#satisfactory

1 messages · Page 514 of 1

hard ivy
#

They look more like bolts than anything

brazen cove
#

so i just make a mini factory of for example screws for each machine that needs them?

silk ocean
whole drum
#

In this example, you only can get away with merging them because the required amount needed to feed the machines is less than belt capacity.

Otherwise, you just build the machines directly for the ones they feed, like the rods are.

brazen cove
#

and is it nessasary to place mk2 belts?

whole drum
#

Depends on the output of the machines

feral jay
whole drum
brazen cove
#

but if i need 470 raw iron per min, i should use mk3 right?

feral jay
hard ivy
#

I wouldn't say "should". This is just one way of dealing with them, and it's not a bad one.

But there are others, and depending on your style, they may or may not make more sense to use.

Inside my factories, each item is produced in one spot and then distributed to where it's needed, no matter how much or how little is needed. It allows me to build the factory in chunks, one for each item, which makes math and planning easy. It does mean I had 20 full mk5 belts of quickwire in one spot, but that was exactly what I wanted

hard ivy
whole drum
brazen cove
zealous urchin
#

20 full belts mk5 of quirkwire is trippy

remote brook
#

i stg im going insane i have 8 somersloops in depot and 15 in machines and i have 3 augmenters which makes 53 in total but SCIM says i collected 56 somersloops any ideas or did i just trash them accidentally

whole drum
#

Misplaced, more likely

feral jay
whole drum
#

Have you played any multiplayer?

hard ivy
silk ocean
#

What monster would flush sloops down the toilet xD

hard ivy
whole drum
remote brook
feral jay
#

Does SCIM have a "find resource" feature, to look for things like misplaced sloops and spheres?

feral jay
hard ivy
remote brook
silk ocean
zealous urchin
hard ivy
silk ocean
#

Could do a savescum on it

#

or that yea

remote brook
#

this is unplayable ima cheat in 3 sloops

hard ivy
wintry carbon
#

it would be very usefull if we could name the color schemes we have. its anoying you need to remember as if you change it it will will change everything on everywhere where you use the color scheme. <@&370483737957236737>

feral jay
zealous urchin
silk ocean
whole drum
#

Not sure what death settings you use

hard ivy
whole drum
#

Don't you use a couple for MAM research too?

feral jay
hard ivy
spark sky
feral jay
#

lol the only thing I use the customizer for is colour coding pipes

zealous urchin
feral jay
#

Pretty much everything else is Ficsit orange or foundation grey or concrete

wintry carbon
spark sky
remote brook
#

where do you search for items in storage containers in scim

spark sky
feral jay
#

You can search for dropped items but not I think stored items

remote brook
#

found it but i only can see in a list all stored

feral jay
#

Oh, stored parts?

remote brook
#

click stats then stored parts ye

feral jay
#

Yeah that won't help you actually locate them

remote brook
#

atleast tells you a little

silk ocean
#

I can't help but find things are better with fog turned off

feral jay
wintry carbon
#

yeah, finally got 600.000mw of power, is that enough for endgame?

remote brook
silk ocean
feral jay
silk ocean
#

endgame as in complete the game, or as in continue expanding, in which case the sky's the limit

feral jay
#

Unless they changed something this year

wintry carbon
silk ocean
whole drum
feral jay
#

Nuclear really isn't necessary but it's a nice challenge to build it

wintry carbon
silk ocean
remote brook
#

the advent calender has two 18s one above 16 but doesnt work that looks so much like an 18

hard ivy
# zealous urchin imma be honest idk what this realy means

*tsk tsk tsk* whenever someone mentions a balancer everyone here always hears "load balancer" when that's the least useful type of balancer

This: https://i.imgur.com/WaXLR8u.jpeg is a belt balancer (the 20:20 in question) and it's basically a manifold for manifolds. You plug in 20 belts in, you get 20 belts out. But they all can be whatever the hell you want; the balancer will automatically distribute the items among them correctly

Though, tbf, even belt balancers have become a lot less useful since I invented belt mixers. Most of the benefits of a balancer, but none of the complexity and a much smaller size (usually). The only disadvantage of mixers is that they can't really be used for trains, which is the only use where a balancer is the best solution

feral jay
#

Yes this is the kind of balancer I build

#

Well yours is way more complex than anything I've built

#

I use balancers like that as a way of making multiple belts into a single logical belt

remote brook
#

does editing save file with scim disable achievemenmts

remote brook
#

does it leave a watermark

hard ivy
hard ivy
feral jay
#

So I can run five mk.6 belts of whatever, put a 5x5 balancer on each end of them, and then for all intents and purposes I have a single belt that carries 7.2k items/min

#

But for feeding machines? Nah, manifolds are where it's at, with the possible exception of nuclear power

zealous urchin
hard ivy
feral jay
round crown
#

is splitting oil pipelines gonna cause flow issues? or should i eacg oil line be a single line with 600m3?

feral jay
hard ivy
#

It's to a manifold what a belt balancer is to a load balancer

remote brook
#

what does deleting a blueprint do why cant you just go back a save to get it back??

round crown
remote brook
#

in blueprint tab

hard ivy
round crown
remote brook
#

yes ok thank you

zealous urchin
hard ivy
#

They're for managing multiple belts that can't be compressed into one

real shale
#

🍣

zealous urchin
#

okayvyea u take different and varying inputs from different belts to distribute them evenly

zealous urchin
#

but how is load balancer different from mixer

hard ivy
#

🤦

#

The number of belts they can handle

#

Load balancer does one, mixer does multiple

#

Plus a load balancer has equal output (/input) priority, a mixer doesn't (it has manifold priority - 1, 1, 2, 4, 8 ...)

zealous urchin
#

omg wait

#

i meant belt balancer from belt mixer xD

#

sorry i got kinda lost in those

short root
#

So we have manifold, balancer, and mixer, but the last one is a building.
Ah mixer is German for blender. Now I got my confusion.

hard ivy
#

A belt balancer is made from load balancers, a belt mixer is made from manifolds

So the main functional difference is default input (output) ratios.

A properly built belt balancer outputs to each belt equally if they're empty and takes from each input equally if they're full

A mixer has manifold priority (since it's made out of them) so the first output gets half the input, the second a quarter, the third an eighth and so on. Same deal with the inputs

It obviously balances out like a regular manifold does once the machines are full, so for putting inside a factory, both are eventually the same

But for filling a train efficiently, you need belts that are always equal, so a mixer won't work but a balancer will

zealous urchin
#

okay yea this makes sense now

feral jay
#

Actually I'd argue that a properly built balancer outputs equally to all belts regardless of what it takes from input belts, it takes whatever material is on the belt, so might not take from all belts equally

zealous urchin
silk ocean
#

The main benefit I can see for balancers is indeed train loading

hard ivy
#

Oh, and there's another more practical difference. It's much easier to put priority splitters/mergers in one and thus achieve a multi-belt priority splitter/merger

feral jay
# silk ocean The main benefit I can see for balancers is indeed train loading

I use them a lot for multiple belts of stuff, say from a mine where I produce ingots to a factory where I use those ingots, but I'm using more than a full belt's worth; a balancer allows me to just chuck more miners/smlters on one end and more machines on the other, and not worry about where the belts from the ingot production to the factory actually go

zealous urchin
#

i was about to question the utility of all this but now i get it and yea i see it, variable inputs, different priorities

feral jay
#

And yeah train loading is another great use case for balancers

silk ocean
hard ivy
# feral jay Actually I'd argue that a properly built balancer outputs equally to all belts *...

Yes, in a proper balancer outputs are equal regardless of inputs, but you can't maintain equal outputs when one output gets full

Which is why I said "equal outputs if outputs are empty and equal inputs if inputs are full

If you disconnect one belt, 0 items will be moving in/out of it. You don't expect the entire balancer to stop entirely just to make sure all inputs and outputs are equal

feral jay
#

Train loading especially where having empty train cars can screw with the loading/unloading automation

brazen coral
#

What does nuclear power often get paired with? Because it can either go through the manufacturer or the blender with a byproduct of the sulfuric acid

#

In or I mean what does it pair with during production?

remote brook
#

the pioneer jiggling the boombox around when flying with hoverpack

spice patio
#

Where earlier stage needs the amount that later stage outputs as byproduct.

gritty zealot
#

Who's up factorising rn??

#

Or who's factorising tn

native frost
gritty zealot
#

Type shit

native frost
#

Hell yeah i be factorising it up

south sinew
#

21 = 3x7

native frost
#

Collecting reasource nodes

real shale
#

What else y'all thinks gonna be added in 1.2 besides the fluid trucks and the fluid rework

native frost
south sinew
#

don't know don't care, that's not a factorisation question

native frost
real shale
#

They did show the oil extractor and water extractor in the teaser alongside the fluid trucks so I am interested if that had any meaning

#

I also wonder if they are gonna tweak the capacitities of fluid freight cars

native frost
#

Ummmm interesting

whole drum
native frost
real shale
#

Yeah, because iirc in terms of throughout you are better off with packaging right now aren't you?

hard ivy
#

Depends how you set it up

real shale
#

I see, would be interesting either way if they increase the fluid freight car capacity to some extent

#

They did say in the devsteeam recently that this update will be more gameplay focused than QoL, so I'm intrigued to hear more about it in the follow-up to the actual release if anything

spark plover
#

how is everyone doing

real shale
#

good

whole drum
short root
#

No they said they "fixed fluids... kinda"

whole drum
#

True

#

Kinda is Latin for "not really"

short root
#

I have the same hope as you, but reality is often disappointing... hehe

real shale
#

tbf, fluid flow is a tricky thing to work with in games

short root
#

True.

whole drum
#

I don't honestly have a problem with how flow works in the game, but if they are fixing the way pipe connections work so they don't get randomly broken for no reason, I'll 100% take that as a win

real shale
#

I don't mind how flow works either but diagnostics can be a headache if you don't know what you are doing

#

The classic "my grid has collapsed because my fuel pipes just decided to stop working.....but why?"

real shale
#

i always imagine that scene from big bang theory for those moments where sheldon is looking at the paper going "Uh why....yeah WHY..... oh thats why"

shy mulch
#

I've never had any pipes stop working for "no reason", it's always been identifiable as a problem of my own making that I was able to permanently fix with some attention to detail

whole drum
#

You learn to cope though. Like if you edit a section of piping, you redo the actual flow pipes.

short root
# whole drum I don't honestly have a problem with how flow works in the game, but if they are...

I wrote that some days ago but with less detail: I imagine the fluids work as follows: A pipe fills from bottom to top and the fuller it gets compared to adjacent pipes, the more pressure it puts with some sort of time-dependent dampering factor to the neighboring pipes. And this way, the pipes fill subsequently. When a pipe is filled, the water doesnt actually move but simply fills the pipe capacity from bottom to top, and the higher it is filled, the stronger it pushes its content to neighboring pipes, while lower pipes have a much higher priority than higher pipes and less full pipes also have a much higher priority than full pipes. Eventually, all pipes on the same height balance out, or are filled subsequently. Gases simply lack the headlift, but use the same method, only that they visually don't fill from bottom to top, but become "denser". Pumps and valve subdivide the pipe network, for every subdivided network, a different headlift exists, which depends on the pump or the predecessing subnetwork in case of valves. This is how I imagine the pipes work and it explains for me everything. Sloshing, water towers, VIPs, VOPs, and such.
So each pipe segment is a number how full it is and formulas decide each tick of the game how much of the fill is distributed to neighboring pipe segments.
No real fluid dynamics, as can be seen, much much simpler, but very effective, also explains why floating point issues are a thing, and so on. Of course, I don't know the details and there are certainly quirks implemented for stuff to work, but the general system how I imagine it explains to me a lot on why things work how they do. If I imagine it correctly.

whole drum
#

Yeah, I figure they use some equation involving inequalities, ratios, and thresholds to determine flow, which explains why full pipes work best--since several variables are set to some version of x/y=1.

#

Buffers are a good example

#

I think mechanically that buffers just act as high capacity, taller pipes--which explains their weird behavior in relation to normal pipes

short root
#

Exactly, full pipes distribute the incoming quantity immediately to the next segment, and so on, until the sink is reached. And with the sink pulling the quantity instantaneously, it becomes possible that the capacity flucuates slightly, which leads to the sloshing that runs back through the system to the source and limits the total throughput of the 600m³/min, unless you loop the pipe for example, so that the "sloshing" or "equation distribution" does not run in one direction only and can balanced out eventually. Or when you don't operate at 600 or the network is short so that it stays within the floating point inaccuracies, or you have luck that pulling and pushing the fluid is equal. Many circumstances that can have an influence.
And it also explains why larger pipes, aka Mk.3 are more problematic, because the distance between zero and for example 1200 becomes larger, and so the floating point inaccuracies become stronger when the quantities are "moved" between the pipe segments.
I think the same about buffers as you, explains everything. They are larger than pipes, and the fuller they are, the more pressure they put to neighboring pipes, including a headlift that is determined from the buffer size and fill level. That is how I imagine it.

#

It's so clever to think about it. I mean the system how its modeled. If I am correct.

whole drum
#

I don't think the sloshing is merely that quantity gets removed from a segment of the system, because the system behind it would be fuller and immediately just dump some in to balance it. There's a behavior around inequality and ratios that produces that effect, and the ratio relates to the fullness of a pipe--so if the pipe is completely full, there isn't a ratio to work with, it's just a value of 1 (or maybe 0).

#

If the ratio is as simple as "% of pipe empty" vs "% of pipe full," then a full pipe yields 0/1 = 0

#

So no sloshing

short root
whole drum
#

Yes--momentum. That's the right way to look at it.

ivory condor
whole drum
ivory condor
#

So while one might expect the quantity to be distrubuted to the next segment immediately with full mk2 pipes, in my experience that basically doesnt actually happening, because of backflow that occurs with pipes as well, aka sloshing

short root
# ivory condor Wish that was true but in my experience even full mk2 pipe manifolds have such i...

The evil thing about floating point inaccuracies is that they can be different depending on the underlying hardware, i.e., CPU. On one system, the issue is less apparent than on another system. This is very difficult to tackle down and nearly impossible to guarantee on every system. So what works on one computer may not work as reliable on another machine. Moreover, the game tick time plays a role, the more often the values can be updated, i.e., framerate dependent, the faster the system can balance out inequalities.

ivory condor
#

Also why its recommended to loop mk2 manifold, as its a community workaround for things like sloshing, thats about the only way I found to actually get 600m3 out of a mk2 manifold

whole drum
#

I think the momentum is created by the inequality between adjacent pipes. I don't know the exact formula or numbers, but imagine something like Pipe A has 120 in it while Pipe B had 120, but just lost 40 to a machine, so now has 80. This difference of -40 means that it is going to overcompensate (probably as a function of time, meaning the greater the difference, the deeper the sloshing) and yield +60 for a moment in Pipe B, then it has to resolve this new difference of +20, so it "sloshes" back 10 to Pipe A, repeat--then add in the other input/draw of the system as a whole.

short root
# ivory condor So while one might expect the quantity to be distrubuted to the next segment imm...

Yes, that's the "momentum" I meant above, as long as the momentum stays the same, it should work, but the sink pulls the fluid from the internal buffer "instantaneously" in each production cycle. Then it fills, but with momentum, and this goes back through the pipe network because in this moment, when the internal buffer is refilled, the preceding pipe starts to transfer quanity, which brings the preceding pipe to do the same, and so on, which changes the momentum values in all pipes. This design that the fluid is not pulled constantly but immediately in a production cycle is what creates the sloshing issue when at full pipe capacity.

ivory condor
short root
unkempt blade
#

holy series of text walls batman!

short root
#

With looping the pipes, the system has means to rebalance instead of backtracking the quantity changes to the source, so the source can continue to put the fluid in the desired amount into the pipe network while the loop in the pipe network allows to let the momentum or quantity inequalities vanish eventually (in the loop).

short root
whole drum
short root
unkempt blade
whole drum
#

tl:dr;
If you understand it in terms of inequality, ratios, and momentum, you understand why full pipes work best and can intuitively troubleshoot flow issues

short root
whole drum
#

You don't even have to know the actual math--just the concepts

short root
short root
vale quail
#

Is there such thing as half walls like we have half foundations in game

ivory condor
# short root With looping the pipes, the system has means to rebalance instead of backtrackin...

While I don't understand all of this myself. I do know looping manifolds is one sure way I have found to get 600m3 out of such a system, but I imagine it works because it allows the system to better rebalance itself, instead of backtracking and having two pathways out of the system, essentially working around the sloshing to allow all of the fluid to exit the system, whereas if you didnt loop it, essentially you would have to try to deal with the sloshing to try to get 600m3 but I never found a real solution to that problem so i gave up and just go with the standard looping of the ends to work around it.

vale quail
short root
#

And as such, the source can continue to deliver with max capacity because the imbalances move around in the loop until they vanish.
And this means that there is enough fluid in the system.

silk ocean
#

I've personally never found that looping has really achieved anything, then again I don't have any plumbing problems in general. Have tried looping for science but decided it was a waste of time xD

short root
silk ocean
#

I have quite a few setups that run at 600 and they all seem fine as far as I'm aware

whole drum
#

The loop doubles the pressure on the inequality, reducing sloshing behavior by about half, but this has a multiplied effect across the system since each connected sequential piece is halved yet again.

short root
silk ocean
#

I will do shortly, I did notice some wall of text xD

silk ocean
#

Ta

short root
#

Now we have a loop. hehe

#

Until we meet again!

gritty zealot
whole drum
#

This thumbnail asks an intriguing question:
If photons have no mass, how do black holes entrap them?

#

I think when you understand that gravity isn't a "force," but a bending of space-time, the answer makes a lot more sense.

ivory condor
#

I never really understood how space actually can bend or what is being bent because space isnt really a physical thing, a vacuum for instance really has nothing in it

whole drum
#

Space is a set of locational coordinates

#

Space-time is when you add time as one of those coordinates

white dawn
ivory condor
#

it all sounds like we have thrown together our ideas to try to understand the universe in a way we can understand

whole drum
#

I'm not sure I have seen a clear answer as to why gravity exists--but we have good ideas of how it works

peak plank
#

Starting my first massive project, 50 crystal computers per minute 🫡

ivory condor
#

not really, by our own good idea, galaxies should spin apart with how much visible matter there is, going by our math, which shows our math clearly has to be wrong

pliant prawn
#

I've been thinking it would be really fun to have Shipping in the game. Like a big buildable cargo port and cargo ship. would be cool for like linking the north all the way around to the west grass lands.

white dawn
#

More seriously, though: yes, some of this stuff doesn't really make sense to our primitive ape brains and we've got to kind of hand-wave it a bit. "Understanding" how spacetime can get deformed isn't something anyone's especially apt at, any more than we can actually picture any other higher-dimensional objects, etc. In the end, it's not that we've "thrown together our ideas" or whatever, it's that the math implies certain things about the universe, and as we're able to, we've been able to test those hypotheses versus real-life observations and stuff

#

In a sense, yeah, we're just "throwing together our ideas" (if you up the rigor on that phrase quite a bit, you're describing scientific theories, in fact), but it's not just made up. The math tells us what things should exist, and experimentation/observation can help prove/deny those things

leaden turret
ivory condor
#

aka im not sure how much i trust our ideas of how gravity works, because once you get up to galactic scales, all of our math basically falls apart

pliant prawn
ivory condor
#

aka all of our ideas are being held together by a kettle and some string at this pointhehe

whole drum
#

Mass and energy, actually*

leaden turret
#

this is satisfactory, physics is optional

formal minnow
#

me when i third wheel ada and an omnipresent alien consciousness

pliant prawn
leaden turret
ivory condor
pliant prawn
leaden turret
ivory condor
#

And then the scientists had to come up with another fun idea aka dark matter to try to explain why galaxies dont spin apart, oh look its more magic ideas to try to make the science workhehe

leaden turret
#

get you some canal boats

pliant prawn
whole drum
pliant prawn
#

Canal boats would be CUTE!

leaden turret
#

CSS is 20-30% Dutch, they should be quite familiar with canal boats mikaelsmile

ivory condor
whole drum
ivory condor
#

But its clearly something is definitely missing from the models, or there is some extra mass with the galaxies we simply cant see for whatever reason

pliant prawn
leaden turret
whole drum
whole drum
leaden turret
pliant prawn
ivory condor
whole drum
leaden turret
leaden turret
peak plank
#

How do people make Refineries more aesthetic? I dont wanna just slap them in a super tall building

whole drum
pliant prawn
leaden turret
whole drum
#

I just don't think so.

ivory condor
whole drum
#

3-6 months seems very reasonable

leaden turret
unkempt blade
white dawn
#

The map is as good as it is because it's had so much time to iterate and refine

pliant prawn
white dawn
#

Plus if you've got new maps you've gotta worry about resource + progression rebalancing, etc.

leaden turret
ivory condor
#

alot of the tools now days is incorporating more ai and procedural generation tools, to make building larger scale worlds faster than ever before, alot o these ue5 tools im seeing coming out of the pipeline are really interesting and will allow teams even of smaller size to build large worlds in a fraction of the time of the past

white dawn
#

Anyway, we'll see what they've got planned for the far future eventually. :D

whole drum
unkempt blade
ivory condor
#

which I think is the point of making these tools in the first place, overall its really interesting to see these tools develop, especially the world generation tools that are being worked on for ue5

white dawn
whole drum
white dawn
#

They did do that hard legwork, leading up to 1.0, and said that that was essentially the final pass they wanted to do

#

I agree that CSS have sometimes changed their minds about stuff, but I wouldn't expect any hypothetical "new map" stuff until, like, a Satisfactory 2 or whatever

ivory condor
whole drum
#

Pretty sure that was in relation to the map we have

unkempt blade
pliant prawn
leaden turret
whole drum
shrewd igloo
#

do i have to connect my water extractors to each indivdual coal plant

whole drum
white dawn
leaden turret
unkempt blade
shrewd igloo
leaden turret
white dawn
#

Anyway, a bit academic anyway, so I'll desist. :D IMO "3-6 months" is wildly optimistic for such a project, though. :)

whole drum
white dawn
whole drum
#

So we don't even really know, I guess

ivory condor
leaden turret
pliant prawn
# leaden turret also not what I said.

logically concluded from your response. I offered a new option idea, you say you don't want it. Your stance is new option is unsatisfying. Unless there's more you want to add.

whole drum
#

But again, that was with a lot else going on that influenced the time required

red sun
#

i think now that they have a stable game a new map could be built quicker, but it would still take a considerable amount of time

white dawn
#

Anyway, for all we know they've already carved out a section of the company and are working on a future hypothetical new map. Who knows? :D Time will tell.

ivory condor
#

they put in alot of work to balance everything around the current map, having a second map with more resources, etc would essentially through out all of the resource and progression balance work that was done with the current map in mind, so i really just dont see it being a good idea

leaden turret
unkempt blade
leaden turret
whole drum
pliant prawn
sullen gull
red sun
#

this map was built for a constantly changing game. now that the gameplay is pretty much finalised there's a certain purpose for a new map to serve, so i agree it would be faster.
that's not to say it'll be quick though, 3-6 months is incredibly optimistic

#

i'd say 18 months at a minimum

leaden turret
#
  • map is handcrafted, took time to handcraft and balance
  • "but ai tools and procgen" CSS don't like those
  • "but improved worldgen tools" starting from scratch learning a new tool takes zero time, suuuuuuuure
white dawn
#

But a hypothetical future "Satisfactory 2" or maybe a big DLC could maybe end up being an exception. Guess we'll find out. :)

whole drum
#

If they were going to try to build an algorithm for procedural generation, I could see that taking an additional 5 years, lol

sour ledge
unkempt blade
pliant prawn
gritty zealot
#

this is the most sophisticated discord channel ive ever been in

red sun
gritty zealot
unkempt blade
leaden turret
#

better to XKCD-386 about satisfactory than to XKCD-386 about unrelated science & philosophy 😛

gritty zealot
#

do i get to keep my christmas hat post christmas?

unkempt blade
leaden turret
whole drum
unkempt blade
leaden turret
whole drum
leaden turret
white dawn
whole drum
#

Especially those ones together

nova lynx
#

how do i do a bug report

unkempt blade
raven axleBOT
tall lantern
#

darn

leaden turret
#

jinx mikaelsmile

nova lynx
#

ty

white dawn
#

Only Meindratheal got the logo, though!

peak plank
tall lantern
#

optimise for what?
if you wanted to cut iron or copper you could look at the relevant alloy recipes and/or the Pure recipes. Or you could consider things like Iron Wire.
If you want to cut iron further at the expense of coal, you could add things like Steel Screw

peak plank
#

i wanted to avoid using coal

tall lantern
#

could add limestone to cut quartz

#

many options, need to be more specific about what you want to minimise 😛

peak plank
#

is that a lot better than pure quartz ?

whole drum
#

This factory going full emo, cutting itself so much

tall lantern
#

no, but it's different

peak plank
#

cast screws is on there

tall lantern
#

kinda the key thing with alts, they're not strictly better/worse, just alternates. Deciding which to use depends on what you're trying to solve for

peak plank
#

i wanted to get close to 780 for each line

unkempt blade
peak plank
#

ooo ya thats a good idea

white dawn
#

In general with sftools if you just enable all the alt recipes you have available and have it solve, it'll at least get you a chain which minimizes resource usage based on its own resource weighting

#

That weighting might not match your local situation or your specific goals, but you could at least head to the Inputs tab to set restrictions and such if you want (and/or deselect some recipes if the solver landed on something you don't want)

tall lantern
#

for that specific use case of "I want to use 780 of each" you could just turn on all the alts, set your resource limits via the Input tab, hit Maximise, and see what comes out. Then replace the Maximise with the actual number to get a slightly less pathological setup

white dawn
#

I'll generally have a "starter" sftools tab where I enable recipes as I unlock 'em (just set to like 10/min Iron Plates or something), and then "clone tab" to do actual factory solves

#

That way I don't have to go through and enable my alts every time

peak plank
#

Will 50 computers be good enough for the rest of the game ?

white dawn
#

Depends on how big you build, and what other alt recipes you use

#

My advice is to not stress about it: just build whatever you need right now, with the knowledge that you'll build more later

tall lantern
#

for build gun use? overkill. To distribute all over the place? good luck with the logistics, but depends entirely on what you end up building

white dawn
#

(IMO that's more fun anyway 'cause you can end up using wildly different production chains for the same resource, over the course of a playthrough)

peak plank
#

i see

white dawn
#

The only way to actually know how much of something you'll need (for production purposes) across a playthrough would be to literally plan out the rest of your factory builds for the rest of the game

peak plank
#

ya damn the pure ingot recipes are nuts

white dawn
#

As I approach endgame I admit I will sometimes do that; like on my latest playthrough I decided to just do Supercomputers once and for all, so I went and planned out exactly how I wanted to make all Phase4+5 supercomputer-dependent stuff

#

And then I made the Supercomputer factory to suit (with specific machines dedicated to providing those specific exports, once the other factories were ready for 'em)

#

I definitely wouldn't recommend trying that as far back as Computers, though (I mean, I don't even really recommend it for Supercomputers, but glass houses, etc)

#

By the time you're deep into Phase4+5, spinning up more Computers won't seem like much of a bother anyway. :)

tall lantern
#

and I had no plan so just Independency'd it the whole way

abstract heron
white dawn
#

I tend to go pretty hard on subfactories too, nowadays, so even in the lategame my individual factories don't tend to be huge

#

Like a Phase 5 elevator part "factory" might consist of like six different factories all over the map, but each individual one doesn't tend to be gigantic

abstract heron
#

I just finished making mouldar frames

#

I am making still factory’s of factory’s

peak plank
#

I tried building a mega factory but I like the modular ones better

white dawn
#

I bet your PC likes modular ones better, too!

abstract heron
#

I love doing biome factory’s

gritty zealot
#

whos up factorising rn

sour ledge
shrewd igloo
#

can cables carry infinite megawatts

#

like if i hook up 8 coal generators to a single power line whihc i expand later it will work?

green fiber
#

ye

#

they can carry infinite MW

leaden turret
green fiber
#

2% of infinity jace_smile

white dawn
sour ledge
#

fair lol, the one true answer is: It will never be enough! Build more, build more, leaving resources unprocessed is inefficient pioneering! MORE!

midnight relic
#

hey so i just got into satisfactory after buying it in early access then forgetting about it, then i recently got a new (used) gpu and realized that i don't have that many games that would demand high specs, and satisfactory jumped out at me the most out of the ones that had Major Graphics

then i got hopelessly addicted LMAO

sour ledge
shrewd igloo
sour ledge
#

i'd be out here like a friggin' oligarch building dedicated power stations for my factories...

pliant prawn
# leaden turret `[Citation needed]`

around 7:30 in here. She starts on a cave that's already rough cut and is painting in the assets, so maybe it was just misinterprted on me. I was under the impression and now I cant find where that snippet was that I was thinking of where she explained it. I thought it was in the release stream. Or maybe she was explaining what she inherited from before she got on team. At this point I will cede it to my error unless I can find what I was thinking of. Good fun video to share regardless. https://www.youtube.com/live/CB9bSigNYH8?si=-1bC1qdgVqRmcRFN

midnight relic
#

anyways uhh. idk if it's because i'm playing on linux but the texture quality setting doesn't seem to do anything? i set it to ultra and i can still see pixels/blurriness in the textures, then i tried fiddling with the texture quality setting but it didn't do anything noticable... i've tried dx12 and vulkan backends (tho they both end up as vulkan because linux)

#

gpu is radeon rx 6600xt for those curious

#

and i'm playing at 1080p

trim sundial
#

What's the minimum distance required for a belt to go up and over another with out clipping? The belt being traveled over need one square on each side right?

leaden turret
pliant prawn
trim sundial
#

Like this is kind of what I'm saying I-I-

#

In this very specific case I'm dealing with ingots

shrewd igloo
trim sundial
#

I want to have a belt of iron and copper coming in each side of my factory with my crafting machines facing the middle and my end containers in the very center so sometimes I will have to loop my copper over the iron ingots belt sonetimes

sour ledge
vague burrow
#

Hey, what happens to all the FICSMas stuff when the season is over?

fading whale
fading whale
sour ledge
vivid eagle
#

THERES COAL NODES EVERYWHERE BUT NOT ONE OF THEM IS FUCKING REACHABLE

silk ocean
#

Build a ramp / ladder

fluid sapphire
glacial kestrel
#

(first time doing trains) is it normal for the switch to be on the opposite side of where the trains can go?

fluid sapphire
#

the switches dont matter at all for automated trains

white dawn
shrewd igloo
silk ocean
#

Only useful for manual driving

glacial kestrel
tropic juniper
#

i dont know how a dlc would expand to new worlds / maps. since you know, the spoilers ||where ADA just leaves us alone on the planet stranded||

glacial kestrel
#

dabbling with the trains and started putting the signals, not realising i will have to put them everywhere along the track 🙂

tropic juniper
trim sundial
vivid eagle
#

now i died with all my items i didnt even store them bruh

tropic juniper
white dawn
#

(Though sometimes the placement freaks out a bit and it ends up somewhat unreachable)

#

You can also set your game settings to not lose inventory on death, should you prefer that, btw

pale dew
#

my world is a crime against all pionners

midnight relic
unkempt blade
glacial kestrel
#

can we somehow force the block signal to only go a certain way, it actually tries to go the complete opposite way

fluid sapphire
#

place it wrong at first, then place the correct one, then delete the wrong one

#

it be like that sometimes

#

note that what matters is the actual direction of the signal, the L/R build modes are purely cosmetic

glacial kestrel
#

You are a such big brain

#

Ye it tries to go the wrong direction sometimes

pale dew
#

i love me some planet with enriched uranium ore

abstract heron
#

Is there a video this week @void gorge

glass pagoda
#

Hello

abstract heron
#

Heeeellllllllllllooooooooooo

glass pagoda
#

Oh hey someone's here

#

Or not

#

Ima go ig

abstract heron
tender ermine
#

My trucks are levitating again

#

Not even to get back to path the things just hovering 200 metres west of any nodes

oblique hound
#

not trying to be a piece of crap, but how come a lot of the new console players expect every bug that is found to be patched on day one? and then get mad at the CSS devs when they arent even the ones doing console-specific bugfixes?

its not everyone but since nov 4th the QA site has an entirely different vibe

strong fiber
#

I just started this game

#

Im working on fixing my aluminum factory

#

To work better

short root
oblique hound
#

I just started this game
Im working on fixing my aluminum factory

im so sorry... 😭

strong fiber
#

What😭

#

I got 80 hours

#

Its supposed to make 960 aluminum ingot/min

short root
#

You are doing well AuraFarmer, keep going snuttsGood

#

Its a process to learn this game

oblique hound
#

good luck, aluminum makes people want to commit unspoken horrors upon the pipe gods

#

im my aluminum plant every mk2 pipe is doubled up as some kind of horrendous offering

(its working fine so far)

strong fiber
oblique hound
#

that would be the pipe gods

short root
short root
strong fiber
#

I already made a thing in questions and help

#

And ive been learning gaining knowledge t

oblique hound
#

the best advice i can give is to never try to combine byproduct and input water

strong fiber
#

Im nott

short root
#

I just saw it yes, then please stick to your post if you have continued issues so that your history of the issue is not mixed with other topics here, this way people can help you better.

kind oriole
#

Is it possible to make 100 turbo motors a minute?

short root
oblique hound
#

this makes me wonder if its possible to do a max screws playthrough

#

i dont even want to think about how many machines that would use

kind oriole
#

Whats a trick question I can ask a moron who googles satisfactory stuff to prove he has no idea what satisfactory is

oblique hound
meager kiln
#

if i have a tank at the end of a line of fuel generators, and i have 400 production, and 400 consumption, will the tank lock at 100% full? or will it fluctuate?

#

assuming i primed it

oblique hound
#

theoretically it would stay full, assuming everything else in the system is, but if there was any fluctuation in the input it would empty, and that is not exactly unlikely to happen

hard ivy
#

it's fluids. they'll fluctuate. unless the flow is 0 or 600

meager kiln
#

okay thanks

oblique hound
#

the full tank would also cause slosh

meager kiln
#

looks like i got it just about locked at 400m3 atm for the tank.
should i just remove the tank?

short root
trim sundial
#

Any tips for getting the squatters out of my pool in the image i posted in design and architecture?

oblique hound
#

if you want it to fill up and the fluid is a liquid and not a gas, you could place the buffer below the fuel generators and it would fill with priority

meager kiln
oblique hound
#

oh ok

meager kiln
#

i think i thought it helped with sloshing so i just started doing it awhile ago, or i saw it in a screenshot of someone and just ran with it lol

#

looks like its good now tho, hardlocked at 400

#

10 producers, 10 generators, with the generators all sharded 2x (was a build from awhile ago)

oblique hound
#

theres a really weird intermittent problem with my roccket fuel plant where two random generators will switch off at exactly the same time and then come back 10 seconds later >:(

meager kiln
#

ooof lol

short root
#

If not, you have to zap them so often that they die. Yes, it's possible and yes, it needs dedication, especially without the basher.

trim sundial
#

Ill have to try that, even before i put the foundations down they have been standing in place for days

short root
trim sundial
#

Thankfully the only thing they are blocking in that corner is where i want to put my space elevator, my actual producion is going in the area across from my hub so they can kinda of stay there....for now..

short root
bitter shuttle
#

i have two stations named iron ore dropoff but the trains just... choose to keep going to one and blocking every train behind it

trim sundial
trim sundial
#

LOL i love that name.

oblique hound
#

they have a codex entry, kind of...

that counts as informational value

trim sundial
#

I just bought some theings from the awsome shop, mainly building pieces so i can go verticle lol...oh and a coffee muh

#

mug

oblique hound
#

coffee muh

#

im going to start using that

trim sundial
#

Thats a propriatary Ficsit term, make sure you file the nessicary forms before you start using that name.

oblique hound
#

-# dangit

#

im sipping my coffee muh™

short root
#

make sure not to receive any coffee stains™

oblique hound
#

take that employee 05192.83.3845.710.8.192b

#

wait thats me too

oh noes

short root
#

I wonder whether multiple pioneers share the same work email

trim sundial
#

That makes me wonder if we all have the same employee ID

short root
#

Thus, I answered my own question.

oblique hound
#

maybe its by sector (when one person gets an ada message in a multiplayer game, everyone gets it)

real shale
#

Me when I put my IP address in the email

short root
#

Since every MASSAGE-2(A-B)b is the same for every game, and since the pioneers are all the same, we can conclude that we have, in fact, parallel universes.

#

In Satisfactory at least.

#

Although I don't know what to do with this insight.

trim sundial
#

I imagine Ficsit does the "Pioneer 001 Pioneer 002 and so on so its very easy to get us all mixed up"

#

Imagine pioneer 006 gets terminated because pioneer 005 or 007 caused a nuclear explosion accidently

real shale
young geyser
#

guys i droppes some DONUT project info into #screenshots again.

tropic juniper
short root
real shale
#

118 KNOWN crash sites, let's not exclude the fact that some of them could have missed the surface entirely

#

Straight into the void

real shale
#

Man, I can't wait to get my box collection that I preordered

#

I really want that cloth poster it comes with

#

And the pamphlets too lol

trim sundial
trim sundial
short root
south sinew
#

more likely none of those crash sites contained any pioneers

real shale
#

i mean ada does tell you not to question why there is pre-existing drop pods

dim flint
#

Is there a way to take less than a stack from dimensional storage?

south sinew
#

no

shy mulch
white dawn
#

So technically that works

dim flint
white dawn
#

Though if you just don't want to have it in your inventory, can always manually-upload the unused bit, unless it's already replenished

#

(At least, once you have that upgraded to do so)

shy mulch
dim flint
shy mulch
white dawn
#

(If you didn't know, btw, you can hold down the "split" button to split stacks into exact values, in your inventory)

dim flint
shy mulch
#

I think you may not have realised you can split stacks...

#

Why does taking 50 out and putting 1 back in not work?

dim flint
dim flint
shy mulch
#

Yes but you can take the stack out of depot, split it into 49+1, then drag the 1 back in. To me that's the fastest way

#

Oh hadn't realised the stack was 100, but nevertheless, that still works

dim flint
#

No it doesn't

shy mulch
#

why?

dim flint
#

Once I take out the 100, my depot fills back up automatically from my factory.

#

So by the time I start uploading the 51, then It can't accept the full amount and they get stuck.

shy mulch
#

Ah, in that case fair enough, but you didn't specify that you had a feed of them going in. Most people who ask this sort of thing are in early game

#

I made an inaccurate assumption

dim flint
#

lol, ok.

#

Also, who decided the order items are sorted in the inventory lolol. So random.

shy mulch
#

would be nice to be able to specify that

dim flint
#

I actually might learn to write a mod just to fix this.

white dawn
dim flint
#

Oh and that order too!

white dawn
#

(I'm guessing that Depot-sorting mods already exist, btw)

dim flint
#

I was actually talking about the general inv, not depot. But both could be improved!

white dawn
#

In practice I found that I nearly always wanted to just search for the name of the thing I was gonna grab anyway, so I stopped caring about the actual order

#

Oh, heh, gotcha

dim flint
#

like, they kinda group things... but not all ammo and rebar are next to each other.

#

Drives me mad.

#

Holy shit someone already made an "Inventory Filters" mod! I had this idea to belt optimize trains and stuff a while back... but I'm not sure how it will work with belts that cannot overflow properly.

oblique hound
#

and then equipment is in the middle for some reason, oh wait half isnt

power shards are awkwardly half way through

dim flint
#

I do not see a mod for just improving the base sorting algorithm though.

glass pagoda
#

Hello

real shale
#

hello Not Not cyan

glass pagoda
#

How are you

real shale
#

good, almost finally done with my current in-game project and will be glad when its done

native hornet
#

does anyone know if constructors keep ficsmas recipes after the event?

glass pagoda
#

Im playing fixmis volume two and my ears are bleeding

real shale
glass pagoda
shy mulch
strong fiber
#

Is 240 aluminum casing/min enough for personal use

dim flint
graceful plank
#

Hiya

glass pagoda
shy mulch
glass pagoda
shy mulch
#

I thought the reference would have been obvious given your username

glass pagoda
glossy flare
#

what can i make early game with heavy oil residue

real shale
gentle lion
#

What do I do with thsi water byproduct lol

#

Fees it back to the refiner

real shale
#

Feedback loop baby

versed cosmos
glossy flare
#

i have no use for that this early. and i cant flush it out

versed cosmos
#

Oh turn it into petroleum coke and sink it

#

Assuming you like just got oil

glossy flare
#

ooo yes ill do that thank you

#

i forgot about the sink

versed cosmos
#

Once you get petroleum power you can turn it into fuel

real shale
#

i hate the sound of elite gas stingers so much, hearing them invokes a fight or flight response in me immediately

versed cosmos
#

Rn I would just turn it into something sinkable so the factory doesn't back up

versed cosmos
real shale
#

i saw in one of the CSS videos they had like a post it note saying something like "stinger boss fight" and i was like...no....god no

versed cosmos
#

I set my game to peaceful and I still shiver when I hear stingers

trim sundial
#

Im missing something obvious. I have two coal generators, so thats 150MW out put right? I cant seem to find any reading on how much my system is actually using, i know the info is infront of me but im not seeing it and i feel dumb

white dawn
#

Anyway, yes: each coal gen is 75MW, so two together will be giving you 150MW

#

If you go up to a power pole which is in the same power "network" as the two gens, you'll see a graph giving you stats like Production, Max Consumption, Capacity, etc.

versed cosmos
#

When you look at a power pole there are four numbers you can see and they'll be colour coded. You want "consumption"

trim sundial
#

Ahh ok the one place i didnt look, the poles lol

white dawn
#

"Production" is the amount of power you're generating on the entire grid, "Max Consumption" is how much power all machines plugged into the grid would consume if they were running at once

#

"Capacity" might be higher than "Production" if you still have biomass burners in your power network; they only turn on when needed

real shale
#

speaking of which, my max cons is getting scarily close to my capacity

trim sundial
#

i am working diligently to get the tier 4 power poles, its going to make my power distribution so much neater looking and effecient

white dawn
#

Once you end up removing your biomass burners (if you do so, anyway) then Capacity and Production will basically always be identical

versed cosmos
#

tier 4 power poles????

trim sundial
real shale
white dawn
trim sundial
versed cosmos
#

Power TOWERS

trim sundial
#

Yeah those lol

versed cosmos
#

Those are very good

real shale
#

and they look beautiful

versed cosmos
#

Great for ziplining around the map

real shale
#

albeit the enjiner in me sees flaws but is only game so, I have a thing where i review every games power infrastructure design

versed cosmos
#

Satisfactory has very simply power management

#

Just strap a cable to it!

real shale
#

i give satisfactory a 6/10 on the power infrastructure design realism, which is actually a good figure

unkempt blade
trim sundial
#

Is there an infrastructure support limit? Im getting ready to build down in a lake i put foundations in but the lake is uneaven and my attempt at a 25x25 foundation area is inhibited by the sides of the lake. I would like to build foundations from the top of the cliff, all the way to the other side of the lake but it would be suspended in mid air and im worried of stuff collapsing lol.

versed cosmos
#

It won't collapse

real shale
#

no, we are ficsit have unique platform floatation technology

versed cosmos
#

Foundations do not experience gravity

#

I still like to build with physics in mind but you can just build sky platforms

real shale
#

that would be an amazing april fools patch note though "Foundations now experience gravity"

trim sundial
#

I might redo my floor then. Have a factory suspended above and keep a floor below my factory to hold my generators

#

Basically have an entire lake under my factory lol

real shale
trim sundial
#

I love factorio but i have a hard time setting up and managing the huge malls and buses and stuff that are often required. ive always done small things until i can make drones and then just have all my productioned managed by drones and "production" nodes. I think this game being in first person changes my view on "malls and buses", i think its because im down at ground level and i can better visualize things.

gentle lion
# real shale Feedback loop baby

Don't think I have the feedback loop correctly

I overclocked the refiner to use all 480 bauxite per minute.

Needs 480 water / minute

I have 2 refiners using the output. Each producing 120/min water each. Soni added 2 water extractors ...still stops every few seconds then goes again....

trim sundial
#

3D thinking obvious changes the big picture drastically

unkempt blade
real shale
#

if in doubt, you can also add a valve at the feedback loop to prevent backflow or flush the pipes to get it going

trim sundial
#

Yeah, i read reviews before i bought the game when theyh finally announced controller support and they said you dont even need massive factorys and 100 levels of automation, you can just use a small factory and build what you need for each project individually if you dont mind spending the time on it.

gentle lion
real shale
#

yeah

gentle lion
real shale
#

yeah

#

so you want the extractors producing the difference between your requirement for the first set of refineries and what the second set produce as a byproduct

#

so if they require 300m3/min and you have 100m3/min by product, have the extractors produce 200m3

worn lagoon
#

how do I properly output 2 mk.3 belts and 1 mk. 2 belt from 12 foundries producing alt iron ingots with a manifold

#

it's not clear to me because each foundry makes 50 and I don't really understand how to properly "inject" overflow output

potent beacon
#

is it ok to spend points in awesome shop however I like? As they get progressively more expensive, am I gonna be able to afford all the stuff needed later on? Cant imagine how much one ticket is gonna cost later and if thats gonna be a problem lol

haughty storm
#

Looking for a good dedicated server host for two players. Want to build large factories. Any recs

real shale
#

im not crazy, it is definitely path signal in, block signal out for train junctions right?

potent beacon
haughty storm
#

Us. We are on both costs. My friend does play through GeForce now

real shale
#

I am confused, apparently my train has a signalling problem somewhere but none of the signals are flagging an error.... 🤔

gentle lion
#

15 smelters making aluminum ...

#

Now what to do with the aluminum

cunning glade
gentle lion
real shale
#

oh my god im so stupid, i have discovered why my train cannot reach the station

gentle lion
#

Crap I need copper for sheets....

real shale
#

i put the station the wrong way round LOL

gentle lion
#

Lol

#

Oh thag other bauxite node isn't that far from here

lost rapids
#

Good morningg

gentle lion
#

Why is there no copper close....

#

Uhhhh gotta belt it in...run power to it....

native frost
#

train is good train is life

#

train is food and water

dim flint
#

Is there any way to make hypertube wall holes actually holes in the walls, it looks like I'm jumping into a solid wall here.

native frost
#

well u could try a convary wall

#

cuz its like a window

lost rapids
#

I don't wanna start nuclear I'm scared 😭 😭 😭

dim flint
#

I want it next to a door tho 🙁

native frost
#

umm idk them u could replace the door and make space with nudge

cunning glade
#

Welp time too make 3600 rubber a min

real shale
#

only 3600 a min?

tired cypress
#

I hope someday, ADA realizes the true meaning of Ficsmas. Whatever that is.

cunning glade
#

That's the max amount I can make with my 2 nodes unfortunately

real shale
#

okay i finally after so long have RCUs automated

native frost
cunning glade
#

Rocket fuel for power and drones probs

cunning glade
#

And plastic

unkempt blade
#

that's smart, coke is a great fuel

native frost
native frost
cunning glade
#

Phones about too die gg

unkempt blade
unkempt blade
real shale
versed cosmos
#

coke is great because you can get a fucking lot of it very easily

real shale
#

This is turning into a coca cola sponsor segue

versed cosmos
#

crude into HOR into coke is 1 crude for 4 pet coke

stoic steeple
cunning glade
#

doesnt seem very appealing

dim flint
#

Anyone have any good tips on using bidirectional hypertubes and hypertube acceleration?

unkempt blade
dim flint
#

Basically, I have a situation where if going downhill I forget to swap to the right path, then I get stuck in a accelerator.

#

And uphill if I go on the wrong path, I don't get boosted.

unkempt blade
dim flint
#

I really don't want two routes, but without a way to make the default split path based on direction IDK if it's possible.

#

Ohhhhhhh

#

I should have looked more closely. That should be perfect! Thanks.

unkempt blade
#

I use them in a blueprint with my roads but one of these pics you'll see a bunch of them running along the road #screenshots message

dim flint
#

Yea, I need to do some more of this

pearl sparrow
#

how much do people usually explore? im about to start a heavy modular frame factory and i've yet to step foot outside of the top right desert

limpid hazel
dim flint
#

Oh wow, fun fact, if you hold "E" while grabbing leaves, then press "tab", then exit tab, you can keep picking leaves without holding "E" at all!

limpid hazel
#

kids these days are so spoiled

unkempt blade
#

I'll do some nearby exploration stuff once I get blade runners and much more/further exploration with the jetpack normally

pearl sparrow
#

im thinking about making a main storage area and setting up trains first though

brittle kite
#

That's impressive. I've got ingot factories all built to produce 3120/min or 4 belts of 780. Iron is different at 6240, and I haven't built caterium yet.

dim flint
#

@unkempt blade is there a neat trick to slowing down before coming out the other side without making a fence that sorta gets in the way of getting into the thing?

#

I assume I should just place my entrances strategically.

unkempt blade
strong fiber
#

My aluminum factory is fixed which means i can start using the aluminum to make stuff

dim flint
strong fiber
#

in phase 3

#

Now i got 5000 heavy modular frames stored

unkempt blade
#

yeah oil or the MAM resources are what's not right on top of your starting areas for me normally

limpid hazel
#

storing?!

dim flint
#

This is a nightmare, I'm moving too fast to switch branches.

opaque birch
#

yo is there like a solid way to plan ahead?

pallid fable
#

I am contemplating buying this game how hard is it to learn

opaque birch
#

starting a mega factory in the desert and I don't even remotely know how big the building needs to go or how much capacity I should be planning for -.-

limpid hazel
limpid hazel
pallid fable
#

I cant read 🙁

limpid hazel
#

it's over

pallid fable
#

so I love like minecraft mod packs with next step crafting stuff

#

Is this concept similar?

limpid hazel
#

it's similar, most people just have problems because they literally don't add numbers or read things on the screen, like how fast a belt is, how much a pipe carries, how much a recipe input/output

#

it's not rocket science it's basic addition/subtraction/multiplication/division

#

it's either that or obtuse behavior of the fluid system which is not-obvious or telegraphed without experience (this is where inductive reasoning comes in)

pearl sparrow
#

a lot of it is honestly easier than it seems (at least with how far i am) and if it gets too complicated you can always use sfc

ocean frost
pallid fable
#

goal progression like craft this to then be able to craft this

#

you need a hundred of these to progress to one of those

limpid hazel
#

you got that

ocean frost
#

have you looked at factorio

pallid fable
#

i dont know what it is

ocean frost
#

its a fair point

pallid fable
#

it feels so old for some reason?

ocean frost
#

It is

pallid fable
#

my only concern so to speak is I am watching a video to learn a bit how far does the game go in giving you goals?

#

Like do I always have a clear next step

ocean frost
#

Buy it play it for two hours return it if you don't like it

#

the game doesnt hold your hand

pallid fable
#

like in a modpack I get a giant book of chapters right

limpid hazel
#

it doesn't have infinite progression, there is an end to it, but there is always a next goal. until the end.

pallid fable
#

but is that next goal always laid out or clear

limpid hazel
#

and that goal is always build X number of parts A B C

pallid fable
#

or will this turn into me having to like watch videos non stop and google the next steps

limpid hazel
#

increasingly more complicated chains

pallid fable
#

i dont mean literaly step by step but like do you have a goal at all times that is clear

limpid hazel
#

because you don't get to see them until you unlock them, and you use prerequisite parts to unlock them

limpid hazel
#

How you get there is freeform

pallid fable
#

ok but as long as I know ok I need these parts next thats fine

#

The game isnt going I dont know uhhh... you need to construct a giant rocket ship good luck its going ok you now need a thruster for the ship, you need a cockpit, etc

limpid hazel
#

But, resources are infinite, so you can construct an infinite number of parts. there's a secondary goal to sink as many extra parts as you can to increase an arbitrary counter

limpid hazel
pallid fable
#

Perfect.

limpid hazel
#

nothing ever really becomes outmoded, things just become increasingly complex and resource heavy to construct

pallid fable
#

thats fine I just need like some sort of goal

limpid hazel
#

then when you finish the game you exploit the entire map to throw as many high tier items in the garbage as possible

#

(optional)

split condor
#

Another tips advice request. When designing phase 4 plus factory how do you ensure overflow of build parts say, modular frames or reinforce plates to build your factory?

limpid hazel
#

wdym by this, just build more than you're using downstream with a smart splitter

split condor
#

That is what I am currently doing but….. after phase 3, tier 4 plus it gets a bit tricky to ensure

limpid hazel
#

how, if you build more than you use it will overflow

#

this game doesn't have rng

slim rivet
#

hey guys, does anyone have a solution to tractors randomly stopping?

  • they have fuel
  • they are the only tractor on the road
  • all truck stops have power

they just stop and the only fix i have found is that i have to drive it forward like 10 meters

zealous urchin
#

they just glitch sometimes

slim rivet
zealous urchin
#

design another road for them

#

the more flat the better

#

and dont make crazy turns

slim rivet
#

i will try less crazy turns, the stop is on flat foundation for quite some distance

zealous urchin
#

its the piece of the road itself

#

pathfinding sometimes glitches out

slim rivet
#

that sucks, i dont wish to use trains for small distances but if this problem is really annoying then i might have to switch

real shale
#

i love playing harddrive roulette

#

lets go gambling, errr aww dang it

dusk star
#

I have like 1000 hours in this game and every day I find more hidden details

dim flint
#

Anyone have any ideas why flipping a power switch and then trying to turn it back on wouldn't work. I have to go outside and flip a breaker.

dusk star
#

reflection on the boom box glass is crazy lol

limpid hazel
real shale
#

Man i gotta print this alt recipe reference guide out, its so damn long lmao

limpid hazel
#

a tripped breaker can migrate between grids when you use power switches

#

all switches do is connect grids

dim flint
silk ocean
#

Steam Sale season be upon us

dim flint
#

All I'm doing is disconnecting my production factory grid from the power grid with a switch.

#

In a way it makes sense it would trip, I just don't know how it worked for other factories.

limpid hazel
dim flint
#

Nope, no sub power.

limpid hazel
#

idk then

real shale
#

There we go, OC supercomputer alt recipe :D

#

remember kids, you are always one hard drive away from winning big

silk ocean
#

...or 77 hard drives away xD

real shale
#

Now to spend days automating these things

limpid hazel
#

this might shock some of you, but the super state computer is actually the best supercomputer recipe

real shale
#

That's a good and respected opinion just the wrong one /j

versed cosmos
#

friendly reminder that there are no "best" recipes

real shale
#

best recipe is charcoal

limpid hazel
#

using nitrogen for supercomputers is just impractical if you are maximizing map production

#

super state is objectively the best

versed cosmos
#

really gotta save nitrogen for nitro rocket fuel

#

except nitro rocket fuel takes 2x sulfur than it does coal 😭

limpid hazel
#

gotta save it for the thermal propulsion rockets

real shale
#

I'm using OC because it sounds cool

#

Super-State just doesn't have the same ring to it

limpid hazel
#

😲

cunning lily
dim flint
#

So I've got 5 fully functional and self-sustaining portals now.

I need to do the math on other factories first, but I want to have another gateway hub which I think does something like 10-15 portals. In a way it would be a lot simpler to just have a single gateway hub, but IDK why I think this might be fun.

dim flint
cunning lily
#

I feel that. 😅

dim flint
#

I think the logic is that breakers don't trip is the supply is 0.

#

0 = off, not under supplied.

trim sundial
#

Guys...i just laid like 300 foundations down to set up my new lines...and i just realised that the designs of the foundations are not all facing the same direction, please tell me there is a way to mass orient them....or im going to cry lol

versed cosmos
#

Concrete foundations

trim sundial
#

Ugh, ill figure something out...

reef basin
silk ocean
#

Nanofactory... So hot right now

dim flint
#

Depends what counts as "mega"

limpid hazel
#

bigger than a kilofactory but smaller than a gigafactory

dim flint
#

I think it's about time I pioneer the GibiFactory.

compact flicker
#

Im gonna handbuild a 40k forge world

dim flint
#

Where do people put their extra coupons they can't shove back into the sink?

#

Oh I'm a dummy, I can store a lot in the depot.

reef basin
dim flint
robust nova
#

I am starting to think I should have gone on a harddrive hunt before I got too far in the milestones.

reef basin
dim flint
#

What about a mega factory with rooms 🧌

pearl sparrow
#

im making a (decently small) mall and sushi belts feel so wrong

silk ocean
#

Probably fine for a mall

compact flicker
#

The worst sushi belt is the one on the game cover

pearl sparrow
#

im using gamingwithdoc's design so it works fine it just looks strange after so long of 1 item belts

compact flicker
pearl sparrow
#

then theres lets game it out but that kind of gets so disgusting that it loops back around to being beautiful

limpid hazel
#

screws are so oppressed

#

some recipes that use screws are actually the best

reef basin
#

well, depends what you call "best"

#

because there's no generic "best", only "best" for given cases

limpid hazel
#

they're the best

reef basin
#

that... doesn't help

compact flicker
#

Maybe I'll consider screws when we get mk20 belts

reef basin
#

no recipe needs more than mk4 belt for screws

#

and most need less than mk3

limpid hazel
silk ocean
#

Mk.20 belts could be 19,660,800/min

reef basin
#

that assumes there's a formula for belt speed (there isn't 😛 )

silk ocean
#

Assumes they double in speed each Mk xD

reef basin
#

ah yeah, 270 is double of 120

#

and 1200 double of 780

#

and so on

silk ocean
#

I ignore past abominations xD

reef basin
#

there's literally more exceptions to this rule than the cases that follow this rule

#

the only doubling belt is mk1->mk2

silk ocean
#

Once upon a time Mk.1, Mk.2, Mlk.3 were all a happy family AND THEN Mk.4 spoiled the party

#

or Mk.3.. whichever is 270 xD

reef basin
#

mk3

#

you can't call it a rule if it only happened once 😄

real shale
#

But what if the rule is that it shall only happen once

reef basin
#

then it's hardly a rule

white dawn
silk ocean
#

Mk.3 came to save the day because some machines thought it was a real cool story to take 45/min

real shale
#

But you are following the rule, it only happens once, that is the rule itself 🥖

compact flicker
#

60
120(x2)
270(x2.25)
480(x1.7777)
720(x1.5)
1200(x1.5384615384615)

reef basin
#

what if the rule is "+60"?

#

that also applies in same amount of cases

real shale
#

Then the rule is it shall add 60 🌮

reef basin
#

and using that rule together with ignoring everything, mk20 belt is 1200

#

checkmate 😛

real shale
#

Mk20 belt is breaking the laws of physics is what is it is, I wouldn't want to be handling nuke nobelisks at that speed

limpid hazel
#

whole factory spaghetti belt

#

every i/o on one belt

cunning lily
#

Most belts break the laws of physics 😅

real shale
leaden turret
real shale
#

Although sadly fluids would break that entirely

limpid hazel
leaden turret
compact flicker
real shale
#

I wish I could put water on my conveyor belts but I have been forsaken

silk ocean
#

PSA belts will increase by 1.7777x for each successive generation after Mk.6, rounded to the nearest multiple of 60 xD

real shale
leaden turret
white dawn
#

All this time we've been asking for its return, when the power was within us all along

zealous urchin
teal geyser
#

Amazing thing I just found out about the customizer just now, is that I can hold Left Click to spam coated concrete on all of my basic foundations. I recently got some plastic production going into a DD, so I was always single clicking the skins 1 by 1 at a time lol

#

Seems as though I somehow killed this very active channel 😭

#

Maybe I smell or something

zealous urchin
#

i bet there are at least 10 lurkers all the time

#

just waiting for sufficiently stimulating covnersation, aka dopamine hunt

feral jay
zealous urchin
#

11th Lurker, Secret Boss

feral jay
#

Ah yes last night I left the game after I achieved a perfectly flat power consumption fraph

#

Secret Boss skillz

pearl sparrow
#

how many HMF are typically needed bc im gonna struggle to even make 2pm

feral jay
pearl sparrow
#

rn im working on unlocking t6 stuff, just got trains

#

still need to do elevator for higher tiers

feral jay
#

And consumption equals production if I take trains and sinks offline

pearl sparrow
#

its beautiful

feral jay
#

Took me the better part of a week IRL to hunt down machines that weren't running at 100%

limpid hazel
#

don't worry. you will get machines that have variable power draw in the next phase.

feral jay
#

Oh that's fine

#

I have plans for that

limpid hazel
#

🤨

feral jay
#

Isolate variable draw machines on independent circuits

#

At this point trains and sinks are already a problem for this challenge

limpid hazel
#

doesn't that just mean you're hiding the spiky graph somewhere else and just selectively choosing to look at the flat one

feral jay
limpid hazel
#

I don't understand the challenge

feral jay
#

All machines must be running at 100% all the time

limpid hazel
#

right but that doesn't mean the graph is flat

feral jay
#

(100% efficiency, not clock rate)

limpid hazel
#

like are you putting particle accelerators and whatever on another grid from flat consumption machines to look at the flat graph

zealous urchin
pearl sparrow
feral jay
#

Usually when I build my HMF plant I do 10/min

#

Or at least, I design it so it can reach that output

#

SOmetimes I don't have fast enough belts or speedy enough miners yet

trim sundial
#

Wanna hear something stupid? Ive been trying to build small and neat and effecient and for some reason the nature of the game im playing just hit me and i realised I HAVE A WHOLE PLANET TO MYSELF. My new factory is HUGE and neat and effecient even though its only automatic like 8 things haha

feral jay
#

From the 4mw difference between peak and current consumption

robust nova
feral jay
#

Rookie numbers