use ints instead of floats
i have a feeling that very few people understand the pipe code's math, lol
Fixed place math is what youâre really trying to get at. Doesnât have to be an integer per se
Pipes aren't the only system that needs revamped truth be told
i think they use fixed point math for it, correcting the floating point detal
Belts also have a variety of issues that even now aren't fixed
I mean for me personally I actually don't mind the current fluid system at all. Once you know how to deal with it, you can generally just build+forget. Though if there are very long-running loss issues then it'd be nice for those at least to get sorted
i'm also going to take a quick step back and say that the game needs some meaningful monitoring and metrics so that these hard-to-pinpoint issues are easier to quantify
And yeah, I think the simulation does attempt to round away the floating-point imprecision, and mostly does a very good job at it
Even if there were rounding loss or whatever eventually a machine would shut down and the system would recover by overproducing
Many systems in this game need revamping, but idk if that will happen
the fact that you can't get 600/min through a pipe in certain situations shouldn't be a thing
it says 600, then it should do 600. like belts
Most problems folks have with pipes are just down to the vagaries of the simulation itself, and needing to adapt to some admittedly inscrutable build patterns
yeah, a lot of the 'problems' with pipes are more user error than the game having problems
The simulation is just the wrong one for this game. Itâs too realistic and it doesnât match the rest of the game.
Too bad the previous pipe bugs i saw very much wasn't that
But pipes when first put in had many issues with them
I wouldn't agree with the general case of that statement (it'd be easy to create a situation where you wouldn't expect 600/min to work, etc), though I do agree that it'd be nice if some of the current edge cases could get filed down a bit. Handling 600/min reliably at the moment often means having to rely on a lot of institutional knowledge in places like this Discord
Yeah, realism doesn't necessarily equal fun, etc.
If you define âuser errorâ as not doing the silly workarounds the game requires. I wouldnât call that pipes working fine.
i know at least two pipe issues still exist, but they aren't the typical manifestation of slosh
Still, at least we have methods of, in general, getting pipes working at 100% efficiency (barring potential very-long-running loss issues, I suppose?)
You know what I hate
Why I like factorio and foundry implement of pipes, its more idiot proof
issue is fluids are hard
its reaaaaly hard to make something better that doesnt explode your pc
theres a reason you get 1 million dollars if you solve fluids mathematically
Hidden things like slosh doesnât make for good gameplay.
MasterCard and Visa...censoring video games
those dont work for 3d though
Foundry is 3dđ
oh idk about foundry just meant factorio sorry
It doesnât need to be more accurate. It needs to work as expected and consistent with the rest of the game. The problem is itâs too accurate already. Nothing else is
Navier-Stokes ftw!
I think that as long as I'm putting in 600 in one end, pulling 600 out the other, then 600 should be able to move through the middle, regardless of how messy the pipe is (barring insufficient head lift obvsly)
it's a game, not a fluid simulation software
the pipe simulation in the game isn't 3 dimensional per say. there's a concept of height as represented by headlift
but you cant just make it "less accurate"
it propagates along pipes
that creates backflow
so you cant do 600/min in 1 direction since some flows back
unless you dont want it to flow through pipes its hard to make it not backflow since its bidirectional
Agreed, why if it was up to me, pipes would be reworked to make it more fun to use
Backflow and sloshing donât need to be in the game
they literally said they are thinking of reworking them
you just cant
its a really really hard problem
The simulation needs to be simpler not more accurately with complexity
I have to agree the fluid mechanics are bad game design, too much hidden that you can't see or even know about without watching a 30 minute video about it. They need to work from a logical standpoint. I know programmers can be proud of creative stuff they write (like sloshing) but sometimes it's better to not have it.
yeah, the issue is that the simulation leads to confusion and that's just bad user experience
As I say, I agree that the game probably would have benefitted form having a simpler fluid system which avoids some of these problems. But by the same token, I do like that fluids are a weird little beast which requires some degree of fiddling with. I'd be disappointed if they just became Another Kind Of Belt
should i explore up North on foot or via vehicle
And figuring out that sweet spot is, alas, tough
The simulation has hidden behavior that the game doesnât expose or give tools to deal with that arenât hacky emergent gameplay that you have to watch videos or ask on discord about
ima go by vehicle
IMO pipes should, however, be capable of bidirectional flow. Like I don't want Just Another Beltâ˘; I like that they're a different sort of thing. AFAIK there's no bit in the code which is like "okay, here's what controls backflow" and "here's what controls sloshing" -- those are just kind of side effects of the simulation
arachnophobia mode is the greatest thing ever, instead of being scared and disgusted by big slimy ugly spiders i get greeted by cute cats, i wish they didnt attack me tho
I have all my nuclear reactors at 240% because the fluid shenanagins at 250% are too much of a pita. It's annoying.
i either arrived at the wrong time (too late) or the right time, but given I just tried to manifold 600m/min of water down a line of refineries yet the last few are never full, perhaps i should read everything. above. is the takeaway i need to loop the end back around to the beginning?
Agreed, why I like foundry pipes more and its overall more fun imo
So it's very nontrivial to try and reduce some of the pain points while still making it an interesting mechanic
gameplay options - creature agression: retaliate
i truly believe that its impossible to make a better system that doesnt have backflow/sloshing without giving up stuff like "pipes filling at the bottom first"
like you can make it where all pipes fill evenly like factorio
but having a pipe on the ground be 50% empty and a pipe ABOVE it also 50% empty jsut makes no sense
yeah but then other ones wont attack me either
so ... just finished the game and watched all the endings credits and ... man now i need to find a factory game that makes me Satisfied as Satisfactory did
As I say, though, I do agree that it probably would've been to the game's benefit had the simulation been simpler. I don't think anyone would've been complaining about not having hydraulic shock for years, had the system not been capable of it in the first place. :D
the mobs become just an annoyance after a certain point - i am here to build, not to be pestered
They donât respawn where youâve built
The answer is more asatisfactory. I set myself a goal of 20 warp drives/min to sink for points, hit it, and am now running around making the process more effeicent.
But, again, how do you do that while also keeping pipes interesting? I dunno, a tough question. And a bit besides the point since they didn't attempt any changes with 1.0. Making changes now (outside of a real major update like a hypothetical 2.0) would be even worse
And if you are going to build somewhere soon and clear it out just put down a powered constructor and a few power poles
Except when the devs keep resetting the map! But that gets me extra sommersloops so... worth it.
i think a middle ground could be reached if the pipe simulation were less opaque
That happened once and it was reverted so many people never noticed.
Pipes are just bad. So many times I click ona pipe to check flow and it just randomly bounces beteen 100 and 500 with no way to have any idea what it's doing.
And itâs made worse with newb traps of fluid buffers and valves. Iâd guess 99% of all placed are done incorrectly
Can I just see how much is flowing in a pipe? Nope, cause sloshing.
i usually play games for the ending and once i get the ending i kinda lose all the joy to not know and melt the brain all the time ... but maybe now ill try to get the most expensive item in the AWESOME shop
Golden nut is still a count based goal. Go for a rate based goal.
Yup, I built production lines to get me ALl the tropies and unlock all the stuff.
Get a million points a minute or whatever đ
but still GG devs ... also did notcied in the credits a special thanks to ||Arnold Schwarzenegger|| and when i noticed i was WHAT?! đ
(A million a minute is pretty low but you get the point)
also i was legit hoping for a Lets game it out moment but no
The game is so good that when problems like pipe sloshing happen it's like... what the heck, who put something unsatisfying in my perfect game?
Although then you can figure out ways to build pipes which mitigate the sloshing altogether, and can feel satisfied by that. :)
Every problem is an opportunity!
But the game doesnât teach you that. Thatâs bad design
Oh yeah, 100% agreed on that point. :)
The solution is to just build more pipes so none run near max and thats unsatisfying.
but thats also the best ... u learn while playing
But you can't learn because the games gives you no tools of visualtion of the problem.
Itâs not intuitive to solve. As evidenced by the number of questions we get.
It just... doesn't work
That is a solution, sure, but there's also techniques for getting a solid 600/min which, in general, will not fail you.
I don't avoid 600/min on my own saves and have not run into problems in a long time, since resigning myself to the pipe-build methods which tend to work flawlessly
Trains are a much better example of giving someone the tools but they have to figure out how they work. Other than the current signal bug during buildout of course. But thatâs a bug
(though I admit that I have seen folks using that advice saying that there's still problems, so clearly there's at least some slight differences in build technique, or something, which can cause problems)
It works most of the time until it doesn't and your whwole factory crashes. Nothing worse than trying to diagnose pipe issues.
If your factory depends on 100% pipe flow yeah youâre in trouble
anyways
idk why I said anyways that was random but hi I made my 160/m packaged rocket fuel
so now I can make my drone empire đ
Whats the bug? I've been having trouble placing signals recently, I can't make them face the right ddirection randomly.
Another problem is one person's interesting design challenge, is another players frustrating or downright infuriating experience, which also isnt satisfactory
As I say, the "usual" methods in general will not cause those problems
I mean, in most factories if any part stops working at 100% it's going to be trouble đ
I literally never had fluid problems, even at 600/min, in either my U8 or 1.0 playthroughs; it was I think the playthrough before that when I finally just gave in to the Usual Adviceâ˘. :)
Well the bug where the color doesnât change on either side of the signal is the big one. But there is also the âmouse wheel stops workingâ bug but thatâs easy you just put one on the wrong side one on the right side then delete the wrong one
Not in any of mine
I overproduce and under consume.
I've seen the color one, is that just visual or does it cause issues with trains? I've got problems where I want to put a block signal on a section of track and it just insists on placing it backwards and I can't make it turn around
You will get the âpath loops on signalâ error or whatever the string is
I dod as well but at some point once your production % drops low enough at one point it will cascade
they sure seem to spawn where i have built
Right but the problem is you shouldn't have to go to sources outside the game, just to figure out how to use pipes without major issues
None of the bugs are that severe. There is no âbelt stops beltingâ bug
btw whats a recommended hdd grind method
like just hypertube cannon to other edge of map and walk back? đ
What do you mean?
one thats jut fast with no hassle like how do I get there
YES, thats been driving me crazy, good to know it was a bug. I spent like 20 minutes trying to fix it before realizing ALL my trains were jammed up and I had to reload my save. Luckily only 20 minutes
just walk? đ
Oh. You can mark on your map as you find them so you kind of know that a place wonât have many and you should go elsewhere next time
cuz that will take me like a whole day to get 20 hard drive
ok ill do that tommorow thanks goodnight guys
Radar towers will tell you how many hard drives are in an area
use SCIM to know where the hard drives you haven't collected actually are, then use a hypercannon to go there and plan a route
Once you involve SCIM there are a lot of additional answers
Like âjust unlock all the recipesâ đ
Not ever loading saves back in from SCIM is very, very hard some days. But if I do it once, then I'll do it again, and again. Just like drugs... just say no đ
Right, yeah, 100% agreed. I've often said that the biggest problem with pipes isn't the fluid simulation implementation, it's the user feedback/tutorializing/lack-thereof. Especially since pipes get a lot more finnicky as you approach their limits, and towards 600/min specifically. It sucks when the methods you've been using for most of the game suddenly aren't sufficient for no adequately-explained reason.
Just be careful with scim megaprinting, alot of issues still with that
That was actually the thing I was really hoping 1.0 would address, really: giving users more feedback about pipes and such. I always figured a fluid simulation overhaul was very much a longshot
Besides, my save is 5 years old and I won't risk it, even if SCIM is pretty stable
Though I remain unsure as to how exactly the game would present useful feedback to you about pipes in ways that wouldn't be just, like, pages of text in a boring and overwhelming dialog. :D
Servers in this game are unstable and really laggy
Right and that's why i think pipes need to be revamped, if they aren't going to do that, even they need to make pipes simpler to use, imo anyways
I don't think you even can explain some of the stuff that happens. I've built plenty of 600/min pipes for oil, water, fuel, nitrogen, but when I built one for HOR once, it did more like 590 on average.
what's even worse, adding valves on every single pipe segment brough it up to 595. like wth
IMO figuring out a way to ease the player experience of figuring out that stuff is a problem that's an order of magnitude easier than reimplementing fluids, though. And as a bonus, you don't risk breaking pepole's existing factories if you approach it from that angle instead
Could be because they haven't actually fixed mk2 pipe throughput issues to
Redoing the fluid simulation at this point would be a terrible idea; the only real opportunity would be another really huge update like a hypothetical future 2.0, where you'd feel maybe a bit more comfortable about possibly breaking backwards compatibility
Steeled frame or stitched iron plate?
CSS have pretty heavily implied they weren't going to break compatibility again after 1.0, so we're definitely not gonna see it in the 1.x line
both
get more drives
whichever you like more
Imo the risk is small of breaking anything, especially if the goal is just to make fluid flow in a simpler way that's easier to understand, only exception would be things like priority pipe mergers, which those changes would very likely break
And those are more edge cases and you could probably make something to make those work again to
both are good
depends on if you already have a good frame or RIP recipe or more available hard drives
i think i would value stiched iron plate more? but both are nice
#screenshots message check this out guys
so bottom-feeding (even with a water tower) at max flow is just a no-no, and i should either top-feed (likely with a loop)? or split into lower flow pipes. this is just for water
I thought anything other than bottom feeding was fine. I flat feed a lot
IMO you're vastly underestimating the risk, and also the QA efforts that would be required to feel confident that you're not breaking stuff on random saves out in the wild
Remember the scale of Satisfactory's sales; you replace whole systems at your own risk, as a dev in that situation
they could add a second implementation that defaults to on in new games but is opt in in existing saves. It's not crazy to do.
not everything has to have two sides that are equal
I have lost track how many times updates have broken things, so those QA efforts don't seem to be enough...
https://cdn.discordapp.com/attachments/553550313533997057/1398086728069156925/image.png?ex=6884153b&is=6882c3bb&hm=013853a1af6a9fec8988a7dbaf99c4f8ec7e7895ac768b45b53044453a8a228b& made a nice little display belt as my warp drives head to their imminent destruction
I think at this point another update breaking more things again would just be another typical updateđ
I need to glass it in and such but it's a pain to get them to be spaced evenly
do yall also think 10 reinforced plates rotors and modular frames per minute is an overkill? because math says i gotta be using 16 smelters
depends what you do with them, it might even not be enough
okay im doing it then
have enough to build with and beyond that build the number you need to support the things you build with them. There's no number that you can make up that will just be enough for anything ever
Guys how many fused frames a minute should I automate I donât know whatâs overkill or not
is there some way to flip a hypertube branch?
you can rotate it before you place it, right?
I want to get pressure motors cuz they are much cheaper but idk how many fused frames I need a min
it only branches to the left though, if i rotate it, the branch will go the wrong way and you can't go in
place it on an existing hypertube, then you'll get rotation relative to that tube instead of the ground
ahh thanks
got it
How much fused frames should I aim to do Iâm planning 3 then sloop to 6, making 4.5 and getting 9 is kinda overkill and would use a lot of casings
can anyone recommend a good nuclear power guide? trying to build a proper 3 stage plant
depends on what you use them for
for personal building 1.5 is enough
if used as ingredient just do it depending on how much of that item you wanna make
i personally make 40/min with 20 going to thermal propulsion rockets, 10 to turbo pressure motors and 10 for pasta
I suggest you use some calculator and plan it yourself. It's hard to say what's a "proper" nuclear plant
nor did you specify what you want. A specific power output? a specific uranium consumption? some rod output?
Is plutonium fuel unit better even tho it uses the cube of agony? It uses significantly less aluminum? In my case Iâd run 300 more plants if I use plutonium fuel unit versus normal recipe, and Iâd be saving ~2000 aluminum ingots
And Iâd do that while saving ~30 sloops
wait wtf why do vertical programmable splitters require supercomputers?
And vertical priority mergers require different materials
WHY
depends what your goal is exactly
nah just make more uranium fuel
I just wanna see a big number from my power grid
Iâm using 2100 uranium for this process
If I've created a blueprint, can I use it in a new game without having unlocked the parts, or do I have to set up the Awesome Shop/Sink combo and get all the blueprints for the pieces, first?
programmable splitters used to require SCs, but in 1.0, that was removed. it seems the devs used the pre-1.0 recipe for the vertical programmable splitter
plut unit will give you more rods per cell
if you're burning the plutonium, then it'll be more power
it's a supercomputer plus a motor plus a hmf
but the new priority mergers also require different stuff, Ai limiter plus circuit board, instead of RIP and a crystal oscilator, and there's not old recipe for that
https://satisfactory.wiki.gg/wiki/Programmable_Splitter
Patch 1.0: Changed cost from 1 Heavy Modular Frame, 1 Motor and 1 Supercomputer to 1 Heavy Modular Frame, 2 Computer and 5 AI Limiter
oh, so that is the case, ig maybe the vertical priority merger recipe was an old experimental branch recipe?
Mostly wanting to know what the clean ratios are assuming I'm only uranium limited, looks like it's 80 uranium per minute to 1 ficsonium rod per minute
entirely depends on the recipe choices
If I have all alternate recipes what's the most ficsonium rods I can produce using all the uranium on the map? One tutorial video I saw mentioned 1100 uranium per minute
without sloops in the nuclear chain, 152 ficsonium/min from 2090 uranium ore
ive been up north in the desert, this place is a hard drive JACKPOT
From what I've seen hard drives are pretty evenly spread across the map, they're just easier to see in the desert
Finally got to mk6 belts, time for mega factories ! took like 70 hours haha
what i mean is that they're all operational, or have very low requirements
and they have TONS of loot around them, ive found probably 200 computers now
Yeah, harddrive loot is OP, I think I'll definitely be investing some time into going around and collecting them and the items for early game resources and points in my next save
i just unlocked the dimensional depot but items seem to just keep feeding into it even when its full, do they just get voided and if so is there a way to stop the flow ONLY when its full
they do not get voided, the depot has an internal buffer of 1 stack
oh okay cool thanks
Um, I didn't get an answer to my question about blueprints. Do blueprints require you to have unlocked the blueprints of the parts used in the blueprint (i.e. parts from the Awesome Shop) in order to use the blueprint, or do I just need the materials?
All the more reason to not rip out a fundamental game system and replace it. :)
blueprints only require having unlocked the blueprint designer, once you have done that you can copy over blueprints from other games and use them, regardless of whether you have the milestones or recipes, as long as you have the materials
But to that point, they broke factory-compatibility intentionally a number of times during Early Access beacuse it was Early Access
That's the time at which it's far more acceptable to do that kind of thing
Obviously they can still accidentally break stuff on updates post-1.0, but AFAIK they intend to keep that to a minimum (ie: unintentional bugs which they'll hope to fix)
Huh... I always thought the Bolted pair were a more substantial material cost increase than they actually are.
Assuming otherwise base recipes Bolted RIPs use 2/3 more ingots per RIP (12.5 to 13.1667) and Bolted Frames use 1 more ingot per (24.75 to 25.75) if I didn't screw any math up or a 5.3333% increase and a 4.0404% increase
I thought they were like 15% or something
But that small of a cost incease for 3x and 2.5x the output per minute? suddenly tempting
Vs default, sure. But vs stitched and steeled, not really
And in the meantime people get to continue to enjoy pipes that will remain frustrating, is this really a satisfactory experience, im not convinced
Far too many developers don't make necessary breaking changes during early access, I'm very glad the satisfactory devs were willing to
Well, considering the factorio devs created an entirely new fluid system for 2.0, maybe your best bet is hoping the satisfactory devs work on satisfactory 2.0 and create an entirely new fluid system then
I have my own doubts about whether they'll actually do that, but you never really know
I see it as is it better to have short term pain, aka some things could be revamped to make it in the long term better experience and easier to use and less frustrating, vs will we are afraid of breaking things so let's keep this being a painful experience, not convinced on that train of thought
Aye, just an interesting thought
Aka we are worrying about short term pain vs long term pain here essentially
the fluids system is really annoying, especially the lack of properly large pipes
Mmm? Aye, pipes are either angels or demons
Seems like unless your a seasoned pipe builder, initial user experience with pipes remains the latter
Alright so carrying oil with trains is cool but ineffictient, it seems. Should I scrap the train and just bring oil directly to my factory?
Vehicles are more computer efficient and look cool
could also package it
probably more efficient than a tank car
pipes are black magic
send the empty containers back on the train
just do a long pipeline
is there any way to split up exact number of items/min into conveyors? for example iâm trying to split 195 quick wire into 150 and 45? is there an easy way to do it?
Good point, but i can't help but look at how foundry does fluids for instance and think overall from a user experience, that's miles ahead already
yup so I would need to have two sets of 3450 canisters.
Yes, but there's no reason to. Just use a single splitter and it'll work itself out eventually
belt limit by mk2 and mk1 remerged
so its 120+30, send overflow to 45 line
but dont do that xD
just manifold
that's what burned me out on my first attempt at nuclear power, getting the belts balanced so I don't have to fill up conveyors with fuel rods before things finally reach full capacity
manifold?
You'd need way more
!wikisearch manifold
Manifold refers to a fill method where Conveyor Splitters or Conveyor Mergers are aligned in a series (that is, one after another), usually parallel to the arrangement of buildings. The setup is compact and can be expanded easily.
Manifolds work because full machines consume only what they need. Once...
once 1 side (or machine) is full it will ovevrflow to the other side
so you feed 195 into a splitter for initially 97.5/97.5
the 45 side is getting too much so it will fill
once its full it will block and only accept 45, so the other side gets 150
Lol that username
i wish we had 4 meter long walls (half walls)
If you disconnect the water extractors from power, manifolded nuke plants take at most a few hours to fill with rods, regardless of the number of gens.
here's the thing tho, I already have my powerplant up and running
eh 1/5 balancer isnt the worst
Definitely agree about pipes, in general pipes feel like somebody took one look at navier stokes equation and we like so how do I put that into the game
And nobody was there unfortunately to stop them from trying
No reasonably sized balancer is difficult to build
eh, its not immediately obvious how the 1/5 split works
but theres worse splits
Eh, all of the 1:n splits are pretty easy. You start with a 2:2 or a 2:3, then split until you get to a number bigger than n, and loop back all the extra belts into the 2nd input
i just wait for them to fill themselves up
I'll see if I can resurrect that save, probably need to stand up a new turbofuel power plant first though so I don't risk running out of power setting up the nuclear
especially for the later fuel processing stages
is rocket fuel worth the extra resources?
Absolutely. It's turbofuel that isn't really worth burning
its insanely good
But if it's only to jumpstart nuclear, you can just do diluted fuel
It'll probably be even easier than rocket
Easily replaces nuclear levels of good, either diluted fuel or rocket fuel for power, turbo fuel is only really useful for processing into rocket fuel for power
Uranium power is still fun for design challenge, rocket fuel is way easier to setup and provides alot of power
way more tedious pasting though
What's easier: 1000 fuel generators or 1000 water extractors?
it's not that many water extractors
it's definitely fewer water extractors than fuel generators
i finally got trains and i really wanna do a bunch of train stuff but i know i have to tear down my entire factory first
its bleak
Yeah, it's like 1000 fuel gens vs 100 nuke plants + 200 water extractors for the same power
With blueprints, both are easy for me
Not for me they aren't
I played up until I unlocked all milestones and everything from the MAM, and I didn't do a great job of automating things and did a lot of hand crafting/hand feeding fully slooped crafting machines
then hit a wall trying to automate the end game parts for the final phase
mostly not having enough power
and being silly and putting my space elevator at the 0,0 coordinates in the red forest
With AC BPs, you can easily place several gens per second, with pipes already connected. Only need to run power between BPs
Much faster than placing and piping nuke plants individually
it's been fun taming the red forest though, paving it over
turned the swamp into a giant foundation for my nuclear project
Chat why my lizard doggos disappearing? Can you only have one? đĽş
probably will build a diluted fuel plant in the blue crater
They have gone to their true master, aka me
Did you build a pen? They can wonder off. Iâd use SCIM to check their location. And if youâre sure youâre on top of one and absolutely canât find it, it could have gone underground. I had a few do that to me
sometimes they like to burrow where the pioneer canât reach đŚ
Do vertical splitters and mergers finally work in blueprints or is still bugged to hell?
I donât find them all that useful tbh, since you gotta keep checking on them, but theyâre cute.
Yes, that was only on experimental (hence it being experimental)
I thought they were still bugged hmm
Yeah they are still pretty bugged :(
I mean yuo can use them and fix and fiddle with them to get them to work but..
Bugged how? They line up perfectly with height now and work as a splitter/merger wouldâŚ
I never played experimental but I thought the âbugâ was them not lining up properly?
can't have drones wait to do a trip every couple minutes or so instead of all the time, sad
Uh no they dont, and frequently they only connect one side (the upper part of the riser for me) while not connectingthe other side till you delete and rebuild that part of the riser
ah yeah that bug still
weird, I never had that behavior
guess I'll skip using them
used them a lot with no problems, only downside is because they must snap to conveyer you canât nudge them (same as any snappable)
yeah I loaded my save not too long ago only to discover disconnections everywhere
If you build 100% on orthagonal coordinates, including vertically then maybe they install corectly, but otherwise it's a crapshoot
could you post a screenshot of that behavior? Iâve had several people tell me it was fixed so this is news to me
Oh so that bug hasn't been fixed either....welp
donât wanna give bad advice
I assume this save never had a conveyer merger/splitter placed while it was in experimental? Because i doubt theyâd fix unless you rebuilt it
the server was on experimental
I can't remember exactly when I tried it. Sometime around 1.1 release
well the patch wonât change its behavior lol, that would break the whole save
I just wanted to ask to save myself having to redo everything
donât use em if you donât want to but it sounds like youâre talking about a previous version to the one I am
this is a new a save and single player so maybe it's actually no longer an issue
I'm not aware of any CURRENT bugs, but there were several that were fixed only going forwards, not retroactively - so stuff that broke on a reload would have to be rebuilt, just once.
It's a pain but it is what it is
Once I've gotten the vertical splitter/merger actually working, I've not had one stop working later on... But getting them to attach properly in the first place is problematic and requires deleting and reinstalling one of the vertical connections quite frequently for me.
I'll probably dismantle my factory on my current save and sink all the resources, only leave scattered factories feeding my dimensional depots with building materials so I can easily rebuild a proper gigafactory
i for sure don't need loops when only running 300m water in a mk2 right? (bottom-feeding, fwiw) i've had this test running for 30m and it seems stable, but want to be sure
Now this is frequently(for me) while using mk6 belt lifts and those are vsually quite buggy themselves so the combination of the two may be making things worse.
eh
just keep in mind that you wont get any dopamine until its done so it will be pretty boring
imo just restart so you get that hit of unlocking stuff again
Makes sense, might do the dune desert since I haven't used that start before
Probably will also go a lot faster the second time
drone port only have 1 output?
ye its really fun for me to get to use all the stuff ive learned previously
whelp.. I just tried my first vertical merger and it broke before I even created the blueprint. I made a lift and connected to a conveyor hole in the ceiling and then I placed a vertical merger on the lift and the lift detached from the conveyor hole by 2m. Guess I'm going back to non-verts
I am playing with mods but I doubt any of the ones i'm using would cause that
Can i turn my chainsaw red with the color swatches or no
hey guys, how do i access photos ive taken through satisfactory's camera mode?
So I started a new playthrough in the desert and I'm getting stuck on Phase 2 again. Not stuck on the elevator stuff but just trying to decide what nodes to use for this or that and I can't seem to just get factories built. Why do I keep getting hung up on the basic iron parts factory and how much I should be producing? Should I funnel as many iron nodes into a big iron parts factory and then disperse it to other places or should I just make an entire factory for each individual part from iron plates to Automated Wiring? I really wanna finish this game but I keep getting stuck on stuff. Any help or advice?
You can change the color of it via the character customization colors
make seperate factories for everything
How do I decide how much to make of everything?
i got a huge factory for my iron stuff, half getting stored and other half going to my assembler factory
just keep half and then send half to another place thats what i do
one of my drones disappeared wtf
hey guys, how do i access photos ive taken through satisfactory's camera mode? i have some sweet pictas i wanna share đ
probably on a sick day
should be in your files
There's literally a button to open the folder
it's flying all the way to the swamp, there is no port in there lmao
thats what im saying it took a sick day
I guess what I mean is how do I decide how much ore input and product output to make? Like if I made an iron plate factory, do I just take in 60/min or 120/min and do that? Most of the advice I've found online before just says something to the effect of "make however much you need or want" lol
#screenshots message dope
make 120 if you can make it easily while keeping some for yourself
personally i got all my constructors and miners boosted on slugs so i got no problem splitting it into half
That's because that's the only advice you can give. It entirely depends on how you play the game
when i need it for space elevator i just cut off the storage and then eveything gors twice as fast
you want your constructors to go as fast if not faster than the miner itself
I guess where I'm struggling with that idea is I don't know what that means for me. I don't really know what my "playstyle" would be. I'm just trying to learn and get to later phases without getting messy everything again.
imo, there's two options: either plan out your entire factory from the beginning all the way to the endgame, or just build about what you think is right and be preapred to rebuild or expand
personally i do the second
wheres a good spot for a high speed connector factory i only realy need a spot that has copper, caterium, and quartz/oil nearby
Make a bit. If and when you run out, make a bit more. Repeat
it will happen less and less frequently over time
if you're very new to the game you have to guess at the quantities a bit, but you can use the output of a single production machine running 100% of the time as a good guide for most things and go from there. (Notably not concrete, you need a lot of that :P)
A quick glance at the map and I notice the northeast corner of the titan forest as having the right resources, but it's not super easy to build there. I'd recommend going to an online map yourself if you want
thanks
Should I be making things to connect it to other factories? I guess I'm stuck between the idea of mega factory and little factories for every single possible item. The logistics between factories seems hard to figure out if I do them separately so I have been trying to make something that just makes each part on its own, even with the prerequisite parts, and then store them and eventually upload/sink them. But I can never stick to one.
my life is complete, i unlocked the truck in satisfactory
time to stop playing for another 2 months
Personal preference again đ
I can tell you that for myself, trying to make an end product starting from iron ore or something is recipe for madness.
It's much more enjoyable to make standalone buildings that do 1 thing, for example take in 2 materials from 2 other buildings, output the 1 material those turn into.
And then if you need more of any 1 material, you can just build another floor upwards in that building (since you can go up effectively infinitely)
For the most part it's a lot easier to make parts as you need them.
e.g. make some plates for hand usage
later if a part needs plates, build plates for that part there and then.
IMO the current state is still better than potentially breaking thousands of existing saves with working pipe systems on account of missing edge cases and the like
Yeah, for sure; sometimes stuff's gotta change, and EA's the time to do it (so long as you're doing EA, anyway)
Honestly this helps a ton. I'm gonna try doing things this way to break it down into something as simple as possible. Thanks
i love cluster nobelisk
I've never tried it, it destroys vegetation đŚ
its very fun
Also I'm pretty sure it's unlikely they'll get me, but it's kinda terrifying ziplining along power towers and have a green spider leap out of the trees below and reach your altitude, but just not where you're at anymore.
Someo know if Will there ever be the procedural mapa tech in Satisfactory one day?
Highly unlikely
They've spent the entire period of the game's development fine-tuning this one
okay 
But I'm still hopeful we'll get more map in a DLC expansion at some point
map diversity on diferrents planets should be fun like choose the planet u want colonized and from that give u a narrative to swap maps
Giant underground cave system with an ARK Aberration feel
If you want something like that, with a milder logistics system and more combat, The Riftbreaker might be up your alley. Their second expansion is subterranean.
I just discovered the blade runners and nearly came at the increased run speed. After like 15 hours of struggle, this feels like a divine gift
I'm struggling so hard for design inspiration right now đ
Working on a building which is conceptually an original core building with 2 extensions and I have a style I'm happy enough with even tho I still need to tweak colors for said extensions but when it comes to the core building I'm just lost trying to come up with something that looks like it could have inspired the other bits
should I produce more quartz crystal or silica
why not
Because it's not something you need to stockpile
You make it to feed a more-complex part
are you at a point where you're done with all the tech and unlocked everything?
having more power isn't really an issue with this...
Neither one is needed in any real quantity for production but silica is used in windows and quartz is used in signs
whats the issue??
you not having a use for it
aw man
you barely need a few pm in storage to do anything with it outside production. It's used in lights a bit?
im still going to stock pile it
signs? so unless you're spamming them everywhere have like 5pm of each for storage
Here's one of my factories. I'm using both at the same time, and they don't get shipped elsewhere. That's one of those low-tier items where if you need more, you just make more in a new place.
#screenshots message
I started building a 2800 per minute turbo fuel factory but I found that with the same amount of sulfur, I could make a 5600 per minute (slooped) rocket fuel factory. Should I survive off of coal until I unlock blenders?
!wikisearch silica
the wiki is your friend
Yeah I've got like quantum encoding and peak efficiency left as milestones
im just going to do 2 silica and 3 crystal things
You're going to need more for actual factories, and almost none for stockpiling lol
is there a reason that fog of war doesn't clear while in a truck?
hmm so are you starting on your own goals or still the phase 5? cause imo that makes a big difference for design.
if you start your own project you can start planning a large system from an end point
but I started building a blue print for quartz đ˘
then you go location, and then break it down into hubs, where you can then plan out where the buildings will be and how they interact with eacah other
Nah I've got all the factory planning done for this and all the machines laid out for this specific part. It's more the shell of the building I'm struggling with
the shell realy depends on how you do the internals too :\ a huge part of how you design it meshes with how you set up all the logistics for it
#design-and-architecture message That bit is done for this building too đ
Or close enough to final that I wont be making any real major changes at least
Imo prioritizing lessening short term pain over long term pain of pipes remaining painful to work with isnt exactly convincing me of being the best idea, personally im fine with my factory breaking, fixing isn't hard, and it would lead to better user experience when players get to pipes
Are pipes hard to work with? My experience has not been the same. Different, but not difficult. I have an open mind though, what are your specific complaints?
Best way to transport nitrogen? I got a fused modular Fran factory in the desert with a nitrogen node a little ways away
nitrogen is cash b/c you don't have to deal with headlift - so literally pipe it where you need it.
It's a gas so you can just put down pipes and not gaf but it also compresses really well in packaged form so pick your poison
Ohh. So it doesnât work like the liquids?
pipes are honestly very simple if you keep them simple
Oh heck yeah. Thatâs such a relief to hear lol
if you package it it compresses 4x
Sick
and the only thing you could really do to 'fix' pipes is turn them into hidden belts mk2
which would be a crime
yeah, drones are very convenient to move it. since the drone can just take back the empties directly
oh and as much as you should avoid buffers with liquids DO NOT use them with gasse s
Would yâall say fused modular frames are the most annoying thing to automate?
not really. Add gas and some bauxite and you're basically done
wtf I just setup oil and everything just worked at full efficiency first try. First time it happened to me in like 20 hours
Problem is people try that at first, but because of how its implemented, it leads to alot of user frustration
Imo having a system where you have to go discord to understand why pipes that should be simple to use, in reality it often doesnt end up being that way, that honestly truth be told is the real unspoken crime here
Just got drones going as well so probably might go that route
I have lost count at this point how many times people have to keep coming here because the game does such a bad job overall with pipes
is red stone in minecraft someting people automatically understand? no.
having to understand the basics of a system and not having it just plug and play is entirely acceptable
go mod 1 way pipes and have boring belt pipes if you want, take away the one thing you really have to learn about in a game in how to do for your game
honestly if you just look up the very basics of pipes in the game and decide to run 300 flow pipes you almost don't have to do anything else
Redstone is easy to put to simple use and understand without issue.
and pipes in this game are a fraction of that
pipes are just vertically challenged conveyor belts no?
Minecraft is a pretty awful comparison, that game intentionally doesnât explain anything, satisfactory explains a lot
in a way , a bit more than that
... does it? a lot of people don't understand manifolds until the yget to this server
not far enough to get too much about it, but hey, for now my things work so I'm not complaining lol
satisfactories 1-9 tiers are a very good tutorial as it feeds you bit by bit though
Trains are extremely easy to set up your first basic line between two areas and set the autopilot on. Pipes are a mess to just get working for one refinery fueling generators and you'll never figure out on your own why your system isn't working.
well, liquids have 2 behaviours that affect everything. They flow both ways and prefer to go down. EVerything else flows from that
pun intended
A lot of people given time with splitters would likely come to the conclusion, but manifolds arenât required to progress so again, not a good comparison. The game could do better explaining pipes tho, that much I do agree with
you can also do direct feeds with pipes. no need for manifolds
there's yoru gotcha moment gone
Manifolds are something a lot of people might end up inventing on their own just out of design creativity or aesthetics.
oh a lot do, but some think they have to manually balance everything
I learned that when I accidentally put a pump the wrong way and wondered for 10 minutes why I had no liquid further down the pipeline lol
', but manifolds arenât required to progress so again, not a good comparison. ' - if you don't manifold pipes you have no issues.
don't. Gas doesn't like buffers
Unless you don't need full throughput
packaging it first is simpler and requires fewer cars
ok
for nitrogen, you can haul a lot more of it when you package it
Consider using a drone đ they are very good for it and will bring back the empties
on teh same drone
yeah, drones were really added to the game to support ferrying nitro in packaging loops
I mean, they are very good at that. but also just any transport from awkard spots with little infrastructure too
yeah, they shine when you are moving stuff in both directions though
the only issue is where i need to move the nitro there is no source of fuel for it or i could play with a oil node free
in that same spot
no fuel possible at either destination?
you can always drone fuel to the drone
what i usually do is establish 2 drone ports at nitrogen wells, one pulls drone fuel from a distribution point and provides fuel to the nitrogen providing port
oooh ok
one way to not over drone is to make sure a lot of your drones share a common drop point, so it's easy to refuel them
that way you don't have to muck with fuel at the consuming location
although it's not really critical to do that.
so how work?
like as the train station y use a name tag?
never used a drone, and will be my first time setting one
just naming the d rone stations? considering they are very point to point, naming them doesn't really impact anything imo, do what you like đ
is it wise to play it drunk I don't wanna short circuit
it is similar. each drone port can be given a drone and that drone is configured to have one remote destination port
you can also set up a port without a drone and let several remote ports use it as a destination
and to fuel a drone with another drone is just making them drop the fuel in one of the destinations?
there's some other configurations that are possible, but those are the two main ones that you'll find useful
yeah, you just belt the output from the fuel fetching port into the fuel input of the product distribution port
its also a useful pattern to use to get fuel to remote truck stations đ
Do yâall like trucks? I find that without some dedicated highway, theyâre pretty janky at times
Minecraft explains nothing so not sure why your trying to make this comparison
dya like dags
i don't much care for how derpy they can get at times, but i like having the extra activity in a busy factory
and satisfactory really doesn't explain anything either. They give you a thing and move you on.
and all of it is a fraction how complicated redstone is
True. They do look cool driving around
if your argument is 'people shouldn't have to learn how to use mechanics in a game more indepth' then that is certainly an opinion, but there's tons of games out there that have much much deeper mechanics that need learning than the pipe in this game
the pipes in this game are barely a blip
Satisfactory explains far more than Minecraft does, especially at the start
Like paradox games. lol
i find, especially with the truck vs tractor which is a bit more driveable, building roads for them really helps
YEAH and their wiki is terrible
Yeah. I probably need to sit down one day and just make a bunch of blueprints for some highways or something
it doesn't explain anything that isn't readily apparent. Use basic items, stick them in machines, go.
maybe if you've never played any video games in the past it's a revalation?
ty for the help!
i honestly still build roads and rails by hand to allow them to more closely hug terrain contours
very time-consuming to do though
Trying to understand pipes in this game for players is apparently a revelation in of itself
apparently it is for anyone who is expected to do the most basic of investigation on a topic
what I'm saying is that having to look up mechanics and how to properly do things in a game is not new. It's very common and not unexpected
your position is essentially boiled down to 'game mechanics shouldn't be so difficult anyone has to look up info on the topic'. Which is an opinion. But a shockingly bad one, imo, in a problem solving and design game
don't try to dumb down the one aspect of the game that requires any amount of thought
liquids have a love language, and you gotta spend time making that love to learn
only if you do fancy things. Like I said before, keep to 300 pipes and you essentialy don't need to learn anything else if you don't want
Pipes do be sloshin though
I think I got them figured out enough though to get what I want out of them. I also try not to run pipes long distances or go up much
keeping manifolds flat is pretty important too
the more love you make the more you find the longer pipes aint that bad. but starting out, short and sweet
it's because people treat them like belts, and then get bitten
I cannot tell you how many times people have come up with pipe problems they have and it's because they are trying to move more down a pipe tha nit can handle
'hey, you're trying to move 400 fluid pm down this mk1 pipe that says it can do 300pm, do you see the problem?' - 'no?'
a lot of people seem to have issues thinking pipes have limits like belts
Like all things in satisfactory(and a lot of other games), just takes some trial and error. Good ole problem solving.
Dumb down, while you defend something that is inherently frustrating, please
as mentioned, the only thing that is inherently frustrating can be solved by 'run 300 pipes and don't think of anything else'
sooooo frustrating
if you don't want to dive deeper into pipes than that? thats pretty much as far as you have to go
Mk2 pipes exist you know....
That's just it, you don't see the problem. Belts show stuff off, pipes "hide" it. Some people struggle to understand what isn't right in front of their face. *sigh*
and? you said it's inherently frustrating when you can just solve all your problems with 1 bit of information.
no part of the game forces you to run 600 pipes
or bottom feed
or do splits , and merges, and feeding on different level
if you want you can learn one bit of information and that's it.
don't complain you have to learn a little bit more for different things
people don't read tool tips like the public don't read signs. I used to work at a liquor store where we had a massively long customer fridge. It broke down once and we had , at every door, a sign in big letters at face height saying 'fridge is broken'
everyone asked why the bottles were warm
While I can understand you don't actually want to help people, I can't say I can agree
shrug if you think learning 1 bit of information is too much to ask for people maybe problem solving games aren't for them
and maybe you should get a mod that turns pipes to belts
shrug it is not invalid to wish there was a way to learn that in game
so maybe you should stop telling people what they should and should not do
Well said, very true infact
I like that pipes have complexity but what I don't understand is why mk 2 pipes seem to function differently than mk 1 even when the game implies they should be the same
Bruh, these switches are so fucking buggy
Cobalt is a cantankerous individual and thats that, knowledgable and cantankerous
I'm cantankerous to people wanting to trivialise a problem solving game. đ Mod it out if you don't like it
People already do that, same with bps
They don't work half the time, randomly. Set to go in one direction and I end up going the complete opposite direction
I learned a new word today
The ONLY thing I do not like in this game is people who dont try and troubleshoot themselves a bit before coming to the discord
switches?
my understanding is that it's not that it's mk2 specifically its just running longer manifolds are more unstable. Running 600 fluid in a pipe will be more unstable than 300
Rail switches. Have you not unlocked that yet?
do you mean signals?
No, the actual switches themselves
unstable because that's how fluids work? or unstable because the game doesn't calculate them correctly?
You understand correctly, that's part of why I don't like the pipe implementation
Ok, I know of path and block signals for trains
Switches for power
So what are you referencing
Or hypertubes?
so the longer a manifold is and the more injection points along to feed a system, the more instances of back flow can happen. It's just that at 300 flow you can do just about anything and it can self correct
Junctions, switches, same thing
Personally I think mk2 pipes imo are a bit broken
I'm from America, it's a switch
Are you talking about the little arrow signs that tell you which way your train is going?
It's the thing you use to switch tracks, yes
it's not the pipe itself, it's the behaviour at junctions. It's just higher flow shows the fluctuations more .
AHHHHHH, its not unlocked its just there when a rail splits
Do you have other automated trains on that track?
run 300 down a mk2 and you'll probably be fine
So they should just handle that automatically
Automated trains dont go down the wrong track unless there is not a way for them to go down the track you want them to
well yeah but when you want to build nuclear power building double the pipes doesn't feel very appealing
Not really a thing
I can help with the train stuff if you want though
#screenshots message Doubt
ah but with nuclear power you can feed 600 down one pipe with no junctions đ
it's the junctions that murder you
hello all
Those arent phantom switches, they are switches left over from when there was a junction or split there
i've been working on an aluminum factory recently and đ
Aka, phantom switches
oh the waste water is a different kettle of fish. If you're still having issues with it I can help you in #math-and-meta
I donât think those do anything though?
delete the up and downstream rail and they go away, and they would have no impact either way
Doesnât sloppy aluminum get rid of waste water?
well I think I got it flowing correctly but thx anyway
Again though, do you need help with fixing trains?
But it's the reason why my switches are broken
doubtful
I do this out of rage
Rage isnt the option
gets rid of silica
no stress, were you mixing the fresh and waste together?
What leads you to believe they are what is affecting your train?
Oh yeah. Thatâs right.
Either way, happy to hop on a call with you and help fix the issue
I had issues there with the switches before I just removed them. When the game relaunched, those were there
Probably yes. I did try to use valves to better control flow, but it was always hit or miss
Getting three point switches to work like IRL would be great, tbh
No, I had heard not to do that already... some of the problem is that the rest of the factory still has bugs so then the scraps back up and then everything backs up. I tried just connecting the refineries to sinks and I got them to run at 100% so I think I'll be good when I finish the rest.
But ultimately manifolds and pipes dont seem to mix very well, especially mk2
mcgal has reported that if you use valves at the start of a manifold and at every feed pipe you can get some stabalisation, but probably still not as reliable as a loop
ah good yeah, it was probably that then. keeping waste and fresh is very solidly reliable.
the 4 way switches have had a ton of issues in this game as of 1.1
For some reason, the game does not want to register the "third" rail as being there, so trains take weird routes to get to where they are supposed to go
Splitting 4 way junctions into side by side 3 way junctions has solved the problem for me and many others
That's what I did at one area
Yes it was, but im not going to say that is 100% reliable, would need to run longer term testing on those factories, valves did seem to help though either way
and did it then work
Still i think its best to just loop the pipes, that's a known reliable method
loops seem to break down at 25~ ish refineries fed on the same side - so might be a good testing point if you're curious
but it did take 4-6 hours for the loop to start starving in that situation
that was with having all the input pipes be mk1, having a pump right before the manifold and ... honestly doing every stabalisation method I've seen
I'd say 20 refs on one side is probably pushing the envelope assuming the avg person's set up isn't going to be pristine
Ye, the real pain right now is all of the train stations on my map in the session I'm in is at 0,0, so I don't know which one is which
Just finished set up my first coal power?
Is doing 8 to 4 extractor way easier and simple
8:3
hello...how do you direct yourself in hypertubes during splitting off? thank you in advance.
At dawn on the fifth day, just look to the east
!wikisearch cg
Coal Generator Schematic.png
The Coal Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal Generator...
Is there a way I can get rid of these things? #screenshots message
I can't blow them up and cut them down
thanks for the reply...apparently not your dad though!
you can nobelisk them, you just gotta hit them at either the base of the stem to the bulb, or on top (I forget which)
I wish satisfactory could be played single player without internet
Is it my data they need?
Apologies, I beat the game without building the junction once and do not know
It can, you just become a different avatar
I tried base. Guess I'll try bulb next, if t'll stick
it dosn't let me on steam and my isp sucks
Its either the top or bottom of the bulb, though there are a couple I couldnt pop
Nope, bulb doesn't work
I've definitely played with no Internet on steam before
that one is indestructible
đŚ
Should I send a ticket? this happen often and I get locked out with the error "offline"
stuff like that either takes chainsaw or nobelisk or is indestructible -- no apparent rhyme or reason why what is what - not even consistent within the same type of object
Pressing 'E' before the junction...
maybe turn off data collection
Have you looked here or the QA site to see if there's a fix?
Ill check the QA site
Thanks, I had to change my game save settings
the ||cybertruck|| has square wheels đ đ đ đ
this is too good
its by far the most useless car in the game... in any game actually... perfectly nailed it đ
apparentlly the steering is also broken but i dont know if its because of my input..it only8 goes right
wait aminute....
It has some... Particular uses.
Eg: using it with jumpads
'uses'? đ
i'm wondering whether the car going only right is only to make it appear broken or if it has another hidden meaning đ
*Usecases
i wasnt laughing about that... i understood what you meant
i'm questioning that it has actual use cases rather than just some fun experiments đ
Well, it was hit by a steel ball thrown really really hard. It must be limping on one side because of it
im thinking about a different analogy. but that could be it as well
IIRC didn't Mythbusters find that having square wheels isn't actually too terrible so long as they're mounted at 1/8 offsets from each other?
those arent mounted with an offset though
lol
đ
Any shape can be used as wheel, if you add some "as long"s and don't really care for comfort and convenience 
each as in each or paired front/back?
i use a line
friend used a dot.. but hes to one dimensional for me
... Is a line a shape?
(actual confusion)
hm... ye
a shape is not necessarily a line..
but a line is a shape
i mean a shape is a body that has no height.. idk how to phrase that for 2 to 1 dimension but thats what im thinking
As in front left normal, front right turned 1/8 compared to front left, rear right turned 1/8 compared to front right, rear left turned 1/8 compared to rear right and front left would end up turned 1/8 compared to rear left as a result.
If I remember the episode right, it made the ride driveable.
so in pairs but switching sides
Not paired.
ah you went through it from the one thats not offset, gotcha
Square, tiled square, diamond, tilted square the other way.
have you tried the thing in game?
I'm not at the point where I have access to it.
I was talking about the Mythbusters episode.
It's still quite bumpy, unless you also get a matching road/track xD
ye i understood.. you should try it (getting access to it, is pretty easy. ||just do something ada clearly tells you not to do||)
can you post in #screenshots
Coal for, I presume, steel?
Either way, its close enough I would belt myself
imo trains are more for spanning a whole biome
personal opinion
Just use your own legs
or, do the big brain, and use a bunch of carts
I've got a truck going from there to my coal power plant đ
there is a nice road path already that you could use a truck as well
True, I've got one truck using part of it already...
as long as the truck meets your throughput needs, no reason to change it
Actually I have a tractor running now. I think a truck would work, but I need to make sure it doesn't collide with my tractor
Wrapping up phase 5 and have a few "phase 6" goals
umm help
- Full Nuclear Power Plant
- Power Shard Factory and Alien Matrix
- Setup a Portal
- Train for map tour
can anybody else think of other post game tasks
i actually ended up getting that by phase 4 lol
damn that sounds early
Oh yeah and im setting up a centralized storage and main base
yeah well i automated everything with sinks for overflow, and let game basically AFK when I was not playing
well me too except the afk part for now
can anyone help, my satisfactory keeps crashing
what phase are you ? Im just wrapping up a couple of the final parts now
help EXCEPTION_ACCESS_VIOLATION writing address 0x0000000082371d4
this is what i'm getting
phase 4, 0 quest item done
I have 400 tickets tho
phase 4 is by far the longest phase lol
yeah I setup a supercomputer factory yesterday took me all evening
At phase 4 i actually fully planned out phase 4 and 5
yeah youll need those going forward 10 pm is a good target
got 6 pm with sloop
I had a 1K output quickwire on a single belt and didn't notice
that fucked me some time
where are the mk6 belts when you need them lol
yeah nice first time I was overflowing a mk5 so I didn't understand for a while
if you setup phase 4 proper, phase 5 is easier than phase 4
that's what I read yeah
If you posted it inside the server already, it's more convenient to use "copy message link" ^^
Example #screenshots message
Ive built a single factory for each high level item with sink and alien depot
my friend and I setup a rocket fuel factory, let me show you this lol
need turbo motor and cooling system and Ive got everything I think
we are at aroun 500/700 generators placed
damn, I have not that patience
If u have to take a break
Walk around
I'm farming the red bamboo forest, it's really nice looking
I got my new pc working so I can play some satisfactory
of course I'm well equipped for the local fauna lol
It's also so calm and peacefull...
check out the design and architeture channel haha
just got 150 mercer sphere achievement. too bad ada and the alien stopped talking dozens of spheres ago
he has a longer one too
What is it
!wikisearch tick
The Space Giraffe-Tick-Penguin-Whale Thing (most commonly referred to as a "Bean" by the community and also sometimes referred to as "Land Whale", "Chonky Boy", "Mr. Bean", "Steve", or "Tim",) is a passive land creature found throughout the world. A statue of it can be bought in the AWESOME Shop where...
Wtf đ
no
:sf_steve: 
my game is being translated into my native language and i don't want that i fear its because of my and in the setting my is in english please help
Hey. Is creating an automated system for smart plating even neccesary? Takes so much effort and space early on, not sure if I will need it later. Also, to make the plates, I need to "waste" so many things like screws etc all going into the smart plate assembler atm, so I need to make separate factories for those individual ingredients
(I'm still under 5-6 hours of playtime, asking to not waste too much time and effort)
Uhhh how does on remove a structure that is not accessible?
Yes, smart plating is used later on
If you really can't find any way within the game to do it, then load your save file in SCIM (satisfactory calculator interactive map) and from there you can edit your save file, and remove the building that way, then reload your game. Always always always back up save files before editing
Ok ill try that thank you :)
Any Satisfactory Modeler pro's in here?
Or atleast someone who knows how I check how many mw's my entire factory is going to be using in Satisfactory Modeler?
It fixed the issue thanks!
not really answer to your question, but f.e. Satisfactory Tools show you the MW requirement
not "necessary", but also not a waste, "worst" case you feed it into a sink and get tons of points from it. They are also needed in future spelevator deliveries, but personally I'd build a separate setup for those
But I haven't built it yet :3?
"Satisfactory Tools" is a planner
Today I learned:
seems I need the bauxite in the swamp meaning train station
You should set up a temporary factory for them, theyâre needed in the next phase
Once you have 2 storage bins full you can delete the factory
There is an oil well there so you can make it at the swamp
or route to sink
good idea
damn I have so many trains blocking issues with 4 freight cars
although my train setup will not be compatible with aluminium ingots unless I make a second station
I see, thank you! Problem is that I need all the building bits for the smart plates separately, like screws, plates etc. But I might just create separate smaller factories for them
that's usually how it goes with all items - making a factory that makes X from raw ores is very common, see https://satisfactory.wiki.gg/wiki/Tutorial:Independency
Cheers
overflow of quartz was blocking my bauxite unload from train lol for the last hour this whole city was stalled
are you mixing items in train car? đ
yeah just on this one
usually not a good idea đ
someone told me its not a good idea. then someone else told me that was nonsense and you could do it
I listened to the last person I talked to lol
yeah I'm going to add more quartz buffer
and an overflow line if it really goes that much
that's just gonna delay the problem
Hi there, im new and had a quick question. is Turbofuel worth it? 2 Hard drives seems like a really steep price for what better fuel?
"worth it" depends just on you
every alt recipe is useful for something, whether you like it or not is up to you
all that turbofuel does is basically replace some oil with coal+sulfur
look at this hell #screenshots message
oh sry, i was looking at the nodes from the Sulfur tree
@dreamy scroll not sure what's funny đ¤ˇ
biocoal is op
