#satisfactory
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Add more noodles then
But the scaling is insane went from 50 to a 1000๐ญ
Oh wow, a total n00b. Let's get 'im, boys!
๐ฅน
Naw glad to have ya here
The dunes are peak
May the land whale park on that one flat spot you want for the space elevator!
The what who where
May god have mercy on your soul, whatever free time you had will now be taken from you... Hope you like Maths...
I havenโt lifted m foot in hours
I still consider myself green and have 500+ hours in the game. Less than a day is nothing.
Well i was wondering what you guys would suggest. I was playing a new game pretty early run and got distracted and walked away from Satisfactory for a while, i just came back to it and i have no idea how much my various lines are using. Would you just tear them out or try to add up smelter useage?
Depend on how much you built.
Im early enough that i havent gotton my steel figured out yet
I'd just start over. In unrelated news I've only finished once with over 4k hours. Unrelated though, like I said
I must have got distracted by something pretty early into the build. Im going to guess it was BG3
Agree with jw1082, at that point it's better to start from a clean slate
that was a long time ago you should probably start over
Cool thanks. Thats kinda what i was thinking but was like idk maybe there is a better method
Yeah ill probably tear it all out an just leave my foundations
Depends if you want to continue, examine what you've got and hope it makes some sort of sense, then go from there
im not there yet. still suffering through manual curves
Can't judge, I had left the game a few months ago (early 1.1 I think) and just got the urge to go back to it. Now I just need to decide if I try to restart now or wait for 1.2 which I heard would be out "first half of 2026". Any words if it's closer to June or just a few weeks away?
you're going up the tiers still? ignore it and keep building new factories
no reason to tear it down
no word... dev streams start tuesday i think
Oh we are still getting updates thats fantastic, any word what 1.2 will have in it?'
Here's hoping for experimental branch update with those rumored fluid trucks
we got a 15 seconds teqaser with what looked like a fluid truck. beyond that we know little
Ah yeah i struggled with balancing trucks so i usually just run multiKM belts
Thanks, will wait until then to decide, would be wrong to start now if I could do a new start in the next version
i dont imagine them changing or adding something so profound that it would require a new start. some of us will use it as a excuse though
The wiki say something about water pump being able to be built in shallower water
I'm in the group that would use it as an excuse...
my plan is not to restart until atleawst then.... im trying to take my time with this save
So two coal nodes harvesting at 120 can run 16 coal generators with 3 water pumps each. Is there any reason to overclock or just stop this power plant at 1.2k?
Still have yet to finish the game since the 1.0 got out. I think the farther I got was blender before being distracted by something else...
I personally dont go big power gen until at least fuel.
So, your timing on this question is funny - I was just considering overclocking my coal/sulfur setup so I could run more power through the generators
Yeah I was thinking about that
With you on that one, usually use coal as a stopgap/emergency power supply and rush diluted fuel
The concept didn't matter before, because I was already using 100% of the input, but with the new mk.3 miners, it's a whole different story
In my case i have many plans and i think ill need to take apart my coal power setup at some point. im not going to until i have to mind you
I think I'll just double up my power generator to get to 1.2k and then I'll prolly have enough to get to fuel with that alone
in previous games i was using bioful as emergency power because it only activates when you need power vs coal which always supplies power
Idk how much power you're running, but I've got 32 coal plants fed by compacted coal, in the valley just north of the Southern Grasslands. That's only using a single belt, and I think I built 3 or 4 belts of coal over there
the coal is not for power gen. ill have lots of power via rocket and or nuclear
If coal isn't for a stable backup power, then what is "it for" then?
What coal is useful for change as you go along. While useful for power generation early on, it quickly become more useful in recipe for steel or explosive powder since 1 pure oil node can give you more than 10 MW
Plastic and rubber
steel
(I'm curious to see how much power I gain here once everything's done btw. Might have to change the water setup though)
rocket fuel
compacted coal
The coal plants are pretty useful for a good handful of things and always have a good amount nocking around as it even helps for making aluminium
75 compacted coal powers 7 coal generators
compacted coal also makes turbofuel
Good thing I've got a lot more than that
To be fair I need to update my compact coal making it dose plenty but just don't look nice at all ๐
If I find an extra coal source I always setup coal gens
I am generating power from 120 coal generators
GUYS!!! I JUST FIGURED OUT A HOTKEY
GG
Lol
making diamonds and sulfur from coal
Just for the heck of it, I copied the settings from a machine, then walked up to another and hit CTRL+V, (without entering the menu). It pasted the settings.
yes, many standard shortcuts work.
WHAT????????
that's what I said
ctrl+c while looking at a machine will copy the settings too
I didn't know that either
it copies shard placement too
Aye, that was why I tested it in the first place, I didn't want to have to adjust every machine
you can turn sprint into toggle on and off too. this allows you to just hold forward while taping ctrl V
Oh I see, I didn't know that
I've never made it to tier 9 before
coal has many great uses. a "backup" power is not need when you use pwer priority switches
you unlockl them in the MAM
they let you turn on and off power for sections remotely as well as set up a priority list. i make power facilities #1 priority and factories that are not a pain to black start lower. This means if you go past your power usage the switches will automatically turn off low priority factories. letting you expand your power grid with out it completely shutting down
!wikisearch priority_power_switch
The Priority Power Switch is an improved variant of the Power Switch. It can be used to set which sections (named Circuit Break Priority) of the power grid should shut off first, if a power trip is about to occur. Additionally, it allows other Priority Power Switches on the grid to be toggled remotely...
These are nice if you want to set individual areas/rooms with special lighting.
But the game doesn't like to render the lighting, some of my areas only manage 20~30fps because of it.
The rest is 60
You're referring to the lighting control panels, I was linking priority power switches. They look similar.
Oh yeah you're right
not to be confused with powerswitches either lol
I kinda forgot those existed
ok i just had an idea that probably 100 other have had: using the floaty balloon things as part of an airship tech tree
1000 smart plating done
3250 to go !
is it easier to make reinforced iron plates on site or should i have a dedicated factory to them? and if i should make a dedicated factory is 90/minutes a good amount?
that depends on your consumption rates
[me at stage 6 making them by hand]
๐จ
๐คฃ
ok to be fair i recently moved from drop area 1 to the middle of the map and haven't completely set up all my nodes yet
ok can someone have the devs put changing the default order of slugs & power shards into something that makes sense
blue slugs-shards-purple-yellow is just hurting my brain
They used to be different colors and I'm still confused by the new setup
-to answer my own question, from doubling the compacted coal output to the coal generators and overclocking the gens, it'll net me a modest 3,152 MW
i'm always paranoid when setting up my grid
this time around i'm officially going to attempt to put all the geothermals on one grid that'll be powering the fuel nodes
Anywhere I have a power source now, I run na equivalent amount of batteries. So everything locally has an hour of backup
oh yea, i started setting up a battery bank area at the blood ponds
The blood ponds?
that's what i call those red ponds by the 3 oil nodes near the middle of the map
when you clear the vegetation from that area, it looks like an area from BG3
Crater Lake?
yea, around where like 4 biomes intersect
yea, SE corner of X3Y3
CSS really should get some kind of special award for scariest mob, because even on passive mode where you know they won't attack, the stingers are still the scariest things i've ever encountered in a game
God dammit I need add floors to a factory but I've got drones set up on the roof
That's annoying af
ngl i still don't trust trucks/rails/drones to get things to an area in time ๐คฃ
Both the stations and the drone ports have a parts/min statistic you can use for that
My water setups used to be so smart.
What happened to me?
oh i know, i just suck at scheduling
i'm still stuck in the mindset of "everything, all at once, no matter what" ๐คฃ
I'm asking because I'm about to try it: what happens if you split 3 mk.1 fluid inputs into two mk.2 outputs?
probably having the same thought as you: it's supposed to work, but who the hell knows what's going on in the game engine
Well, this is either the smartest or second-smartest rig I ever built, so maybe this will convert ๐คท
it can work? generally you want dedicated pipes
don't merge/split pipe manifolds
make a pipe for each dedicated process
fun idea, let's see if it works ๐
I did initially set this up on the old fluid physics though
fluids haven't changed in physics
Is there a way to tell how many alt recipes you have left?
They absolutely have. The devs "simplified" it somewhere around 0.8 I think, because reasons, but I used to manipulate the heck out of the system. It's so much harder to abuse now.
I'm usually the one on the receiving end of it now
they fixed a fluid deletion bug a bit before then?
I'd be happy to be proven wrong if you have a patch note link on what they did, but afaik they haven't changed diddly
Maybe you just got good?
or at least if they have it was so minor it had no real impact on design in any way
they fixed floor holes? I wouldn't say that's changing pipes though
200 hours ago I made a quartz crystal factory in the far northern dune desert, thinking I'd use it for computers
I then proceeded to forget about it and it's just been sitting there forever
But I finally have a use for it! I'm going to make diamonds->time crystals->dark matter crystals->ballistic warp drives
I'm making past me look smart
using exploits like VIPs and pushing things to edge case limits have always been unreliable. You were probably lucky before
or you didn't notice stutters. That happens a lot
I've got a stutter in one of my fuel generator farms I can't figure out yet
Gotta get that fixed sooner or later
speech therapy helps
It runs at 100% for a solid half hour or so and then BAM it hiccups
that's just your 14900K slowly dying ๐
So you say i must clock my machines to match the input? Let's say i have 14 machines which need 288 nitrogen each, I'm better off setting them to 300 and then adding/removing machines to match my desired output?
I'd have 2 machines on a line that use most of a mk2 pipe
if you wanted to keep them at 288
not having max throughput also gives you more leeway for less tidy pipes
The problem is, resource wells hate to cooperate.
merge a few of the nodes to something reasonable - feed a group of machines clocked to that amount ๐
Nah. Tiny tweak, then sit and listen. Adjust and repeat ad infinitum.
Now stuff just keeps breaking randomly, and I have to find the broken piece and replace it to get it moving again
It used to work like overclocking a computer. Now I keep tripping random breakers.
yeah sounds like you were always playing around with edge case set ups. They often just screw you. Either you didn't notice the stutters then and are now, or you were just lucky and karma has bitten you in the ass
That's the thing 
Atomic skids don't work well with fluids. Otherwise, my best bet is loadbalancing packaged nitrogen.
you can't load balance nitrogen
atomic skids?
make a post in #1038092680493801533 with what you're trying to do
This current setup I'm adjusting is using 3 extractors to feed 2 lines, in 4 sets. Water tanks half way, with load balancers set just prior
the buffers are prob screwing you in this case
they'll at best do nothing
at worst cause problems
Load balancing and buffers are things that shouldn't really be in your pipe systems ๐
and your liquids are unlikely to be actually load balanced - it requires extremely specific set ups for that
(Apart from buffers at train platforms)
I play in a world I havent played for a longer time. I want to measure the throughput of a train station. Or if I want to measure the throughput of a train station in general, is there any good way, except looking at the production itself?
Again, I build this using old fluid physics. It needed it to function properly.
they never needed buffers - they always either did nothing if set up right, or broke flow
people often mixed up buffers fixing things because sometimes it just took time
I'm a new player and had a quick question, I picked up Bolted Iron Plate as one of my first alt recipes and didn't realize the insane iron requirements not to mention the fact you produce less product with those resources. Is there a way to unlearn that hard drive?
The buffers are filling back up though, so that's a good sign
why would you want to unlearn it? you don't HAVE to use it.
There wasn't really any big fluid physics change adaik ๐ค
I've used buffers for headlift tricks, but very rarely
you can select both recipes as you wish?! you can just use the classic recipe?
was hoping I could pick the other recipe
I swear on my own life they were changed
reload an old save? you're never locked out, you can get them all
You can, get another drive
sorry friendo :\
buffers and load balancing were never good methods for fixing pipes. At best they could not hurt it
Three's never been any major changes to the fluid dynamics. They've fixed a few bugs here and there, but nothing major
Kinda hard to do that. Why do you want it anyway?
I'm riding the struggle bus like crazy trying to do Phase 2 so was just hoping to get a recipe I could actually benefit from that's all
If I'm doing my math right I found a little spot that I believe is somewhat close with Pure Iron|Pure Coal (3x each), that I can set up a decent steel plant. Should be making 720 ingots per minute which wouldn't be bad. Leading to 240 pipes and 90 beams per minute. ๐
basically if the production isn't backed up, you know you're getting the throughput
Yeah, get more drives. And you can benefit from any recipe ๐
To save time; I want to use an old train station for an iron production (it brings me iron ore) but I dont know if this train station is enough to feed my new production line. but it is not critical, I can just look at the production and see how much ore is being "mined to that station" ๐
Youโll benefit from them later tier 2 is fairly early game but I had some trouble too at that stage but any recipe that takes out screws is always good
I have made a blueprint Which takes in certain input, and gives out certain output. One of the input is 288 nitrogen. Given I need to repeat this blueprint 14 times, what is a way to distribute the nitrogen properly?
idk it's killed my motivation lol, I'm 80 hours in and it's a struggle
Shouldn't you be loooking at how much the mines make then?
you can generally eye ball how much throughput you can manage with some basic numbers? figure out the return time of the train
I did this (with the old system) because (probably due to the fluid deletion bug) certain buffers kept starving, and this let me share the load between sides
yes greeny and cobalt sir, yes. I just thought maybe there is a shortcut. would be neat. but you are right.
and it can sometimes work yes - it's not something I would tell someone to do and be reliable and easily repeatable
reload old save
get another hard drive.
you're early in the tutorial, just keep going forward
-Usually when I set up a new fluid system, I spend anywhere from 2 to 30 hours tweaking it afterward
there's no old system
that is a major red flag you're doing something wrong :\
Sec
Tier 2 is when things start to get complex but are still manageable
I wouldn't recommend getting recipes that "take out screws" just because of that
I HATE screws tho
Why tho?
because you didn't learn how to manage them
build the screws right before they are used
Because I need a lot of them
then feed them into the machine
That's true for 99% of items
Eh Iโll do it the way I want to I just donโt like screws
I mean you can do whatever, just the same "issue" is with wire and quickwire, ao you'll have to learn it anyway
a lot of people have screw trauma - because they didn't realise it was easy if you made them right before the machien that used them
And at that point why not apply it to screws as well
For example if you need 40 screw constructors feeding 10 assemblers, don't put the output of all 40 constructors onto a single belt. Batch the production so you have 10 sets of 4 constructors feeding 1 assembler.
That might help
So update: the mixed mk.1/mk.2 system works perfectly. Orange pipes are all mk.2
and that generally doesn't occur to new players, hence screw trauma
I think I might have screw trauma
yeah you've always been playing around with edge cases and unreliable set ups
Wanna see some magic
If someone showed me that and told me they were having issues I'd tell them to rip it all up
Yeah Iโm gonna do that soon probably Iโm just gonna make a new factory dedicated to simple parts
I would seriously sit and play with it for as many days as it takes to get it 100%.
lots of ways to do it ๐
with blue prints you could set this up in 30 min and have it running perfect in like 5 minutes https://media.discordapp.net/attachments/558721941410807812/1439217940141441107/image.png?ex=698a6fe8&is=69891e68&hm=e409c993a7723207a7d50c03c7b388ef8ca86f776e2db6e893d766ad8a164498&=&format=webp&quality=lossless
The hardest thing I ever got running was a fuel? Turbo fuel? Manifold using an entire mk.2 pipe
Well it's your choice if you want to waste time on it instead of building a normal setup in 30 minutes
Other people use blueprints, but they're no fun for me
Easy is boring
ok it could take you maybe less than an hour and take 5 minutes to get running fine
this is about you continuously doing things with your pipes that aren't good ideas if you want simple reliable set ups
Funny enough, all I had to do was change out the mk.1 pipes. The initial setup was a b****
Aaaanywho
I heavily modded my game and downloaded a mod pack with 50 mods, can anyone give me a suggestion for mods I should add to my mod pack?
Learn all about modding and join the community here!
<3 @dense violet
Does enemy difficulty scale with progression or have I just driven all normal hogs to extinction?
dif areas dif critters - spawns stay the same
I just watched a video from Jace, he said they will not be adding Mark 3 pipes
Fyp:
#screenshots message
Jace said it would be too hard to code
Basically impossible, it's a hardware limitation.
It's kinda dumb, but developing video games is hard so I can give them a pass on that
Before 1.0 they thought that Mark 6 conveyor belts would be impossible but they added them anyways
Either a hardware limitation, or a shortcut they never looked for
I have something you might like (or absolutely hate)
probably the later ๐
Will get you a screenshot after I finish re-coloring everything. But it's my favorite setup
Can fluids mix?
types? no
The mixing is done with the machines, not the pipes
Yes. Dr. Pepper and Mountain Dew make a Pepperdew, one of my favorite soft drinks.
It's technically Dr. Pepper's monster
A quick aside, but after a lot of experimenting, I did find out that 3 input-2 output setups with fluid 100% work, but the shaping of the pipes and the directional merging of pipes tends to matter. Vertical setups require a gas trap to function
oh they can - but it's much more common to get back flow issues at the junctions
When I advise people on pipe shape and layout it's because I'm giving them basically totally reliable options where the only issues that will come up is user error. I do this to make things simple for people
you can totally do wild looking set ups and get them to work. How long and how much effort that takes is only known to the gods
Not disagreeing. Trying to teach a new player the hardest methods possible first is like asking them to quit
most people just want their pipes to work w/o magic: )
Just discovered hard drives, are there any game changing recipes I should try to get before setting up any specific factories?
It's all very situational. Cast screws is a solid choice if you find it in the early game though, it eliminates the need to make intermediate iron rods when you're making screws. I also love stitched iron plates, which lets you make reinforced plates without screws, and if you pair it with iron wire, you can do it without copper.
But other people like other recipes
I personally like to solve the screws problem
I will mention - collect as many hard drives as you can - resources from some crash sites can be used to access the hard drives of others btw - but for quite a while, you'll never have too many hard drives
I don't like screws either
But I think tomorrow I'm going to spend my time roaming the map and gathering as much as I can to get some more stuff unlocked and also make my basic steel plant.
Sometimes you even find the resources needed to unlock the pod right AT the drop site
All recipes are useful in some scenarios
one thing is if you find the alternative recipes you don't like, just leave them there
next scan will not included them
Aight Ima cheat for this one, I have a blueprint from another save that uses Mk.6 belts but I don't have those unlocked yet. I'll plop it down with trigons and time crystals I edit in and resave it with Mk.5 belts.
Oh crap should I not be hitting the reroll option then?
I've been just rerolling and moving to the next
You get one reroll per drive
reroll is good, just leave after-reroll recipes there if you you don't like
Okay I'll keep that in mind. They really should make it so you can either research more than one thing at a time OR make it so that you can speed them up
because HOLY does it take forever to do more than 5 drives
If you scan them as you explore it goes surprisingly quick
I wouldn't recommend that, except if you're looking for a specific recipe
That's fine
Is it good if i save them for possible mam research like the turbofuel ones?
you know that you can just dismantle the MAM and rebuild and acess it anywhere right ?
Pick one, get next drive
There's more drives than you need
They are progression locked, if you by chance get enough to save them, its better to just keep scanning until it tells you theres none available, then just keep scanning when you progress
Oh so i shouldn't have like 5 hard drives saved in dimensional depot?
Basically, just scan them, when you go up a tier, keep scanning.
You do need like 2 or something for mam recipes.
Oh
Might be 3, but fairly sure its 2
Then ill js research them all
But theres actually an extra like..
10-15? In the world I think. Not counting the ability to buy them in the shop
!wikisearch harddrive
I just keep scanning when I think of it, have almost any recipe to choose from at this point
and all my re-scans left
Four Hard Drives can be used to unlock alternate recipes via MAM research trees (as opposed to scanning the drives). Scanning the drives will provide a total of 106 recipes plus two opportunities for pioneer inventory expansions. However, because the Quartz Purification scan also unlocks Distilled Silica, and the Polyester Fabric alternate does not require a Hard Drive to research, only 106 Hard Drives are actually scanned for recipes. This leaves 5 Hard Drives unused (6 if FICSMAS participation was done).
- per the wiki
Basically, scan away without worry
I'm down to 26
honestly just scan any drive you find, pick one of the two recipes, carry on with your life ๐
unless you're searching for a specific recipe, there's no reason to keep recipes unpicked. You can't use unpicked recipes and picked recipes kinda push you towards experimentation with them (which is a great way to find combinations you like)
@dense violet The focus is the red piping. The upper line pressurizes the rest of the system. #screenshots message
There's more to it, but that's the most important piece.
Also heavily advise as soon as you can make packed liquid biofuel, a basher, and some stun rebar, a jetpack, and the dd, just go exploring and put collectibles in the dd, scan while you go, sloop the alien remains for LOTS of alien data
Ohhh
Theres that many damn
Like somersloops and mercer spheres?
Oh i am doing JUST that
My friends do the automating
Using the scanner?
Also bring ||nobelisks||
and a hazmat suit
I have like 25 cluster nobelisk on me at all times
I js unlocked phase 3 i tried to automate bauxite but i got flamed by my friends
some of the radioactive ones are messed up๐
100 cluster nobelisks and 200 explosive rebar for exploring, neverminding the food
the person who does the exploration gets all the mushrooms
I js do xenobasher, stun rebar, homing rifle ammo nobelisks and like 10 beryl nuts
And i stun the enemies collect the mercer sphere or stuff and i dip
Is that a litle underpreparing?
eh, I used to explore without any gear, just good old "run through everything, grab the drive and get out" tactic
anything that works is fine ๐
I used to do that but now i realized that the uhh flying bugs are horrid
So now i have homing ammo to js snipe them out
I'd usually bring 2 stacks of berries for the exploration
But now im getting demotivated cuz for the final dimensional depot speed upgrade i need 23 mercer spheres
@feral jay you should prioritize fuel production more
(#screenshots message)
shrug do it 8 at a time if you have to
I go around maps one then got enough to upgare all, but I saved 46 spheres for depot building
the final upgarades are not worth now imo
there's enough spheres on the map to get all the upgrades and still have tons for depots, most likely you won't use all of them anyway
I was using so many spheres for depots before I fished all the up grades
yeah, I've just gone around, leaving black hole in the middle of the map
The only things at a higher priority than my fuel production facilities are the power generators
there's ~200 excess spheres, so you can build that many depots
I have all the upgrades, plus 60~75% of all items depot'd, 22 spheres left over, and a whole bunch to find still
I might just group the generation and production together later though
That's what I thought
And the generator farms all have at least a 30 minute fuel reserve
I'm doing ok on spheres
Sloops are the thing I'm hurting on
yea gimme some more of that sloops
I'd love to be able to set alarms on containers, so if I start draining a fuel reserve for whatever reason I'd get an alert. Kinda like the "one of your power storages is draining" popup, but for containers/buffers, alert me if they drop below 80% full or whatever I set it to
sounds like a different game
that would be an amazing qol update
but you'd first need buffers to be actually useful, which they aren't currently ๐
Heh that's the one place I use lots of buffers, for fuel reserves
@drowsy rock there is a mod called "no clearance"
(#screenshots message)
given you have priority switches anyway, I fail to see the usefulness of that
You'd need to be able to set thresholds though (especially custom ones), because otherwise they'd run the risk of going off constantly
Eh, to each their own, I'd love that feature.
Yeah like a threshold per container
I think SF has too static production for something like this to ever be a thing
(static = doesn't change over time)
Oh it's not necessary at all but it would be nice to have
in Factorio, systems like those make sense, since mines can run out and there's also third-party events (locals chewing parts of your factory) which can affect what happens (as well as production changes via research), however we have nothing like that in SF, basically if you set up a miner -> factory -> storage -> sink, it'll run forever (assuming it has enough power, which is also just miner -> factory -> gens, so it also runs forever)
It would also be useful when you have shared production, like for a centralized aluminium ingot plant. If you peel too much off for something, a container could start dropping and then alert you that you're not making enough aluminium any more
Looking at one radar tower alone (I have 15 covering about 95% of the entire map), I have 216 slugs, 28 mercer spheres, 10 somersloops, and 11 hard drives to find. You'll be fine if you keep searching~
Admittedly, I don't really have that problem becuase everything is planned pretty well though
that's why you do Independency ๐
Really I don't think it would take much to add the feature, and nothing would be lost
I can't find a mod for it, either
game dev is hard, things are never "simple" like that ๐
adding stuff like that seems like it would pretty much be a circuit network and that is kinda a lot
I've been watching Bitz play Alchemy Factory - I feel like that game has the setup requiring the buffers that this game supplies. Things are definitely a bit too static sometimes.
Hey I'm just happy I finally got my priority mergers
๐คข
Not very useful but they do solve a problem here and there
they solve self-imposed problems ๐
All the problems in this game are self imposed
some are more than others
you might be able to do part of what you were talking about with those
but no alarm
Actually drone fuel is a great example of where it would be useful
The biggest use I've found for priority mergers involves inequal outputs, split off to do different things. You have a few dedicated outputs to the primary, but need some of another output to run 100%. A smart splitter's primary line feeding the low end of a priority merger will do the job.
It's pretty easy to build a drone fuel plant that's not quite big enough and then add more drones than it can support
main place I use one is getting rid of silica
I got one for backup nitrogen from a container in case I ever have a drone problem
are UE5 crashes
expected?
got my first one in about
180ish hours on my save
practically every place with priority mergers can be replaced with dedicated machines that run out of the priority line
they do sometimes happen, yeah. Might try posting it as text into #1038092680493801533
why would I want extra belts if I have priority mergers
it's not extra belts though? it's less belts
All my crashes so far, I believe were from leaving the game running too long (24h+)
it is if the thing you need to merge is in the middle of a to b
you would need 2 belts from the middle
standing on top of the exhaust vents at the top of refineries should give u poision damage cuz theres no way those nasty chemical fumes are safe for inhalation
flavored air wym
its a little spicy
i should make my doggos sit on it
NO
spider pig
Spider pig
if what you want is less freedom of design then I guess
https://media.discordapp.net/attachments/752543820909903922/1470328253679014011/image.png?ex=698ae565&is=698993e5&hm=c96a6021554c1c97ec5795e3d44383272f8f3250729dfc0256348e4f787f2537&=&format=webp&quality=lossless
top: prio merger (bottom prio), goes into factory that handles both
bottom: no merger, just dedicated processing of each
why are the manufacturers so big ;-;
couldve made em a wee bit smaller
also, how is what I'm showing "less freedom of design"? ๐ค
but there are many upgrades you don't really need I don't see what makes priority mergers so different
what are we talking about guys
I'm not saying they should be removed from the game and burned
I'm saying that they aren't necessary and in most cases the setups without them are easier
i use them to store some aluminia solution for myself incase i get thirsty
i built my aluminium super factory and it took me too long to realize its flawed, every time the output belt for the alumium scrap gets jammed (even for a microsecond), that sends a chain reaction thru the entire refirety system jamming everything 2 minutes later
ive found that placing 3 fluid buffers has significantly decreased the extent of this jamming
efficient jamming machine
that's just delaying the problem instead of fixing it
those three fluid buffers are able to hold out the jamming enough to produce enough scrap to fill one industrial storage container, so now its a "aluminium on demand" system
Logically, a buffer is nothing more than a big fat pipe
add 20 buffers
problem solved
AOD
This sounds like life in general
well yes, but it gives me enough aluminium to last me for now, ill have to rebuild everything later
if you delay a problem long enough, it's no longer your problem
but the buffers really did help me delay this
I mean you could also fix the problem and not have to rebuild ๐
I dont get to unlock rocket fuel until i unlock empty fluid tank which is in T8, right?
Buffer tower to store the waste "forever"
probably, yeah
unless there's a way to find them near crash sites
no the problem is that when the scrap output gets jammed, it stopps making water, so the secondary bauxite processing refinery runs dry, so the primary bauxite processing refinery fills the pipes, so now the secondary bauxite refinery cannot run
the refinery feeding off water pumps is "primary"
the refinery feeding offf water from the scrap producing refinery is "secondary"
just to clear the terminology im using
yeah, that's why I'd recommend the "separate stuff" approach
https://media.discordapp.net/attachments/558721941410807812/1460381544173801616/image.png?ex=698a4e4c&is=6988fccc&hm=389c65811d6c4ca43a3354016836ccea29404b2361e1663e3e4df8581f181ccb&=&format=webp&quality=lossless&width=910&height=1286
And is there? ๐๐๐
are you not sinking the final product?
ah yes i should probably do that- i js realized the solution is to put 8 sinks at the end of the line
yeah
8? how big of a factory is this
unnecessarily big ๐
people for some reason go all the way for aluminum and it's almost never worth it ๐
ig that shouldn't be a big deal them
I have 8 fully filled belts, so I can't merge them
I used every single coal and bauxite node In the red forest for this
QED
Qed?
well I if you don't have a steady use fore it
https://en.wikipedia.org/wiki/Q.E.D.
basically, you just demonstrated proof for my claim ๐
Ah like "hence proved"
Belike his speech perplexes thee?
I don't, everything feeds into one container and some space I left for adding the drones, so after producing enough stuff, the belts slowly start to slow down and come to a halt
It sounds like you need to turn it down to the amount you're using now or sink it
might be better if it got sunk at it's destination when it's not needed ๐คท
would be closer to use
yeah you keep doing fake load balancing - it's probably going to cause issues at some point
anyway to remove the hammer while building it more annoying than helpful
do wot?
you mean from handcrafting?
Hamma?
What hamma?
I do not know of any hamma
thus far i had a single usecase for it. to merge compact coal from the rocket fuel blenders with the incoming coals arriving by train
Hi guys
Im going to buy satisfactory from epic games is it worth or i just buy it from steam ?
Doesn't differ much I think
honestly, i just dispise epic, and their owner tencent
I just stick with Steam incase I ever have problems
Its kinda cheaper thats why i wanted to buy it from there
up to you. im not selling my data to the ccp
steam is better for multiplayer
Same thing, can have separate machines processing the byproduct CC
Epic gives more money to devs
this is quite true, but in this case, that would involve refactoring an entire factory, as i upgraded an turbofuel plant to work with rocket fuel
yeah, again, you can use whatever, just saying that prio merger wasn't really "needed" like many people claimed
ofc in some scenarios (usually involving self-imposed restrictions like "I've already build it this way" or "I want to build it this way") it can be useful
I only found one use case for the priority merger (then the building I was using it at was fatally flawed) so it was demolished ๐คฃ
If i connect coal generators to a pole it should be the capacity times how many i have connected right?
something is wrong then, cus i have connected 3, and it will be 675 MW but the connected poles just tells me 225
3x75 is 225
okey, but are all 8 connected it should be 600 then?
only if they are all on
A lot of people have issues with the water for their first gens. Whatโs your setup like?
its correct, im just confused why me fuses are still blows even tho i didnt add anything more than a traveling pipe
show some over head shots of what you're doing in a #1038092680493801533 you probably don't have them all connected
most likely connected some to each other rather than the main grid
if you interact with each one you'll be able to differentiate
Man I did that on one of my first blueprints and it confused the hell outta me
@dense violetnow its porsted
just unlocked nuclear but im wondering if its worth it to do it now and create waste or wait until i can purify it
can always just store some of it forever. Not very hard. Pick a corner of hte map
or just quickly unlock the processing. Won't take long
they're good for belt compressors
but belt compressors aren't good
Why am i getting station unreachable error? They are connected.
Is the station itself installed backwards?
The round bit needs to point in the direction the loco is pointed.
the leading locomotive needs to be able to dock into the station
Fixed it, ty
Connected closer nodes via trains. Perhaps drones are the best choice for the far off uranium nodes.
"best" depends on your preferences ๐
Whoops, I got turned around and built an entire section of the factory 90 degrees off kilter ๐คฆโโ๏ธ
Here's the result, time to clear up the mistake and try again haha. #design-and-architecture message
oh man iโm sitting at work just thinking about this game. i have tried to get into it for 60 hours, on many different saves, but last night it finally clicked. god i canโt wait to get home
I connected my train to an impure uranium node but i see the added total incoming rate doesn't equal 300. How can i fix that? The node isn't even that far away.
btw quick question, coming from factorio i have used trains a lot there. how are trains in satisfactory? can they replace a belt at some point?
in both games you basically need belts anyway between train and machines (well in Factorio you can just do train->inserter->machine, but let's ignore that for now)
and in both games train basically supply the "mass transport over distance" role, and in both games it's up to you whether you do or not use them (they are never replacement for belts, they are a different transportation solution)
i use trains a lot in my world, very conveniently when a lot of different stuff transport on medium large distances
I remember when that happened to me, I was like "wait this game has numbers"
but can a train deliver a constant flow of items, like a belt can? do you need several trains or
it can' all the logistical optiosn can
hey guys, i just got the game, but i cant change my resolution. the setting itself isn't stuck, it says 1980x1200, but the resolution stays much lower. how can i fix this
just adjust number of trains and wagons
well, after a couple trips, your train will tell you the throughput per min. if its lower than desired. just add another train
thatโs great thanks!
(youll want proper dual tracks and signals to recklessly add more trains)
the throughput counters on train platforms are not very reliable - either look at the equations to find otu what your throughput is - or eye ball it and see if your machiens are kept fed
whatever you do, put an industrial storage box next to both stations. hook them up with 2 belts of the desired tier. this way youll have a buffer while the station is halted for train processing
Is it a bug or a design thing that when you activate hoverpack near the machines go idle
bug
could be both, seems related to power subgrids. a fix seems to be to add a battery to subgrids
Ok now I'm really confused. My battery production was stable, but when i check now, i find it stuck at 93%. I meticulously balanced the inputs and outputs. It's now hard to diagnose what's the problem now.
don't trust the efficiency meters, they are often made of lies
stare at the lights for a little bit - look for a stutter
I noticed that my smelter at the end of manifold has very little scrap. I left it with a full stack. Which would imply there's a net loss.
or filling of manifold
unless it took a long time to fill
look at the lights on your scrap refs, are they flickering?
Only the last one
Satisfactory landed me in the army. Im to go an alien planet and colonize it
Edit: i died
sounds like you have a stutter in your system. Look at it's console - is it starving or clogged?
of either water scrap or starving of solution
That's the thing right. I didn't get any clogging/starving for the time period i observed it.
But very clearly there is a stutter. The manufacturer is starving of alclad. The assembler is starving of Al ingots. The smelter is starving of scrap.
hover pack probably
Hover pack's idling?
well you mentioned just before you noticed the hover pack idle bug
check if your scrap is choking on excess water
Idts
I didn't get any observations for 120-140s
could anybody help with piping something?
sounds liek the hover pack idle then
sure, post in #1038092680493801533 or #math-and-meta
I route the water down to feed it to some machines. Even those machines have the same 93%.
again, efficiency meters are often full of lies
you never know when they are lying
its more of something i would have to screenshare
efficiency meters are 100 or wrong.
over head images of piping is almost always more than enough, and videos are annoying because you see so little at a time
Do i take the risk of leaving my battery factory be then?
cpuld i dm you multiple images? questionsandhelp is limited to just one
#1038092680493801533 is literally made for this sort of thing, it's why I linked it
Heya, everyone.
you can post multiple images there. Maybe not in the first message, but that opens a thread where you can post anything
Im looking to see whats causing my current issue.
Ive got small power outages again.
3 Water pumps.
7 Coal generators.
post overhead images of what you have in #math-and-meta or #1038092680493801533
did you account for pipe size of 300?
Mk3 Belt.
Thanks, how do you do over head?
build something tall or use photomode , P
3 waterpumps, assuming 100 clocking, is 360
Use a lookout tower
I find the lookout towers a bit restrictive, just foundation sky ramps for getting any angle you want, less chance of me falling off it.
Ive done both.
photomode is a good eye in the sky too
I thought thats what you guys ment, but was sure if there was something I was missing
Thanks, dropped a question in questions-and-help section with screens
I'll use them occasionally pre-hoverpack but going up and down the ladder each time I need to scoot over is pretty annoying unless I really need the angle
Looks like you're trying to push too much water through mk1 pipes which will starve some of the generators.
I am currently working on my factory aestetics
Interesting
That's the whole reason I do the whole ramp and foundation thing, no ladders ๐
it's comming along
so in this case, the more pumps isn't actually helpful.
Only use pumps when you need to make liquids go up
Yeah, the max throughput per pipe is 300.
i ment the water extractors
Each extractor only pushes 120 water per, unless overclocked.
Overcocked
Hehe
Not yet they are not.
Bah, typo, fixing it.
Don't, it's funny
@dense violet You make it sound like it hasn't been running for 400 hours.
-Overclocking a computer is a similar process btw.
But there's another 2 key pieces I can't show from this angle.
you keep complaining about having to work on a small pipe system for 3 days xD
this is not normal
You can technically run 3 water extractors through 2 pipes, but it takes finagling
Yeah i've realised nowq i've read a bit and with a bit of advice, what im doing wrong
While belts work almost 100% in this game (minus splitting and merging edge cases), pipes are extremely janky, so it's something to keep in mind for future builds
guys in general, do dedicated servers have more bugs than normal multiplayer (player joining another players world)
@dense violet it's my favorite setup btw because it works without buffers or pumps. The top side pressurizes, the outputs are shaped to prevent backflow, and the inputs are shaped to function as vacuums
I feel like that question is best for them hanging out in #dedicated-servers
What happebed
Re-worked the layout etc now it wont start up but probably pole placement etc
Pipes are janky if you build them wrong ๐
Yeah, I've disconnected the rest of the base and just got this little area going.
cut off the rest of the factory, let it die for a bit. then build bioburners till the coal is stable
also, check if the factory doesnt pull more than the 8 coal gens put out
yeah already done that, pulled the rest of the factory and letting the pipes fill and the coal flow nice
If ur gonna be shreading down and rebuilding ur power then make sure to have a strong battery facility to keep the lights on while you work
Nah, i've disconnected the main factory from the power
if your 8 coals burn steadily, and your fuses trip, youre drawing too much power
so I can get this running and pipes filled up
Getting pipes filled is one thing, but one of my favorite uses of buffers is to use as a tell, to see whether the system drains over time or not
yes, this is a good idea.
But it has to be placed at the highest point in the system
if it's taking that much work to make it work I don't think either of those things are happening >.>
Either of what things?
buffers or pumps
This one took minimal work actually, the inputs and outputs do all the heavy lifting
@willow wing did you figure out your fluxuating part output?
i never use buffers or valves. i often pump the fluid higher then the inputs then fill from above. I also try to treat the max of a pipe as a theoretical maximum.aiming for more pipes less to move per pipe.
So you run pipes on simple mode
well if my combined output of Heavy oil residue is 800 ill break it into 4 lines of 200 for example. i also like making small clusters of manifolds rather then one big one. this allows me to trouble shoot in small sections and bring parts offline for fixing or upgrading without interupting the entire network
the only correct mode ๐
That's fair. I'll always troubleshoot and deal with any problems soon as I turn it on, to make 100% sure it won't collapse later.
To each their own, but when you dive deep enough into the weeds of any video game, you start to recognize the fingerprints of the ones that created the framework you're using. You'll see their coding tendencies as well.
Mk 2 pipes carry slightly less than the output turbofuel from 2 pure crude oil nodes, correct? So if I want to keep all of my generators in one spot, it's better to have 2 separate pipes to not have any issues?
Without checking, I'm pretty sure a pure node outputs fast enough at max overclock to fill a mk.2 pipe
Oil yes. Its the only time I'm forced to use a pipe at max.
I may also make out a pipe for nuclear as I think at 250% its 600 units of water a minute
speaking of pipes, I arrived at aluminum production, should I just sink waste water with wet concrete (common advice that I've heard of since mixing waste with extractor water is a no no) or do something else with it (like using it for an underclocked refiner crafting alumina
I haven't started nuclear yet, but it does look fun. I'm curious how the water balancing will go.
just dont mix the water
If you want to feed the waste water back in just don't mix fresh and byproduct water.
You can also use pure recipes. One of the recipes needs quartz i think..... can't remember off hand
two sets of refineries, one for recycled water, problem solved
Well 600 water a minute for a max oc nuclear generator. So two fully overcloked water pumps to supply it.
I discovered that on my own and it felt good so I try to let ppl figure it out
I have a tiny setup thus far, but check this out:
#screenshots message
The outputs from the scrap feed directly to the inputs with the bauxite, and everything is speed matched, so there's no need to deal with extra water.
-The hardest part was initially filling the lines without the system breaking
I mean a thought about that too, I just wonder if doing the wet concrete sink has any merit
its pretty silly overall imo.
In the end it's personal preference, of course. Personally I always feel like it's a bit of a waste, but lots of folks like it for the simplicity
nothing could be simpler than using the water for alumina olution.
I generally always advise just keeping the fresh+recycled pipes totally separate, and overclock/underclock as needed so the numbers work out
At what point does sending packaged water upwards becomes better than pumping it up?
it still is another refinery and pipeline to deal with
You can combine the two and have things work, if you want. The most reliable way to do so is with a "VIP Junction" (search the wiki for "pipeline manual" for details on that)
Though it's possible to get a working combined system even without that
not a fan of pipe vodoo
But IMO keeping the two systems separate is the most straightforward way, and generally requires little-to-no debugging
Today is my first hearing of VIP junctions
I wish valves actually work
no debugging, no external resources, no undocumented quirks etc
everyone seems to agree that they will cause more headaches than solutions
Once you have a VIP design that works, it should continue to work fine. The main problem is that they can be finicky about the specific design, so you may end up having to debug what you've built if it's not working right
They do, but they're awkward, and because they break the sloshing mechanic, you need to be careful about where they are placed. You always want as few as possible. More creates more noise in the system.
Also, using them requires pumps.
Most problems are avoided by making the piping simple.
most problems are solved by using belts
And you may just start out with a design that works just fine; many folks swear by 'em. Best yet you can blueprint your working VIP and be able to slap it down anywhere. :)
Which is why I'm not gonna take any risk for my piping in my nuclear facility.
Though regardless, my own recommendation is always to keep the systems separate instead
Again, to everyone here - buffers can work like canaries in coal mines, for the complicated setups:
Place them at the highest point, and then check them to see if their amount changes over time. The biggest setups can sometimes take several hours to stabilize.
I used to merge fresh+recycled quite frequently, and I'd always end up with a working system. Just got tired of the extra debugging that often entailed
hoemstly i use so much concrete i like having the extra concrete going into a depot then overflowing into a sink
if you havent read the plumbing manual pinned in #math-and-meta its worth while if you wana to get serious about fluids
Limestone for pipes and beams, limestone for frames, limestone for silica, limestone for diamonds, it's way too much lime.
I actually did one with valves, I still need to test it through over time (didnt claimed a bauxite node yet), since I believe the problems arise over time as internal buffers get full
so i need to do some testing first
From sea level, how high is the limit that you can build to?
1997m iirc
Correction: buffers are more likely to act like extra problem-creators which make your systems less stable. They are hostile canaries which might be adding more problems into your system.
sorry to interrupt but adding more locomotives to a train increases how many cars it can pull right?
yes
Explain.
Because otherwise I'll assume you're trolling. Or don't know how to use buffers properly.
Oh I remember the main reason why I wanted to avoid another refinery: the blueprint creator didnt fit another one ๐ญ
thanks !
yes It was the mk2
well, afaik they can pull a lot of cars if not infinite cars
adding more engines just adds more power, so you reach bigger speeds faster (or can scale more steep hills, etc.)
side note.
I prefer running more trains then multiple engines. Personally i run one engine 4 freight cars
im Offiacially running mods. My eyes have been recovering slowly from surgery and i just needed it to be day time all the time so my eyes would not strain as much. So skyui has been installed
I've only ever used them at the end of lines on an elevated platform to contain sloshing and even then I'm not sure it's good
Generally if you make sure your pipes go above you inputes then use a "n" bend you should be good
Alright you all convinced me. I'll get started on the purified quartz
haha, didnt take much. in the end do what you feels though. if you are truely on the hence glad we can help but if you need me to convince you that your way is the way to go. ill support ya. Even if its a mistake as those mistakes are how we learn
Idk, I just wish there were more here who enjoyed exploring the limits of liquid physics. Then I could bounce ideas off people as I build.
have you read the plumbing document pinned in #math-and-meta
I found two websites, satisfactory calculator and satisfactory tools. For planning large factories, is there a better one?
I have not
generally speaking tools is the go to but this chat is biased lol
how so? For both I mean
the writer is in this discord. and it has lots of great info and tricks
Heh, not trolling, and I believe I understand buffers much better than most. On mobile and traveling, though, so I admit I don't have time to go through all of it
The gist, however, is that buffers at best provide no benefit, and at worst cause problems of their own
well the guy who made tools is part of this community.
Ive never had a issue with either.
BUT
i find the layout of tools more appealing
i also like inporting and exporting my plans
In most cases, they just mask problems which would otherwise become apparent much more quickly
interesting, I only knew of calculator but I'm going to try tools
i like the look of buffers so i just nudge them ontop of my pipes and hide my n bends with them
I would genuinely like to hear the details
I like calculators map and thats what kept drawing me back
well, there's two sides to this:
I do enjoy exploring what fluids can do, and I like to read big chunks of texts and such by people who spent time researching stuff
but 99% of contexts here are "new player asking for help" or "average player fed up with not understanding fluids", in both cases I default to "here, have the least-painful and most-reliable pipe tips", so that they can have a better experience in the game.
Most of my tips come from that - if I say "never use valves", it's not because they shouldn't ever be used or experimented with, it's because it's simplest way to eliminate as many breaking points as possible, but if you want to experiment, you're very much free to do so and shouldn't follow my "never use" advice.
But I don't want to write this message every time someone asks about pipes, so I just default to the shortened version ๐คท
no reason not to use both, i got a tab open for each
Anthor is here as well, just not as active
im aware lol
which reminds me do you have the time or pateints for a tools question while you are here
GIVE ME THE PAIN. I want to know all the finer details. I have most, but definitely not all, of them
Fluid physics are about equivalent to a 10000 piece puzzle methinks
Can you fit 4 fuel generators in a mk2 blueprint designer with space to fit pipes feeding all of them?
If you're okay with really tight piping, yeah
yes. you put 2 down then mirror them connect the inputs directly across from eachother. then place junctions on the pipes. finally connect the two junctions
as probably the most biased person in this chat (I made Tools ๐ ), I'd recommend Tools over SCIM for production planning, for these reasons:
- SCIM doesn't optimise production at all, just uses recipes you choose (and if you choose multiple, it picks one semi-randomly)
- SCIM can't work with loops and byproducts
- SCIM takes a long time to calculate stuff, and doesn't save your productions locally, so you have to bookmark things
The map is pretty good (and one of like two that exist), so feel free to use that, but for calculations I wouldn't use SCIM, as especially once you reach oil, it will just straight up refuse to show you some setups, especially those that are "most oil efficient", as those involve looping and multiple recipes per item
Hey I haven't yet unlocked computer production but I do have enough computers from crash sites so I was thinking of unlocking the alien power augmenter is is worth it rn or should I wait till I get computer production
always (there's also Tools server where you can ask, but here, or #math-and-meta or even a thread in there is just fine)
point 1 is huge to me. that's awesome
I don't know the optimization but have a bunch of recipes so having the help is great
if i have deep questions ill join.
Off-topic from everything maybe, but I wonder sometimes how much work it took the devs to get [most] things balanced with each other
worth? maybe depends on your situation if you are starving for power you likely need to upgrade you power facilities regardless.
I like the augmentor for exploring. When i find a crash site that needs power i just plop down a augmentor
On the shores of blue crater there is a crash site with 100 or so circuit boards. you can hand craft some computers if you need them right away.
the harddrive requires power but there is a geothermal node in the crater
as for that, Tools optimise for kinda-subjective property - "weighted resource consumption" (but well, all properties are subjective, so I just picked one that made most sense) - basically the rarer a resouece is, the bigger "weight" it has, f.e. if there's three times as much iron as copper, then using one copper is equal to using three iron.
That doesn't mean though that it's the "best" way to do things, though it's generally pretty good at showing you reasonable builds without costing half a map.
My personal suggestion is to just select all the recipes and materials you have (or want to use) and see what Tools come up with. Carefuly examine the result and if you see something you don't like, disable that thing (recipe, machine, resource, whatever). Tools will recalculate with changed parameters. Eventually you'll reach something that you like the most and use that (or reach a point where production is impossible due to limitations, at which point you do step back to pick one of the previously discarded options, or rethink your goal).
(also, don't use maximise, it doens't optimise for raw resoruces. If you want to know the cap, use maximise, but then change to items/min with the maximised number, so you get the optimised production)
To quote Count Dooku:
Do it.
I see, makes sense. I'll trust you then :d
One question though, as soon as I get to bigger factories it starts giving me numbers for the machines like 3.25, which just seems pretty annoying/difficult/inefficient to set up no? How do I handle that?
change their clock speeds
i look at 3.25 machines or 325% overclock. then divide the clock among however machines you wish
many options, 3.25 machines means "total clock speed of machines is 325%", so f.e. 3x100% + 1x25%, or 1x250% + 1x75% or anything else
you can hover over the box, and it'll tell you one of the options (the first one basically)
Isnt changing clock speed/overclocking rather late game? I'm at advanced steel rn
no, it's unlockable as early as T1
it's in MAM and basically achievable as soon as you can build MAM
It'd be nice if I could overclock to 325%
i get it the second i unlock the MAM
and underclocking is free, so you are not forced to overclock at all
underclocking in particular is handy early on
(and personally, I'd heavily recommend to use clocking in your builds, it's the most powerful logistical tool in the game, with it you never need to balance or anything, if you need 35/min, you clock a machine (or set of machines) to make 35/min exactly, and so on)
I think at that point it would become too power unfriendly
underclocking (especially early game) is under utilized. more buildings less power use really helps
if nothing else it helps keep a power grid stable at that point, instead of occasional spikes that might trip your grid
well, early game you also are a bit stranded for resources, so it's dual-edge blade
for sure
Damn, I just simply ignored that until now lmao. Well that's amazing to know, thx guys
dont sleep on the MAM. some of the most powerful tools are in there
Also, update for anybody interested in the topic - Quartz Purification eats a fair amount of resources
-I feel like this is a legitimate opportunity for concrete sinking
"worst" case you can also just build 4 machines and they won't work at 100% capcaity, some people are fine with that. I personally would underclock though
Yeah I've seen, I have almost everything from the mam already which I can get at this point.. except overclocking, for whatever reason
dont sleep on the awesome shop either. The lift floor holes are espicially useful.
I like concrete foundations as the remove iron plates from foundations and jsut use concrete
What's the lift floor hole for? I assumed it's just aesthetic as I can simply place the lifts through foundations
there is a trick that allows you ro use a floor hole to give you infinite lift height vs the normal 50 meters
Please do. I'll wait.
The trainwars have come to an end \o/
You can, but the floor holes make placement easier, because you don't need to go down a floor to place the bottom half, you just snap the lift to the hole in the roof.
In certain scenarios, you can also force alignment between the lift and the belt/merger/splitter using the floor holes
line up two floor holes and you can make an infinite height lift
I have Construction Preferences for that, you can set the max height of lifts, among a bunch of other things like max conveyor length
if you see Mcgalleon | Back in the flow. he is the author of the plumbing manual and probably has the greatest understanding of fluids outside of the Dev team.
I did not ping him as I like to think we have lives outside of satisfactory...... like to think... i dont lol
Logically, a buffer is nothing more than a big, fat, high capacity pipe. It can't do anything a pipe can't (aside from holding a lot more fluid). More often than not, this means that your pipe network just takes longer to fill/reach equilibrium, and therefore longer for problems to manifest. Many people confuse this with those problems being solved.
I just got a cheeky idea. I'm going to use the output water from the Distilled Silica to help create it.
If that's the only problem, then that's perfect
Well, similarly to pipes, buffers only pass headlift proportionally to how they are filled
What do you mean?
And since pipe systems work best when pipes are full, then buffers just need to be full for the system towk in same was as if without buffers
A buffer filled to 13m off the ground provides exactly 13m of headlift
Well, provides % of headlift equal to % of fill
Half my liquid systems are happy at around 70% btw
Yeah sorry, that was just the way I personally think about it
you can rais the pipe to 13m off the ground and get that too. I just raise them a few meters above inputs then put a "n" bend in then run the pipe above the inputs using junctions to divert into machines
"Work best", it's not required but recommended
Btw, I've been craving to know this detail - do pipes still slosh when they are full?
If completely full, most likely not. But that requires paused production
So you're saying that while things are in use, nothing is 100%?
Wdym?
clicking on a pipe gives you a average not a exact.
More that if production exactly matches consumption, the pipes will never fill to 100%, unless you pause the consumers until that happens and then start them
while setting up coal i let all my pipes and generators fill completely before feeding coal into the system. after i connect the coal ill hand feed a stack of coal into each machine. at that point if i click on a pipe it will tell me on average the pipes are full. this seems to help prevent sloshing
The two scenarios I have in mind are something like this:
1: (Pipe is full)
OUTPUT MIRRORS INPUT
2: (Pipe is not full)
-Run calculations based on input(s) for current frame
-Output results for current frame
In some scenarios, this is ideal. I have also used buffers to check for this.
The problem ia that you're thinking of per minute production, but the game works in cycles instead (e.g. "eat 35m3 evey 6 seconds")
And this at least one reason why 600/min pipes are so problematic for so many players. If production momentarily exceeds 600/min because a bunch of machines output too much at the same time, it can't go above 600/min, so it can't average.
And it's why looping your pipe maniflds often solves the problem
Btw, I've noticed on any system not at 100%, sloshing is always active
Yeah
Do y'all know any YouTuber that plays satisfactory that isn't imkibitz
I personally like Satisfactory News, not sure of the guy;s name
hence the "seems" i just try to do rituals that appease the machine spirit.
Hopefully 1.2 gives us lots of fluid changes making most of what we are saying mute
doc
Producing more isn't that problematic as machine buffera can account for it, more problematic is consuming, which can create machines that stop sometimes
i like totalXclipse
Are there mk 3 pipes?
You tube? I don't understand
anybody but kibitz honestly
Heh they're not guranteeing anything other than fluid trucks, but they did say "We heard you, loud and clear" re: pipes
Good point.
No
"hopefully"
Yeah, (hyper)tube
This. This is the specific issue I ran into with the sushi factory.
(To be specific, it's the issue of the belts temporarily exceeding the maximum collectively [but singularly staying within limits])
ahh ok, I know what hypertubes are
I've just never heard them called youtubers before
Yeah, they move You through Tubes. People who travel with them are YouTubers
I'm hyped for fluid trucks. Vehicles are the best part of the game
Yeah, what @reef basin said. If too many machines gulp too much fluid at the same time, it can bring consumption momentarily above 600/min. That's a problem, because that's impossible. So if your pipe flows fluctuate at all, the avergae will always be less than 600.
I prefer the term Tube surfers
I thought it was some weird root vegetable at first but I guess that makes sense too
Hello everyone. Does anyone know if the developers plan to continue developing the project by adding new content like new maps, materials, and so on?
Not specifics, but yes, it's still under active development.
we only know what's in #announcements and #dev-streams
we were told there should be a dev stream this week
probably about fluid carts
Anyone know any way to fix a multiplayer disconnect issue my frend and I are having? He keeps disconnecting almost instantly. I'm able to play no issues. I think he is having an error code that relates to corrupt belts but unsure how to fix. Alot has been built since he last played so unable to really revert back
And golf! (seriously they have to say something about that last update)
it's pretty fun to do DIY golf with HT cannons if you haven't tried it
Or maybe they'll let us kick things around on the ground and move them, and we can have big multiplayer soccer games
New maps? No
New materials? Maybe
New tiers? Unlikely
Fixes, QOL? Probably
A new game mode for sure
Is it too ambitious to try to make turbofuel from 2 pure oil nodes when I barely have any machines using power aside from the ones used for power generation?
We just don't know what that is
More screw-based recipes? practically a sure thing
Tell him to use an ethernet cable
there is no such thing as "good wifi" when it comes to gaming
He is already
Don't you believe in developers that much?
They're definitely adding a Battle Royale mode for sure
We'd need his error message to actually provide help. These people suggesting network issues are just making crap up. Oops meant to tag @crisp tinsel
I would love to see golf, but they need to fix the basic movement acceleration/deceleration mechanics first, because they're trash
Yeah. Trying to get him to send me what it is
Two? Try one at max overclock
Honestly I've had surprising luck with in-home streaming over wifi
I've done quite a bit of Satisfactory being streamed to my laptop in the living room; honestly never even noticed lag
Occasionally there were noticeable dips in visual quality but for a game like Satisfactory it was fine
it's probably playable but I'd rather just use a steam deck or something to play it locally
I don't have error code, just crash logs as follows: Trying to resize TArray to an invalid size of 2147483648
FConveyorChainSegmentRPCData::NetSerialize() โ FGConveyorChainSubsystem.cpp:691
Array index out of bounds: -1 from an array of size 0
FConveyorChainItemRPCData::NetSerialize() โ FGConveyorChainSubsystem.cpp:429
CreateSavedMove: Hit limit of 96 saved moves
@crisp tinsel well then, if it is the belts, then I would either say replace the belts, or else start a new world
Eh, as I say, I've spent many dozens of hours using it, and it's been just fine
I'm not arguing that streaming over wifi isn't objectively worse than Not Doing That, but I am arguing that for many games it's very much Good Enough
As in replace all belts?
No, the belts causing the issue
Though if you don't know which are causing it, then yes, all
- I'd ignore @severe pewter. These are clearly not informed or helpful suggestions
- There are results for parts of that log on google that might be helpful. If you're on a dedicated server you might try in #dedicated-servers too
them bois in #dedicated-servers servers are built diffrent. check in with them
Yeah I didn't see a result that had all 3 of those lines doing a quick google for them so I'd just be guessing but some of the existing threads might lead you to something helpful
Well, just reading the text, it sounds like something was somehow created out of bounds
Guys, my drone is transporting 250/300 do i:-
Say fuck it and make a train line
Or
Add another pair of drone ports (to and from)
I'm setting up a drone delivery right now that'll do 250/min
I was thinking the same thing actually, a train might be better
which do you like more/ or which is the least amount of effort. or best gains over time.
It's also a question of whether or not you're making enough fuel
Devs can we please get some teasers ๐๐๐
dev stream likely this week
Drone fuel consumption I find is frustratingly difficult to actually measure
Now if our fancy new belt counters could measure a 15 minute average and not just one minute, that would make it easier
what are you using for a power source? rocket fuel ?
But, if you make a 50 or 100/min plant, and use too many drones transporting in the 300/min range, you can run out and not realize it
Nice use case for my container alarms idea
Will i keep two drones going to take materials from the same port, or I will keep two ports on both ends to make it prevent any chance of drones waiting?
Hello pioneers
Finished almost all research available before finishing phase 3, i still gotta do some exploring for mercers to upgrade depots further
yall
if i have a truck station set to "unload", will it still refuel the vehicles that stop by
However, it will take me a shitload of time to build the space elevator factory, it seems necessary at this point
i chain all my previous phases together as each phase builds on the previous. for example smart plating is used for Modular engines. so i have a factory cart moving Smart platings from one factory to the factory making the Modular Engine
Factory carts are cheating
lol the through put is un challenged
I picked up the cart tricks from @unkempt blade
Ooh, there's tricks?
I'm not a dirty cheater so I don't know
I just figured they look cute and would be cool to use for a few low throughput things here and there
well they will take fuel if you give it to them. BUT they dont need fuel. so the cost of transporting a stack of smart plating is just two truck stops and the six carts i got runnign back and forth
i manually transported a industrail storage worth as a buffer then forgot about it
ill likely use a train to get the motors to the next location. but hey maybe not.... we shall see where i build it
Yeah they can move a good amount of stuff. The only real downside to carts is they don't drive on dirt well
Is there any online tool / in game method to know my drones' battery consumption?
I dont have a dedicated factory for any part, i used some assemblers but got rid of them as part of my rebuilding phase
Do they?
the drone port should tell you once you've selected a route for it
The port will tell you how much fuel is required per trip
The port does. But it only works for a drone who is repeatedly shuttling back and forth without pause. But there exist some cases where they don't. For example, my hmf drone has an auxiliary drone who brings it batteries. It stays inactive most of the time.
you could probably math it out pretty easy from knowing the route time + what fuel you're using
I have finally completed phase 2 but I think I am Rushing a bit so will take it slow for phase 3
#screenshots message that's also for a battery supply drone, and the consumption per minute looks accurate to me
ohhh you're right, that figure is assuming the drone is always moving
I do find drone fuel consumption to be difficult to measure
is it normal to have the golden character things? they say "Thank you for supporting Satisfactory in Early Access" which makes it seem like only people that played during early access should have them, but i started playing like a month ago and i have them
So, one of the things I always struggle with is justifying the need to set up full automation for most project parts. They're needed in finite, fixed quantities, so all that's necessary is to set up the minimum and let the buckets fill while you explore or build other stuff. It actually feels less efficient to me to set up a full-blown factory for them.
The other day I decided to try out the Continuous Space Elevator mod, and holy crap it has fixed all of that for me. Needing to maintain a constant throughput of project parts flowing into the spelevator in order to sustain your current tech phase fundamentally changes the game. I love it.
is the game good playable with a controller?
YMMV. Some people like it some donโt.
Anyone know the heightof a manufacturer?
Iโve played 200+ on one and I think itโs a pretty decent layout and easy to learn
Ffs itโs 12m tall
My base walls are 10.
Eh Iโll fit it
i imagine so.... you can ask the console players who dont have acess to KBM
no but the refinery is the tallest art 8 walls high.
4x8= 32 meters
help my language wont change
D:
The floors of my factory at base are 10m. Iโll just double stack them to make 20.
Wonโt be able to tell from the outside. I did it on the big cube I posted yesterday
im starting to get scared of cat noices now because i play with arachnaphobia mode on
whats up guys, im in search of some inspiration for my run, would anyone be up to send me their save file, preferably someone who is in tier 6-8?
My friend and I ran out of power before even finishing phase 3 so we proceeded to spend the next week making a heavy turbofuel factory
We are now producing 22,000mw from one 300/min oil node
the jump noice has a slight thing in the start that sounds like a cat noice, i dont know what is worse the paranoia when i hear anything recembling a cat noice or seeing a creepy spiders
math checks
my diluted packaged fuel factory makes 10gw
It covers nearly the entire lake in the bottom of the map
after overclockinbg the fuel gens?
No overoclocking ๐
ah, gotcah
89 fuel generators lmao
The worst part is that we don't have mk 5 unlocked yet
Half the factory has 2 layers of mk4 bekts
not so bad. My rocket fuel has 480 fuel generators at 240%
Jesus
Space is a argument for nuclear
Couldn't manage to make the water tower work for some reason btw
Ended up just using pumps to not have to deal with issues :(
i dont use towers anymore. I havent since update 7. I just pump my fluid higher then the input
Once you go gas, you don't go back.
Do yall ever make blueprints for walls
and iโm not talking intricate walls im legit just tired of placing walls normally
is rocket fuel liquid or gas
gas
Unless you use the same wall design for every factory there are hundreds of different wall designs that can be made which if you made them all blueprints would take forever to set up considering they can be different sizes, colours and textures
oif the factory will be big enough to make it worth while.... yes
Iโd say this one calls for it
250 hours into the game, I've only just discovered you can salvage all the crashed pod parts.
considering just one wall blueprint 5 long is equivalent to 40 hand places walls for this factory
Iโm def using blueprints
for me its consistency. im not using they flat walls as is. im layering them adding signs for lighting highlights. and pillars for depth. to get a constant layout i use blueprints to place
one for walls one for corners
Well that was a more recent addition to the game, came infact with the 1.1 update to the game
Even the 1.0 launch didnt allow you to dismantle the entire crash pods themselves, it was a interesting addition to 1.1
Is crossplay coming for PC <--> Xbox/PS5 along with Xbox <--> PS5
I don't think so, PC can be modded, consoles cannot, also PC saves can be so huge that a console just wouldn't load it due to way insufficient ram.
alot of moddable games do crossplay, would just be a toggle not allowing mods on crossplay saves.
could hope atleast
they've said they have no plans for it, so wouldn't hold your breath unfortunately
ah, too bad
My pc save is 10mb per save now, and there's not even much. I can only imagine how much your save is with that underground network
its a issue with file size and ram. ive hit 50gb of ram usage
My basics to depot facility is probably the size of some peoples actual production facilities.
ah, well thats just a tad bit more than consoles have
I really only bother if there's a decorative element I don't want to deal with making repeatedly. If it's a plain boring wall I just zoop them
could hope for console to console atleast then
that's in theory already a thing, though have seen a lot of question posts about that not working
That would mostly be between Sony & Microslop since both the current consoles are on par with one another.
fairs
ps5 to xbox is already a thing
I didn't know ๐
im 99.9 sure its through epic
tbf im a pc only kinda guy so all my info is from observation of this discord lol
Switchtisfactory when?!?!
when nintendo builds a big boi console
Running satisfactory on a switch is a good way to turn the affected switch into a Galaxy note7
But I don't need a big boi console I already have a beefy gaming PC. I need games for my kiddo console ๐คฃ
Are there going to be more updates, for textures, and colors for paints, as there is not much to chose from, as of now.
And will we see some new content added soon>
are you absolutely sure?
about which part
both
well, we don't know what's in it yet, and we'll know when it happens, so yes somewhere between now and then we'll find out ๐
all we know so far is some fluid-related teases, and something about Game Modes, IIRC
some people hoping that means a full fluid overhaul
but nothing confirmed on that front
I really hope theres a new game mode which incliudes threats to your buildings, so we are forced to set up defenses ect.
fluids are already perfect though so I don't understand why we need an overhaul
I do like the wiki part about base defense
https://satisfactory.wiki.gg/wiki/Satisfactory#Base_Defense
The game will not feature base defense.[โ 1][โ 2][โ 3][โ 4][โ 5][โ 6][โ 7][โ 8][โ 9][โ 10][โ 11][โ 12][โ 13][โ 14][โ 15][โ 16][โ 17][โ 18][โ 19][โ 20][โ 21][โ 22][โ 23][โ 24][โ 25][โ 26][โ 27][โ 28][โ 29][โ 30][โ 31][โ 32][โ 33][โ 34][โ 35][โ 36][โ 37][โ 38][โ 39][โ 40][โ 41][โ 42][โ 43][โ 44][โ 45][โ 46][โ 47][โ 48][โ 49][โ 50][โ 51][โ 52][โ 53][โ 54][โ 55][โ 56][โ 57][โ 58][โ 59][โ 60][โ 61][โ 62][โ 63][โ 64][โ 65][โ 66][โ 67][โ 68][โ 69][โ 70]
lol
for what it is the game's already pretty well optimised
well Astroneer said they will never add Threats, and they changed their tone, i guess it's about how many people are interested.
not many lol
So what you're saying is it's possible. Great!
Nothing is impossible
modding'd probably be the way to go there
when your buildings don't even have health it seems pretty far from a base defense game
I think we need valheim-style stinger and hog invasions but not additional defense added
no health, no upkeep, just build and let 'em roll
I agree we need more Threats out in the world, not a small handfull we have currently.
each to their own, a lot of people like the chill experience
factorio is fun as more of a base defense game I just don't think every factory game needs to be that to be fun
I remmebr when they introdced the toilet, and everyone saw the picture, of their other game, but thought it was a tease for an opposing faction, they could go that route:)
we have spiders that can become cats, what other horrors could you possibly want ๐ฎ
Anybody guys๐ฅบ ?
makes you wander...
Scorpion in the rocky desert and the dune desert and snake in the swamp
Sorry no saves, but I think you should use more vehicles and colors. That's my standard suggestion
like have you considered more rainbows? #screenshots message
Everything is already colorful, maybe too much
no such thing!
but it sounds like you're on the right track already
just remember you're amazing and talented and I believe in you to use lots of vehicles and colors everywhere
I'd take snake filled swamp over spider filled swamp anyday
do we though?
i'd disagree personally
unless you mean more variety in which case sure that would be cool