#satisfactory
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that happens to me too but its ones ive already harvested. It seems to me like the game sometimes lags on realizing "this site has already been cleared so i better erase this stuff"
It's almost like that's a different situation than you described initially and I would've replied differently if you just started with that. Because both me and apocalyptech understood your question as "the entire track is bi-di and it has more than one train on it"
I see, sorry, thank you for clarifying the confusion
I think I solved my problem but I believe not the most efficient way
wait
I got it now
You only really need a normal intersection, built and signalled as if it was all duplex, and then just merge the 2 tracks. If you only ever send one train that way, it'll work fine
You can have more than 2 trains on a bi directional railway if you have pull offs and pass ways
2 way single tracks just need to have block signals directly opposite each other on either side of the same track. But yeah your best bet is to only have those at the entrance/exit of that rail so it can only ever have one train on it, to prevent any deadlocks happening.
well if you plan for more than one train it just needs a path signal and a pass signal
Yeah, you can, but you have to be very careful when designing them to prevent deadlocks and unnecessary slowdowns
they are much more common in factorio so I'm familiar how it works and how to make it work, but I would never in this game except for this scenario for one train
yeah i never made them in factorio either. too many headaches. Though i do get how to do them
#design-and-architecture message
Thanks for the help guys
The issue is that in Factorio, deadlocked trains will undeadlock themselves if it's possible to do by re-routing. Satisfactory trains won't do that
right, you would have to be very articulate with your system on satisfactory
which is never worth the trouble unless its meant for one train
now does anyone on satisfactory build supply trains, whats the best way to do that?
ok so what?
i have 4 pipes of Rocket fuel and they should overflow into 144 fuel gens and i recounted them 6 times and they are 144 and i have lrt them overflow for like 3h and still they havent filled up
i haven't built an extensive system but i've heard of people that build long trains that drive around to several stations picking up/dropping off one type of goods, and ive seen a lot of one train going to multiple supply stations and picking up various supplies then dropping it all off at once
Right now i mostly just have one supply dropped off per station so i can use "wait for full load/unload" without causing a lot of waiting
try turning off half your generators first and see if it fills up then. If it doesnt then theres probably something wrong in your production.
i am having a similar issue with my own production. its setup to make rocket fuel for 140 but is only consistantly fueling 120 right now.
hmm ok
@bronze atlas are dedicated factories the way to go always built around resources that are needed, is it ever worth training around raw resources?
like turn of the ones working?
yeah to see if the thing keeping it from filling up is just the gens using the fuel
okay
its a style, there are lots of different ways to play. You certainly can build resource stations and train everything needed to a factory in the middle of no where
SH** GAME CRAHED AND I HAVENT SAVED
you should have an autosave thats only about 5 minutes old if you are still on the default settings
i do have it on that
okay well you wont lose too much then unless you build at lightspeed
Is the 30 items per minute upload limit on the dimensional crate a global thing, ie shared between all of them or is it per crate
It's per uploader. Also, it can be upgraded to 240/min
I see that, just seems very expensive..
Probably second tier upgrade is all I can do for now
All the upgrades cost less than a third of the mercers you can gather
Idea, 8 people, 4 starting locations, 2 people per location, and they all start at the same time, and see what happens.
You might not have enough pipes taking then to the generators, mk2 can only do 600 per minute
Only one hub
the hub gets placed in the center of the map, or there a multiple hub mod
Won't that just be a really slow game until someone gets to the center?
most likely, or since if one person unlocks it it'l unlock for them all, so I guess all the milestones could be unlocked and you just see what happens
well what would be an interesting outcome from that
Idk, whichever team would create the best factory or get to the first nodes and just see who can take the map
I think if there's a mod for it, it would be neat
because then they can compete on tech trees and see who can make the most out of what they have
Otherwise, dunno, doesn't seem like much incentive, just seems like it would be boring
Confused why this one refinery is always at 97-98% and not 100%. Inputs are always full, output is always empty: #screenshots message
how long has the factory been up for?
literal days and it was 97, toggled the power and it dropped from 100 to 99 immediately
ok the water might dip occasionally now that I watch it religiously. weird that it's the middle machine while the ends nearer and further from the feed are fine.
there's really nothing else to do with the orbs so.. not really
aluminum refineries like being switched off fo plumbing work, right? <_<;
are the lights actually flickering? the efficiency meters are are not reliable
Depends what the setup is
"Horizontal to Vertical" sure likes to throw in a bunch of fuckin diagonal pipes whenever it feels like it. :I
Well I added a water tower to make sure there was no air in the system, and upgraded all the pipes to Mk II to make the most of the "Slurp n Burp" feedback loop and everything seems happier now. I don't know why I thought Mk I pipes would be a good idea.
can someone explain to me what a manifold is ;-;
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...
hi all
how do i put diagonal foundations
is there a document or video that is good for explaining train network planning. Not one on basic construction, curves, signalling or that stuff. But about how different people go about planning where to build train stations, the concepts around individual platform on/offloading and weather you build stations per factory input/output, vs building Regional hub stations.
again, i stress, i dont need a primer on signalling.
I learned that from Transport Tycoon in the 90s
ask 3 people and you'll get 5 different answers
good
i would like 5 opinions, because games like TTDX or Workers and Resources:Soviet Republic all use railway stations that can load and offload simultaneously and across all platforms. But Satisfactory is per platform, per load/unload. and they're so large I'm trying to wrap my head around how many stations I'll need if they all serve only one item on or off.
both those games have trains configured by the carriages you put on them, while Satisfactory its your platform settings.
arguably all satisfactory trains are either "Goods" or "Liquid".
rather than "Grain", "steel", "mail" etc.
Well, from what I've seen the general consensus is:
- As you've noted the platforms pause while a train is unloading, so you'll never get full bandwidth on the belts. [Centralized depots tend to compound this, YMMV.]
- Fluid cars have underwhelming capacity/throughput, so if you do decide to move fluids you may want to package/unpackage.
- Mixing items in a car/station is a path to madness and strongly recommended against.
- Single rail systems are another path to madness, double-rail strongly recommended.
But the rest of the how/where/how many depends entirely on how you like to build your factories.
I would have told you one method of loading cars a month ago, and I'm currently retrofitting to not do that anymore.
Mixing items in a car/station is a path to madness and strongly recommended against.
So my thinking is throughput benefit is not making long ass conveyors, and less of an issue as each carriage is a double container, and items after HMFs are unlikley to quickly fill up a double container.
A train from the Swamp to the Desert pond start only takes about four minutes via the canyon.
Step 1. Guess how many stations/trains you'll need
Step 2. Wrong, double it
Step 3. Wrong again, add some more
Step 4. You didn't leave enough space, spread it out more
im struggling with wrapping my head around Blank platforms.
And concluding that All unload stations will need smart/programmable splitters to sort the output to the requisite factory input.
since my thinking is you can get away with regional stations.
I wanna put water in my coffee cup
o_________o
If you want to save space at the cost of complexity, then yes. That's how I do it. Many people choose to have each platform dedicated to a single item type
Very large, my refinery depot has about 15 stations with 5 platforms per station
Yes. Build in the sky. This game does not have anything approaching enough flat ground
I have one entire station per item type
I dunno if I'm interpreting this correctly, but I suggest against "general purpose stations/plans/design" and instead in favor of "ad-hoc" solutions.
Ie: building stations when/where needed rather than trying to make "hubs" that can handle any possible incoming
I cant seem to post a diagram
'in the sky' and 'not on the ground' don't have to be the same thing. My first big rail network was way up in the sky and it proved to be simply unnecessary. My second one was just high enough that it avoided most of the unevenness and meanders around major geography, works well and looks a lot nicer
over in #screenshots
You can pretty easily build close to the ground. Just plan your factory around them
the idea being the NW hills has a big flat area for a regional station. There are various factories around making things like Cooling Device, and other basics, but I want to ship in Heat Sinks, and Emag rods for a future NPP.
this could be all achieved with a pair of stations, Load and Unload
Unload can be handled by sorting.
They arenโt super useful. You generally want to have a train going between a and b
but loading stuff across the map seems to be a fight for whats in carriage 1 and 2
hmmm should I pull the trigger on Quartz Purification/Distilled Silica? Or is that another path to madness?
Or, I build a lot of two platform stations, everywhere, for every factory.
and the whole map becomes rail pylons
construct additional
yet i see people with neat global loops.
Yes and yes
jesus that's a lot of silica
and this is going to my ultimate idea that I'm at Phase 4 and Want to relocate the space elevator to the middle of the map and have all the major parts come to there to make Story components only.
this is an absolutely problematic amount of silica, how could you do this to me?
actually I guess this might work with the sheer number of alts I've been seeing that have silica in them "for no reason"
but that's a problem for someone that's not sleepy. goodnight nerds.
Eh, build stations as you need, create a main line along your factories and branch as needed
hello just started a few days ago and wanted to ask how do i cross over to the bottom left part near the grass field spawn area? tried going around it but i cant find where i can cross over
omfg
building foundations im so stupid
what would be the most flat and resource rich spawning point?
Meh, I'm building the most spaghetti world ever. Simple goal is to have maximum efficiency to have MROE sink points!
bwp?
Wah, I thought Biochemical Sculptor was better
Maybe shoulda checked that out before already building 50% of the megafactory...
Well I think I shall finish this first
My one word for maximum efficiency, Overflow.
I'm not talking about overflowing all ingredients to sink, just having the overflowing stuff directed forward to other machinery
i got golden nut in p4 just from sinking what i automated
Burn all the sloops in power augmentors, that way you have 0 sloops for duping ๐
Its a full 600 pipe
Going to how many generators
And how much do they use per minute
There isn't any pipe ingame that can distribute 600 to generators built the way that you have
if it was 300 it would work fine
Mk3 pipes should be added
the 600 is an "up to" figure
But what if I make exactly 600 oil per minute and use a mk2 pipe to distribute it
then you split it into 300x2 before manifolding it
Mk6 pipes
What
The pipe. You can plug a 600 pipe into a junction and take two 300's out.
even splits on junctions work perfectly. Manifolds don't
Theres buildings for that
Sigh, I wish Drones wouldn't still be bugged
I would like a visual demonstration
This made me think of odm gear from aot but as pipes
I wish I could fly the drones
The fluid buffer helps with the sloshing yk
Fly, or even have a handle that can carry you with the drone without crashing into drone mid air and damaging ficsit property without authorization
Wait, does that mean weaponized trains are against company policy????
And by bug I ment that they still run out of fuel randomly
Reason to use weaponized trains
Trains definitely could
I liked drones more. Just having you air space buzzing with hundreds of drones is satisfying.
But weaponized trains
There should be something to send water back to the ocean
Or to Africa
I heard they needed water
144
The way I did it can't be split up
Yeah some details still missing lol
perfectly fine to carry 600/min, just needs some care when splitting to machines
Look I have 3 full pipes of rocket fuel and 1 pipe has 450
I have a section that has 44 fuel gens for every pipe that leaves me with 100 fuel gens for the full pipes and 64 fuel gens for the 450 pipe
Do you know how hard it is to navigate inside the spaghetti unverse?
And I dont have a junction that splits the pipe to the 44 fuel gens section and 100 fuel gens section
I just plug the pipe in the 44 and overflow the rest to 100
Do u understand?
No? Each pipe takes 144 fuel gens
... i am gone have wayyyy more when in phase 5, almost 24 pipes of rocket fuel
Ya I am 100% skipping nuclear
Uhhhh, this is weird...
My smart splitters aren't recognizing the overflow filter
It's treating it like it's none
try reconnecting the belt, ive found sometimes they "connect" but arent connected
have you tried restarting the game yet?
I literally just launched the game
okay.. and have you tried rebuilding the splitter?
Yep, still gets stuck inside the splitter
hmm sorry no other ideas
So, what do I do to get it free? Cause setting it to any can't work
Oh, so if one output is none, it'll hold it?
^
Because I have one output set to none?
Or will it be all the time?
But if I have all outputs not set to none, it'll be fine?
And it has to be any?
Damn, ok...
Meh
I have that in my warehouse I'm making, lol
how many Shows have u finished watching while playing
i am personally mid-way through demo slayer
I do YouTube videos
i watched all of kibitz lets plays cuz i wanted to know the game more
like since alpha
i finished when he was done with his 1.0 nuclear plant
now i am watching the unstable SMP
again
Boats would be cool to have, ngl
where will u use them?
is there a better way to transport stuff over a very long distance other than running conveyor belts across the map?
I'm literally building on water right now
Trains
didnt get that far
trains/drons/trucks (not that good)
would tractors be faster and more efficient than belts?
Drons are the easiest one
im still in stage 4
if ur still the early game dont move stuff that far
i used one tractor on my first playthrough and i was not impressed with it. I dont think they trump belts, but trains are much better once you get them
i need coal
i didnt even have a PC yet and tbh the main reason i got one so i can play satisfactory
ur right i think it would be better to run power lines rather than belts
Power Towers*
didnt get that yet
Check your equipment workshop
i still remember when there was no convear lefts and we had to use the belt towr
Wait, power towers
it's there i just dont have the resources
That should be MAM
Is satisfactory better when played with mods or is it better to just leave it
Yes and no
AUSOME SHOP
Yes, that was it
Never tried mods
you need a variety of vehicles though if you really want your factory to be amazing!
Somehow I'm scared of mods, they always crash and burn
Could've been worse. Could've had coil whine
depends like i use mods that make my life ezier like daisy chain and curve builder and sky UI
Ok thats cool but play throught your first game with out it
if that happens to my PC i am crashing out
๐
i wanna do that but i am already used to them and its my first save
they are too good
they save a dame big amount of time
satisfactory just satisfactory-s me
its wayyy to addicting
and cool builds as well
Refined Power
I cant wait to start but im playing through my mc gregtech esk savr
see that mod changes core gamplay and i dont wanna do that
But i have alittle bit of money to splash
Literally running my warehouse purely off of green energy, lol. I like refined power cause green energy
like anything that adds new stuff i aint touching
mabey when i finish i will do a fully moded save
Where do you guys get mods is it cursed forge or steam port
Ficsit.app
Ill do acc research later
use them for stuff other then main production lines
Yeha smart
like guns for example
i am so far deep in the game that while i am out i still thinking about the numbers ๐ญ
ya
about that my luck with alt recipes is insane like i got all the plactic and rubbur recipes first try
Majo is my lad
dont get too happy
No no always be happy ada would be disappointed
very smart trick
rush the geothermal gens early game its basically free energy
<@&370483737957236737> how's the boat-free boat physics coming along?
Ill keep that in mind
she is always disappointed lol
Lmao
So sorrt
I just passed by someone with a Coffee Stain umbrella on my way home. Neat.
Damn drones! They are lazy.
Ok, it was half an hour ago so not so "just". ๐
just unlocked cole and apparently i need water alongside with it? my hub is at the southern part of the grassy fields so would yall reccomend me trying to use it?
i would build a power station for coal near a lake that has a coal source. IMO not worth pulling it all back to your main base when all you need to benefit from the power is power lines
Eww, I did that to my ex-wife a long time ago after having a bowl full of salt next to a bowl full of sugar (looked the same) and she got three spoons of salt in her drink, instant ๐คฎ
i cant send images so idk how exactly to portray it but to the east there is one that is much much closer so thats worth?
not unless you also have a good source of water which is necessary for the coal power plant. I built my coal plant on a lake that had i think 3 coal nodes nearby
is there a way to change the time? or have more light?
ill dm you a ss cause im not sure if its a good source of water
With a mod called SkyUI.
press b to turn on your flashlight if you havent already. eventually you can build light fixtures. Controlling the time requires mods
actually you can probably use photo mode
whats photo mode
Press P
thanks
But then they can't build at the same time? ๐ค
true but photo mode is vanilla, so if modding is not an option its a way they can at least look around with better lighting
Imagine only being able to build with the lights off. What is this, FNAF? ๐คฃ
feels that way when you go spelunking in the dark with the spooders
Photo mode to see the horrors or gun to blindly shoot in the dark. 
The only other power-hungry vanilla option is to build lamps all over the place.
If you have a fancy GPU you can enable Global Illumination and set the Lighting Mood to Bright ๐คท. I personally find this game to be very bright in general, one can build a box with no windows around themselves and turn off flashlight AND still able to see perfectly. If overall brightness is an issue maybe the Gamma video setting may be helpful. All displays are not the same of course so adjustments may be needed
In my experience I have found it hard on the eyes to build at night, even with all shadows off.
@cunning siren what does global illumination do?
Basically RTX ON. The light bounces around almost like real light should.
Ray tracing hardware if you have a compatible GPU RTX/RDNA2+
Light interacts with and bounces off objects, updates instantly. Dark corners of your factory will catch reflected light from nearby bright areas, making indoor spaces feel more natural
Electrode Aluminum Scrap does not seem to boost output much at all ๐ค
OK looks like it's mostly about saving the need for coal input
why is placement like this ๐ญ
#screenshots message
game is promoting spaghetti i think.
Guys... I am a bit scared.. so I am playing the game without music and for some reason there is a "Warning Ambient Sound" that sometimes play, like a siren...?
not sure ive noticed that. Perhaps its a "you're not listening to the great music" alarm?
but but...
does anything happen when the alarm goes off that it might have been indicating?
The real QA is why the devs seemingly ignore the QA. ๐
like maybe you drew aggro from some local fauna?
I wondered if it was my brain acting up because there is a construction going on right beside me, so I thought, hey "they got a chungus thing there so its probably doing that sound", but then I clicked out at the same out of the game window and the siren went away?
It happens very rarely but I will just say "brain doing them tricks"
ok it happened again, it is definitely in game
I am kind of close to the Elevator tho'
I mean it does increase efficiency by 11.1%
well since i don't know what it might be, best guess is to just move around and see if you can figure out what changes when it goes off
Yea, and the "free coal" part is handy for some folk
Is there any youtubers that focuses on buildings?
Why is ADA shaming me for killing that big round and tall entity that always (un)conveniently finds its way somewhere in between one 2 power poles, breaking the flow of traveling with by zipline, is she stupid /j
FYI: if a belt will be straight in default mode, it's likely to be wacky in straight mode
ya ik its just funny lol
ok I think I found it. It randomly happens near Truck Stations
She is AI. I think that answers your question. ๐
maybe it has something to do with the loading apparatus, like how theres a backup siren when big trucks back up
yeah they are not powdered but then game got the habit of suddenly starting up a miner that is powdered but has full inventory just to jumpscare me
so its alright ๐
Wait until you see what happens after you kill 500 of them
Achievment: You Monster 
Maybe I'll do Electrode Aluminum Scrap not because I need to but for "yucks and giggles" 4 teh memes IDK something diffrent maybe
its very convenient
outputs a bit more scrap and it's a lot easier to move a small amount of oil than tons of coal
Maybe If I think of all the puppies and kittens the 11.1% savings will help ๐ค
Tall beans or lizard doggos?
@void gorge what happened to our 1.2 teaser if we looked after the CM when you travelled Japan?? plz.. we needs it.
I just recently unlocked the train system. Im using it to transport rubber and plastic as well as packaged fuel. Are there any way i can make splitters distinguish between materials and put them in the correct container? Or do I just have to have 3 different freight platforms to get that done?
Smart splitters. But I wouldn't recommend mixing items in a wagon/belt/anything
always different freight platforms
unless you extremely know what you are doing (even then the hassle is not worth it)
Oh, right
Today's video
but for what reasons tho?
Mah GPU hates the swamp for some reason ๐ญ
Look up "the hazards of sushi belts". ๐
Is there any news yet on kbm support coming to the console version?
my belts are already living in the fourth dimension so
Then sushi away... ๐คทโโ๏ธ
๐ thanks yall much appreciated
Wait, you are not at the Game Conference? 
ah
Using this swamp water to make mah aluminum, it's GOTTA' taint it
I mean, look at how dank it looks
FICSIT does not waste, that includes swamp water, for FICSIT is to exploit all
i mean its good lubricant for the machines
ever noticed theres not a single machine that has WD-40 in the recipe?
Alright guess ill have to watch the video
LMAO
alright, well, at least thats something!
We have the technology!
funny that you can mix fluids in them
Now imagine of only trucks can do that and trains cant!
Probably 2 tanks on the tanker, left = lower input, right = upper input.
the fact that it still needs solid fuels... 
OMG WE GOT FLUID TRUCKS
Can't wait to never use them 
Should be one tank is used for driving, the other is for transport...
Heh, imagine loading the wrong one with water... or nitrogen ๐ฅ
Wonder why the truck is not fully shown, surprise trailer add-ons... one can hope, right? 
They're trucks
Of course they aren't gonna be good
Now I'm wondering if they're gonna be in the same boat as trains - more efficient to transport packaged fluids than just fluids
mabey they like improved the AI or something
More details to come..
Drip feeding the teasers...
one thing that i can say: the flow rate coming out of the oil extractor seems relatively small and smooth.
Usually, a full mk 2 pipe is a bit more erratic
canโt wait to share the integrated Pepsi sponsorship I landed. Finally we can all role play as a Pepsi truck driver
Pepsi production line when?
Or like since FICSMAS is kindas closer, what about Eggnog
Ficsitโข Egnogg
maybe even Ficsitโข Pepsi flavored Eggnog 
I can see why it is Pepsi and not Coca Cola; they don't want to deck the trucks/trains in lots of tiny sparkling lights. ๐
that fact that oil extractors still dont have some kind of visual connection down into the ground and just magically make oil appear 
Yeah, not at all like the water extractors.
imma wait for totalxclipse breakdown for what they showed in trailer
The build foundations in the water that may or may not go "under the map" so I can play the "place the extractor" mini game
... Naw bruh, I'll use this fancy blueprint that can nudge and place them in the water where I want 
dang there isnt a clue for whether they fixed the truck light and stopping position or not
lol, CSS are such trolls, I love it
I wonder if 1.2 will include actual overhauls inside the fluid simulation as well
I just saw the latest video, you can't comprehend how happy I am about fixing fluids
Honestly I'm not sure what the odds are that they've actually "fixed" (ie: overhauled) the fluid simulation itself
I already started another playthrough though so I don't know if 1.2 will arrive in time to be relevant in the short term for me but still if they fix fluids, especially the one specific instance of 600 pipes used at 600, it'll basically make the game perfect (I'm not exaggerating)
(Note that you can generally "fix" fluids yourself already by adhering to various bits of pipe build advice. Stable 600/min is entirely possible already, it's just often very nonintuitive to do. :)
oh hi yrouel i remember you
Oh I've been through that discourse when I played the first time I don't want to get into that again, I'm happy that they seem to have found the courage to touch that code since I had the impression they were terrified to not long ago
helped me with doggos
But yeah, I'm not sure what the odds are that they've actually overhauled the fluid system or not. :D
Indeed hi
The video thumbnail's at odds with the video content, in a way, and I wouldn't put it past them to troll viewers like that. :P
Idk who asked for fluid trucks but honestly im ok with it
I hope not it'll be so cruel ๐ญ
Time will tell! ๐ฅณ
The fluid trucks are nice, but I also expected something else from the video thumbnail. 
arent trucks useless by themselves
Nah, trucks are just fine. I admit I prefer tractors in general, but they're an entirely viable logistics method
They're in a bit of a weird spot post-1.0, though, since CSS lowered the Train unlock threshhold by quite a bit
Anyway my second playthrough is going very smoothly now, given I had hindsight I strategized better the beginning of the game and I basically avoided the first awkward stage where everything is on the ground
Used to be that Trucks had more time to shine on their own, but since 1.0 you've nearly got trains at the exact same time, which IMO does cut into Truck usecase a fair bit
Also I noticed being able to dismantle crash sites and getting relatively a lot of resources from the debris alone changed quite a bit the meta of the start phase
Can anyone help me identify why when I make a vertical conveyor, I press LMB to build, but it rotates the top part 180-degrees. Then I press RMB to rotate it back. Then LMB to build, and it just rotates it back. It doesn't actually build.
Am I doing somethign wrong or what?
Mouse wheel for rotating or pointing to another location for rotating it? One of two should work.
Trucks themselves are fine. They just tend to be buggy sometimes. But fun to use
is there any way to "filter" smoke from a refinery? i thought a large fan would do that but its not
All the copper in the dune desert i have gathered to a train station via truck. I like to use trucks for regional logistics and trains for inter region
addy here, i remember we talked about fluids)
not as far as I know, it's only visual
Yeah, both the smoke effects from machines and the "fan" buildables are entirely cosmetic (and don't currently interact)
The new video triggered me to wake up from deep sleep, but I am not sure if the trucks make it more complicated or less complicated. 
is there any reason to use trains and trucks over belts? i've never bothered with either because it just seems like a lot of hassle for something that can just be done more effeciently with belts
It's fun to build the rail network and you can ride it yourself. But it's not "necessary".
ah damn ๐ would be dope if it worked like that
Pure aesthetics can be one reason; I personally hate long belts; my threshhold for "okay this should be a tractor route" in the early game is quite low
might try it out once i complete phase 2 on this save
Are you me? LOL I came to the same conclusion during my first playthrough. I rocked belts all the way, then drones
i hope they are kidding about trucks being solution to any current fluid problem
yeah im currently hating long belts right now, pain in the ass, i've just been transporting my outputs from each factory into my storage area with stackable conveyors with no foundation lol
Once you unlock trains there are some very big advantages to rail. Namely: near-infinite throughput expandability. Build one kilometer-long belt and you've only solved that one specific logistic need that you had with the belt. Build a kilometer-long rail and over the course of a playthrough that one rail can end up holding a staggering amount of throughput
No foundations do make long belts look really bad I can see that
They are a welcome addition for sure, but I suspect they add additional difficulties because the truck unloading will lead to temporary nonfull pipes and nonfull pipes behave differently than full pipes.
that longest conveyor belt meme
The "practical" case for vehicles (tractors/trucks) versus belts are a little more nebulous. Personally I just love seeing tractors trundling around the map, and much prefer them to belts once you get over a few hundred kms of distance
once i have access to phase 3 im gonna try grind tickets and actually make my factories look nice. i'm REALLY bad for just leaving factories on a 1 floor foundation
Anyway I'm curious why do you move stuff to a storage place instead of having local uploaders?
local uploaders?
i always just ended up ignoring dimensional depot since i didn't understand what it did or how it worked lol
Prior to building out a Depot system (which does take a nontrivial amount of effort), IMO there's still a decent niche for a central storage of some sort in the game. It takes awhile to really get your Depots fully usable
And then there's weirdos like me who just like building Central Storage anyway, but that's obviously a labor of love nowadays given eventual Depot capabilities. :D
You know it's not that bad, I literally just did it pretty much. most of the effort is in exploring for the spheres and a little bit of grind for the sam stuff but oh my it's worth it
#satisfactory here's the ugly monstrosity that i made for 5 smart plating and framework/min
According to Coffee Stain's YouTube channel, "This Solves the Biggest Problem in Satisfactory..." [the dimensional depot]
#screenshots i mean
It's a literal gamechanger, you basically have items in the cloud so to speak always available to build and they are transferred to the cloud, the pocket dimension, with the depots which you put at each factory output basically
how does the depot actually work
Oh sure, I'm definitely a fan of Depots. :D But the exploration burden is pretty high, especially for players not yet used to the game
And those "early" upload speeds can be pretty annoying. :)
wait so i can just transport items anywhere pretty much?
yeah I can see that but I wouldn't call exploring a burden
You send materials into a depot, which sends them to a "cloud" storage for your own personal use. The cloud can by default store 1 stack of every item, and the Depot will upload at 15/min.
Both the stored-stack-size and upload rate can be upgraded in the MAM, to a total of 5 stacks stored, and an upload rate of 240/min
you have a special container sized devices that ingests the items and puts them in the pocket dimension which is connected to the build gun so at that point you can build using the resources that are "in the cloud"
It's like an expanded inventory, you can pull from the dimensional inventory all items that are stored there. You upload them somewhere in your factory and you can access them with your pioneer everywhere.
can someone help me? my water doesn't go up to the coal power plant even tho i have a pump
wait thats so op
You can have more than one Depot uploading the same kind of material; for instance, most folks will end up with multiple Concrete uploaders, because a mere 240/min will not keep up with intensive factory builds
it is super op
do i need every single mercer sphere though
https://www.youtube.com/watch?v=qtPseN3OyNU That is the video from Coffee Stain for that feature, if you want to watch it for more details.
right i'll check it out
The more the mercier, I mean, you need one sphere for every depot to build.
Heh, yeah, "burden" was maybe a poor choice of words. But it's a time investment for sure, and some players don't like to be Not Building Factories for that long. But yeah, exploration (especially since 1.0) is well worth anyone's time, for sure. Spheres, sloops, hard drives, and DNA, etc. :D
97 plus however many uploaders you want
#screenshots i've just been doing this the whole time lmao
There are about 300 spheres on the map. You need about 100 (I guess 97, given what KYO297 said) to fully upgrade them in the MAM, which leaves you with 200 for use in Depot uploaders. So there's effectively more than anyone'll ever need/want
right im gonna go on a huge journey then
I collected all mercer spheres and can confirm that therer are more than you actually need.
it'll keep me busy while i wait on the smart plating and framework
Do we know if Coffestain will finally also buff the size of Train fluid cars
Now with the crash sites providing extra resources I noticed you can cut quite a bit off of the initial grind and even not bother to automate stuff at the very beginning when you'd typically set some temp stuff on the ground. I was able to pretty easily skip all that and start building directly on foundations and automate in a "nice" way from the very beginning.
You get a lot of the basic stuff from the sites it's really cool
I would hope so
i never used trucks, is the change letting trucks carry fuel?
should i automate sam fluctuators too?
One thing I've actually never done on a playthrough is go immediately hard into crash-site scavenging and doggo farming for early-game stuff (like, getting geothermal going in Phase 1, etc). Was thinking I may do that on my next. :P
yes but it's not something you can do early, you can automate reanimated sam very early but for the fluctuators you'll need to wait
"Should" is a question only you can answer. Though IMO Automate All The Things. (Though Fluctuators themselves require Manufacturers, so it's quite a ways into the playthrough before you can automate those)
For the late game yes, they will be important for many buildings.
yeah i have all of the inputs needed for fluctuators automated separately but i dont have manufacturers unlocked so i guess i'll have to keep crafting them by hand
It's really nice now, crash sites were treasure troves before but now they are even better. I'm not bothering with doggos though I even installed a mod to pick them up just in case I changed my mind but every time I see one I realize it's not worth the hassle even then
speaking of mods, oh my god being able to nudge miners and make things neat and straight even with those it's amazing. I had only brushed on that on my first play and now having things nice from the very beginning is so...soothing
i can never understand how people can perfectly lay out a factory and have their outputs go straight towards the next input, i always end up with conveyors going halfway across the factory to the next input
experience
Well it takes a little bit of planning and some trial and error and straight mode is your friend
(I'm loving straight mode for pipes they look so nice now)
dont sleep on curved mode either
why does my train say "next stop is unreachable" when i could manually drive it there?
i have no motivation to play the game 
yeah true, that's nice as well, it "saved" me when I wanted to do a tight connection between two machines side by side no single mode worked but one half curved and one half straight looked perfect
1.1 brought so much polish in this sense it's amazing
station might be pointing the wrong way
does the arrow need to point the way i need it to go?
By chance does anyone have a nice spot for steel production? Like an area that has coal + iron + limestone but that's not perhaps better suited for other uses like in late game in combination with SAM.
I know it's subjective but like if you have a spot I'm open to suggestions
ok ill test it
the arrow is what direction the train will be facing when its parked, so you want to have everything set up so that the locomotive ends up in the train station and the freight cars are in the appropriate area to unload/load
Read ahead on the wiki. Follow the production lines and plan.
if you're in the grassy fields theres a spot next to a big pit
I'm not asking how to make steel, it's just that in my first play I did it a bit haphazardly and perhaps there's an area that's especially suited for that production.
There are multiple such areas in the game where there's a rather obvious "suggestion" meaning the resources fit nicely a specific production even though of course you can do whatever you want
the coal node next to the caterium or the one next to sulphur on a rock?
still doesnt work
When the train arrives and parks, is the forward facing locomotive pointing in the same direction as the station?
yes
And all platforms are behind the station?
maybe your tracks are mixed up?
next to the other pure node in that biome
Pit a screenshot or make a q and a post. It'll make helping easier
But im willing to bet the station is backwards
q and h is the name of the forum here on discord ๐
Meh
it isnt
i did it 5 min ago
This is why im saying put a screenshot in #screenshots or make a #1038092680493801533 post because allowing us to see it with you will help us help you
ok
Stop trying to break your stereotype! ๐
@white dawn I recall you had some issue with 1200 belts, were you able to do some experiments once the item flow meter arrived?
Guys I want to ask something.
It is very important.
And I want HONEST answers only.
WHO ASKED FOR TANKER TRUCK FOR 1.2?!?!?!?!
I work for a popular aerospace company and am an Air force brat so
Im not allowed to say who I work for but you should be able to take an educated guess lol
We're gonna need much more than that little cropped picture.
What he said. Get a bigger aerial view of the station and the tracks surrounding it
We. Need. DETAILS
If you have signals take a block or path signal out and screenshot that so we can see the blocks too
(Its easier to make a q and h post ๐ )
signals?
There are none.
nervously raises hand
i think
I didn't ask them but I thought they'd be neat to have. Idk if that counts lol
heh, my feeling is that they might really have done a fluid-system overhaul for v1.2, and today's teaser was more or less an intentional troll for the community (though I don't doubt that they did create a fluid Truck as well). Time will tell!
Oh god, oh well, I'll just stick with epic pipelines crossing the map ๐คฆโโ๏ธ
MY BROTHERMAN I luv u. It means they also worked on trucks and stuff that are wonky about them.
Is it a bad idea to have a single belt for incoming materials? Im thinking about revamping how i have my containers set up for my 5 manufacturer production line..
I wouldn't say "might", they indeed did it and teased further.
Nah, I still haven't actually made the time for a v1.1 playthrough, but the performance-related problems that I had run into definitely didn't require belt readers to observe
wait if the rails are in the air is that a problem?
you mean mixing muliple different outputs on a single belt?
Don't lose hope. What if they fixed the trucks?
AFAIK the only tease was the video thumbnail? Unless I've missed something
Rails dont care about that
and do trains care about that?
There are around 1 or 2 times that they said "they made some changes that we will like".
not in the video
No. Not a problem. As long as they are connected it should be fine.
Aha, gotcha. :)
So yeah, a good possibility, then. I didn't think they would touch the fluid simulation much now that 1.0's out, but I'd be happy to be proven wrong. :)
I wonder if it's still a thing in 1.1 or if perhaps the performance improvements they just announced in the exp could help (by freeing cpu for the simulation)
Yeah, i have a belt pulling in materials from a train and when i have a bunch of items, say aluminum casings or similar it seems to lock it up sometimes. Course might be because i need to program something into the splitter i have for overflow to other containers. Once it reaches a certain point it splits off to go to its storage but its janky up till that point
Trucks would make the world look more alive, but tbh it's a point of failure that would offer headaches down the line, at least with a pipeline/tunnel I will know I'd get a static throughput value.
I will just say that, teasing people more was a rather bold move. Many people are having problems with Fluids so I assume there was some overhaul to a large degree.
Still, I love the "omg look a fluid truck!" troll, regardless of what other fluid content might come in v1.2. :)
If they are fixed, I wouldn't say its a headache. I like my wonky ass tractors wobbling around!
Still nothing on vertical splitters not snapping level is discouraging.
yeah I was like "brother what the actual f*ck why is that pipe going to a Truck Stati..... oooo....oooohh..... OOOOOOOOOHHHHH..."
if the belt capacity is there in principle you could do that, I find it a bit messy except in few cases but you can use the smart splitters as sorters at the other end of that belt anyway.
But things need to move freely otherwise it's easier to clog
And this is why you don't invest in sushi belts. One belt per item, one train per item.
imagine game got no floor holes. now create your factory around that fact ONLY to add the floor hole as a cosmetic item. This now works 100%.
As long as you dont start the vertical belt from a floor hole, it works too.
Didn't line up when I tried from a mine ๐คทโโ๏ธ
you shouldn't directly link from a mine, anything.
these rails are almost as hard to make them work as it is to listen to barbra streisand
Why not, that's the whole point of the mine/smelter towers that fit on a tiny footprint, it's the only reason I find the verticals useful, otherwise I just build conventionally.
You need to be smart about it...
That worked to rotate it back in place. It then let me build
@rustic pier anyway to make a sorter with the smart splitters use one splitter per item, one ouput set to the item you want to sort and another to any undefined to move the rest forward to the next splitter. Then it' might be a good idea to have a final catch all splitter at the end of the chain to catch any unwanted item if there's potential for them to enter the system (this is more likely for manual drop off like if you make yourself a system to handle slugs, animal remains etc)
Also you might want another smart splitter for each output to handle overflow of each item
Miners are not aligned to any grid
@mortal ginkgo they are not in vanilla, IMO a mod just for that is really really worth having. I started my new playthorugh with infinite nudge and oh my it's amazing (I literally use it only on miners and later extractors)
Also didn't work out when I tried inside the foundry, but meh, I'll just forget it, too many non-answers or bs suggestions, smart, ~ yeah considering the scale of how I build, I won't even bother dignifying edwards reply directly.
See? ^^ Thmart! ๐
I dont really use the world grid much anymore
I might start on it for force of habit but other times ill just build. With rail lines and what not the grid becomes negotiable
And to connect nodes to a factory i branch some foundations to the node so I know what to work with when placing foundations
If I ended up with crooked foundations meeting with other crooked foundations I would go mad
You can hide it lol
knowing that if you stick to the grid things will align no matter what it's nice
I found true freedom when not sticking to a grid constantly.
how's the spaghet? ๐
You can still have spaghetti while trying to stick to a grid, and have clean non-spaghetti factories which aren't on a grid (or at least which aren't on a single unified grid)
My first-playthrough factories were not exactly things of beauty, even when on foundations and such. :)
true
that's true, and if you build many separate things that are unlikely to be joined it probably matters less but if you start building an area then another and things grow into eachother and you get misaligned foundation...oof
But this playthrough I'm working on where everything is neatly on grid (and 45ยบ angles) I think I am going to intentionally pasta a building. ๐
45* angles changes so much stuff man.
Like, I love them.
I know. Trying to bridge two buildings with catwalks is a nightmare. ๐ญ
Eh, plenty of ways to merge disparate grids if you do have the urge to hook things up. I remain of the opinion that World Grid was a mistake. :D (Edit: Okay, "mistake" is overselling it a bit, but heh.)
catwalks are just nightmares alone but they can get inside each other well
FLUID TRUCK LETS GOOOOOOOOO
Those mk2 factory carts in the fluid video today look pretty awesome. Mk1 carts were already the best at moving fluids and now they're supersized
Almost. The z-fighting on those patterns is... blegh.
regular catwalks dont have them I think
the "industrial" one just hurts the eyes anyway
Funny enough the "industrial" with their jagged edges merge into each other beautifully.
man... this game is creepy wtf
from the video? seemed pretty normal, no stuttering or anything
i kinda not like it but like it too but why does it have to be creepy
i have a mix of emotions about it that i dont know how to express
Experiencing the horrors of the Mercer Spheres?
yeah but mk 2 pipes arent exactly known for flowing calmly (and slowly) when full in most cases
yes...
could just be a coincidence
once you flood the system and it stabalises it's ... pretty normal and never flickers.
also the SAM invention tree in the MAM
given how oil extractors make stuff in bursts, its not that unusal for the flow rate of the mk 2 too suddenly surge and then die down
dude... why tf is it so creepy..
Sell your soul... For bigger and endless pocket space! ๐
That would suggest never being able to get consistent 600 flow from them
Because the unknown (aliens and their tech) is supposed to be scawy? 
Just one of the stereotypes around alien and space exploration ^^
@green fiber hey hi, it seems the many prayers to fix fluids/pipes might have been answered after all
Look, look. All you gotta do is sit down and get to know it over a nice cuppa tea. ๐
I'm really...pumped...for this announcement
just maybe.
we'll have to see once its actually released
i didnt want to think about the fact that im playing into someone evils hand in a factory utopia game
It's Friday, new video is out ^^
Indeed but honestly as I said earlier they seemed terrified to touch that code and the very fact they are addressing the issue now is pretty cool
ADA said my promotion will be delayed cuz I bought parts! ๐ญ
Spoken like someone who hasn't watched the video yet 
you can buy parts?
did i skip something?
The machine outputs tend to output stuff in bursts and outputs it at the max pipe speed.
if the machine produces the next burst just as the last one ends, then of course it can move 600/min.
What im talking about is how it isnt very usual for mk 2 pipes that are full to flow at a rather slow, calm pace.
Given how that burst of production tends to make them surge.
I know the video seems trolly but doesn't mean they aren't really addressing the issue
i guess i did
Fair. I think the truck is all the "fixing" there is, but who knows... Fingers crossed! XD
yeah from the shop, in a pinch can be really useful but generally speaking shouldn't be the norm imo
Buying parts can be handy if you are able to make so many coupons that it will not change anything ๐คท
i thought you only got cosmetics from there
I'm re staring at the video with the pipes. Do you just mean the little clampy motions on them?
<@&370483737957236737> ||๐ง
|| tho?
i mean the indicator of the pipe that moves the oil.
the blue-gray one
im blind af. i didnt see the parts tab, thanks. tho i dont think i need it
the indicator gives you a clue as to how fast the pipe is flowing
if it moves very little and doesnt suddenly change how strongly it pulsates, flow rate is small and stable
If you are lazy like me, you won't "need it" and you'll use it anyway ๐
@dense violet yep that one
I imagine if that's the case they just aren't moving nearly 600 flow in that pipe then
and in the next scene you can see it in the background again
I'm inclined to think that there are bigger fluid changes coming; I'd be amused by the video thumbnail troll even if not, but they've apparently also hinted at other changes on stream, and it'd be admittedly a bit of a cruel tease given how many folks do want fluid-system changes
or some thing odd like belts not looking like they are backing up when they should be
yes its not nearly 600 or even 300
impure node moment
Or someone forgot to include the animation when working on the video. 
heck it even merges with another pipe
it clogged ๐
no i do believe the animation of the indicator in the video do properly reflect the flow
and its flowing calmly and slowly even while full.
If you worked with mk 2 pipes and any sort of elevation changes too, you know how they can act while full
๐ ๐จ โฑ๏ธ
Im not saying that perhaps they tweaked it, but just maybe...
I'm not sure what to make of these teased fluid changes, besides I still dislike mk2 pipes but I have just accepted reality that all pipe manifolds need to be looped to get any sort of stable throughput
dont worry brotherman, we got more news
just maybe they really did tone down the dynamic pressure
more news?
- they fixed it
- they didn't fix it but made it a gameplay setting to simplify it
- they didn't fix it but simplified it without an option to preserve legacy behaviour
- they didn't fix it and the troll will be met with many boos when it's actually announced
Maybe the looping ritual will be gone who knows miracles can happen
Iโve been out of the loop. Have they addressed the train bugs at all? Mostly around building rail?
Does anyone actually use the trucks? I don't trust them, I'd rather mile-long conveyors.
I don't use trucks much, but I use tractors quite extensively
my steel factory makes use of a truck
Once you know how to work with vehicles they can be 100% reliable
i trust that one
That would be a miracle indeed, because I standard mk2 pipe just don't deliver 600m3, systems i have tried to design that way have been a utter failure of a disaster
Just takes a learning curve, as with everything else in the game. IMO vehicles' poor reputation is mostly undeserved
(Though I do hope they eventually squash the bugs related to pause nodes)
don't record bad pathing and design your factories for them. They work fine
<@&370483737957236737> I hope it's not number 3 or 4 ๐
So while I would wish looping of mk2 pipes wouldnt be needed, that is unfortunately at least in my experience, very much needed
The one with blue pause nodes especially is quite egregious
it had better be 4
back before the video they already teased fixes and changes
Are they teasing water trucks? ๐ค
4 implies that G2 really doesnt want to fix the bug he talked about with the way buffers act
i'd say showing them is quite a bit more than a tease
which would mean he lied in the last dev interview
it's teasing water trucks in the same way that outback steakhouse teases they sell steaks
and i dont quite think thats true
Fluid-carrying trucks are basically 100% confirmed (I doubt they'd go to the trouble of trolling so hard that they show off stuff that won't exist). The stuff that's being teased is possible tweaks to the fluid system
It was the single thing that made me hate the game toward the end of my first playthrough. Completely killed the vibe for me back then.
Especially my rocket fuel factory was a nightmare (the nitrogen input), I shudder thinking about the hanger that thing brought me
or that IHOP teases they sell pancakes
wait, what?
I wasn't sure if we already had those or not ๐
the one thing im not sure of is if the fluid trucks can be configured to load one (or rather 2) types of fluids and unload 2 entirely different ones
international house of ๐ฅ, not international house of 
likw what if it loads water and oil and offloads fuel
Ahh, gotcha. Right, Fluid Trucks are new. At the moment the only way to transfer liquids (as liquids) are pipes or fluid freight cars on trains.
Or package it
thats not longer a fluid
if we get fluid trucks but no fluid
, I shall be disappoint
i hope they add more storage capacity to fluid cards but ig that would make the trucks irrelevant
Oof
Ooh, y'know, I wonder if we'll be able to fuel vehicles with liquids directly now
Instead of needing to package 'em first
That'd be lovely
video shows packaged fuel going in ๐คทโโ๏ธ
according to the video no
Heh, alas
still has a solid fuel input
Thank you, lazyweb. :)
question: did they fix anything about the fact that when you disassemble a tractor with stuff inide IT JUST DISAPPEARS?
I don't know if that's better than canisters to be honest, dragging pipes to each station seems more annoying than belts
(To be fair, distributing packaged fuel to stations would be easier than liquid anyway)
Yeah, when I thought about it for a second the logistical challenges became apparent. :D
My biggest mistake I kept making was designing standard mk2 pipe manifolds thinking it would all work fine, running the factory for a while and realizing none of it was working even close to properly, so yeah it killed vibe for me to
well wasnt the worst thing, but i did have to go back and put loops on many systems to get things working even close to correctly
with mk 2 at max flow, the recipe really matters.
recipes dictate how big the network usually will need to be for 600/min and also affects machine timings
I think my biggest problem is my brain just keeps forgetting this needed rule, aka pipe loops
My thing didn't even work with loops, I can't overstate how frustrating it was
Yeah, once you get in the habit of building pipes in The Ways Which Generally Happen To Workโข then they're not really a big deal, but if you're not in that habit yet it can be annoying
ngl I just use Pipetuner and live in my own ideal pipe world now.
I dont care if its no longer vanilla, it feels better and you can technically just make it work like that ingame by just entering 3 console commands every time
I'm not personally too bothered by the current fluid state, since I got into those habits awhile ago, but I do think it'd be great for the game if those kind of particular build techniques weren't so often necessary
the system is restrictive is the simplest way to put it
The first-time-user experience with pushing fluids to 600/min is often a painful one. :)
Especially since the simulation tends to be more forgiving before that point. So you're used to building pipes which work but then suddenly you're doing the same thing and they don't
when theory and practice dont agree
Unfortunately that mod didn't fix my pipe manifolds, i tried it, it didn't work
i kind of wish those results were different, but alas it was not meant to be
rocket fuel i think?
yea gas is its own class
yeah rocket fuel
Gasses have their own set of rules
PIpetuner mostly helps with liquids and tries to not make gas worse
Anyway, it's exciting. I really didn't think that they'd touch the innards of the fluid simulation post-1.0, so it'll be nice if I'm wrong. If they have gone in to tweak things, it'll be interesting to see if any existing builds end up breaking. Folks do a lot of strange stuff with their fluids (often as part of attempts to work around 600/min weirdness), I expect there's edge cases somewhere for systems which work now but might stop working if the simulation changes
in any case, tanker trucks sound fun so far.
And perhaps some theorized truck improvements are also coming
||thee who smelt it dealt it||
most saves i tested with the change just ended up working better
like universally
gas maybe not as much but at least it didnt actively become worse really
If the fixes break the bandaids it would be kinda karmic imo lol, a sort of poetic justice
I deleted all my factories, I just unlocked coal power plant what should I do to make a good looking thing? I was thinking covering part of the biome in foundations and gathering all the resources to make tower factories for every item I could make
the system still does have some bugs in it.
the whole junction rotation bit affects head lift in clearly unintended ways
thats why i have mixed thoughts if they should try to fix it so standard mk2 pipe manifolds dont have throughput issues
as you say attempts to fix some cases like this could have unforeseen effects on existing systems
I mean honestly if they're willing to risk potentially breaking existing setups, I'm all for it. As I say, I don't personally mind the current fluid simulation since I've learned to work with it, but it's clearly a pain point for a lot of users
I think they would give a huge warning if they did. They probably fixed internal simulation that supposed to go correct in the first place.
I do hope that liquids stay different enough to be interesting; I don't want them to turn into Belts But Round, but I'm definitely in favor of making things less painful for folks currently running into the simulation's limitations
With the blueprint autoconnect feature, is there any way to make it connect the power?
Of course this is all assuming that they really have been working on the fluid simulation. Could be we're all getting trolled and the fluid truck is all we're getting. :D
wait so are all these changes going live on experimental or do we have to wait until 1.2
Probably until 1.2 experimental
I've sent @obsidian zodiac a potential shitpost idea for something else for the Pioneer ๐
Heh, at the moment the only change we know of us the fluid truck. :) I would expect them to eventually show up on Experimental, though, like v1.1 did
fluid truck and fluid truck station
1.2 is clickbait
no one asked for fluid trucks... even if they would be a good way for fuel transport... Fix Truck Behavior first!
it's fine
November 12th, 2024 Livestream
Q&A: Would it ever be possible to do Fluid Trucks or Tractors?
https://youtu.be/yqnSgNuX8qM
This question may have been asked previously at least 9 other times, as recently as November 2022 and as early as August 2020.
I wouldn't call fluid truck a priority but meh if they want them let them
my bad
I'm of course more interested in what they do with fluids
... but has anyone asked about fluid factory carts?
(for real though, the fluid should visually show up in the cabin of the factory cart. This should be a mod if nothing else)
well i personally skip vehicles for logistics, im more of a belt to train type of person
same
so yeah fluid trucks, mostly not interested in that tease truth be told
I thought I remembered wanting fluid trucks, in reality I remember wanting fluid input for fuel
In the end there's no reason not to have fluid trucks, of course. Trucks are positioned as a sort-of competitor to trains, and trains can carry fluids directly. Though I expect that most folks do just go right to trains, especially with 1.0's lowering of their unlock/build cost
Fluid trucks would have a more obvious niche if trains were still as expensive as they were pre-1.0
Still, no reason not to have 'em in the game. :) Options!
anyone who plays in PH ?
Hey guys,
Just wanted to ask about turbofuel vs rocket fuel. Any ideas which road to go? ๐
Should I turn heavy into fuel into turbo into rocket?
The progression in terms of energy density goes: fuel -> turbofuel -> rocket fuel -> ionized fuel
||they evaporate if left out in the sun||
Which one you want to use will depend on your circumstance, plus what you want to use it for
What's your intended purpose for it?
Just to get maximum power really
I misread that while adjusting my chair and I shall leave it to your imagination as to which word I misread.
Rocket Fuel is the definite fuel-power meta. You'll get a lot more power out of the same amount of oil when you refine to Rocket Fuel
I see, should I just go with the straight recipes? if you know what I mean
Should I have ref for heavy ref for fuel ref for turbo blender for rocket fuel ?
the amount of power only depends on the amount of fuel you make. 100 GW is achievable with all of them
For power purposes, a lot of folks advise skipping Turbofuel, in fact -- at that stage of the game, using the Diluted Fuel recipes (packaged or otherwise) is often a lot more convenient than using Turbofuel
Emphesis on the achievable with all of them ๐
(IMO Turbofuel's fine for power in phase 3 so long as you've got oil+sulfur+coal right nearby where you're putting in your power, but I wouldn't advise anyone seek out sulfur+coal if it's not already at hand. But you do get more power from your oil with just Diluted regardless)
when are they adding molten metals
I have the means to go with rocket fuel, but I tried to do math which recipes to go but it messes with my head ;:P
If you want the most bang for your buck go with heavy oil residue, diluted fuel and nitro rocket fuel
I see ๐
Is that also the "easiest"
depends on the buck lol. default rocket fuel can save a lot of sulfur, nitrogen and coal, at the cost of oil
You can always use calculators/solvers like sftools (https://www.satisfactorytools.com/1.0/production) to help you out with that, btw
Yeah, you make some good points xD
it's not hard to implement, there's a bit of a grind as the last step placing a lot of generators but blueprints can really help with that especially now with autoconnect
Tyty Do I just put in rocket fuel and how much I want per min?
What does auto connect really do ? I havenot really used it much
yes but an area such as the blue crater is perfect for the nitro recipe you basically use all the resources in the area make a boatload of power and call it a day
did they add the fluid fix yet or just teased it?
Yep, and tweak the recipe list on the recipe tab to force/compare various possibilities
The graphs will update with the solver's recommendations as you go
I haven't either but like if you have pipes and belts in your blueprints and build them next to eachother they should connect
Aw realllllly ๐ฎ
(You might need to explicitly disable a recipe or two if the solver insists on using one, of course)
I seee ๐
You could also use the Inputs tab to clamp down how much oil is currently available and use the "maximize" dropdown, though remember to only maximize when you're doing a single output on there. The solver doesn't deal well with "maximize" if there's more than one output
(And if you do maximize an output, once you have an answer you're happy with, it's better to convert it to a per-minute and slap in the exact number, rather than leaving it at maximize)
I had to read it twice to know what you mean lmao ๐ I seeeee tho
@spare ice for diluted fuel you can do it either with packager/unpackager/refinery in a triple self contained loop or with blenders, blenders are more straightforward and space efficient
Ill just put in how much oil I Have nearby and use maximize instead to let it calculate
If it gives you "can't calculate result" btw, it'll be because you're missing some enabled alt recipes on the recipes tab. :)
Im trying not to package and straight into blender if possible ๐
Yeah I enabled all alt recipes ๐
if you have the blenders then yes of course
That shouldnot be a problem. im at 19k ish
But now with the converters and quant machines etc
the consumtions exceeds easily
I see
Spec with some shards or w.e ๐
yeah when you start powering those big boys the consumption skyrockets
The other quirk with sftools, btw, is that it likes using Converters in its solutions, just due to how its resource weighting is set up. It's helpful to disable the SAM input altogether if what you're doing doesn't involve Tier 9 tech
Yeaaaah
Thhat is true, ima disable converters because I cba to be honest
atleast for this
Also once you have rocket fuel going set some aside it's really nice for drones and also to make ionized fuel but the latter is only really good for the jetpack. It's in fact awesome for the jetpack
Yupp I have refs making rocket fuel for the drones and some for jetpack.
I havenot gotten to around to ionized. Dont have enough shards to automate ๐ '
random ass qustion again since i just got power storage, i keep seeing people make blueprints of mini biomass burner power plants, can you fully automate them now? or do you still have to collect like leaves and trees and stuff by hand
There's still an unavoidable hand-collection of biomass w/ bioburners, at least in the nonmodded vanilla game
if I had to guess those blueprints are more to deploy them quickly in the field for example to open a pod or to build something and have power to kickstart it.
If you save the blueprint with fuel in the burners they'll deploy like a battery basically
Can confirm thatโs what theyโre for
can avoid hand-collection of biomass with hand-collection of creature parts 
Anyone know if the 16" Lizard Doggo plush is available again in Canada? Websites says "Note: Currently out of stock in Canada - new inventory arriving this summer"
ohhhhhhhhhhhhhh, ok so i should still be like saving leaves and wood and stuff, i just trash them
I prefer to splurge for the power augmenter anyway, 500MW open all the pods
they have decently responsive support stuff, can ask them directly
Cool, thank you!
also whats the next lvl of power after coal? im quickly running out and i dont feel like running across the map to another big set of coal nodes to make another powerplant
spicy coal
Oil
(pretend sulfur is mustard)
yummm
wait your telling me i can mass produce the freedom liquid
if you want tons of biomass and then solid biofuel quickly animal remains are way more worthwhile than leaves and even wood, like you make stupid amounts of it with the creature bits especially if you can sloop the chain
wait this is great
loud bald eagle screech noises
z
i dont really know how like somsersloops and mercer spheres work, im going tot ry and find more later today for dimensonal depots
bald eagle red-tailed hawk
the sloop 2x your output at the cost of more power
Sommerslops will basically double your output in your Manufacturers, Assemblers, etc. without needing double the input
but even without those with animal remains you can still make a lot of biomass then solid biofuel and then liquidbiofuel for the jetpack
Mercer Spheres are used to build dimensional storage depots and you'll need a ton of them to level up your depots stack size and upload speed
"Should," as always, is up to you. Personally I continue to process bio products into biomass (in case I ever feel like building U-Jelly pads), solid biofuel (for future chainsawing), gas nobelisks, and Liquid Biofuel (for jetpacking), so I don't ever trash any of it. Collected material gets put to work. :)
in my first playthrough I ended up literally having too much fuel and not knowing what to do lol
To the sink!!
sloops are seriously op lol
it still felt weird to sink liquid biofuel to be honest so I didn't
You'd have to package it first
Man is there a setting that increases my mouse speed in menus? Mouse sensitivity doesnt seem to do anything there
its driving me nuts how slow my cursor moves in menus
Yeah I know, I ended up with like 5 industrial containers full by the time I switched to ionized fuel
I just stopped producing it
I wish you could sink nuclear waste
I usually just build like 200 storage containers waaay off map and send it all there with drones or trains
You can if you process it into Plutonium Rods first. :D
i'm building a train system and if i try to do a timelable it says station unreachable, but if i use manual guide i can reach it normally, how do i resolve?
Making the reprocessing factory is not that hard, if you went to the effort to make the fuel production and build the power plant the reprocessing into plutonium rods is not that bad
(And if you'd rather burn the Plutonium rods, that waste can't be sunk but it can at least be processed into oblivion for a bit extra power)
Ugh, this is why I barely ever do trains
i made an intersection, that's the problem?
i mean doesn't it change by itself the direction of the rail?
typically means the train station is facing the wrong way
Your stations are probably wrong
wait, station has sides?
Yes
forwards and backwards, yes
dang
There is an arrow when you build them
trains cannot reverse into station on autopilot
The "round" bit on the roof has to face "out" (and the front of the train will drive "into" that curve, like a foot going into a sock. :)
trains cannot reverse in general. they can only switch which locomotive is the main one when docked at a station
look at how inoffensive that metaphor was
drives train backwards to prove a point to person who doesn't know what they're talking about
๐
okay 2.5h later i just need the two most expensive upgrades for dimensional depot and i'll be done
it might be the best feature in the game
how do people make stuff like this? https://satisfactory-calculator.com/en/blueprints/index/details/id/8249/name/5+Stacked+Fuel++generators
Indeed. I'm at the same level and I don't have the faster belts/lift anyway so at least the last speed upgrade is pointless for now while I can take my time for the last stack upgrade
i have mk3's so i think i'll get the upload speed and the last stack size can just wait for now
Did you also unlock the upload from inventory?
it's so nice
the somersloop in question
Mods, mostly
but its vanilla
You can construct blueprints using mods which can still be used in the vanilla game
i meaaaaaaaaaan
those fuel generators r fuckin giant
Mods will let you do all kinds of overpowered things, sure. :)
the power consumption is pretty bad for the stage that i'm in but its great for tickets and power shards
and i got two augmenters they're great
the base power from them alone are pretty much equal to my coal gen
yeah i unlocked them early so i thought i may as well
but like carryin that stuff over to vanilla is crazyy
im savin them for my giant rocket fuel power plant project
now with this newfound knowledge thanks to apocal im gonna go make some blueprints to indulge my insanity further
Keep in mind it's also handy to be able to build a power augmenter when you're out exploring to open pods unless you prefer the biomass burner method
im nearly at phase 3 so fuel gens soon
im 320 hours into a save and im working on my big aluminum right now
im using the majority of my power right now and its nice to have some leftover if i need it so im gonna leave it for now
god i love sloppy alumina alt recipe
but later that will be pretty nice
i dont think im using a single alt recipe in any factories rn lol
No more crazy than just using the mods yourself, IMO. But probably not a discussion worth having. :D
you dont really need any until later stages
yeah furthest i got on another save was right before uranium for fuel
too complicated i brainfarted and quit
i reccomend investing big into alt recipes once tier 5-8 roll around
ESPECIALLY for oil based infrastructure
some recipes literally just give you purely more stuff without extra input
dont know why people find this game complicatd its just time consuming
any useful ones to look out for early phase 3?
like oil?
I mean depends, even very eary some are really nice to have. Cast screws is a classic but like even iron pipe is nice for many uses like having a production of pipes to shove in the depot for building needs without bothering with steel for that
i saw the satisfactory tools diagram thing and just went "no im not doing that"
yeah
heavy oil residue and diluted (packaged) fuel
people who use that are either nerds or scaredy cats
just make it work you can focus numbers later
that's a bad idea, having to scratch your head after everything is built to balance things is awful it's much better to have some plan ahead of time
i use it to know how much of each building i need and how much input i need for each seperate thing
also such tools help to visualize what you need to help your reasoning, planning and execution
also to see if i have enough power
you plan out as much as you can to avoid the inevitable
yes but I'm of the idea that you should just build so much power that it doesn't ever factor in your building, it's a very easy thing to remove from the equation as to not worry about it
basically what i meant to say is you dont need to spend all that extra time using all those tools
you can just start a production chain, make it work and figure out numbers from there
(it helps for me that I find building power plants one of the best activities in the game)
i find aluminum rlly cool
the problem is when it's not just about numbers but needing extra inputs and machines, then it can all become a spaghetti mess really quickly
working on a pretty big plant right now, 150 hours in on it
logistic floors
hiding spaghetti inside foundations
yeah but at some point it's still just a mess awful to work with
An yeah I also liked my aluminium plants especially because it was the one thing where pipes and pipe stuff didn't cause me trouble even though according to the pipe bible it should have lol
ironically enough it's where mk5 belts gave me grief
dont take that bible for granted
Anyway it's nice to start a new playthrough, some hindsight is really helpful to make things nicer and better planned from the start
BEHOLD!... wonderful noodles ๐ #screenshots message
Nice, I imagined worse since you said noodles
Also what a lovely place to build the company is wonderful
i see no noodles.
sham
sloppy alumina
pure aluminum ingot
elliminates any silica issue
Look at those pipes, kind of noodle like
indeed and the math works out nicely between refineries
its what im workin with rn
im also making batteries right nearby and im having to manage their water byproduct rn
working on a drone powered water packager sinky thing
You can do a full 1200 bauxite node with 4 + 4 refineries and 9 + 9 smelters if I recall correctly
hah you think i go straight for nodes
im pulling bauxite off half the world
w trains
and bring it into one location
Well sure I meant just that it's a very compact system with the right overclocks and those alts
yup
bro is literally on the sky
That's how I roll
bro is doing better than me on the sky ๐ญ
I mean down there is full of spiders after all
they are smol and friendly pls
Sure ๐
#screenshots message ok this is it.
Every Bean dies.
The guy literally attacks my tractor while I am watching!
wait does this not have a crouch toggle?
or am I somehow missing it... because that's kind of decades ago tech.
crouch toggle would discourage teabagging and css devs are massive trolls, maybe the two are connected...
<@&370483737957236737> plz confirm 
Was just wanting an easier way to bomb the spawn plants oh well
Doesn't seem like there's a way to rebind it to CTRL, either?
that's what I use in most fps for crouch
So currently the setup goes from the train, to a coveyor that heads to the production storage area, i have a 2nd belt under to pull faster. I sort out some specific items that go to a diff machine and everything else hits the main belt. Near the train i have a large cargo area to store items that i have not specified in the programmable splitters yet. Splitter also kicks items over to another long term back up storage area. Main belts head toward production storage and a few items get split off before the containers. After that each container has a smart switch programmed for the item. After the containers it loops back around through an overflow programmable splitters yet which either puts it in an over flow container or sends it to longterm storage/sink. Production belts are set up per input through 5 manufacturers and loop back through to go back around through the containers. I have an offshoot taking the mass needed items (alum casings, rubber, etc) before it hits the manufacturer return loop. #screenshots message
how do i make the trains stop to take resources with the auto driving?
TotalXclipse is the nobelisk for guides
Starting to wonder if my skybridge addiction is a problem...
never a problem. Do try to enjoy the game your way.
The only problem is that the entire sky is just platforms lol
Just feels so cheap bombing the enemies from above where they can't touch me, but on the other hand it feels so good
guys how do the alien power augmenters work?
there's no right or wrong way to play the game
