#satisfactory
1 messages · Page 514 of 1
so i just make a mini factory of for example screws for each machine that needs them?
Yea
Let me show you a diagram
https://discordapp.com/channels/370472939054956546/553550313533997057/1451217861052727409
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.
and is it nessasary to place mk2 belts?
Depends on the output of the machines
Just use your highest capacity belts everywhere, unless you have a reason not to
The highest belts you have automated*
but if i need 470 raw iron per min, i should use mk3 right?
Yea fair point
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
470 would need a mk4+
Yeah, for sure. The diagram even highlights flexibility on this point.
i have 2 raw iron nodes
20 full belts mk5 of quirkwire is trippy
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
Misplaced, more likely
Unless you flushed them down the toilet, no. They're not sinkable
Have you played any multiplayer?
It's even more trippy, because it was 20 balanced mk5 belts of quickwire
What monster would flush sloops down the toilet xD
One who wants to hear all of ADA's dialogue (I think she has a special line for flushing an artifact?)
Someone who wants to double the "output" on the other side
can you drag them in trash slot?
Does SCIM have a "find resource" feature, to look for things like misplaced sloops and spheres?
Oh yeah I forgot about that
You can check if they're in storage containers or not
you can check building list
I guess I could spare one lawl... maybe not xD
u mean u load balanced them into machines they were supposed to go or what
Just do it in a creative save
this is unplayable ima cheat in 3 sloops
No, balanced belts. With a 20:20 belt balancer
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>
That'll tell you if they're in a machine somehwere, but if you left them in a container it won't
item dupe
Don't do eeeetttttt
What about an unrecovered body somewhere?
Not sure what death settings you use
That should be a QA site post, not a discord message
Don't you use a couple for MAM research too?
Well it could be many things, it's just the question someone asked got me thinking if there's a tool somewhere that will help you locate things like that
Yeah, 3 😆
I'd like more custom color schemes so I don't have to keep loading colors into the same custom color scheme when changing from one part of something to another.
lol the only thing I use the customizer for is colour coding pipes
imma be honest idk what this realy means
Pretty much everything else is Ficsit orange or foundation grey or concrete
that too but being able to name them would be a big help.
I built a power plant with power storage in it and fuel production, I colored each section a different color scheme.
where do you search for items in storage containers in scim
Well, that and being able to save a color scheme, not just individual colors.
I'm just wondering the same thing now, I don't think it has that feature
You can search for dropped items but not I think stored items
found it but i only can see in a list all stored
Where'd you find it?
Oh, stored parts?
click stats then stored parts ye
Yeah that won't help you actually locate them
atleast tells you a little
I can't help but find things are better with fog turned off
Yep I have 1.8 million ficsmas gifts stockpiled as of now
yeah, finally got 600.000mw of power, is that enough for endgame?
do they disappear after event
By an order of magnitude
No, the trees stop producing and the recipes are no longer selectable, but you keep your gifts, and any machine already set to a ficsmas recipe stays that way
endgame as in complete the game, or as in continue expanding, in which case the sky's the limit
Unless they changed something this year
prob need to build nuclear too i quess 😂
Worth it for the build, it's a bit of a rabbithole though xD
Sounds like it's probably the culprit
Nuclear really isn't necessary but it's a nice challenge to build it
love rabbitholes
I seem to fall down a lot of them on YouTube xD
the advent calender has two 18s one above 16 but doesnt work that looks so much like an 18
*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
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
does editing save file with scim disable achievemenmts
does it leave a watermark
Exactly the use of a balancer, at least in a factory. Trains need the equal split as well, factories - not really.
In the save file name but you can easily rename it so basically not
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
before i say anything what is a belt mixer
wdym 7.2k items/m belt
Doing this with completely full belts is kinda useless lol
Sure, you do have 5x the capacity but actually filling all the bets makes the balancer useless. They're full regardless
THey're not necessarily completely full, the point is I no longer need to consider each belt individually and where it goes, but rather the collection of belts as a whole
is splitting oil pipelines gonna cause flow issues? or should i eacg oil line be a single line with 600m3?
Run five Mk.6 belts, put a 5x5 balancer on each end of them, and you can treat those five physical belts as a single logical belt
This fuckin thing #math-and-meta message
It's to a manifold what a belt balancer is to a load balancer
what does deleting a blueprint do why cant you just go back a save to get it back??
are you talking abt deleting the placed blueprint or the blueprint itself
in blueprint tab
Blueprints are not saved in a save file. They're a separate file. Deleting the blueprint... deletes the blueprint file
that would be to get rid of blueprints you don't want?
yes ok thank you
okay i get what load balancer is but what is belt mixer trying to achieve differently
Load balancer has one input (and so does a manifold) (or multiple inputs and one output). A belt balancer and a belt mixer have however many you need/want. And they all can take a full belt on each input and output
They're for managing multiple belts that can't be compressed into one
🍣
okayvyea u take different and varying inputs from different belts to distribute them evenly
Not necessarily evenly
but how is load balancer different from mixer
🤦
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 ...)
omg wait
i meant belt balancer from belt mixer xD
sorry i got kinda lost in those
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.
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
okay yea this makes sense now
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

The main benefit I can see for balancers is indeed train loading
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
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
i was about to question the utility of all this but now i get it and yea i see it, variable inputs, different priorities
And yeah train loading is another great use case for balancers
Useful for backhauling stuff too yea, makes sense
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
Train loading especially where having empty train cars can screw with the loading/unloading automation
Yep we're on the same page
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?
the pioneer jiggling the boombox around when flying with hoverpack
If you check, at least some of those sulfuric acids are meant to be closed loops.
Where earlier stage needs the amount that later stage outputs as byproduct.
Type shii
Type shit
Hell yeah i be factorising it up
21 = 3x7
Collecting reasource nodes
What else y'all thinks gonna be added in 1.2 besides the fluid trucks and the fluid rework
Whats 9+10
don't know don't care, that's not a factorisation question
I think more buildables relating to the mid/early game
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
Ummmm interesting
I doubt it, but wouldn't mind
I hope but im also just gonna use fluid frieghts anyway beacause i like them
Yeah, because iirc in terms of throughout you are better off with packaging right now aren't you?
Depends how you set it up
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
how is everyone doing
good
They are "fixing" pipes, so that should be interesting
No they said they "fixed fluids... kinda"
I have the same hope as you, but reality is often disappointing... 
tbf, fluid flow is a tricky thing to work with in games
True.
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
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?"
"Yes"
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"
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
I wish I could say the same. Sometimes it's just a pipe connection that failed to establish correctly, but I had no way to know until I tried turning it on.
You learn to cope though. Like if you edit a section of piping, you redo the actual flow pipes.
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.
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
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.
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
This is where the "time-dependent dampering factor" comes into play. I think this is some sort of variable that makes the fluid look like "moving", i.e., a momentum of the quantity. When these momentums don't add up in different adjacent pipe segments, sloshing of the quantities occurs. Hard to explain how I imagine it...
Yes--momentum. That's the right way to look at it.
Wish that was true but in my experience even full mk2 pipe manifolds have such issues, even starting with full pipes doesn't do much to fix the throughput issues, aka even starting full mk2 manifold pipes, getting full 600m3 out of that system in my testing has been impossible, which of things like sloshing, etc.
It would be really hard to parse out why without seeing your setup
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
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.
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
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.
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.
Its pretty common with mk2 pipe manifolds, happens in my setups and many other setups I have seen other players design as well, only ever fix is looping both ends of the manifold, otherwise you have alot of throughput issues in general
Yes this explains quite good how I imagine it as well!
holy series of text walls batman!
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).
I see a "did not read meme" 
It's going to keep the Factorio kids on their side of the border
I have never played Factorio, only Satisfactory. 
Yeah but why would anyone read? This is discord
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
I just had fun to explain my thesis and GilgaMocha was so nice to agree and discuss with me
You don't even have to know the actual math--just the concepts
This. I rarely have pipe issues, except when I did a mistake, but I always seem to understand why and how my pipes work.
It's a peaceful pipe-life.
Is there such thing as half walls like we have half foundations in game
Not really
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.
I figured
This is exactly what I meant above, the loop allows the system to balance itself within the loop rather than having to carry the imbalance around until it reaches the source of the fluid, i.e., the pump.
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.
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
Depends on many factors whether it's needed. I also rarely need it, only when you operate at full Mk.2 capacity it can resolve issues to maintain the throughput.
I have quite a few setups that run at 600 and they all seem fine as far as I'm aware
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.
You can read my textwalls above if you are interested in my theses around that topic.
I will do shortly, I did notice some wall of text xD
It starts here: #satisfactory message
Ta
do you be listening to MASSAGE-2(AB) b?
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.
general relativity right
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
Space is a set of locational coordinates
Space-time is when you add time as one of those coordinates
Space is the thing in which the lack of stuff in a vacuum exists. :D
it all sounds like we have thrown together our ideas to try to understand the universe in a way we can understand
I'm not sure I have seen a clear answer as to why gravity exists--but we have good ideas of how it works
Starting my first massive project, 50 crystal computers per minute 🫡
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
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.
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
drone is sky ship
train/truck/tractor/factory cart is land ship
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
but boat is boat. Boat is cool
aka all of our ideas are being held together by a kettle and some string at this point
build your own boat https://communityhighlights.satisfactory.video/meta-search/?q=boat
I'm not sure what you mean, because galaxies are a massive collection of... well, mass, so they distort space-time around them, which is why they stay cohesive.
Mass and energy, actually*
me when i third wheel ada and an omnipresent alien consciousness
those dont move, and dont have big horns that go BWOOOOOONNNNNnnnnnn, and don't carry goods?
run train tracks in water, problem solved
Basically galaxies do not have enough visible mass to hold together, aka they should by all accounts based on our understanding of gravity and the math, should basically spin apart, but that doesnt happen
thats not a boat. Marv, why are you always against new fun stuff? I'm curious
would rather boats come with a sequel than be added in as an afterthought to the current map
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 work
get you some canal boats
why not DLC? Maybe even incorporate it too a second small island or something
Or... when the theory is clearly missing something, you take a guess as to what that might be and you try to prove/disprove it.
Canal boats would be CUTE!
because the current map took over half a decade to make and it would be unsatisfying if you can only use boats to go around the continent and not through the continent
CSS is 20-30% Dutch, they should be quite familiar with canal boats 
It sure is fun they came up with a idea that is basically saying, god is here because you cant prove or disprove these ideas, i sure like how science is being held together by basically magic at this point
There is evidence for dark matter and dark energy, though. There's a wild difference.
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
hence why I said small* island and DLC. I figure this would be years out regardless. Not everything needs a general purpose must be aplicable everywhere. Creative routes and planning them are some of the best part about the game. Big boats would be a fun option.
see also "unsatisfying"
It took that long because they had to start from the ground up. A new map could be done in mere months.
go make one then
Nice fallacy
shining a light on your own; what makes you think a new map would take any less amount of time?
why are you even here lol? Is there anything fun and creative about the game that you even like?
dark energy is definitely a very fascinating case, but what evidence do we have of dark matter, sure we know galaxies should spin apart with the visible mass we can only see, but is this dark matter really just us making a observation that galaxies might have more mass than we are able to observe, suppose that could be evidence of something we cant see definitely hmmm
Because they don't have to build all the tools, design the game systems, bug fix every new feature, etc. It isn't like those 5 years were only building the map.
do you have anything better to say in response to losing an argument than "why are you here?"?
the world design team made the map, not the whole company
How do people make Refineries more aesthetic? I dont wanna just slap them in a super tall building
It was all made in tandem. They have the hard part out of the way and now have the tools/assets to do it faster.
You will need to prove that having creative problem solving in route planning logistics is objectively "unsatisfying". If thats the argument you thought you were winning lmao
I still think you'd be on the order of years not months to make a new, non-shitty map- especially if one is building it with new features in mind.
I just don't think so.
ue5 also has world generation tools, which is really interesting also
3-6 months seems very reasonable
who said it was objectively unsatisfying?
decorate stuff around the refineries too #screenshots message
Heh, hard disagree there. Not for something that meets the rest of the game's standards, at least. I'm with SignpostMarv about years for that.
The map is as good as it is because it's had so much time to iterate and refine
then explain what you meant by "see also "unsatisfying"" cuz thats where you lost me
Plus if you've got new maps you've gotta worry about resource + progression rebalancing, etc.
"I would also find that unsatisfying", not really anything that in-depth
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
Anyway, we'll see what they've got planned for the far future eventually. :D
Again, they did all the hard legwork on figuring out how that should work already
get a team together, make a mod for the new map, and start a patreon to cash in 😆
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
Nah, they've specifically said they do not want to rebalance resources + progression again, which they'd have to do if any more nodes/resources/tiers/milestones/etc were added
I don't have the tools/experience they do--this is ad hominem's ugly cousin
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
Well to be fair they only figured that out for the current map, they would need to figure that out for a new map to
Pretty sure that was in relation to the map we have
yeah but it'll only take 6 months max so just factor in another couple weeks to learn how
got it so your only problem is that you personally would not like new features and options. Got it. Cool story bro lol.
if you don't have the tools/experience they do I'm going to assume any timespan you come up with is being pulled from [redacted]
I'm not expecting it at all--I'm just saying it seems realistic that they could do it much faster than the first time
also not what I said.
do i have to connect my water extractors to each indivdual coal plant
This is an invalid line of argumentation. I won't indulge it further.
And I still disagree with that statement. They're a small team, and they put a lot of care into the current map. They're not gonna just plop one out in 3-6 months and have it be nearly the same quality as our current map. And the balance of how that map affects the current one is something they'd also have to take into consideration
no, you can manifold pipes together, although there is a max capacity.
After you're done here could you come tell the product owner I work with too?
i have 8 connected to 3 with pipes connected to all plants
farts out a flat map with a circular lake and one resource node of each around the edges
Anyway, a bit academic anyway, so I'll desist. :D IMO "3-6 months" is wildly optimistic for such a project, though. :)
Why? They wouldn't need to be connected or interactable. You just choose a map to play.
The current map took them literally 8 years
Marv said 5
So we don't even really know, I guess
You mean if that map is part of the same world as we are, and essentially we have two maps in the same world space, yeah thats going to really throw off all o the current map balancing, which why I dont think it will happen
and broke several times, usually with an engine upgrade
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.
But again, that was with a lot else going on that influenced the time required
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
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.
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
I don't really want to engage in conversation with people who make things up based on what they think I mean rather than based on what I say 🤷♂️
That's why I'm confident you can learn how to make maps and deliver one within 7 months. You're amazing and talented and I believe in you
1.3, new map is golf course
As I said--I'm not expecting it one way or the other. I just don't believe it should take anywhere close to as long since the hard parts are all out of the way now.
and I'm here politely asking for expansion to better understand. Equally I don't want to engage with people who cant explain their position coherently. 🤷♂️
Wasn't it already stated that a new map was "unlikely" in one of the streams?
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
Oh yeah, many times. :)
- 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
But a hypothetical future "Satisfactory 2" or maybe a big DLC could maybe end up being an exception. Guess we'll find out. :)
If they were going to try to build an algorithm for procedural generation, I could see that taking an additional 5 years, lol
Me, in phase two: A what used in what????
That was in a pre-LLM world though. Now we could deliver a new map every 17 minutes as long as no one cares if it looks good or works as expected or raises RAM prices further
Hannah has stated mutiple times that the initial pass of the map used a lot of proc gen to get a rough cut, its just hand edited after that. Just so everyone is clear. Shes given some great insight on it
this is the most sophisticated discord channel ive ever been in
if this is sophisticated i dread to think what other servers you're in
dont worry about it
[Citation needed]
I agree, we're all incredible, serious geniuses who definitely know what we're talking about
better to XKCD-386 about satisfactory than to XKCD-386 about unrelated science & philosophy 😛
doesn't matter what you say is right, as long as others believe it
do i get to keep my christmas hat post christmas?
That's why I can confidently say I'll have a new map ready in 17 minutes. Sit tight and get your DLC wallets ready
console QA failure, back to drawing board
Isn't "console QA" a contradiction in terms?
I do QA for my day job and I can confidently say no one cares if we fail things
no, that's bethesda QA
No, that's a fabrication of terms
all terms are fabricated 
Maybe Bethesda's got a fantastic QA team and the developers all just forgot their logins to the internal QA site. :)
Especially those ones together
how do i do a bug report
We've run into development challenges (realized it's lunchtime) so the estimated release date has been pushed to Q2 2027
You can send Questions, Feedback, Suggestions, and Bug Reports
https://questions.satisfactorygame.com
<3 @leaden turret
You can send Questions, Feedback, Suggestions, and Bug Reports
https://questions.satisfactorygame.com
<3 @tall lantern
darn
jinx 
ty
Only Meindratheal got the logo, though!
Could any other recipes be added to optimize this? https://www.satisfactorytools.com/1.0/production?share=9ArnO3wJbsqJeelc8KVR
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
i wanted to avoid using coal
could add limestone to cut quartz
many options, need to be more specific about what you want to minimise 😛
is that a lot better than pure quartz ?
needs to use cast screws
This factory going full emo, cutting itself so much
no, but it's different
cast screws is on there
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
i wanted to get close to 780 for each line
steamed copper sheets
ooo ya thats a good idea
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)
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
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
Will 50 computers be good enough for the rest of the game ?
Impossible to answer. Maybe? Maybe not?
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
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
(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)
i see
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
ya damn the pure ingot recipes are nuts
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. :)
and I had no plan so just Independency'd it the whole way
I often do everything now in the 1.0 or 1.1 world
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
I tried building a mega factory but I like the modular ones better
I bet your PC likes modular ones better, too!
I love doing biome factory’s
whos up factorising rn
honestly i have a tendency to just.... overbuild. My last save had a circuit board factory putting out over 1200 circuit boards/m 'cause well, i had two pure quartz nodes right there, some pure copper and some water.... destiny was at hand.
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?
and 1/1000th of an infinite GW 
2% of infinity 
Oh sure, nothing inherently wrong with overbuilding if you're enjoying it. I was more just responding to questions of the sort "how much should I build?" or "will x/min be enough?" Impossible to answer, in the end. :D
fair lol, the one true answer is: It will never be enough! Build more, build more, leaving resources unprocessed is inefficient pioneering! MORE!
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
that's a scary thought. If the power lines were limited in how much power they could bear that'd add a whole new dimension of planning....
they could add stronger powerlines as you progress through the game though 🤷
i'd be out here like a friggin' oligarch building dedicated power stations for my factories...
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
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
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?
they considered that then went "lolnope"
like 2M, some belt objects are "tall" so plan for those
Like this is kind of what I'm saying I-I-
In this very specific case I'm dealing with ingots
yeah thats fair enough i just starting out finished making fully automatic coal power plant now im remaking everything from scratch so its neater and its on foundations 🙂
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
typically the best way to make things look nice that way is to cheat and have a hidden logistics floor that things pass over/under eachother 😂
Hey, what happens to all the FICSMas stuff when the season is over?
You keep everything that you build or constructed. But all Ficsmas options from the build menus go away.
A.k.a. The Magic Floor.
Where one thing comes in and another comes out. And no-one is exactly sure how or why. But it works.
Thanks!
i mean no processing happens in there! Just iron ingots go in, and somehow just magically come out somewhere more convenient...
THERES COAL NODES EVERYWHERE BUT NOT ONE OF THEM IS FUCKING REACHABLE
Build a ramp / ladder
everyone pretending like conveyor lifts dont exist
(first time doing trains) is it normal for the switch to be on the opposite side of where the trains can go?
the switches dont matter at all for automated trains
The little diamond one with an arrow doesn't matter at all
i had 2 spawn next to eachother and within okay distance from water 🙂
Only useful for manual driving
ah allright
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||
dabbling with the trains and started putting the signals, not realising i will have to put them everywhere along the track 🙂
build ramps. concrete is key to reaching parts of the world
Oh no I know they exist o love them I just haven't diverted brain power to using them heavily
now i died with all my items i didnt even store them bruh
protip: don't die
There should be a "death crate" where you last touched solid ground, btw
(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
my world is a crime against all pionners
and that's why i turn keep inventory on
keep calm and build a ramp or something to get to them 😆
can we somehow force the block signal to only go a certain way, it actually tries to go the complete opposite way
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
i love me some planet with enriched uranium ore
Is there a video this week @void gorge
Hello
Heeeellllllllllllooooooooooo
I am
My trucks are levitating again
Not even to get back to path the things just hovering 200 metres west of any nodes
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
Im console and im fine with the bugs
I just started this game
Im working on fixing my aluminum factory
To work better
They didn't have the Early Access time and learned what "bugs" really mean in Satisfactory, and they are used to games that are far, far less complex in their game logic, and work much more flawless on consoles.
Console gamers are sometimes less "hardcore" and more "casual" and simply not used to this I suspect.
I just started this game
Im working on fixing my aluminum factory
im so sorry... 😭
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)
Why is the recycled water backing up when theres 600/min going out and 600/min going in
that would be the pipe gods
Recycling water needs "level 3" knowledge of pipes, please consult this guide: https://satisfactory.wiki.gg/wiki/File:Pipeline_Manual.pdf
No
I aint reading allat
Then create a post in #1038092680493801533 but if you don't want to learn about it, you will have to fiddle a lot until you get it working
I already made a thing in questions and help
And ive been learning gaining knowledge t
the best advice i can give is to never try to combine byproduct and input water
Im nott
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.
Is it possible to make 100 turbo motors a minute?
Yes: https://www.satisfactorytools.com/1.0/production?share=b9kig5xW90JmqfqJFQOl
(You may have to click on the Turbo Motor tab after opening it)
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
Whats a trick question I can ask a moron who googles satisfactory stuff to prove he has no idea what satisfactory is
57964x Constructor
i... have now thought about it
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
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
it's fluids. they'll fluctuate. unless the flow is 0 or 600
okay thanks
the full tank would also cause slosh
looks like i got it just about locked at 400m3 atm for the tank.
should i just remove the tank?
Also relevant:
How much excited photonic matter can you produce?
Yes.
Any tips for getting the squatters out of my pool in the image i posted in design and architecture?
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
na i just kinda thought you want a tank at the end of a line to help with the system
oh ok
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)
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 >:(
ooof lol
When you remove the outer foundations and zap them, they should run away.
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.
Ill have to try that, even before i put the foundations down they have been standing in place for days
I know the issue, zapping should move them and if not, be prepared to zap them until they die. They have a lot of health but its possible and then you can build there.
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..
They are cute and harmless but sometimes annoying 
i have two stations named iron ore dropoff but the trains just... choose to keep going to one and blocking every train behind it
Ive been wondering if they have any scientifc value lol
I can link to you the wiki knowledge: https://satisfactory.wiki.gg/wiki/Space_Giraffe-Tick-Penguin-Whale_Thing
They can also be purchased as plush to cuddle. 
(Small: https://lizarddoggo.com/products/confusing-creature-plush
Large to stuff without fill material: https://lizarddoggo.com/products/confusing-creature-storage-sack)
LOL i love that name.
they have a codex entry, kind of...
that counts as informational value
I just bought some theings from the awsome shop, mainly building pieces so i can go verticle lol...oh and a coffee muh
mug
Thats a propriatary Ficsit term, make sure you file the nessicary forms before you start using that name.
make sure not to receive any coffee stains™
im going to have to email my boss at ada@ficsit.biz about this one
take that employee 05192.83.3845.710.8.192b
wait thats me too
oh noes
I wonder whether multiple pioneers share the same work email
That makes me wonder if we all have the same employee ID
According to the wiki entry under https://satisfactory.wiki.gg/wiki/Pioneer:
"The pioneer's e-mail address and presumably the employee number can be seen in the Codex: "employee.05192.83.3845.710.8.192b@ficsit.biz". In a multiplayer game, the email doesn't change."
Thus, I answered my own question.
maybe its by sector (when one person gets an ada message in a multiplayer game, everyone gets it)
Me when I put my IP address in the email
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.

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
But what if we are just the replacement for the last pioneer that met an untimely end
guys i droppes some DONUT project info into #screenshots again.
that's not a safe conclusion because it could mean a lot of other things too. Like, we've all loaded independent instances of the same simulation.
There are 118 crash sites. Yes.
True.
118 KNOWN crash sites, let's not exclude the fact that some of them could have missed the surface entirely
Straight into the void
I agree!
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
Kind of like we are all put on the same copy of EXO-planets to see whos going to screw it up more lol
Is that really a crash site though? 😛
Asking the right questions.
No, because none of them built anything or collected anything, they'd have to have all died on impact
more likely none of those crash sites contained any pioneers
i mean ada does tell you not to question why there is pre-existing drop pods
Is there a way to take less than a stack from dimensional storage?
no
there's very rarely any need to do that, what's the use case? you can build stuff using materials in your depot, I suppose it's only ever an issue really for things like sloops, slugs etc but it's not really something you'll be doing regularly
If you already have some of a material in your inventory, dragging the Depot stack onto that will only consume the difference from the cloud storage
So technically that works
OCD. I have 31 power shards and I want 49 more.
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)
My guy!
just take the stack and send 1 back in?
They upload too fast.
what's speed got to do with it? just put 1 in the box
(If you didn't know, btw, you can hold down the "split" button to split stacks into exact values, in your inventory)
You must not be understanding my issue. But @white dawn had the solution.
I think you may not have realised you can split stacks...
Why does taking 50 out and putting 1 back in not work?
I learned that yesterday, which I why I was asking about this. But I wasn't able to split from the dimensional in the same way, which surprised me.
Right mouse hold actually lets you drag the scroll, which is odd.
I'd have to take 100 out (a full stack) and put back in 51.
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
No it doesn't
why?
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.
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
lol, ok.
Also, who decided the order items are sorted in the inventory lolol. So random.
would be nice to be able to specify that
I actually might learn to write a mod just to fix this.
You did! It's the order in which you uploaded them. :)
Oh and that order too!
(I'm guessing that Depot-sorting mods already exist, btw)
I was actually talking about the general inv, not depot. But both could be improved!
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
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.
and then equipment is in the middle for some reason, oh wait half isnt
power shards are awkwardly half way through
I do not see a mod for just improving the base sorting algorithm though.
Hello
hello Not Not cyan
How are you
good, almost finally done with my current in-game project and will be glad when its done
does anyone know if constructors keep ficsmas recipes after the event?
Im playing fixmis volume two and my ears are bleeding
Its Ada preaching her hatred for Ficsmas, which is why the 2st generation of fun engineers were sued because Ada keeps trying to destroy the tape lol
The tape is coverd in blood I think they were more than sued
can pin things you use most often too, that tends to be sufficient for me
Is 240 aluminum casing/min enough for personal use
At first I pinned everything I had fed by an automated process, but now that's basically everything.
Hiya
Hi
Not Magenta?
Huh
I thought the reference would have been obvious given your username
I thought u were talking bout that i just wasn't sure
what can i make early game with heavy oil residue
define personal use? like rifle ammo?
Feedback loop baby
A lot of fuel
i have no use for that this early. and i cant flush it out
Once you get petroleum power you can turn it into fuel
i hate the sound of elite gas stingers so much, hearing them invokes a fight or flight response in me immediately
Rn I would just turn it into something sinkable so the factory doesn't back up
They put a perfectly designed horror monster in my cozy factory building game!
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
I set my game to peaceful and I still shiver when I hear stingers
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
It's a lot to take in, don't sweat it!
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.
When you look at a power pole there are four numbers you can see and they'll be colour coded. You want "consumption"
Ahh ok the one place i didnt look, the poles lol
"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
speaking of which, my max cons is getting scarily close to my capacity
i am working diligently to get the tier 4 power poles, its going to make my power distribution so much neater looking and effecient
Once you end up removing your biomass burners (if you do so, anyway) then Capacity and Production will basically always be identical
tier 4 power poles????
Yeah, i had to use biomass burners to power my water exctractor initially until i figured out how to get my coal energy to power the water exteractor so now its a self suffecient loop and i have nothing connected to biomass now, THANK god.
wall outlets will be your saviour
Yeah, no real choice but to use biomass to bootstrap your coal. Good times! :D
I mean the tier 4 energy distrivution things, like poles with a connector at the base.
Power TOWERS
Yeah those lol
Those are very good
and they look beautiful
Great for ziplining around the map
albeit the enjiner in me sees flaws but is only game so, I have a thing where i review every games power infrastructure design
i give satisfactory a 6/10 on the power infrastructure design realism, which is actually a good figure
It's a perfect game I give it 5/7
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.
It won't collapse
no, we are ficsit have unique platform floatation technology
Foundations do not experience gravity
I still like to build with physics in mind but you can just build sky platforms
that would be an amazing april fools patch note though "Foundations now experience gravity"
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
oh i dont doubt that, i just have a weird thing with reviewing power infrastructure design, by all means satisfactory is my favourite game
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.
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....
3D thinking obvious changes the big picture drastically
not to mention you can play without a mall and satis players generally recommend against a bus 😄
You have to be careful with the math, have you take any excess water produced from the initial water extractors and just let it be fed from the feedback loop?
if in doubt, you can also add a valve at the feedback loop to prevent backflow or flush the pipes to get it going
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.
So see what refiners produce and fill the gap with extractor ?
yeah
I've never used a valve put it in at the backside of loop between extractors and the loop?
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
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
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
Looking for a good dedicated server host for two players. Want to build large factories. Any recs
im not crazy, it is definitely path signal in, block signal out for train junctions right?
Any is good tbh its more about price/specs ratio so depends on your area and how much ram/what cpu you need
Us. We are on both costs. My friend does play through GeForce now
Enough #screenshots message
I am confused, apparently my train has a signalling problem somewhere but none of the signals are flagging an error.... 🤔
Only 15?
Well it's the on h bauxite I have and only 480 a min
oh my god im so stupid, i have discovered why my train cannot reach the station
Crap I need copper for sheets....
i put the station the wrong way round LOL
Good morningg
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.
I don't wanna start nuclear I'm scared 😭 😭 😭
I want it next to a door tho 🙁
umm idk them u could replace the door and make space with nudge
Welp time too make 3600 rubber a min
only 3600 a min?
I hope someday, ADA realizes the true meaning of Ficsmas. Whatever that is.
That's the max amount I can make with my 2 nodes unfortunately
okay i finally after so long have RCUs automated
clearlyer not enough only 2 nodes i recon u grab all the oil in the world and centralise it
Nah I have plans for the other amounts of oil
Rocket fuel for power and drones probs
aww
And plastic
petro coke for coal generators!
that's smart, coke is a great fuel
i need to get on drones im making big ass buses
fuel for the intellagent
Never used it before wym
Phones about too die gg
check your codex when you're actually in the game 😄
yeah only the biggest and most powerful brains use coke fuel
Product placement
coke is great because you can get a fucking lot of it very easily
This is turning into a coca cola sponsor segue
crude into HOR into coke is 1 crude for 4 pet coke
Original taste Petroleum Coke
what about it
doesnt seem very appealing
Anyone have any good tips on using bidirectional hypertubes and hypertube acceleration?
I use a bunch of these inline with my HT routes to go super faster #screenshots message
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.
Yours looks like it might work for an HT cannon but not for bi-directional. My screenshot is using an entrance facing each way so I can go both directions
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.
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
Yea, I need to do some more of this
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
you gotta go over the whole map if you want all the alt recipes
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!
kids these days are so spoiled
Usually like phase 3/4 or so the game will kind of nudge you to expand because you'll need more or different resources. Before then you can kind of get away with sitting in one spot unless if you really want to
I'll do some nearby exploration stuff once I get blade runners and much more/further exploration with the jetpack normally
yeah im thinking about expanding out for my hmf factory bc i have most resources here tapped lol
im thinking about making a main storage area and setting up trains first though
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.
@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.
I mostly point them at a fence or wall. A landing pad might work if you line it up right but it'd be the same idea
My aluminum factory is fixed which means i can start using the aluminum to make stuff
I had mine launching me directly through a portal on accident LOL.
Had to expand to build a HMF factory in crater lake
in phase 3
Now i got 5000 heavy modular frames stored
yeah oil or the MAM resources are what's not right on top of your starting areas for me normally
storing?!
This is a nightmare, I'm moving too fast to switch branches.
yo is there like a solid way to plan ahead?
I am contemplating buying this game how hard is it to learn
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 -.-
work backwords from the last item you actually want to make, like elevator items.
oh, okay that makes sense
that depends on whether or not you have inductive reasoning and basic math skills and can read what is on the screen
I cant read 🙁
it's over
so I love like minecraft mod packs with next step crafting stuff
Is this concept similar?
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)
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
What are you looking for in a game
goal progression like craft this to then be able to craft this
you need a hundred of these to progress to one of those
you got that
have you looked at factorio
this is going to sound really silly but... the graphics...
i dont know what it is
its a fair point
it feels so old for some reason?
It is
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
Buy it play it for two hours return it if you don't like it
the game doesnt hold your hand
like in a modpack I get a giant book of chapters right
it doesn't have infinite progression, there is an end to it, but there is always a next goal. until the end.
but is that next goal always laid out or clear
and that goal is always build X number of parts A B C
or will this turn into me having to like watch videos non stop and google the next steps
increasingly more complicated chains
https://www.youtube.com/watch?v=2sTpAjgsbsU
So these concepts are super simple right? No issues here. But like once you get your basics down how do you know what to do next
i dont mean literaly step by step but like do you have a goal at all times that is clear
all the recipes are available in-game, it has an okay UI for searching them, but planning ahead of time is difficult to impossible without looking up outside recipe knowledge
because you don't get to see them until you unlock them, and you use prerequisite parts to unlock them
The goal is always to construct a certain number of specific parts
How you get there is freeform
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
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
no, there are 5 phases, each phase has a goal number of high tier parts to end the phase, you go through the phase unlocking more items to be able to construct those parts, it's basically guiding you through the available production chains as you go
Perfect.
nothing ever really becomes outmoded, things just become increasingly complex and resource heavy to construct
thats fine I just need like some sort of goal
then when you finish the game you exploit the entire map to throw as many high tier items in the garbage as possible
(optional)
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?
wdym by this, just build more than you're using downstream with a smart splitter
That is what I am currently doing but….. after phase 3, tier 4 plus it gets a bit tricky to ensure
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
they just glitch sometimes
will it resolve itself if i leave it?
design another road for them
the more flat the better
and dont make crazy turns
i will try less crazy turns, the stop is on flat foundation for quite some distance
that sucks, i dont wish to use trains for small distances but if this problem is really annoying then i might have to switch
I have like 1000 hours in this game and every day I find more hidden details
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.
reflection on the boom box glass is crazy lol
because grid breakers are separate from power switches
Man i gotta print this alt recipe reference guide out, its so damn long lmao
a tripped breaker can migrate between grids when you use power switches
all switches do is connect grids
But I swear I've used a power switch to toggle a group of machines on and off before without needing to flip a breaker.
Steam Sale season be upon us
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.
if the sub grid has had its own power generation source it can get weird
Nope, no sub power.
idk then
There we go, OC supercomputer alt recipe :D
remember kids, you are always one hard drive away from winning big
...or 77 hard drives away xD
Now to spend days automating these things
this might shock some of you, but the super state computer is actually the best supercomputer recipe
That's a good and respected opinion just the wrong one /j
friendly reminder that there are no "best" recipes
best recipe is charcoal
using nitrogen for supercomputers is just impractical if you are maximizing map production
super state is objectively the best
really gotta save nitrogen for nitro rocket fuel
except nitro rocket fuel takes 2x sulfur than it does coal 😭
gotta save it for the thermal propulsion rockets
I'm using OC because it sounds cool
Super-State just doesn't have the same ring to it
😲
Smart switch, not regular switch. Can be grouped/named. Has A/B sides to regulate which part gets flow and which doesnt.
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.
The issue was that I had some generation on the broken setup after all, I forgot I had geo nodes attached because I was lazy.
I feel that. 😅
I think the logic is that breakers don't trip is the supply is 0.
0 = off, not under supplied.
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
Concrete foundations
Ugh, ill figure something out...
I hate this.
my personal recommendation would be to not do megafactory
Nanofactory... So hot right now
Depends what counts as "mega"
bigger than a kilofactory but smaller than a gigafactory
I think it's about time I pioneer the GibiFactory.
Im gonna handbuild a 40k forge world
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.
anything that is "all production in a single place"
I'm planning on doing all space elevator parts to finally beat the last phase in one spot... but yea, I'll be feeding it some parts with a few trains other than just ore or whatever.
I am starting to think I should have gone on a harddrive hunt before I got too far in the milestones.
"megafactory" in context of Satisfactory is "all production in a single place", or "single factory for everything". So if you start building outposts, you no longer have megafactory, you have multiple factories 😉 it has nothing to do with size
What about a mega factory with rooms 🧌
im making a (decently small) mall and sushi belts feel so wrong
Probably fine for a mall
The worst sushi belt is the one on the game cover
im using gamingwithdoc's design so it works fine it just looks strange after so long of 1 item belts
Iron ingots and screws on the same belt is sociopathic
iron ingot with a ton of screws lmao
then theres lets game it out but that kind of gets so disgusting that it loops back around to being beautiful
well, depends what you call "best"
because there's no generic "best", only "best" for given cases
they're the best
that... doesn't help
Maybe I'll consider screws when we get mk20 belts
just plug the screw maker directly into the screw taker idgi
Mk.20 belts could be 19,660,800/min
that assumes there's a formula for belt speed (there isn't 😛 )
Assumes they double in speed each Mk xD
I ignore past abominations xD
there's literally more exceptions to this rule than the cases that follow this rule
the only doubling belt is mk1->mk2
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
But what if the rule is that it shall only happen once
then it's hardly a rule
For a population of 1, a single sample gives you a great p-value!
Mk.3 came to save the day because some machines thought it was a real cool story to take 45/min
But you are following the rule, it only happens once, that is the rule itself 🥖
60
120(x2)
270(x2.25)
480(x1.7777)
720(x1.5)
1200(x1.5384615384615)
Then the rule is it shall add 60 🌮
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
Most belts break the laws of physics 😅
A believer of the holy sushi belt divinity I see
- mk1: 2x 30
- mk2: 4x 30
- mk3: 9x 30
- mk4: 16x 30
- mk5: 26x 30 (p.s. you got that one wrong, it's 780)
- mk6: 40x 30
Although sadly fluids would break that entirely
just package /unpackage at i/o
@sterile blade would a sushi pipe be a california roll or a smoothie?
Mb on tier 5, my current highest is 4 so my memory was a lil off :p
I wish I could put water on my conveyor belts but I have been forsaken
PSA belts will increase by 1.7777x for each successive generation after Mk.6, rounded to the nearest multiple of 60 xD
It would be the world's biggest "do not put any flame near it" mixture
looks at packaged water
-# also looks at rain vfx
Hm, yes, BYO rain effects; just package a bunch of water and have it come down from the sky via conveyor lifts!
All this time we've been asking for its return, when the power was within us all along

Have the packages smash open on a bunch of grating high up in the sky to make it rain
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
i bet there are at least 10 lurkers all the time
just waiting for sufficiently stimulating covnersation, aka dopamine hunt
Make that 11. I'm lurking.
11th Lurker, Secret Boss
Ah yes last night I left the game after I achieved a perfectly flat power consumption fraph
Secret Boss skillz
how many HMF are typically needed bc im gonna struggle to even make 2pm
a sight i strive to see
Depends on which phase you're in, possibly dozens
rn im working on unlocking t6 stuff, just got trains
still need to do elevator for higher tiers
And consumption equals production if I take trains and sinks offline
its beautiful
Took me the better part of a week IRL to hunt down machines that weren't running at 100%
don't worry. you will get machines that have variable power draw in the next phase.
🤨
Isolate variable draw machines on independent circuits
At this point trains and sinks are already a problem for this challenge
doesn't that just mean you're hiding the spiky graph somewhere else and just selectively choosing to look at the flat one
Well yes, and that's the whole challenge
#screenshots message This one's even better
I don't understand the challenge
All machines must be running at 100% all the time
right but that doesn't mean the graph is flat
(100% efficiency, not clock rate)
like are you putting particle accelerators and whatever on another grid from flat consumption machines to look at the flat graph
Yes
ive done the game with 5/m
good to know
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
love that power stability!
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
The best part was when I was able, from my base, to identify a single constructor in my ficsmas plant not producing, 2km away
From the 4mw difference between peak and current consumption
haha thats impressive. I am still working on my first playthrough. I think I am at about the mid game. I just finished my turbo fuel power plant and turned on 3/4 of my copper factory finally. still have a lot to do, but excited to start pumping the 12,500 ingots/min
Rookie numbers