#satisfactory
1 messages Β· Page 463 of 1
I'm in Florida and I've had friends in cali that were 6 hours behind
nah
there's only 4 time zones in continental us
so ca and wa for example are -3 from you
3 hours behind, noted
anyhow, if I'm around tomorrow I'm happy to help
If I see you, I'll ask
otherwise anyone who is offering to help can certainly help to. Signals are weird til you understand them then they're super easy
but until they 'click' they're like black magic
Every tutorial I've seen on them explains them in different ways, but never the same way
It's like every player has a unique system of using them and the physics involved change from person to person
we'll get you figured out -- just don't delete your rail until you understand if you should π
I need another cat
my current cat is sitting on my $10k speaker like he bought it.https://cdn.discordapp.com/attachments/553550313533997057/1442763227598426144/IMG_0759.jpg?ex=69269d76&is=69254bf6&hm=bd775c57e0190d2cbc97b5eca71da9ce9a816c4355d3248855ee7b5e2be0c1eb&
let's see if I can hip hop him off of it
No. It's 10
there's 2 kind of people in this world people who know binary
only 2 in the whole world?
Is there a way to make suggestions?
Cause I think a bulldozer for land clearing would be cool and within the vision of the game
nope, he's just looking at it annoyed
Send me pics of your cat!!
I linked it
silly duck
It doesnβt work for me sadly
HOLYFUCK THAT IS A FAT CAT
whatβs your cats name?
so disresepectful. he's like 9 pounds.. Pumpkin spice.
Tell your catto Iβm sorry:<
He looks so sweet
One single brain cell in a single pic.
Itβs 1/8th brain cell
Wait I thought we were talking about me
nono that's EVERY orange cat that shares one. he doesn't have it and never has
Oh, so itβs the same for orange cats as it is crested geckos
It's ok, you could have a tortie who is just a straight bitch π€£
I only get boy cats. I don't care sex on dogs, but cats -- neutered boy cats are where it's at
Can confirm. My orange cat displays this frequently.
crested are the derp maherps for sure.
ooooooh wrong window
Tokay's and Days are where it's at though
Theyβre so cute β€οΈ
No way rocket fuel counts as a gas right
Why wouldn't it?
Thatβs so weird
I just got removed from dedicated-servers? For what.. helping people?
How dare you!
Question: a single refinery of turbofuel can fill how many industrial fluid containers?
Clearly xD
Unlimited--it's just a question of how long you want it to take
Due to pipe distribution if the fluid?
What is it that you're trying to do?
Fill at least 3 industrial fluid containers to the top to stack up when I unlock drones
Fluid buffers affect headlift fyi...
No. It's just that containers are mere storage. There's nothing about them that draws fuel out of the system while the single refinery will continue to add to the system indefinitely
Got a refinery of turbofuel divided in packaging and the trio of horizontal containers on the ground
The production stops when there's nowhere for the output to go--storage getting full, for example
Drones use packaged fuel, you can just store that in ISCs
Containers have some amount of turbofuel but middleone while connected doesn't get filled, right one is filled, and left is emptying itself alone
They don't just empty. They have to be connected to something.
How you mean you were "removed" btw?
he got kickified
-
Fluid buffers you generally want to avoid except for a few specific reasons. Just store it as packaged fuel for when drones happen.
-
Love the Bloodborne reference
"specific situation" is fluid station and only fluid station
Guess I wasnt aware you could be kicked from specific channels π€·ββοΈ
oh wait no
did you click the little thingy by the thing?
discord has this dumb thing where things get hidden
Next to the other thingy? π
click the little arrow thingy by "satisfactory chat"
it's super dumb and it just hides ...some... channels?
I've never figured out what it's supposed to do
How good are drones compared to trains?
Only shows channels with new msgs
drones are super easy for low-ish throughput stuff. bad for things like plastic/rubber/aluminum
This is my setup
____
| |
FC FC FC
| | ___ |_____ Packager
|
Refinery
trains move vastly more material
and trains take less power to move WAY more
So drones are good if you need a smaller amount of items taken somewhere
correct
IIf you have no notifications in any of the channels (unread messages, not muted) it doesn't hide the channel when the list is colllapsed.
Right, but what Im saying is there is only 1 single reason to store fuel as a liquid. Package it now, why wait for later?
you don't use fluid buffers anywhere except liquid platforms on trains. anywhere else at best doesn't help and likely hurts
only rate matters. raw numbers in this game are a red herring almost always
Especially somewhere far, they are more efficient the further you go
I personally use industrial fluid buffers at my train station where my train drops off crude oil. Very pointless but ohwell
I know I ionized fuel and rocket fuel comes next in the tech tree. Want to be ready to produce it once it unlocks
no that's where it IS useful -- to buffer the locked out time while the train is docking
I mean, moving fluid by train, unless packaged, is pointless π
no, liquids are the same to transport if you have dedicated return cars for empties. for gas it's better to package
Back-storage doesnt help you in this game. Its a weird mindset to get into at first, but ultimately, your resources "on hand" don't matter. All resources nodes are infinite, so all that matters is how many you create per minute
liquids package 1:1 and you get twice as much in a car but then another car to transfer empties (unless you have a second stop for loading empties)
often it hurts because you think you're fine while it eats through a buffer then you move on to something else and come back and everything's starving because buffer emptied
Not my experience coming home from work to see all my machines sitting still every day for my first week while I ignored you guys here in chat and continued to use buffers π
liquid buffers are worse than pipes until they're full and then they're just "not worse"
Worse than pipes in regards to "pressure"
Though, more just confusing than worse imo
I thought it was flow rate too
just get rid of 'em regardless
they're a noob trap. this game has too many noob traps
So it's better to destroy the buffers and sent the fluid straight into whatever machine I need the fluid for?
yes -- you either have sufficient production rate or you don't
and either way buffers don't help
The problem is that buffers are back-end storage that hide issues that may be going on until they empty, when realistically you should store the end products--whether that's packaged fuel or maybe power itself in some batteries--if you're going to store anything at all. You arguably don't need to store much of anything in this game.
a buffer for your dimensinoal depot is fine. but not in your produciton path to the next machine
porque no los dos?
π
Because the one in line with your production machine does nothing
Yiiiis, I know lol. Unless it's concrete π Or steal beams in my case, I go through a lot of those π€£
Its either always 100% full because your lines are backed up, its 100% empty because you arent producing enough to meet your current demands, or its in limbo, serving no real purpose, filling as fast as it empties
Make more
SatisFactory not SatisWarehouse
1000% right
Almost the entirety of storage you actually need is met with DDs.
for something that builds slow but you may want a bunch all at once -- yeah have a littel buffer for yoru DD
I genuinely cant think of a single case where youd want other storage once you have DDs, unless there is more unique items than there are mercer spheres?
A single ISC of an item is not "out of the realm". Especially when one is doing MUCH more than just laying down a slab and throwing machines. So far I have run out of concrete, steel beams, and trigons/TC's with building
Oh wait Ive got one, the line container hooked up to a sink for random item dumping
well for things like concrete you may want more in a small period of time than your production can make -- but not more than an ISC
if you hook up 6 uploaders or whatever you may only be making 300/m ... or whatever. where you could be limited by production not upload
or maybe rubber if you just have a small spot uploading rubber vs somewhere else for production
Can you set up fluid direction within pipes besides pumps?
No
no and you don't want to -- fluid goes where it's needed by default
Valves, but pumps work better
Fuck valves
Theyre actually so terrible to work with
fluid goes to where there are empty pipes and there are empty pipes where it's being consumed
I'm not advocating they should be used. They just technically exist for that purpose.
Unless you figure out the integer thing they work on
I know im just very passionate about not using valves
Fluids go where there is imbalance and where you allow them
Sloshing is usually the result of imbalances existing on both ends
fluids are almost really awesome in this game except for they suck the buttox
imbalances that you can't realistically avoid with common setups
This is why loops are good
Or, in the case of long deadhead manifolds, sometimes fluids just don't "get there" π
I hate all the bs fluid rules.
You feed your inputs into both ends of a system before it feeds into the output
bad game design or just... "we didn't give a shit to test" game design
if you believe their "we didn't know about the fluid flow rate issue" bs explanation they gave
No, fluids just behave in a certain way that takes getting used to. Once you understand that it's basically just a pressure system with gravity, it becomes a lot simpler.
Look at any sprinkler system where each output is required to have the same "pressure". Always in a loop system.
SATISFACTORY IS NOT REAL LIFE. And they ignore all sorts of other issues in real life.
the simulation is too advanced for a game and way too limited for real life. It's the worst of both worlds.
you have to know which "real life" they use and which 'real life" they completely ignore
which is dumb as all hell for a game
I think people just let it intimidate them. There is a logic to it that is understandable.
I always love how peoples personal issues with things are always the fault of the developers π€£
the logic is hidden. The fact that there's a 27 page pdf for how to actually use fluids NOT made by CSS shows the problem
thank you for proving my point
the problem is the game doesn't expose the information other than "it doesn't work" nor does it give you proper tools to deal with it and its drastically unlike every other part of the game which completely ignores "real life" and "just works"
Your point is poor logic, my friend. Lots of games have 3rd party guides that are super useful. It's not always a design issue.
The mechanics are actually fine. The only design "flaw" imo is that the manual isn't in the Codex in game.
That's a communication issue--not design.
the behavior is obtuse. Belts aren't realistic at all yet they "just work" -- but suddenly fluids you have to know "real life" except it's not "real life" it's just some algorithm they just randomly implemented
that partially resembles a simplifeid version of real life (it's still not -- even the sloshing is drastically simplified)
"I just want to plug A in to B and it woooorkkk!!" π
it's like those old kings quest games where you just had to guess what the developers were thinking. There's no logic to it it's just "guess right" or 'wrong"
Just to use another game as an example, Path of Exile. Damage conversion and calculations are not explained in the game at all, but there are many 3rd party sources for how they actually function. This isn't a design flaw, it's a communications flaw. The actual design is what makes room for so much fun in the game.
Nothing about the pipe behavior makes the game more fun
For you
Lots of games needing third party resources is not a point in your favor here. Bad design is EXACTLY why third party guides exist. If the design was good, it would be clear to interpret from gameplay, or at worst, explained properly in-game so that any stand alone user can make full use of the mechanics in question.
I dont know or care how this applies to the above chat about water physics in the game, thats way above my pay grade, but saying "other communities do it too, so thats a sign that this is well designed" is the opposite of whats happening
it just makes it needlessly frustrating so you have to do the magic incantation to maybe make it work as expecged
I don't think you understood the point I was making, tbh.
there's nothing about a logistics game that says "you have to learn the special way to do X" that makes it fun. Logistics make it fun. Not hidden requirements
He did you were just wrong
Terribly terribly wrong
No, what he argued didn't actually have much to do with my point
well, it responded to what you typed - maybe you didn't type what you meant.
No, I think he missed my point
You're saying its communication, not design. Im saying they are one and the same, as design is HOW the game communicates to us. Feedback to our actions, etc. Good design communicates mechanics. Bad design makes things happen because TrustMeBro(TM) and then you go to a community made discord to have someone like Xaxxon teach you all the reasons the mechanic is frustrating and what the best way to handle your problem is
anyhow, the fact that we constantly have to help people shows the game design is trash.
I think people commonly misattribute bad communication by devs as "bad design," when that isn't true.
and that people here even have copypasta they send people for these questions
communication is part of design.
No, communication and design are not the same. This is why UX Design is a profession, lol
wtf are you talking about? Dude your "point" is wrong that's why you think people don't understand your point
If the devs need to publish a review journal on how the mechanics work, they designed them poorly
No, it's the constant misinformation and just saying this or that is trash don't do it type of shit that confuses people imo. Fluids work just fine.
The system can work flawlessly (great design) and still not be intuitive or easily understood (poor communication).
Now youve flipped from game design to graphic design, and we've lost the plot entirely. Im disengaging because Im not having a debate where the goal is changed. Enjoy your gameplay your way π
You don't understand "game design" if you think tha'ts okay
It's called an example, but ok bro.
everyone here likes the game but it's okay to say that there are parts that they just missed. Fluids are one of them. It works drastically unlike other parts of the game provides no insight into why and breaks the fundamental part of the game for most players which is logistics
This whole thing is just "I don't like it, therefore bad design," even though it actually works the way it's meant to (outside of some bugs).
"Car has no brakes, this is dangerous"
"Car goes places, as intended. Good design, just admit you dont like not stopping"
That's called a Straw Man and isn't the point you think it is.
That's called applying your own logic to a different context to show the ridiculousness of the statement
No, that's distorting my logic.
My logic is:
The car functions how it is intended to, but not everyone understands how to drive it without reading the manual or having someone teach them.
You all keep talking as if fluids are somehow "broken". Yet, I feel the main issue is that the game just doesn't give "coloring book" style "demonstration" of how things "work" and that's the "issue"? Show me one scenario though, where you think fluids are "broken" ?
Its not though. Fluids "work", barely, which is good enough. It doesnt crash the game (at least any more than anything else you can do π ). That is not the bar for good design. On the other hand, we have Xaxxon arguing that by working illogically compared to everything else the game teaches you, and blatantly refusing to explain how, why, or give you the tools to work with this new logic, the devs left something in a poor state
They failed to communicate the design, yes.
How well it works is purely subjective, btw.
And it has been known to have bugs--which CSS have addressed as things progress along.
But the actual design works as intended.
I dont think they are. I think the devs literally gave us a handholding tutorial with belts, machines, and most other things, and then for fluids, they just pulled a Todd Howard and said "here are pipes. They just work. Stick round in round hole, bubble bubble". There is minimal to no explanation of the additional mechanics, what they mean, how they work, etc.
Hell even ADA's passing comments on stuff like belt throughput are more educational than whats given in-game.
So, with no information shared, a player would logically assume it works like real life. And then they will be plagued by mysterious, infuriating issues with flow, and will then either give up at coal generators, or end up here/on youtube looking up 3rd party explanations
Hmm, it sounds like they failed to communicate... something.
Poor communication is a game design failure
Wrong
It's a communication failure
That's like saying a whole forest is dead because a few trees fell over
I cannot have a battle of wits with an unarmed opponent, and my every attempt to arm you has failed
And if I were a dev and people come at me with "This is bad design," my response is going to be, "Deal with it. π "
If instead they say, "Could we maybe get some in game resources on how this works?" it's a lot more likely that I can address it.
Dude makes a bad argument then blocks--in a discussion about bad communication. I just can't even, rofl
And the issues are always the same, usually a headlift issue or "pressure" issue in the case of trying to run long dead head manifolds. Each of which the game gives ample tools to "discerns" what may be happening.
However, A game company CANNOT be expected to put out a manual that caters to every level of comprehension. (not that pipes are really that difficult to begin with) It's just not possible. Yes, some greater explanations on some things that could be warranted perhaps (namely with buffers and the way headlift works and that pipes don't opperate the same as belts in regards to manifolds and the like) Though, looking through all the ADA messages, there is very little said in the way of belts or pipes, which leaves me to believe that the game developers "assumed" that trying dictate one way of doing something over another, since there a a few days to achieve the same end goal, wasn't warranted. And being upset or blaming the game devs because they didn't "do what you want" is just projecting imo.
I can totally understand the "growing pains" some may of had in early EA, but that's not now and the mechanics have been improved/fixed since.
I didn't get to address this earlier, but I actually agree this is an issue. When I was new I really struggled with how unintuitive it is, because I didn't understand the mechanics and the game only gives you "Water doesn't flow uphill on its own." Gee thanks, ADA.
This is why I constantly suggest the manual should be in the Codex and I just link people to it whenever they show they are really new and just getting started with pipes.
I get voicing frustrations/criticisms, but we still have to consider the practical side of what we want to happen, or can reasonably expect if the devs are taking feedback.
Then again, maybe the devs are okay with not communicating that in the hopes that people will experiment more or that the confusion will nudge them toward the community.
It could be intentional
I agree, they cant be expected to write comprehensive guides for various levels of understanding. So just write one, maybe not even that comprehensive, but enough that the average player can, at least, establish why their 300/min water from their extractors isn't flowing in their 300/min pipes to their array of generators. Add some "common mistakes pioneers make" where ADA takes a few digs at us like she always does, etc. Something more than what we get.
And yes, that would be considerably more than we got with belts. But belts work as described. The description of a belt tells you the speed a belt will move items in items/min. A pipe gives the same. However their are additional mechanics directly impacting pipes. There are not for belts, belt issues are production issues. So if they are going to be more complex in order to work the way the devs want it to, then they should be given more information available to a player.
I also agree that very little is said about either of belts or pipes. My point wasnt that belts got a huge thesis in the Codex, it was that the little bits the game does provide actually helps, by comparison to the pipes which get functionally nothing to explain the unique aspects of flow.
My entire point has been "Having unique mechanics that arent explained in some capacity is bad game design". Thats it. I just think they dropped the ball there, and it could be improved with reasonable effort on their part.
there's 'bad' and 'takes a bit of effort to learn'. It's very easy to get consistent 600 flow pipes.
And that's all this is. L2P
I'm still waiting for you to help the guy earlier with his 600 flow pipe
My point all along has been that not communicating unique mechanics is a bad game design choice. Better information for the player about the mechanics should exist, as well as an expectation of agency and willingness to learn by accessing said information are required. But a willing player dealing with pipe issues early on wont have any information that isnt 3rd party to guide them, and will just try random stuff until it works
I guess the old Mega Man games were "bad design" too
Yeah a basic guide hasn't been added to the wiki. The pipe manual is .. half a guide? More describes some mechanics but not proper layouts
or they quit
I also acknowledge that making a "basic" guide isnt easy
Its HARD to write something that most people can comprehend
The issue with SF is if you played in EA you had each mechanic exposed to you slowly, fluids, trains signals and we learnt but by bit.
For new people it's just overwhelming to be exposed all at once
how much turbo fuel does 1 fuel generator "eat"/min ?
!wikisearch
!wikisearch fuel_generator
The Fuel-Powered Generator is a power generator building that generates power by burning liquid fuel (Fuel, Liquid Biofuel, Turbofuel) or gaseous fuel (Rocket Fuel, or Ionized Fuel).
At 100% clock speed, one Fuel-Powered Generator produces 250 MW. The type of fuel does not affect power production, only...
page with fuel gens has the info
ty
I also very much agree with this, but feel its a seperate issue π
did cobalt really just link the wiki front page with ! wikisearch and tell someone to find it themselves? what the actual F
Im done all my Phase 4 unlocks and just got fuel/turbo fuel power up and going, and am now working on backtracking and setting up proper factories for early mechanics
instead of typing in like 12 letters?
eehhhh fluids were there from the start of EA, the only new thing really there is signals. Which you can just use block signals and be done with it. No mystery
The difficulty of writing the guide is already solved anyway. They can either use the Manual (with author's permission, ofc) or write one similar
Eh, its that "bit by bit" that created some sort of "this is how it should be" though. I get the "ownership" mentality of, again, growing pains, But I feel it's a bit of some "curmudgeons" that muddy the waters with "accurate" info for how the game works today.
For a brand new player, speaking as one of many such players, it is very overwhelming at first. So many things, many rapidly unlocked with basic materials, and its extremely easy to just follow that "complete the objective in the corner" and not realize the game expects you to spend a bunch of time with each unlock before you proceed, and end up overwhelmed and unsure what half your stuff does.
I dont think theres a better way of handling this tbh, it just is what it is
The other issue is the standard we expect form a game to be higher than they were 10 years ago when the game started its development
I mean every tier throws new things at you. It's all going to be a lot
fluids could not have hidden mechanics like slosh. "new" doesn't have to mean "completely opaque"
like the tiers are a very good tutorial going step by step, but if your brain doesn't work a certain way it's going to be a lot
learning curve doesn't mean "every steepness is the same"
you've been here for years - you know how to build them π
"Two days, and I get to use my bps
I have a blueprint you can use
the coal is nice, for sure. but it's not enough to process all of it I don't think --in fact I know it's not cuz I built there and it wasn't
I disagree. I think coal can teach one everything they need to know ..
I have a blueprint for a Broke Boy Blender that I never used, but would hate to go to waste.
Namely how to manage a flow rate higher than max pipe capacity.
Until they reach aluminum. Dealing with byproduct water catches a lot of people out.
Symmetry and math are key to those imo
Though, I can admit, probably not immediately intuitive for sure.
There are many valid ways to, but the obvious first inclination of "just feed it back into itself" is potentially faulty if they don't know the right way to
And the right way isn't intuitive
Once you understand it, it's not hard either
- Bring the fresh water in higher than the recycled water.
- Let the recycled water fill up in the machines and pipes, then turn down the extractors to match flow rate.
Set extractors to Total amount req minus waste. The first couple few cycles will take a second, but it will equalize.
That's basically the same idea via different method, lol
The gravity issue is the part that isn't always "intuitive" imo.
That and I have found when bringing fresh into the "center" of a recycling loop helps as well.
Having a pump at the end of the recycled right before it joins the fresh helps as well
The thing about merging fresh and byproduct water is that the system usually has trouble recovering if you are missing bauxite or coal or of the scrap or silica back up
Avoid mixed backflow
Heh, was wondering if/when the author was going to poke in π
So its a lot of dependancies
True
I have never had said issue, and I have tested with blocking/stalling every known way lol.
Precise layout matters of course
Fair
McG -- If CSS wanted to put your Manual in the Codex, is that something you would give them permission for?
I dont think the manual is up-to-date enough anymore
We learned a lot more about pipes in the time since
Is there anything in it that no longer applies?
Given that it's a resource available from another "manual" for the game (E.g. wiki), I doubt they would include anything like that in the codex.
Im working on a more helpful troubleshooting guide to supersede the manual in a way
But that will take time
And im actually interested in how much 1.2 will change pipes
So ive cautiously kinda put that on hold for now
I'm hoping it fixes the pipe connection bugs
I hope it fixes a bunch of other stuff
Like when you place stuff onto the pipes and it sometimes breaks the connections
Theres a bug where when you load the save the pipes kinda pause flow for a moment
which frequently causes nukes to stutter
And then theres the jank of junctions....
And floor holes
I feel like there is a bug with the blueprint designer window adding about 100k UOBjects every time it's loaded/opened π
floor holes were fixed post 1.0
That's what they said, but I've had to redo them on several occasions
New ones or old ones ?
All after 1.0, if that's what you're asking
Though... hmm? Maybe it's the ones between 1.0 and 1.1 I had issue with. I'm not actually sure.
I have only ever had one placement type bug since , but that was chocked up to something I did as I couldn't repeat it. Never had one "broken" since very shortly after 1.0 (there was a patch that fixed)
Where the pipe would snap to the bottom of the floor hole ..
Oh, yeah. If you mouse over it a certain way that can happen
Yeah, and I was already doing some "funky design clipping" anyhow so... π
Man, having such bad luck in D2R tonight π’
The closest I have ever been to finishing a turbofuel plant was not too long ago
I had everything connected and stuff
To then find out, right before I turned it on, that the (un)packagers for the packaged fuel recipe had no belt output connected
-# muffeld screaming
So belt them π
indeed, that sounds like a minor problem, much less of an annoyance than having to rebuild stuff
https://www.youtube.com/watch?v=IGi3GH8AEj8 <== this? playing on hard?
Floor holes on 1m foundations severely reduced throughput of lifts. Don't recall how quickly/if it got completely fixed
never noticed that one myself.
Some don't even use 1m foundations, so it can fly below many radars
Floor holes are the least of my issues currently π #design-and-architecture message
Dunno what that is
I've only experienced this while accidentally placing the wrong tier of lift on one side of the floor hole
Diablo II :Revisited? π
Diablo II: Retextured
Err, no, it was Ressurected ... But, yes lol
dance dance revolution song.. DDR D2R
anyhow, just popped into my head randomly from long ago. fun song in the game
Ah, I was more of the Guitar Hero/Rock Band type
I could totally picture xaxxon holding on to the rail going for that Expert π
i built two train stations to a factory spot, then continued building the next day, completely forgot why i built the second one, then deleted it, finished the building... and remembered why i built the second station
Playing solo Offline because my friends didn't want to play this Ladder season, and my sorc is able to do Hell Andy and Lower Kurast runs, but I need a breakthrough drop or two to take this char to the next level
You can leave yourself notes in the Tab Menu π
i could have just named the station and this could have been avoided
That too. Lol. That's ok, been there, done that, usually built better the second/third time around π
i will somehow duct tape my way out of this xd, i dont feel like rebuilding, i dont actually need the second station right now, it was just to export SAM for the future
the sam here, i had the station combined with the shack below
When people talk about SAM I think of "Sammy," the Samsung girl--who was instantly goonified by the internet not half an hour after official debut
never heard of that
It's hilarious
Now, if you had mentioned Flo .... π
i have a very particular set of rules for building rail, on one hand this kinda sucks, on the other.. maybe something cooler will come out of this
if only they could be called skills, it wouldnt take me endless hours of experimentation to line everything up nicely every time i need to make an intersection or offshoot
Just search "Sammy Samsung" and you can see what I'm talkling about. The funny part was that Samsung announced her as a mascot for their advertising and there was already R34 content within half an hour.
Bloooooprints
Apparently the ahem "Hub" is reaaally efficient
It is? I only ever put it down when I need to complete something π
She was meant to be kind of like M$'s Cortana
cant blueprint stuff like this
You very well certainly can
Take a look at Hornslets CRS and others
its adapted to the terrain
and this particular situtation
i am talking about the spacing and layout
not individual pieces
The "rail system" can be made super quicky, and added on to, via blueprints, no mater the terrain, what you build "connecting it to said terrain" will vary where blueprints may or may not help depending on design. But not the base rail system.
thats just word salad arguing semantics, what i was saying was that in that kind of situation blueprints are little help
of course if you use non-standard (larger) sized blueprints they can become more useful
i often end up needing a custom solution where there are multiple buildings
aluminum is a big player for sure
do you have trains? aluminum and trains play very nice together to get it where it actually needs to go.
notice that basically all bauxite is in a straight line in the middle of the map, east to west
plastic/rubber and aluminum/casings are both great things to deliver by trains to the plcaes that need it that's closer to the other exotic resource types that those things will also need
id prefer to focus more on getting copper and quarts (If you dont have alt recipes) nearby
there are many ways to skin the cat is that is aluminum
your life will get easier once you embrace trains
trains are super powerful once you get used to them. but like everything else there's a bunch of ways to do stuff
I consider trains to be the most interesting part of the whole game
I'm doing my current game without trains and it's awful
consider your options for making aluminum, there are some great alt recipes that can make life easier in some ways, but introduce some other work
aluminum without "pure aluminum" is annoying. All the others are all preference.
i like sloppy alumina and pure ingot, it makes the whole thing stupid simple
anyhow, just keep your eyes open for pure aluminum. no one will say that you don't want that
note that with the recipes i mentioned, the only thing you will have to deal with is the water, there are also a few ways to deal with it, no doubt you will be back with that
its bauxite
Just did the most spaghetti bus for the 3 quartz & 1 SAM node I found in this cave because the farm for them wouldn't fit inside bhwahahahah
All in all I hate the spiders
Nightmarish things of horror
just got a jetpack and my first batch of Turbofuel... I predict my death very soon
yeah alluminum is already really difficult lol
i didnt even remember how you need either petroleum or coal
its pretty straightforward with the recipes i mentioned, oil isnt needed at all
is there a way to prevent fall damage, if im pummeting due to a lack of fuel?
nor is quartz
swap to parachute
ok, ill see if i can remember to do that lol
FYI the "Equipment Shortcuts" when the TAB menu is opened correlate to 1,2,3,4 on the keyboard..
It will always want to put "health items" in the first spots
oh dang! i never knew that
Or least it seems that way with me anynow.
Works also when building machines and inserting power shards.
So long as the shards are in your inventory, and not the DD of course.
as someone who just discovered you can type in overclock speeds, including decimal ones, these tricks are so great
they can do equations too
wait, really? lol
if you want something like 889/1200, that box is your guy
oh thats great
note there will still be rounding errors, but it can be easier than typing out 4 decimals sometimes
very cool, i guess i dont need the calculator anymore
i know fine tuning this early is prolly overkill but.. i need it perfect!
those use well pressurizer and extractor, tier 7 i think, maybe 8
they just give water, they are usually a bit away from normal water location wise
nitrogen primarily
Also aware you can copy/paste settings amongst machines too yeah? π
CTRL C and V works as well, don't have to open the menu
ctrl+c , ctrl + v, use it all the time to set up rows of machines
oh neat
Same, as I am usually slamming down an "All up round" machine blueprints, e.g. with splitters and mergers/junctions already attached.
just got my t6 conveyers , they so fast
yup, thats the way
How do you copy and paste with control c and v?
aim at machine so you get the prompt to open its panel, press ctrl+c, thats the range you need to be at
same for pasting
my screenshot isnt directly related to that, rather the placement of machines as blocks
I only do that with single machines anymore. rarely do I setup multiple machines in one BP anymore: #screenshots message
i underclock often
I spead the clocks evenly π
loads of machines is my usual MO
i do too, where i can
why build 150 machines when you can build 200
seems like tapping space is better than holding it down with the jetpack
or amybe im just making it up
No, it often is
it is
used less fuel
found a floating purple power slug
do i leave it alone or harvest it
Wait the merger is locking onto vertical belts does that...work? Can you put splitters and mergers onto vertical belts?
since 1.1 yeah
That's so clutch
wait thats awesome
big time, it opens up so many possibilities
there's some glitches with them but yeah it's pretty decent
Though they're a bit janky
And good luck figuring out which way a vertical smart splitter is rotated
omg you can upgrade belts directly
yeah it's always fun discovering that one for the first time π
just running around everywhere upgrading!
get out of here you fat whale giraffe thing!
You can do this with power poles, pipes, miners, etc as well
oh thats cool
Can also replace walls with windows by holdding CTRL
At the cost of risking a minor spoiler as the game doesn't mention it (iirc): ||holding CTRL, you can replace mergers and smart/programmable/normal splitters too, as well as walls and windows||
i would hardly consider game controls a form of spoiler
To each their own π
I'd love it if the game included at least all controls in the in-game tips and tooltips 
Being able to replace one with another isn't "well known" though lol and not mention'd I don't think
thats what i am saying, this knowledge should be spread at every opportunity
Though, still not a "spoiler", in the regards that one didn't "stumble" upon it themselves lol
its a pretty complex and feature packed set of controls
I feel SOO bad for console users and never knowing the β€οΈ of infinite nudge π€£
my brotherman here spoilered a basic info as if it is Elden Ring lore β€οΈ
best brotherman ever 
see also #satisfactory-memes message
here is another thing that newbies don't know: ||impure limestone nodes are important <3||
dont check it out if you are a beginner
we dont make mistakes here, just happy little accidents
<@&370483737957236737> photo mode tutorial for console users with Mikael dressed as bob ross, maybe?
How do I make a hypertube branch go out to the right and not the left?
i like it
yo can rotate it after placement
how?
mousewheel, if you are on pc, or whatever button is "rotate hologram" after you have placed the hologram
this should be off by default (one-click build)
I like ocb, wut you talking bout?
Makes laying out foundation super fast
Belts ez too
@void gorge running floods or running fjords? 
froords
Did someone say Foods?!
no it was Frodos
If there's more than one, Sauron doesn't stand a chance
This is getting out of hand, now there's two of them!
sounds like "fjords" with a stuffed nose
will there be winter sales??or nah?
πποΈ
π¦Ά
ma friend wants 2 bui the game
they typically can't confirm sales ahead of time, but historically speaking yes: https://steamdb.info/app/526870/
yo wassup bro
since i couldnt find any info about it on wiki can someone tell me how much turbofuel does one 250% overclocked fuelgenerator needs per minute ?
i know the stock one is 7.5
250% of what it runs on at 100%
which you seem to know
so 18.75 ?
if that's what 7.5 x 2.5 is π
clockign machines have linear consumption and production
clocked at 50% ? uses 50% of the material pm it normally does
so i need to find space for 36 fully clocked generators π alr
you can make multiple floors. But that is the downside to fuel stations.
I tend to stick to coal until like ... tier 7 personally
yea id go insane
HEY COBALT!!
yo
How are you?
bout to head to bed π
Lucky fucker
its almost 1am π
Itβs almost 7 am for me
also how people build this i dont even know, i barely can make walls look not ugly
is not ugly, is brutalism
my buils are tho, im shit at building nice looking factory, all i can is making it work
make things work before making things look pretty
practice, planning and looking up design ideas π
i do that then i get fed up cuz it takes alot of time then just leave it open
omg im exhausted with this pipe lines system πis there anyone who can help me plz
post some overhead images of your situation in #math-and-meta or #1038092680493801533
ok thanks
Whereβs the NorthestMoon?
north west
point a microphone at all the moons until you hear one that sounds like Nolan North
Yeah, I donβt care.
LOL i came up with this name in my junior high times
You need to assemble the moon team. You got the SouthestMoon, now you need the NorthestMoon, the EastestMoon and finally the WestestMoon
Interactive map and in game divide int by 100 or something like that?
wym
Coords on interactive are way longer than in game
does it make any practical difference?
I'm at -578, something and inteecative was 57,000 something
cant say i have ever paid any attention to the coordinates on SCIM
its not an official tool, there are bound to be some small inconsistencies
Ok i was jusg half alseep and was like dn I'm lost lol
jusg
Okay question is stock piling the raw ore with trains a good idea to move it to a better location for building vertically?
why would you stockpile raw ore? π€
Hi GREENY! How are you?
devs quite like it tho
So that I can transport it to a better location to build a factory upwards. I use the MK1 blueprint which is like 32x32 then I build upwards from that.
Just* lol I can't spell.And I have my fold.open even lol
that doesn't require storing
π§
I would need to store it in the train depot to load the train freight correct?
How you doing Greeny?
Still storing it in the train depot though. I know it has its own storage. But it has to store ore inside it to load the train. You canβt load the train if thereβs nothing in the depot/station
Like what Iβm saying is Iβm putting ore in the station to unload. Maybe Iβm phrasing it wrong?
Or am I just overthinking it and I shouldnβt be moving the ore at all and instead parts.
oh no⦠I just watched my lizard doggo fall off a cliff..
Reminds me of the Amazing Spider-Man 2 scene in the clocktower.
am i being stupid or can you just not use satisfactory tools to plan how to get rid of the uranium waste from nuclear, just get unable to calculate reseult whenever i put plutoneum fuel rods in the planner
you need to input waste
there's no recipe for waste in the game, so you need to tell it you have waste available
it is a well
It's a resource well. You need a resource well pressurizer. I think you get it in phase 4 I believe
The little ones have the purity. The middle one is the hub
Where did you start your playthrough
forest
Curious, a save will retain every pioneer that connects to a save in a sitting position right? Or does a save only keep the last "so many" that has joined a save? Like last 10 or something...
Bottom of the cliff across the river. Near the coal is a cave. Sam is in it
oh damn! thx
Np, I also started there this playthrough. Out of the 6 times of completed the game. This was my favorite start
Beware the spiders they stock you fron the ceiling
I don't remember which one was, but the only time I found sam was right at the beginning
you know, the dev of the website is in here. He goes by the name of greeny. Smart guy.
teh good thing is I've been farming a lot of slugs and hard drives
Every start local has some near.
Slugdrives:3
It's trickier for the desert starts
GILGAAA! How are you?
bruh... 342hs playing and only saw a single sam node in my life T_T
Dune* desert starts π Rocky desert is my usual "go-to" start
Don't feel bad. I was 120hrs into my first factory before I discovered it, lol
OMFG, I hate this block signal and path signal thing
If you know where it is, any start is fine--but Rocky was where I was with that 1st factory I was just talking about
How are you Gilga?
I think Forest actually has the most natural SAM sites to easily locate
yeah but what biome has the most unnatural SAM sites?
hey itβs factory cart man. Did you know you can get GOLDEN factory carts?
I feel so stupid lol
ok but why brotherman
wassup limestone, how you doing?
Teehee, yeah, no SAM near there π
ya when you're a winner they give you gold stuff
imho, Dunes
And all you need to do is throw a golden coffee cup into the sink:3
nice! and I forgot to bring a cable with me so now i have to run all the way back lol
You chasing more oil?
Lol. Much exploration. Since your there hit up the doggo cave lol
Doggo cave??
nope... just sam T_T
The extra blade runners are worth a few points in the sink
There's like 2 not far from your landing area
That's farther south
There is a cave full of doggo nests. There is some great goodies in there
I have em
GASPPPPP I NEED IT
I need to GET ALL THE DOGGERS
I love doggos!!!! 
I just let em be... just tamed one and I don't know where is it
Yes, but there are those and more stuffs, scattered around Lizard doggo nests that are "free points" or can be saved for "guests" or backups. blade runners, Xeno Basher, and other various items.
I tame them, then load my save into SCIM and change their position to where my base is so I don't have to spend a 100 hours moving doggos
There is a mod that lets you pick them up π
Best mod
That's awesome!!
Nuke them lol
Id prefer a flamethrower. But we use what we got
Or those poison towers
Gas noblisks I hear work well.
meh, poison is not that bad... just gas mask and some nobelisk
I DM'd you some info
I'm saying I wish the chainsaw worked on them
rip & tear, get the doom guy helmet added for xbox
although that'd technically be doom gal
oh... that would be really good
I mean... that was the first thing I tried to do
Now if we could get a animal crossing helmet we'd be set
Same
Shame it doesn't work. Would do a lot to justify gas masks--which are otherwise extremely optional.
Also, I can't recall, does the save retain the pioineers color/helmet choices created in the save? Or do they revert to "default" when they log off ?
let's be honest. it does look like mycelia
I wish there was a mod where you could send them down hypertubes
Doggo slides
Or in HT cannons! muahaha
You can launch them on jump pads
Yeah, true.
I want to launch them via railgun... into the moon
have you seen the huge doggo on aprils fool?
No... but I'm gonna need a bigger moon
Load them into the space elevator, they can help safe earth
what do you guys do when water flow rate just vanishes between segments?
Check pumps. Delete and replace
Redo the connecting pipes, make sure I have enough headlift, and turn off input machines that draw water until the pipes fill up
They should add bigger spiders
Double check my input/output math for the system, make sure I'm not using stupid things like valves or buffers, and make sure I have power to all my extractors
I remove the problematic segments and replacer it with some packagers + a factory cart route
I think my issue with the train signal system is that I'm using a singular track in multiple directions and it's all technically a single loop
It seems that the signal system is meant for parallel tracks that go only one direction
It's just meant for any time multiple trains need the same space of track, so they don't try to occupy it at the same time
Do you even need signals on a signal track?
If you build bypasses for the stations (like you should), then yes
When you have multiple trains, yes
I have bypasses, but I can only place the block signals a specific direction, you can't switch them
That makes destinations unreachable
If the blocks weren't directional, then you could use bypasses and a single track system
I think a path signal between the station and where it rejoins the track should work--but I'm not the resident train expert
Path signals haven't worked for me, they always face opposite directions and don't work
I've never been able to successfully set a path
Block signals should be enough for a loop tho--just build a couple extra so that your train doesn't have to wait for the one in front to reach the next station before entering the track
At the least you'll have ground meat
I finally got a train to move after 14 hours of working on this track and it bypassed the only open track to collide with a train on an occupied track
I prefer my meat on plate or in bun
reconnecting the segments and replacing the pumps seem to have helped, thanks for the replies
Look through #1038092680493801533 and read through the various train topics. I'm sure you'll figure it out.
Like. wtaf.
I've done that a few times and it seems my issues aren't mentioned
somethings fucky with my factory
All those conversations also are about parallel rail systems that are unidirectional
Mine is a single rail multi-directional setup
They are delicious. I had some Jerky on the weekend
people generally don't do those because of the issues that you have
Which is my entire issue
the advice is: Yeah, they do that, don't build that way
I have to scrap my entire rail system because I only have space for a single rail
how did you manage that
I only use a double rail system when I only run one train
Not necessarily
A lot of the areas I fit the rails through are tight, like arches and tunnels
You can loop ends around and raise up the return track.
they don't have to go back along the same path
Unless I start stacking rails on top of one another, I'll have to deal with only one train going to 7 stops
why not go over/under?
I don't even know how that would logistically work
I'd probably need about 8,000 meters of foundations placed
simple, top is clockwise, bottom is counterclockwise. or Vise-versa.
You got me lost on that one
I mean, there is no requirement to keep the 2 directions on the same path at all
they just have to get from A to B somehow
1000 foundations is not really a lot, the game can handle a million
But building a foundation across the whole map though, that's so resource and time intensive
You can just follow the games natural paths and not use foundations
awe, look at this chaotic neutral guy here.
Build your factories the same way
Oh, no I use 20plus blueprints and a infinite amount of resources for my rail. But that's the beauty of the game. There is lots of options
just play the game your way.
although I must say that the game feels way different when you aren't trying to figure out resource placement, and restrictions are lifted.
It is hour 2: I am removing leaves
It is hour 60: I am removing leaves
It is hour 477: I am removing leaves
It is hour 989: I am removing leaves
if you don't mind using mods, you can use the mega chainsaw
Ive been using cluster bombs.
devs should add the holly bomb here
it is called Nuke Nobelisk.
we got snowball grenades already
my brother showed me a mod that turns trucks into harvesters.
oh rly? lol I want to reseach that
no matter what it always comes back to removing leaves
this game is a lumberjack simulator
I'm way too much of a purist about the game, which is weird. I say no to mods, but bring on the cheaty blueprints and clipping.
bruh... just killed a hog and it made a backflip before dying
that's the goat simulator engine
Now I feel bad for killing such a talented specimen
in order to fully and properly enjoy Satisfactory, you should have played Goat Simulator. Satisfactory is the true sequel to Goat Simulator. Goat Simulator 2, if you will. /jk
to be fair, that's the average behavior of herbivorous
Dr Manhattan ah statement
yeah that's the joke
it's good
I feel like I did something stupid by not having my Tier 3 parts being made right at my steel mill, and instead having them brought to my main "factory" to be made
I quickly got rid of the idea of a main factory. I just build factories as needed where the resources are
I call my main factory the one with my HUB and the Space Elevator
Ive always disliked encased beams
Lol I move them as well.
I feel like I should do that now
To each there own. There is many solutions.
I put my hub where ever my focus is. If I am making a monster powerplant I put my hub there. If im pilfering the dunes for there resources I put it there. This way when the indigenous life or (most likely) i fall to my death I spawn near
I like to use the HUB and Elevator as navigational landmarks when I'm exploring around. The HUB shows up on the compass and you can see the Elevator from anywhere.
I need to start using more markers honestly. Every time I think I'll be able to memorize everything and fail lol
I turn every run into a challenge run by setting goals and rules
They are helpful. Especially if you are b prone to stop playing for a prolonged period.
I mean.. I am. that's why this is my fourth world lol
Not when they're too tight for parallel tracks
I play a bunch of saves because I like the progression curve. I'm not one of those single save forever types.
Just sloop the save
excuse me mr space giraffe... did you just stomped me?
Can a push pull train go on a normal one way track
I had a little jumpscare... I was rolling a cig and suddenly everything gets darker and a long ugly foot shows up in front of me
Ok
All tracks can be bidirectional
Idk just wanted to make sure it would work thx guys
Refuse to jumpscare
Its great if you are only planning to run one train on that track ever. But if you plan to expand two way one track doesn't scale well. Youll have to expand the track with bypass tracks, a loop or a multitrack system layer
now that i think about it... is smoking considered damage to ficsit property? π€
Yes, smoking is bad.......... *rolls a joint
But it may improve efficiency
conveyor pole i made #screenshots message
People gets really creative in this game... all of my buildings are just floating foundations with no walls
Same, but mine aren't floating i just put foundations underneath
I was about to mention you run faster in that game lol
but yeah... even when I smoke, I don't find it right to encourage smoking in any way
lemmie warn you the rest of my factory is π and machines thats end product makes less than .5 a min
you mean to the game or nicotine?
oh yes... it's horrible honestly. I would like to quit but don't wanna deal with abstinence again
you know it's not just the nicotine in the cigarette's that's addictive. There's like a whole family of chemicals in a cigarette that's super addictive. Like there's more than 600 chemicals treating a tobacco leaf.
Its handy to have a bp for conveyor buses
I smoked for over a decade. Some of the most creative times of my life. Its horrible for your body and the addiction
your mind
If you integrate conveyors into your blueprint you can take advantage of the autoconnect feature ^-^
Just smoke cigars instead
or just don't smoke
Yeah, fair enough. I've enjoyed a few cigars in my life, but was never a habitual smoker.
Cigars are bad for your health, but not impure limestone nodes!
Tap'em if you see'em! 30/min limestone can go a long way! β€οΈ
thanks. I thought if there was even an available connection it would connect
This isnt good advice for ppl actually trying to quit cigarettes, ive tried
You just end up smoking a lot of cigars which are probably worse for your health and definitely worse for your wallet
Nothing else is better than "not stopping"
it is meant to be hard because you are trying to tell your brain that it doesn't need it while it fights back at the same time
Its like that Impure Limestone Node you want to tap but your brain says no (terrible)
I don't think for a second they are worse for your health, but I wasn't really trying to advise anyone who wants to quit that they should smoke at all.
Damn I wanst expecting to start a debate T_T
Off topic can go a long way I suppose...
If you want a debate, convince me tomatos are fruit--you can't.
wow, this is literally asking for a ban
someone @ mods. We got a heretic

i really hope that Coffee Stain fixes lizard doggos despawning if you die far away
that's what tomatoes companies wants you to believe(?)
i had like 3 and i lost them all π
that doesn't happen?
it does sometimes
are your doggos all in a cage and they are standing over foundations?
no, they were running around
i have no real buildings yet
the fuck did I return to?
thats the issue, they can run REALLY far away and they despawn if you are far away (like regular mobs).
you dont need buildings for them, you just need to cage them while having foundations around them so that their respawn location updates
hi hey wassup limestone
oki, but they still despawn even when tamed
and that makes me rlly sad
I returned to a debate about eating cigarettes or something, I didnβt read too much
they will be where you leave them if you put leave them over foundations (but you also need to cage them, at least have 4m long foundations to keep them in place or a set area)
mine are still gone and idk why
how do you tame lizard doggos again? I low-key forgot
when they look at you, place a fruit on the ground and wait until it eats
Okay the time has come i need to upgrade my factory to the point of tearing it down/ rebuilding it. My question is should i abandon it (leaving it to do its thing forever or putting the machines on standby) or tear it down and rebuild?
no need to abondon them, let them continue make stuff for you (to use in dimentional depots etc), while you go and build somewhere else
you can go delete later on if you want
okay!
Is there a place you suggest building my factory is gonna be making Phase 5 parts mostly/entirly frok scratch
Dune Desert for how easy it is to make a factory maybe
I finally found sam... but I feel I'm interrupting a family meeting here
already got my said factory there but it aint rhat big i got plenty of space and radio towers to make new placement ideal
Apparently if you just slap down block signals completely randomly, not caring about direction, it starts working
My trains haven't collided and can actually move on the track
Single track multi-train railways can work, but it makes no logical sense.
If it's not working, spam block signals
This is my fav SAM spot
Yes, block signals prevent collisions. That's the idea. π
Just weird how the signals are so convoluted
They aren't meant to be
That can easily lead to deadlocks, though. You're eventually gonna have two trains going opposite directions blocking on the same bit of track
I've got 5 bypasses for one area for 2 trains to go around each other, so fingers crossed
same... but cause is the only one I have atm lol
that's not a good solution to train issues
it's questionable whether it even is a solution
It works so far
As I say, you are almost certainly going to eventually get deadlocks
If you've got multiple trains on the same bits of rail, doing a dual-rail system is sort of the only way to go, if you want to be able to trust your train deliveries
The space is too tight for a double rail system, and in some areas it's too tight to even double vertically
Apparently block signals don't work randomly now
For some reason they're not allowing trains past that were previously able to go down that path
so... I'll finally have dimensional depots for the very first time π₯²
It's already happened, the blocks are unidirectional suddenly
I think single rail pretty much only supports 2 trains (if you have the stations/bypasses set up right), but this means the entire stretch between stations is one "block" and you may have a train waiting quite a bit for its turn to enter.
It's crazy to think that single rail tracks actually function IRL
<@&370483737957236737> Satisfactory is nominatable for "Labour of Love" in this year's Steam Awards
That's because there's a communication system behind it
Which I don't think can be setup in satisfactory
But also, those "single rail" systems are part of a vast network--not truly singular
Hopefully they'll expand on the train signal system to more than just paths and blocks to make single rail systems possible
Still seems like I need separate, isolated railway systems with one train each to actually get things functional
is it path signal on every valid entrance and block signal on every valid exit or the other way around for an intersection
How does one determine if an entry/exit is valid?
You have it right
like trains are usually going in one direction on one rail so you cant go backwards, unless its a train with 2 engines facing different directions
ok thanks
The tracks have loops at every end that feed back into the rail so the trains can turn around
the path signal in, block signal out advice is only valid for duplex. it doesn't work with bi-di
The problem you run into is that if you have blocks that connect to each other through a single rail that don't have a way to split off, you can eventually end up with trains both moving to the center and end up stuck waiting for the other to get out of the way
Kyo knows way more about trains than I do. Listen to him.
#screenshots to see my current intersection issue
you can avoid most signaling headache if you design a 2 lane system, i think thats much easier to signal than alternatives
It'd be easier if I just switched to trucks
Up in the north areas, you really can't fit a parallel rail system
Yeah, you can use splits and merges to help allow trains to get around each other, but at that point you're basically just half-assed doing the 2 lane system anyway, so just do that instead.
you can fit it just about anywhere
I might just have to manually control all of my trains seeing they can't operate automatically
that spot with 2 block signals, one for each direction, is a perfect spot for a deadlock
I can't figure out how to fix that
and again, you can avoid 99% of deadlock possibilites with a 2 lane system
Afaik, there's no intuitive tutorial out there to explain path and block signals to idiots
Im not going to pretend it's a easy concept to grasp. I struggled with it.
I can't tell if the signal system is too complex or too simple
the easy solution is to not get yourself into situations where deep signal kowledge is required - like bi-di
I'll definitely have to switch to trucks then
3 basic truths:
area between 2 block signals only allows 1 train in at a time
area between a path signal (or chained path signals) and the following block signal is a no-stop zone, that only allows multiple trains to occupy it provided their paths dont cross
all entry signals to intersections must be of the same type
just use 2 rails?
2 rails won't fit in that screenshot I posted, I'd have to move everything away from that area to a more open coal mine
build on supports, higher up
I might be able to move my fuel train on a rail down the coast and leave the only congested path at the station
there's plenty of space?
also, building rails on the ground is generally not a good idea - hard to keep the spacing, usually looks ugly, and the rails often end up wavy
this is no different than the usual design-around-the-terrain problem
there is always a way
I just don't see how I can make that junction any smaller without removing it entirely
I'd have to make the junction smaller to allow a second rail that doesn't cause the trains to collide
build at a different location, where there is more room then?
Imo path signals overcomplicate things, i have a worldwide train network which routes 15 trains to my factory all into one station and i dont use a single path signal
My factory makes 10 bwd a min so i think its doing okay
yeah, they're very optional but can be useful in certain situations
And blocks are super intuitive once you get past the silly wording they use. If you have blocks A, B and C. A train in block A wont progress to the next block unless the block is empty. You can literally intuit junctions and such from there
Iβm sure, but i think its a noob trap (idk if i can say that yet) to use them when youβre starting out
Like unless you have some crazy intersection block signals are probably fine imo
Thats not the only situation ofc
I actually think that for high volume intersections, you should make them as small as possible, and use only block signals, even at entrances
I think for the small-ish junctions most people make, either signal is probably okay (for entrance)
path signals require 200 ish meters of space before them, so that could create extra spacing between trains
I would see path signals as more vital if you have a larger, more elaborate junction system
Yeah i have like an 8 way βintersectionβ and block signals work perfectly fine for me
Unless youβre doing some funky stuff idrk how it gets more complicated lol
Hence why the usual noob advice is "just use block signals" π
Yea but thats what i mean by noob trap right
Is you see both of them and are like oh i have to use both
they always "work" for intersections, it's just that path signals have the potential to work better
path signals are only reqiured if you want to make sure that a train will never stop somewhere
Or people in youtube videos recommending paths and blocks when you dont really need it
What do some of you think? : https://discord.com/channels/370472939054956546/1442937671910555711
If you could manually set paths, it'd help
Yeah, I dunno if I'd call them a "noob trap," but I generally recommend folks just stick to Block when they're first starting out, for simplicity's sake
If implemented correctly but "naively," the worst that'll happen with path signals is your trains slowing down a bit more while approaching the intersections, which isn't awful
If I put path signals as instructed at intersections, it claims the intersection and the entire rail system behind it, then it says that the path loops into itself
One thing to make sure about with signals in general is to not put the signal directly on an intersection, btw -- make sure it's a little ways back from where the track splits
This is cool but a lot of work lolol
You can only do so much when they magnetize to sections
Too far back and it doesn't recognize the junction, too close and it's a feedback loop
He said intersections not sections
(That seems to be more prevalent nowadays; it felt like folks could get away with signals on intersections more often in the past, but reports of problems seem to be more common nowadays. Possibly with v1.1 train-building patches?)
I'm talking about both intersections and where individual rails connect to each other to form a railway
Well, if you're having problems with a specific intersection, I'd recommend a #1038092680493801533 thread with pictures, etc (make sure to get a pic with the block coloration active, too)
signals right at intersections always worked properly before 1.1
Nah, not true; I'd definitely run into problems occasionally myself, as far back as U8
I might just need to break down and do that at this point, it'll be several hours of troubleshooting
and I've had 0 issues at least since U6
Something to do with how I was building, for sure, but I ended up just always setting 'em back a ways
Do y'all PC players have trouble placing the signals too?
I believe you, hence me saying that it was a less-important bit of advice until recently. :)
I was told by pc ppl that they only snap to where to rails meet
But we'd occasionally see folks with the same issue as well, pre-v1.1. Just seemed to be a lot less common
Which is where you can actually change the direction of the signal at will
That's what's making it so complicated for me
Yea its pretty annoying, but just rebuild your track to where you need the signals
v1.0 added the ability to place signals mid-rail, though there's a minimum length of rail before it'll let you do it. If you've just got (for instance) the shortest-possible 12m rail segment, you won't be able to snap a signal in the middle of it
At least on console, you cant change the direction the signal faces when doing this
I'm not sure exactly what that minimum length is (and also I still haven't actually played the game in v1.1, so it's possible things are a bit different now)
Which i think is wheelsβ issue
If y'all happen to come across a good YouTube tutorial for trains that goes in depth to how the system actually works, feel free to ping me for it
there was one signal bug before 1.1, but it was unrelated to "junctions". it could happen anywhere. and it was rare. and I'm not sure if it was ever fixed
wondering what we'd need to bribe @green fiber to do a train manual
A reason to bother using trains, probably
Yeah, it tells you which direction you can and can't do it, and you can only place down signals if that section of rail is open ended, making pathing break as well
Honestly, I know you don't want to have to redo your rails, but you will honestly have a far easier time if you just move to a dual-rail system with what you're trying to do
Rebuilding sucks, I know, but rail's quite manageable once you've got the foundations down
Can you not just use block signals at this point tho lol like why do you need path signals
they can be useful if you want no-stop zones
I know im just asking why he thinks he needs path signals, maybe hes overcomplicating for no reason
(or at least less-frequently-stop zones. :D)
This seems pretty helpful from briefly looking over it, I'm definitely gonna be looking in depth after I go and harvest some ginger from a family friend
trains will never stop between a path signal and a block signal. unless there is some weird-ass edge case I'm not aware of in which they do
does anyone in this server actualy understand pipes ? they never work as i want them to π
imagine being able to use somersloops on miners
If you've got more than one train approaching the intersection whose paths necessarily intersect, one (or more) might end up stopping anyway
no.
Ive had some issues. The biggest of which is signals wanting to face the wrong direction. I solved this by placing the shortest possible track before a intersection and clipping the signal at the connection furthest from the intersection on the short track
2400 ore from a pure node 
atleast im not alone
then it's gonna stop before the path signal, not between it and the next block
while also using power cores
but i wanna delete this whole powerplant cuz of the pipes holy
Probably a semantic difference between how I understood your statement, then -- to me that's not a "no-stop zone." :)
Since a train might be stopping. :)
(Just less likely to be doing so)
What are you struggling with?
I don't even think signals can work for most of my system seeing I have a bi-directional track
turbofuel
i filled the pipes to full then started the generators and pipes still seem to "lose" turbofuel in them
? paths do create a no-stop zone. after them. not before. a train will never stop after passing a path signal, until it passes a block signal. if it'd have to do that, it'll stop before the path signal instead
Sure, agreed. In context it sounded like you were saying that adding path signals prevented trains from ever stopping, though. Which I acknowledge wasn't your intent, but that's how I interpreted the statement. :)
It sounds like you aren't getting enough back pressure. Is your production at least equal to your consumptions? If changing elevation, do you have enough headlift? Please tell me you're not using buffers (unless to load trains).
ok this is new... I didnt know creatures will fight eachoter. I was kind of ejoying a pokemon battle betweeng hogs and stingers until they started to atack me
Is making turbo fuel hard?
Stingers attack pretty much anything that isn't a stinger. Hogs and spitters will cooperate.
Like everything else in the game, you're following a recipe chain. Was making Fuel hard?
not really. I made my first turbo fuel plant yesterday
Turbo Fuel's more steps, sure, but at what point do you define difficulty? :)
if i have a a bunch of machines consumin different amounts of copper will each one get enough if i just use a manifold cause the overflow will go to the next machine that needs more
The only problem was taking sulfur and coal to it but it was like 1,5 km each node from my oil node
Does turbo fuel do anything special besides last longer?
Like could I make use of mroe fuel generators using turbo
or is there like something more complicated i have to do
As long as the main belt has enough throughput to support all the consumption of all the machines along the manifold, yes
im not using buffers, and the consumption should be a little bit less then production, headlift shouldnt be issue
ok thanks
damn spiders
you do... I have a fully oc pure oil node 600 which produces 400 fuel. That feeds 20 fuel gens, now with turbo fuel (those same 400), I'm feeding 44 fuel generators
So it pretty much can double your gens nice
Wait until nitro rocket fuel lol
though you could also feed 80 with fuel
Ngl I set up my train for transporting my crude away to a differnt location for my power plant but then got completely distracted by a differnt project so may aswell jsut go straight to turbo fuel at this rate
yeah I took this idea from a guy on youtube. his channel is gaming with doc
Doc has some wholesome content
doc, spectrumdad and totaleclipse literally carried me lol
someone wanna play with me im new
I don't know how long it would take me to realize all the thing I could do better
I understand pipes, doesn't mean I like them
Same. I was bored at work so a watched a doc stream. I made a pipelaying joke and the person he was playing with choked laughing so hard
I do. Sometimes they are the main reason I boot the game up.
Here's the advice I've got saved which will nearly always get you to working 600/min. IMO it's good advice even below that point, though the system is usually more forgiving before then. Note of course that people have gotten working systems while ignoring large swaths of this, and occasionally due to build styles or other vagaries you might still have problems even with all this. But IME it's nearly always "the pipes Just Work":
- Keep the system as simple and short as possible.
- Loop your manifolds (so: the input goes into both sides of the machines you're feeding)
- Feed fluid from above, so gravity does part of the work for you
4a. Avoid valves entirely (they've been improved for 1.0, so this one might not be as important, but you still don't actually need valves)
4b. Avoid fluid buffers entirely (except as buffers for train lines, where they are rather necessary) - Prefill your pipes! Full pipes are happy pipes. Wait until the system's thoroughly saturated before turning machines on.
- Place junctions before pipes. If you do snap junctions onto pipes, dismantle and rebuild the pipes afterwards.
See #screenshots message for an example of 2+3 specifically. And of course, as mentioned, the fluid simulation tends to be more forgiving as the rate goes down, so keeping your pipe systems below 600/min is another option too.
Obviously that advice is geared more towards getting the most out of mk2 pipes, but IMO it will often help in general too
I was about to try to find what you posted yesterday as it gave a good basic run down
Oh hey! How are you doing Apoc?
no you don't 
I would say 2. on that list is the most important, especially with mk2 pipes and manifolds, as that seems to lead to the most issues for players on average
meanwhile, I never do it and everything still works fine, even 600/min pipes
i did all that π imma just rebuild it lmao
This is actually very helpful, but I have a crippling fear of everything going to shit and my power grid blowing up, so I feel like itβs good to have some extra fuel as a just in case so fuel buffers in my case makes me feel more at ease.
it looks bad anyway
build power storage
Send me your save I want to see this magic
I have power storage
I wouldn't recommend putting those fuel buffers "inline" on your running system, btw
whats there to worry about then π
I seldom do #3 because I often build up off the ground quite a ways. Just have enough pumps and you're good.
If you want to accumulate some fuel in buffers for emergency use, I'd recommend filling those up first and then disconnecting them from the system once they're full
The reason why some of us recommend avoiding them altogether is that their behavior isn't always obvious to folks unfamiliar with them, and can cause unintended problems which are difficult to track down. (They can be used in "live" systems and have stuff work just fine, but the fewer variables to troubleshoot the better, IMO)
I really struggle to see how that emergency stockpile is helpful tbh
if power is a concern, just use power storage
I find power priority switches help. Set them so that systems that are a pain to black start are the highest priority. Think power plants, aluminum and such.
This way other factories shut down if you hit your capacity. Giving you the freedom to upgrade your grid with out the pain of blackstarts
The situation you want to avoid is "oh, I'm running short on fuel but good thing I have these emergency fuel buffers fulled up!" but it turns out that your system is running short because of weird interactions with your buffer
Like if you didn't have the buffers at all, things might have been fine. :) (And yeah, for emergency power handling, Power Storages are probably your better bet)
