#math-and-meta

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wind spade
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or trains over trucks

gleaming otter
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Belts get too messy for me, I don't like the spaghet haha

wind spade
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straight belt from mine to train station isn't messy ๐Ÿค” ๐Ÿ˜„

gleaming otter
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I line the inputs and outputs up so there's as few belts as possible mid game

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It is when you're bringing resources from 20+ nodes to one outpost

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One thing I can't figure out how to do CLEANLY is connect stacked storage bins

wind spade
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conveyor lifts

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also, usually you don't even need to store that much resources

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with maybe exception to concrete

gleaming otter
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I just like consistency

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five stacked bins each

wind spade
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conveyor lifts

gleaming otter
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Gotcha lol I'd been building platforms, laying the conveyors, then deleting the platforms haha

wind spade
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stack them up and every other will be facing the other way

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then it's easy to connect lifts between floors

gleaming otter
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Right now my truck station is a mess bc of that haha

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@wind spade what does everyone do with their nuclear waste usually

wind spade
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store, you can't do anything else really

gleaming otter
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So likely add it to the last car of a train and have it dropped off them moved to a storage facility somewhere out of the way on the map

wind spade
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you don't even need it that far. But yeah, just put it on a belt/train/truck and move it a bit

gleaming otter
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I was thinking of making a storage area on that mountain pillar at the far top right of the map just north of the ring of three pure oil nodes but it would be a lot of work making it accessible

sharp crow
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im planning on producing nuclear power and storing nuclear waste in the same spot, and just never going near there. if the rods are crafted from cells on-site, and the waste is stored on-site, then the only radioactive material to be transported would be uranium cells, which have the lowest radioactivity. also, transporting radioactive stuff in a train or truck can be dangerous, because it puts a lot of that stuff in one big clump instead of spreading it out in a thin line, which causes there to be a greater radius and more intense radiation, although existing less of the time. obviously a big ling conveyor belt is not a fun thing, but it's probably the safest way to trasport radioactive material without having a highly dangerous train car or vehicle

gleaming otter
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I did find a solar power mod I'm anxious to try out, tbh ever since the EA was released I've been hoping for official solar power but apparently FICSIT has no environmental incentives on alien worlds xD

barren elm
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Well the main draw of solar power in games is that it's infinite free energy, but satisfatory already has infinite free* energy

cedar mica
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I think its more about, being able to free oil and coal, for other things

scenic fog
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Hey guys im kinda new to this game and i love but i have one question. So out of one Copper ingot I can make 3 Copper wires and its telling me 45/minute. But do I have to think like 3 x 45? Because I get 3 Wires out of one Copper ingot. Is it 45/minute or 135/minute

wind spade
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it's 45/min

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you can easily check that because copper ingot input is 15/min

scenic fog
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Okay thank You, so every "x3" or what ever is included to the information of how many / minute already

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That confused me a bit ^^Thank You

wind spade
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yeah, all that info is already included in the per minute value

barren elm
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The x3 means that every time the bar fills on the constructor, 3 wires pop out

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You'll see that often throughout the game

fierce ruin
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just learned to put 2 spaces inbetween my machines forward and backwards bc of conveyor lifts

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im not gonna move my whole factory ill just do it different in next playthru

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each playthru my build style becomes so much more consistent

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and also 6 high factories bc the smoke goes thru the high belts and its the perfect height for a jump pad

tiny sundial
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Developed new meta to send 1st package in under 38 minutes from start if anyone is interested. Thinking about livestreaming or making a video.

wind spade
tiny sundial
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^ that to, I have some crazy addiction to restarting in this game.

gleaming otter
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I think a video would be great

tiny sundial
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I think i can get it so much faster tho, working to reduce waste.. I beat the world record but I did it with like 3k extra iron ingots lulz

gleaming otter
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I'd definitely watch it

tiny sundial
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I embrace the factory part of the game all the other speedbuilds just brute force to package

gleaming otter
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Personally I brute force until I can see a long term system then I build a factory

tiny sundial
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That would be so painful ๐Ÿ˜„ but i understand I hate rebuilding. But now i position things so that i dont have to rebuild to add conveyors, splitters, storage, ect

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Once you figure out spacing it gets easier to build early but the crazy part is you gotta get to late game to learn spacing for early game lulz

gleaming otter
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I'm just about to start planning for a factory on my new save. Waiting until I unlock trains then I'm gonna take a look at the map and plan it out

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My issue is late game I like to have outposts that make ingots and the rest of the work done in a singular factory usually in the center circle or somewhere easily accessible like that

tiny sundial
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I thought about just building a floor above the entire map and take all the nodes and just build lifts to the skyfloor, i wonder how it would do on cpu performance you would never need to revisit the ground after that tho ๐Ÿ˜„

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except for those pesky harddrives

wind spade
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I usually get hdds before I start building stuff

tiny sundial
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Walking to every single drive?

wind spade
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also covering the map with foundations will make you hit uObject limit pretty fast

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well i only get alts that are relevant to current tier

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so I only need 3 hdds for T1

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etc.

tiny sundial
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awh i see

wind spade
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and while T2 products are being made, I get alts for T3, etc

tiny sundial
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I personally get the t2 upgrade for rotors and build space elevator then send package then delete elevator and use the resources to unlock coal generation to kickstart everything with 'free' power

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I only need about 400 biomass

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before coal generation

gleaming otter
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@tiny sundial I mean... you'd still have to go back down eventually if you're using nuclear power bc waste

tiny sundial
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couldnt you just store the waste in one of the corners of the map on the skyfloor tho

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I havent actually made it to nuclear... I'm addicted to early game efficiencies ๐Ÿ˜„

gleaming otter
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@tiny sundial you could but... It would be unsightly

tiny sundial
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Well then what about a basement for waste disposal... i mean a basement 200 feet in the air is still... well up there ๐Ÿ˜„

gleaming otter
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XD why this hatred of touching the ground

tiny sundial
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haha Its dangerous down there ... aliens and what not ๐Ÿ˜„

gleaming otter
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Rebar gun tho

tiny sundial
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*kidding

gleaming otter
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Did quite a number on my lizard doggo army after it got annoying

sharp crow
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im waiting til i get nobelisks before exploring into stinger territory good idea or bad one?

gleaming otter
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Nobelisks?

tiny sundial
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bombs

sharp crow
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boom booms

gleaming otter
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Ahh

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I mean stingers aren't hard to kill

sharp crow
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i just hate them

gleaming otter
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I just keep a rebar gun and a baton

sharp crow
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even with arachniphobia mode, the sounds they make....

gleaming otter
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Arachnophobia mode is more terrifying that normal

tiny sundial
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My 3 year old loves spiders ๐Ÿ˜„

gleaming otter
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Spiders are cute, cat spider crimes against nature are horrifying

sharp crow
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for me, not having a spider right in my face attacking me makes stingers tolerable enough to not freeze up and panic

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cats are better even if they sound like spiders

gleaming otter
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I mean if you just sprint for awhikr the stingers go away

tiny sundial
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Haha, its just lazy devs had grabbed a cat sprite and replaced the render function to it... prolly took 2 mins max to implement

sharp crow
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they said there was a time budget of 2h for arachniphobia mode

gleaming otter
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The catspรถders are nightmare fuel

sharp crow
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they're a hell of a lot better than actual spiders for me

gleaming otter
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I prefer stingers

sharp crow
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also light doesn't change their brightness so it's easier to see them lol

tiny sundial
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I would love to meet the person that spent two hours attaching a sprite to a game object in unreal engine lulz

sharp crow
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less of a chance of getting jumpscared in a forest at night

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im not saying it took 2h im saying it was maximum 2h

tiny sundial
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haha oh got it

sharp crow
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also the sprite has blurry pixel effects too

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so that might add a little time

tiny sundial
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hmmm a lil bit

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just a couple extra clicks but i mean it would only be a couple to change the game object to a sprite

gleaming otter
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A rifle is a good bet against stingers too, a nobelisk seems overkill

tiny sundial
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I mean if you just want them to go bye bye, Tiny tina would approve

sharp crow
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it's not a difficulty thing it's a fear thing.
for my safety and sanity i wanna carpet bomb the spider infested forests so there's no trees for them to hide behind, but i also dont wanna destroy all the trees cuz they look nice so hnnnhhhhnnnggg

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also STINGERS ATTACK CARS aaaaa

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not funnnn

gleaming otter
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I hate forests, they mess up my truck routes

sharp crow
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but for truck routes, like ig a few trees cut down is okay? but i don't wanna level an entire forest

gleaming otter
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I do. The forests must go, I want the world to be and barren as nevads

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As barren as Nevada*

sharp crow
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but the world looks so niiiiice

gleaming otter
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The world yes but.. Trees are the Bane of mu existence as a ficsit engineer

sharp crow
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i appreciate all of hannah's work and i want to keep the world looking nice
but the hecking trees they hide the spiders

gleaming otter
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We need a tractor that chops down trees

sharp crow
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that's called 50 nobelisks

gleaming otter
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XD

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So overkill

sharp crow
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destroying trees is not hard and automating nobelisks isn't either

gleaming otter
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Also being able to drill through mountains would be nice

sharp crow
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yeah (EDIT: replaced 'terraformig') digging when??

gleaming otter
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XD

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Saw that

sharp crow
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terraforming could be interpreted differently for alien planets so i fixed it

gleaming otter
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XD no need to terraform if the planet already sustains life imo

sharp crow
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yeah but not human life

gleaming otter
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True

sharp crow
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although the hub doesn't have an airlock so idk

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maybe the engineer just sleeps with her mask on

gleaming otter
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I mean you always have a suit on but never have to refill it with 02 as well

sharp crow
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it probably synthesizes its own oxygen

gleaming otter
sharp crow
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yeah lol

tiny sundial
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Speaking of math and meta, Why are the devs obsessed with things divisible by 15. ๐Ÿ˜„

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or actually divisible by 3

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almost everything in the game produces by 1, 2, or a number divisible by 3

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on the bright side it mean if you build your factory correctly you will never have to change the overclock setting ๐Ÿ˜„

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to maintain 100% efficiency

sharp crow
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ig divisible by 15 because of early game stuff doing things in items per second. like belts 1 and 2, are 1 and 2 items per second respectively

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the 15s are all in items per minute, and 15 items per minute is 0.25 items per second

gleaming otter
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And then mk3 jumps up to 4.5

sharp crow
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ye i love mk3s

gleaming otter
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Still prefer trucks and tractors to conveyors

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Me no lika DA spaghet

sharp crow
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i just use the mk3s for manifolds, miner outputs, and truck station inputs

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not long range transport

gleaming otter
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Even short range like 30m I use trucks mid to late game

wind spade
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i prefer trains to conveyors and prefer conveyors to trucks

sharp crow
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trains are like upgraded trucks

gleaming otter
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Trains>explorers>trucks>conveyors>tractors

sharp crow
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and i dont even have trucks yet so im stuck with tractors

wind spade
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trains > conveyors > other vehicles

sharp crow
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also explorers can't dock at truck stations can they???

gleaming otter
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Also can we please mad max it and add spikes to the explorer to kill spitters and hogs

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They can

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Mine does

sharp crow
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oh cool

gleaming otter
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It's how I'm moving oil until I get my trains

sharp crow
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im waiting for the day when i can use a train to hit an alpha spitter at 250km/h and kill it

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but they don't have proper collision boxes yet...

gleaming otter
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Plot twist : the spitter becomes an item in the first car of the train and spawns at the next station it stops at

sharp crow
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noooo

gleaming otter
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XD I'd love that

sharp crow
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for now i just have to cover the front of the train in nobelisks and hope for the best

gleaming otter
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XD

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I need to get my map so I can work out my train route

sharp crow
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what tier is map?

gleaming otter
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4 I think but I was lazy getting quartz

sharp crow
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oh the explorer thing unlocks map too?

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i thought map was unlocked with radar tower. huh.

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guess i can get it sooner than i thought

gleaming otter
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Illcheck when I get back to my hub

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Did they change it where you can't put miners on oil?

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My portable miners aren't digging

neon jasper
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I believe you need a pump

wind spade
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you never could mine oil with miners

gleaming otter
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Portable miners used to be able to @wind spade

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The hand-held ones

wind spade
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that was a bug, not a feature

feral dew
wind spade
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he's alive!

feral dew
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And, I sleep once again

fierce ruin
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lol

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Max oil with full OC?

fierce ruin
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9750?

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i need about 13 MK5 belt lines ๐Ÿ˜ฎ

fierce ruin
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does anyone know how high the smoke from oil refineries travel? im trying to stack them without smoke going thru the floor cuz it looks weird

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i think i might just go with max conveyor lift height, the smoke will look better than the conveyor lifts loooking weird

barren elm
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I believe it's 13 walls tall

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I usually go 15 because my normal floors are 5 walls tall, and, well, 15 goes into 5

sharp crow
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ummm
i got a bunch of manifolds set up, and i had a power outage... are the resources supposed to pile up at the ends of the manifolds?

barren elm
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Well to state the obvious, you're not supposed to have a power outage at all, so whatever happens during a power outage is kinda not a factor

sharp crow
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well yeah

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but is it okay if i only use the minimum required tier of belts when making manifolds?

barren elm
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Usually the belt between the splitters and mergers should be your max

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But yeah theoretically you can use lower ranks as you move down your manifold

sharp crow
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between the splitters and mergers?

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like, from the splitter to the smelting thingy?

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i don't really want those to be mk3 belts but also i don't fully know how splitters work with multiple different tiers of belts so :/

wind spade
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they were pretty wonky back then. Nowdays they should be more okay-ish with the internal buffer of a splitter

sharp crow
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mmkay il worry about it when i get proper power to the building ig

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i don't think it'll actually be a problem but idk

wind spade
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anyway, I'd just use max tier belts for all the belts and not worry about it much

sharp crow
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lol i don't have automated steel yet and i'm not handcrafting all that

wind spade
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then the issue is that you don't have stuff automated ๐Ÿค”

sharp crow
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shup

cedar mica
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Dont doing max belt for everything, means more CPU power is needed?

fierce ruin
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do u guys have a way to view/get around your factories that are already finished?

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i dont just want to box them up and stop looking at them

wind spade
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@cedar mica I doubt that

empty hemlock
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nah, less, same amount of items, just less different objects

barren elm
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Just build in a new place

fierce ruin
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for example i have a crystal oscillator tower with multiple floors, currently I have it in a big box

wind spade
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@empty hemlock I doubt that as well ๐Ÿ˜„

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I'd say the CPU power required is the same for all tiers of belts

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it's just take item X and move it Y distance over the spline every Z miliseconds

fierce ruin
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the design looks pretty cool but the big box doesnt lol

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should i do like an open air factory with corner supports?

cedar mica
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With a 60 belt, so is that 60 ticks for each item. With a 780 belt, so is it 780 ticks. Or I'm over thinking this?

wind spade
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nope, you're most likely wrong

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let's say 60 belt moves item 60 distance every second

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and 780 belt moves item 780 distance every second

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and let's assume "tick" is 1/60th of a second

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so each second, 60 belt moves item by 1 distance

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but 780 belt moves item by 13 distance

cedar mica
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So the only change is the grab and store rate

wind spade
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it doesn't move it 13 times more often. It moves it in the same intervals, just by bigger distance

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for CPU it doesn't matter if you are adding +1 or +13

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well, it does, but the difference would be apparent for gazillions of operations only and still in microseconds

cedar mica
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Well, I still like to use different belt speeds, as a semi balancer

wind spade
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obviously the item movement isn't something as simple as adding +1/+13, but the whole computing operation is the same no matter the distance moved

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well, that's your choice obviously. Just saying that slower belts doesn't mean less CPU power needed ๐Ÿ˜„

cedar mica
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Its more the amount of belts, not the speed of them

wind spade
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speed is completely irrelevant in this case, yeah. Just more belts = more CPU + GPU needed

barren elm
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There's almost certainly some smarts going on to optimize this kind of thing, and there's so many different ways they could've done it that it seems almost pointless to speculate

tawny chasm
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@sharp crow i would generally recommend prioritising automated production of the highest level belt you can currently build so you never need to worry about it (for the most part) you can use lower level belts for input output but i generally use the max level belt that is necessary for the manifold, even though as Tya says you can theoretically use lower speed belts towards the end of the manifold. I'm with @wind spade. Just use a nice, fast enough belt for the main manifold and whatever is necessary for the input/output belts

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and yeah i doubt it affects CPU load at all

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also in the pinned post, satisfactory-map.com is not encrypted, not sure if there is a policy in here about that

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and it looks like the map on satisfactory-calculator.com isn't on that pinned post, which seems odd considering it is the most actively developed right now iirc

wind spade
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it's in the post

tawny chasm
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yes but not under maps

wind spade
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and seems to be encrypted

tawny chasm
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ยฏ_(ใƒ„)_/ยฏ

wind spade
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weird, for me it redirects from http to https

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even if I manually change it

tawny chasm
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๐Ÿค”

wind spade
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oh wait

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satisfactory-map, not satisfactory-calculator

tawny chasm
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which browser are you using?

wind spade
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see above

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confused me

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anyway, seems like satisfactory-map.com (with the dash) is no longer working. Without the dash, it's working (it's the one I have on my site included as well).
<@&387163995947270144> you can probably remove satisfactory-map.com from the pinned post, as it's no longer available

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and put the interactive map there maybe

summer field
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๐Ÿ‘

wind spade
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rather than under calculators

dark badge
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thx rek

wind spade
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not sure how's the usage of that calculator, but the map is definitely used more

summer field
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Easier for me to edit, thank someone else deleting and reposting with formatting anyway.

wind spade
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thx ๐Ÿ™‚

tawny chasm
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thanks Rekalty ๐Ÿ™‚

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i prefer greeny's calculator ๐Ÿ˜„

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mostly aesthetic preference i think

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ยฏ_(ใƒ„)_/ยฏ

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but Anthor's map is pretty sweet

wind spade
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I had plans with the author of the map on my site to make it better, but he has no time now and I don't have much time either

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also seems kinda pointless when there's already a well functioning map out there

tawny chasm
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yup, no point reinventing the wheel and all that

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would be nice if they could be merged to some extent, i prefer some of the icons that the map author on your site uses, greeny

wind spade
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well I've tried talking to Anthor about that, maybe if enough people ping him, he'll consider that ๐Ÿ˜„

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I don't mind merging with him

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I can't recall the reason why he didn't want that tho

empty hemlock
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have you tried showering? ๐Ÿ‘€

tawny chasm
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he prob just doesn't want the hassle hah ๐Ÿ˜„

wind spade
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it's not too much hassle tbh

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and I'm ok changing my code for that

sharp crow
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okay so after some testing with proper coal generators and not way too many biofuel ones, the manifolds work fine with the low level belts so im gonna keep it for now

feral dew
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Alright

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If you guys had to choose between

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caterium wire, alt oscillators, and alt quickwire

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which would it be

austere bone
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All bullshit

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Just choose any

wind spade
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ROFL

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alt quickwire is super cool

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saves 2/3 caterium

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cat wire is useless and alt oscillators are meh, but sometimes useful (I beleive it's a trade between quartz and oil)

tiny sundial
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Broke the meta ๐Ÿ˜„

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or perfected it

long grail
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What do people do more? Bring ore to a place then turn it into ingots or turn it into ingots first then bring it to your factory? What's better?

sand garnet
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i dont think there's an objectively better thing

long grail
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Oh ok thanks

shy mason
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depends on the space and scale of how many nodes you are refining, normally my go to is to refine into ingots then ship, useful for caterium as it reduces the load by a third, but neutral on other ingots.

wind spade
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where's third option? make final products and bring those to your factory?

fierce ruin
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What is Max nuclear power production?

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And what is the bottleneck?

wind spade
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1050 GW

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uranium

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however you practically can't use all that power

fierce ruin
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So should I just do nuclear power at one node? Will that be enough?

wind spade
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one node (with alternate recipes) will give you 350 GW worth of power

fierce ruin
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And should I use alt uranium cell or nah

wind spade
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which should be enough for most factories

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unless you go super crazy with trains/jump pads/inefficient recipes

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yes, both uranium cell and uranium fuel rod alts increase the amount of produced fuel cells from uranium

fierce ruin
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But is the complicated recipe for uranium cell even worth it if the power will be more than enough anyway?

wind spade
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it's not that much complicated

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and you get 3.5 times the amount of cells from the same amount of uranium

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multiply that with 1.5 times more fuel rods from the other recipe

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and you essentially quintuple your production

fierce ruin
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350 gw is overkill tho

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350/5 is 70, and 70 GW is enough, no?

wind spade
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depends on your base size ๐Ÿ™‚

sharp crow
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when the world's energy consumption starts getting close to the energy consumption of your factory

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*sweats in anime*

fierce ruin
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Wouldn't it just be better to not use alts and take uranium from different nodes

wind spade
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that depends ๐Ÿ™‚

oblique perch
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The uranium will eventually run out

wind spade
oblique perch
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Gotta get the most out of what you have, you can only get so much uranium/second from the map

fierce ruin
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@wind spade what do you think is the best production line for fuel rods?

wind spade
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all alts

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except beacon and crystal oscillator

fierce ruin
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So these?

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Or are there more I'm missing

violet hare
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ุณู„ุงู… ุนู„ูŠูƒู…

fierce ruin
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?

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@wind spade so the ones I sent in the pic or are there more?

wind spade
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alt silica I guess

fierce ruin
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Should I be using iron ingot alloy or no?

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Probably not right?

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I need it for qw and aluminum

wind spade
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it's good

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and you can use around 60% of copper for iron ingot alloy and still have enough for qw and alclad sheets

fierce ruin
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@wind spade alt high speed connector?

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I'm planning on doing nuclear East and bauxite west

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Or maybe I could fit both west bc of the oil?

fierce ruin
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Should I go for 1050 GW of nuclear power or only 350 GW

shy mason
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once you get the materials in a row fir your first manufactorer, it's easy to scale it up for more production and plants to bring it up. Honestly I'm fine with just 40GW, not sure how crazy your builds are.

long grail
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How many splitters can you split on an mrk3 belt and mrk3 miner to go to smelters and still be somewhat efficient

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Normal iron nod

shy mason
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9, 270 / 30 per smelter

long grail
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Ah thank you

sharp crow
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anyone know the original color values for the default color scheme? i wanna set it back to the orange one because vehicles look bad without it

pulsar stratus
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255 / 177 / 109 if I remember correctly

sharp crow
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thank you!

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do you know what the secondary one is?

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oh wait im dumb

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those numbers cant possibly refer to all one color

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those are three colors

sand garnet
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255/177/109 for the orange

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they're the RGB values

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95/102/140 for grey

sharp crow
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yeah but the color gun has one slider for hue, one slider for something else, and one slider for brightness

sand garnet
sharp crow
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do you know how to convert it?

gleaming otter
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isn't there a reset btton on the color gun

sharp crow
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nope...

sand garnet
sharp crow
#

ayy thank you!

sand garnet
#

boom. I had it as default still

sharp crow
#

thx

sand garnet
#

np

sharp crow
#

idk but i kinda think this should go on the wiki

gleaming otter
#

This is the first time I've seen somebody who wanted the default colors though so maybe not lol

sand garnet
#

yeah first time for me too

#

and ive been here, a lot, since around april or so

gleaming otter
#

I was originally here in may but left and rejoined

sharp crow
#

does the wiki have the same guidelines as regular wikipedia?
cuz if it does then im gonna follow WP:BOLD and just do it and see if anyone objects

rigid knoll
#

if it doesn't, that just means even more so, because the guidelines are probably just "don't be an ass" ๐Ÿ˜›

sand garnet
#

theres people who actively keep the wiki updated etc

sharp crow
#

okay im just gonna go for it and hope for the best

sand garnet
#

Ive asked those people about if you can/ should

#

if you want to wait for a reply, thats your call

sharp crow
#

oh this sounds like it doesn't work like wikipedia then lol

sand garnet
#

I dunno, Ive never done any wiki editing myself

gleaming otter
#

You can just click edit, worst case scenario they let you know you shouldn't have edited it without asking and delete the contribution

sand garnet
#

neither for the game nor for wikipedia

#

so I wont be able to help out here haha

sharp crow
#

okay but
"you shouldn't edit without asking" is kinda cringe imo

#

im gonna go for it

#

i dare them to contradict me

sand garnet
#

i dunno if thats a thing or not

#

I asked there IF that is a thing ๐Ÿ˜›

gleaming otter
#

if what's a thing

sharp crow
#

mmkay

#

but if its a case of not editing without asking then why can people edit at all?

gleaming otter
#

Just do it

sand garnet
#

i dunno, like I said, I have no experience with wiki editing

#

like you said, they can always just edit/ remove it

sharp crow
#

mmkay

sand garnet
#

so you may as well go for it iguess?

sharp crow
#

im writing it now

sand garnet
#

yeah you're good to go

#

you can just add to the wiki

#

just try to get formatting etc properly

sharp crow
#

yeah

#

idk if i formatted the numbers properly cuz they don't have a formatting for them yet, so i formatted it like points are formatted in math, considering they called it the "HSV color space"

sand garnet
#

im guessing they can see any recent edits

#

so I wouldnt worry too much about it

#

if they disagree, let them fix it ๐Ÿ˜›

gleaming otter
#

Also saying the color gun doesn't work on vehicles like the wiki says is sort-of wrong as well. You can't point and shoot but changing the default does change vehicles so in a way it does work on vehicles just not individually

sharp crow
#

no, changing the default doesn't change vehicles

gleaming otter
#

It does, not fully but it does alter some colors

#

unless mine just glitched out

sharp crow
#

in my experience ny tractor looked, like, exactly the same as before
so idk

#

i thought the vhicles were an unchanging model

light vapor
#

I've only noticed train waggons changing colors to my personal defaults while being loaded / unloaded. Sometimes. Not all of them though...

gleaming otter
#

@light vapor That's what I saw was my train cars changing

light vapor
#

@gleaming otter: ah, ok.
But I wish I could color whole trains and belts intentionally...

bronze silo
#

how many constructors should I use to make use of a pure iron node?

wind spade
#

depends on your miner tier

bronze silo
#

just t1 for now

wind spade
#

and what items would the constructors make

bronze silo
#

a mixture of plates and rods

wind spade
#

well both have different crafting times

#

iron plates eat 30 ingots/min, rods eat 15 ingots/min

bronze silo
#

good to know

shy mason
#

depends on your belt plates more if you're starting up. so 60 ingots/min (2 smelters worth) per belt / miner until you get 120 i/m with tier 2 belts.

bronze silo
#

so 2 smelters ... cool

wind spade
#

I'd suggest using either ingame recipe codex or some of the online tools that are pinned (one of them is made by me)

bronze silo
#

then I will split if more than 1 constructor is needed to not be wasting any productivity ๐Ÿ™‚

#

thanks @wind spade I will check your calc out

fierce ruin
#

Thoughts?

#

Looking for ways to optimize transportation (most compact items)

#

This is the best I could get

sand garnet
#

why not use the space at the quartz nodes for the crystal oscillators?

#

plenty of room right next to those nodes

#

instead of going east

fierce ruin
#

That's what I did

sand garnet
#

not according to your powerpoint

fierce ruin
#

Oh wait ur right

sand garnet
#

talking about this slide

#

instead of moving all that stuff to that designated location, I'd personally ( and I did in my own world) just build right next to those quartz nodes, left of them

#

theres a large enough open grassy area next to them with a drop pod but you can build around or over it

fierce ruin
#

Ok. Anything other than that tho?

sand garnet
#

didnt look too far into the slides ๐Ÿ˜›

cedar mica
#

Do belt lag, depend on the number of belts or the number of items being moved? Just wondering if 13x 60 belts, will lag more then 1x 780 belt

sand garnet
#

I think it's based on the number of belt segments

#

so every time you place a pole, I think the game adds another belt segment and has to calculate stuff for it

#

thats my hypothesis at least

cedar mica
#

So fewer, faster belts, is best?

sand garnet
#

I think so but there's a reason im not a regular in this channel lol

#

so somebody else who knows that part of the game better than I do should probably clarify

barren elm
#

Nobody knows but it doesn't make a lot of technical sense for belt speed or length to matter

wind spade
#

I'd say it shouldn't matter

#

most calculations are done by just taking all item entities on belts and moving them by X distance based on belt speed

#

there may be some difference, but it's most likely very small in comparsion to other stuff

wheat nymph
#

More belts is definitely more hassle for the engine than fewer belts

#

Not saying by a lot

#

But itโ€™s more things it needs to touch and evaluate and update every single frame or tick or whenever they update their game state

wind spade
#

Not really, since the game most likely handes items, not belts

barren elm
#

No idea how it's coded, I'd be very interested to find out tbh, but the most obvious way to me would be to treat each belt as a container and move X items from the belt container to the next belt container modified by belt length

#

That seems like it'd defeat having to track every individual item because items could be reduced to just a single number and moved in bulk each game tick

#

That'd also put performance onto the number of belts rather than length or speed, but again, no idea how it's actually done since I don't think the code is visible anywhere?

#

The above would be for "low priority" assets, something I'm again just speculating exists

empty hemlock
#

we can infer a little bit from the optimization blogpost they did a couple of months ago, iirc there they mentioned that they use a lot of delta to transmit the data for multiplayer, so i'd assume they do the same locally

thin hound
#

Mar Train needs DISC FUOOKING BRAKES !

#

2klm to stop lol

#

hahaha

#

got the thing up to 200 plus down hill OMG !

#

GTX980 is like I HATE YOU !

#

Slow the fek down sit the hell down and !!!!!

#

I need a moped man

crimson siren
#

can someone help me with some math? My brain just isnt processing .. i have a lvl 2 miner on a pure coal node, i know i need roughly 21.6 generators for max capacity, but how much coal per min does each generator burn so i know what to feed it?

empty hemlock
#

you burn 1 coal per second per 270MW of your factories consumption

crimson siren
#

I want the generators to run efficiently across all 20 that im building, ill have a capacity of 2000 mw, consumption currently is only going to be about 300

barren elm
#

20 is so overkill for 300mw of usage that there isn't really much to think about

#

There is no punishment for overbuilding generators so just set it up and forget about it until mk4 belts, in which case it's time to overclock it and up the generator count to 44

crimson siren
#

was just trying to plan ahead with my splitters so i didnt have to redo them later on

barren elm
#

Use manifold layouts (splitters in a line) and the only planning ahead you need is making sure you have enough space

crimson siren
#

@barren elm do you mind if i DM you? i have a couple questions on the best way to do that

wind spade
#

you can post the questions here

#

multiple people can answer ๐Ÿ™‚

crimson siren
#

Still just trying to figure out the best way to distribute the coal to each generator .. i miscounted, i have 20 set up already and i guess the max is 21.6, they are set up in 2 rows of 10, was going to expand to 4 rows of 10 eventually, i just dont know the best way to set up the belts so each one is getting the max amount of coal they need to run efficiently

shy mason
#

it'll balance out eventually if everything is connected. You're not going to run into issues until the amount of power you use exceeds the power generated by the coal coming out of the miner.

crimson siren
#

then i may need to rethink my belts, because the ones closer to the node are always full but the ones further away arent

#

And i guess there is no reason to hook up all 40 generators yet if im not using the power, and just hook them up as i need them? idk, all this math is confusing to me lol

barren elm
#

Power is especially prone to belt saturation which rules out the only downside to just building splitter lines

#

Also unless you're short on space, instead of worrying about numbers, just build twice as many generators as the miner can support and the excess will act as a battery, since due the way satisfactory works, it's better to plan around your average power usage rather than your peak power usage

crimson siren
#

Yea thats what i was thinking, im going to build 40 total, i have 20 now .. should i just upgrade all belts to lvl 3 and just let it work itself out?

shy mason
#

upgrade the belts coming out of the miner to the first splitter at least.

barren elm
#

Only the belts between splitters really matter

#

But mk3 belts are so cheap that it can't hurt

crimson siren
#

ya i have a ton of steel, im just going to upgrade them all

rough sun
#

no
you have to use tier 6 for all your conveyor belts

glacial hemlock
#

@crimson siren see wiki. There is a tutorial on it

vast sonnet
#

can someone help we with a train spiral downwards ? does someoe have a reference

wind spade
#

Build station on top and use lifts

glacial hemlock
#

your train is gonna wasting its time gliding up and down the spirals.

sharp crow
#

sorry there are train lifts?

sand garnet
#

he means to connect conveyorlifts to the output/ input of trainstation

#

and drag those up/ down

#

that way you dont have to move the entire train up and you can just move resources vertically very easily

mystic hollow
#

But like, roller coaster of efficiency

#

I totally donโ€™t have an efficient save and a โ€œnot should I but could Iโ€ save

wind spade
somber tide
#

pipes are for parts, teleporters are for people

tall silo
#

unless you are mario, then both are one and the same thing ;)

sharp crow
#

pipes = teleporters

fallow shore
#

pipes irl =/= teleporters

weary ravine
#

Dunno

#

Pipes delivering liquor might be considered teleportation in the 1st person atleast

sharp crow
#

uh oh
i accidentally used a balancer instead of a manifold

#

but it's for a temporary power plant, so im probably fine

#

it wasn't even on foundations

weary ravine
#

"It's temporary" - 100 hours later still standing
The biggest lie in satisfactory/factorio

sharp crow
#

well im planning on rebuilding my very... umm... "distributed" power system right after i get a bunch of wire from the factory im powering right now
so hopefully it is temporary
i need to manually supply it with coal, so it had better be temporary

compact jewel
#

Is it possible to build a logic gate

#

I mean granted the AND gates are just autocrafters

#

But like an or gate or a nor

#

I just want to know if itโ€™s theoretically possible to build a computer

wind spade
#

Or gate is merger

glacial hemlock
#

Or gate is a set up with both iron wire and copper wire. Not gate can be built by setting up a power tripping device.

sand garnet
#

Sounds like a not gate could be a train

dim thicket
#

The difficult one is the NOT gate

#

How does the train do this?

rigid knoll
#

I've never actually played with the smart splitters, but the description /sounds/ like it can prioritize and get stuck, which might be usable

#

(this is all with a "pretend that all storage containers are infinite sinks or sources")

young swallow
#

anyone ever notice that the rifle cartridge math is off? a cartridge holds 10 shots, but when you reload it uses up 10 cartridges. so every cartridge is a ctually a single bullet

empty hemlock
#

it's a Cartridge, not a mag

sharp crow
#

okay i clearcut an area and now some of the trees are back after saving and reloading??? wtf??

#

free wood ig

tough ginkgo
#

\

#

doh!

glacial hemlock
#

Let's say i have single a coal generator underclocked to run at 7MW, and is wired to a smelter smelting iron ore and another smelter processing the copper ore. Lets say our input signal is iron ore w/overflowing device and the output signal is copper ingot. Maybe....?

#

When signal (iron ores) comes in, it will trip the copper ingot production. When iron ore stops, then the copper resume. (but how to deal with the 100 iron ore storage)

sharp crow
#

and how to un-trip the device?

#

when the power trips you gotta flippy the switchy to get it back...

#

OOH!!
COAL!!

#

if coal is the signal

#

you have a thing crafting coal

#

and a coal generator

#

and the generator's connected to a bunch of splitters so that the excess coal produced by a miner goes out the output

#

and the the generator consumes more coal (and the output level goes down) when the inflow of coal is higher!!

#

not gate!!

#

combine with mergers (or gates) and you have everything you need for a computer!

vestal turret
#

already tried something similar, itโ€™s the slowest not gate iโ€™ve ever used haha

wind spade
#

is it a not gate?

#

yes it is

#

so, where's the problem? ๐Ÿ˜„

slender patrol
#

exactly

slender patrol
#

whats the max turbo motors/min possible

shy mason
#

get a way to make NAND or NOR gates and you can create anything logic gate wise.

wind spade
#

@slender patrol 186.3 per minute

slender patrol
#

oh my god

shy mason
#

what's the limiting factor of that?

wind spade
#

oil

shy mason
#

gotcha.

slender patrol
#

i really want to do it now

#

yeaaaah imma do it

wind spade
shy mason
#

took me two weeks to make 30 turbo motors / min with a whole region's output, have fun

slender patrol
#

wait, ill have literally no oil left, eh who cares

cedar mica
#

Question is, is there enough coal and sulfur left on the map, to power it?

#

Nuclear needs oil as well

wind spade
#

definitely is

shy mason
#

for the ai limiter / network card yeah

slender patrol
#

should be

wind spade
#

you have 17k coal left

slender patrol
#

yea

wind spade
#

and all the sulfur

#

you can make 112 GW from that

cedar mica
#

So it depends on how crazy you go with the trains then

wind spade
#

the build needs 77 GW (not counting miners)

shy mason
#

so with all the parts going into turbo motors, can't think of anything else you'll need that aren't a part of turbo motors making process that isn't nuclear or HMFs.

slender patrol
#

i just want all the turbo motors

cedar mica
#

You also need some building mats not on the list, like steel beams, for trains

slender patrol
#

i got a lot of building stuff already

wind spade
#

also have fun with 22k quickwire per minute

cedar mica
#

Just saying you need to add that to the power limit

wind spade
#

that's like 30 belts or smth

slender patrol
#

oh god

#

oh no

cedar mica
#

Unless you build everything, then remove your building mats and turns things on

wind spade
#

but you can most likely make a lot of those in 1:1 ratio with some underclocking

slender patrol
#

this is going to be crazy

#

thats a lot of trains sf_train

glacial hemlock
#

Avoid shipping wires. Ship limiters and circuit boards instead

shy mason
#

all the quickwire is mostly for the network cards if you're going the alt radio control unit that requires super computers.

fierce ruin
#

Slow mode everywhere

sand garnet
#

<@&387163995947270144>

#

check chatlogs

cedar mica
#

Whats the radiation area for an active reactor?

#

Is it more then 1 stack of fuel rods worth? assuming the belt is not filled

sand garnet
#

each one of those circles is a reactor I think

#

but I dont know how much it was filled with

cedar mica
#

That seems to match the 28.9 meter radiation spread, from a stack of fuel rods

#

So I should be able to get away with a 4 foundation gap, between factory and nuclear reactor, as long as it dont back up

fierce ruin
#

anyone use satisgraphtory?

slender patrol
#

how does one get 75k MW of power without oil

prime grove
#

1,500 coal generators?

shy mason
#

geothermal generators would ease off at least a few dozen coal generators off your hands if you ignore the starting rubber + supercomputer cost for your no oil requirement

slender patrol
#

as if having to place down 4000 machines wasnt hard enough already

sand garnet
#

@slender patrol nuclear power

slender patrol
#

id need a lot of rods

#

to keep running for a while

sand garnet
#

With alt recipe its much easier than oil or coal

slender patrol
#

yea im making them rn

wheat nymph
#

there's an alt recipe for rods?

#

what's it do?

patent bough
#

Nuclear fuel rods? Yes. What's it do? It makes nuclear fuel rods. For cheaper.

#

Theres also one for electromagnetic control rods, which also makes things cheaper

#

Finally there's one for uranium cells. It is not technically cheaper in total resources but it drastically reduces uranium usage so it's worth it.

slender patrol
#

i think 20 containers of rods eill be enough for a while

patent bough
#

why are you putting them in containers

#

you should never make storage for any radioactive item (except waste which is unavoidable)

#

you're just increasing the amount of radiation exposure

#

just produce them at a rate that will support the maximum consumption of your nuclear power plants (0.2 per minute per plant if i recall)

#

for that matter, there's usually no reason to make storage for anything you're not using for the build menu (or for manual crafting)

#

(or for elevator unlocks i guess if you dont want to run the belt into the elevator because nobody does, though that may change with the experimental spelevator items)

slender patrol
#

because i need 100% of the plastic in the world

#

oil

#

not plastic

patent bough
#

oh, so you want all your oil being used for other things while you still have nuclear power, i see.

slender patrol
#

for one thing

patent bough
#

to be fair, one plant with a full stack of 50 rods will run for at least 4 hours 10 mins at full blast.

#

...longer if not at full blast

slender patrol
#

i need 75000mw

patent bough
#

okay, so 75000 / 2500

#

30 plants minimum

#

next question is how long do you want it to run for

slender patrol
#

i have no idea actually

patent bough
#

let's say 100 hours for argument's sake

slender patrol
#

i doubt im going to be making that many turbomotors for 100h but okay

patent bough
#

eh just an upper limit

#

36,000 rods will last you 100 hours.

slender patrol
#

thats a lot

patent bough
#

720 st acks

#

how many stacks are in one container?

slender patrol
#

uhhhhhh

#

48

patent bough
#

48 * 20 (the # of containers you planned) is 960, so more than enough.

slender patrol
#

oh so i made way more than i actually need epic

patent bough
#

math is hard

slender patrol
#

welp making 186.3 turbomotors/min isnt easier

patent bough
#

fun.

slender patrol
#

very

wind spade
#

wait, why don't you get 75 GW from other sources than nuclear?

slender patrol
#

and what would they be

wind spade
#

coal, compacted coal, fuel, turbofuel, geothermal

slender patrol
#

cant do fuel need all the oil

#

coal way too many generators

wind spade
#

lol

#

but you can do it

slender patrol
#

but nuclear is easier

wind spade
#

and it will be better than having to do this

#

coal is easier actually

#

just build a row of generators

#

and you're done

slender patrol
#

1500 generators?

#

exactly

blissful torrent
orchid tundra
#

yes but you also can just use 1 splitter/merger per junktion

sharp crow
#

the second manifold might be unnecessary. unless the two constructors use different amounts of the items being smelted, you can just connect each smelter directly to one constructor. also, a good thing to remember is that the last splitter in a single manifold is useless; it's has one input and one output, you can just use a conveyor pole. same goes for the first merger in a merging manifold. so really, since you only have two machines in each manifold, you could just use a single splitter/merger. you can even do that with three machines, since splitters/mergers have three outputs/inputs. you only need a manifold with four or more machines.
(i am aware that this could be a joke so don't you dare woooosh me)

cedar mica
#

The best thing with that setup, is that you can easily expand it. Only limit is the belt speed, but that can also be solved, by injecting later in the manafold

wind spade
#

yeah. the reason why the last splitter/merger is added is usually to allow easier expansion later @sharp crow

sharp crow
#

yeah,,,,, none of my buildings allow for easy expansion,,,, my computer's real laggy so i gotta surround them in walls n stuff

tropic hearth
#

does surrounding them with walls reduce lag? would have thought it would do the opposite

#

@sharp crow

empty hemlock
#

it helps with GPU caused lag, but not CPU caused one

cedar mica
#

It moves things into background rendering, which reduces compute power needed

#

Like how the trucks teleport, once they get far enough away

tropic hearth
#

ah i see thats useful to know

#

i thought that was purely done by distance away

cedar mica
#

It also based on distance, but walls can help with that

#

Something to do with how the game only renders, what you can see, everything else is background compute

tropic hearth
#

that makes a lot of sense but its just something ive never thought about too much. Glad to know i actually have a good reason to put walls around my factories. Thanks

wind spade
#

@cedar mica do you think so? afaik they just don't "render" at all, since they aren't visible, therefore reducing GPU based lag

cedar mica
#

Well, the GPU needs data sent to it, so less stuff on screen, means less data and so, less CPU load

wind spade
#

yeah but CPU lags are caused by the calculations and stuff, not by sending stuff to GPU

cedar mica
#

19500 units, needed every 10 minutes. How many belts do I need to transport that?

patent bough
#

so 1950 per minute.

#

divide that by belt capacity

cedar mica
#

So 3x 780 can keep up

patent bough
#

sure

cedar mica
#

Just was not sure if it was that simple

mystic hollow
#

Ye

#

Game is simple math

#

Just a fuck ton of it

prime grove
#

@empty hemlock that clarification on GPU/CPU lag is really helpful. I thought the walls help with CPU lag for some dumb reason.

slender patrol
#

12 core masterrace

prime grove
#

i have 7

slender patrol
#

7 cores?

prime grove
#

yes

#

sometimes 15

slender patrol
#

Huh

#

what is this magic

prime grove
#

High quality ||russian|| engineering

slender patrol
#

oh russian, makes sense

sharp crow
#

i have 6 cores but my computer tells me i have 5
that little shit is lying to me

blissful torrent
#

How do you Know @sharp crow

sharp crow
#

well the stuff for my computer (like user manual and stuff) says six cores and my task manager shows six seperate cpu graphs but because the first core is #0 it tells me there are only five cores

shy robin
sharp wind
#

how do you know when lag is caused by GPU or CPU?

rigid sage
#

@sharp wind open task maniger witch one is on 100% and wich one is normal

sharp wind
#

@rigid sage ah if its that simple usually it's cpu then although when i run it 4k as I expect then it's gpu

mystic hollow
#

With this game its usually gonna be the CPU

#

Especially with several 100 hour factories, lot of shit to calculate every tick.

sand garnet
#

early/ midgame could be GPU

#

lategame is probably CPU if you build a decent factory yea

digital nacelle
#

I'm over the 700 hour mark, and crashing due to popping the UObject limit. (Simplifying/deleting old-stuff only goes so far as I keep building out.)

cedar mica
#

Maybe you can test if stuff that are normally in the game, like trees and stuff around crash sites, effect that limit?

sand garnet
#

Removing them doesnt change much and actually adds data to the save I thinn

#

Think

digital nacelle
#

First time around, I ended up deleting like 500 mk2 full of concrete, a bunch of the "old" first factory, unused foundations/production over the sea, etc using satisfactory-calculator.com to "rescue" the save. This time, I'm putting the game on hold, wait for a proper fix realizing there's little point in continuing because the frustrations of having to save every time before I open up an inventory (the usual action for a crash) breaks the immersion factor. Any more, I'll remove excess storage bins from my build-out, reduce those because I no longer bother with most "buffering"; though I have a few for power-supply, stores, and drop-boxes. I do have a network of belts to bring items from these drop-boxes to my HUB so I don't have to run back and forth all the time.

pulsar stratus
#

It doesn't really add much to the save

#

they're in anyway

cedar mica
#

Was just wondering if they counted toward the max UObject limit

sand garnet
#

Probably but setting a flag for it missing adds to the object limit too, im assuming

sharp crow
#

i thought the uobject limit was so high that you don't need to worry about reaching it?

sand garnet
#

Everything is an obiect so megabases are reaching it

sharp crow
#

ah
that sucks

digital nacelle
#

I've got foundations stretching nearly the entire height of the map and about half the width (not 100% coverage, however, it is extensive).

cedar mica
#

The limit is 2 million something. But each stack of items, conveyor pole and so on, counts toward it

sand garnet
#

hence we should get packaging items to transfer a box of an item, containing a stack of them, at a time

#

unlocking that machine at late stage also encourages it to be used for bigger factories

#

instead of 100 items, you'd have 1 item with a value of 100 of item X inside

wind spade
#

I think stack of items counts as 1 uobject anyway

sand garnet
#

just to clarfy: 1 stack of 100 items = 1 uobject? or is that 100 uobjects?

wind spade
#

I beleive (hope) that it's 1 stack = 1 uobject

#

since in the world it's represented by 1 entity

#

with a metadata of how many items is "inside" the stack

sand garnet
#

right, so that would significantly reduce the amount of uobjects for lategame players

digital nacelle
#

A useful tweak would be able to do a user-merged-object type of thing, for instance, let me combine two stackable conveyor poles together (because I've got a lot of those) into a new single "object", or stacks of four foundations into one; those things would cut back on the uobject price for my radial grid of concrete..

wind spade
#

and yeah, foundationing large spaces isn't the best way to handle lategame

digital nacelle
#

I'm trying to finish the plan I came up with late March/early April, effectively a spider web of foundations and conveyor belts leading to a central tower (with space elevator on top of it). Its in the screenshots a while ago. (Nov 30th)

sand garnet
#

foundations could use a rework for how they're laid out and stacked for sure

#

let us set a certain length and width and have the game place a single foundation that size

wind spade
#

ok, let me place my single 5.4 x 5.4 km foundation

sand garnet
#

as long as you have the items in your inventory for it.. lol

#

and maybe have a max size yea

digital nacelle
#

I did the calculations once, assuming 8x8x4m foundation, which takes 6u of cement...worked it out to about 64 tons per unit of cement, and my engineer can carry thousands of these around at time, presumable in their "pocket".

mystic hollow
#

Silly lad, we didnโ€™t mean inflated pocket โ€œdimensionsโ€. We meant โ€œpocket dimensionโ€

#

Just a little scientifically engineered wormhole in our pants

cedar mica
#

If we assume that anything covered by wall, is background render. Does it matter if we build everything in one spot, as long as it has walls preventing you from seeing too much?

sand garnet
#

pretty sure it still loads a certain area around you

#

so that will likely affect it some too

barren elm
#

You don't need to combine stackable conveyer poies

#

Just remove them

cedar mica
#

Do we have any idea of how big the render chunks are or does it depend on view distance?

#

The map is only roughly 800x600 of useable land

wind spade
#

iirc it's not chunks, it's just radius around you

cedar mica
#

Question is, is there a way to tell how big that radius is?

wind spade
#

idk

sand garnet
#

Ask snutt with a ping. We can do that now that he is a CMrolljace

mystic hollow
#

Ez

thin latch
barren elm
#

It varies by object

cedar mica
#

400m/50 foundations between factorys, would be enough?

sand garnet
#

I built my structures all across the map

#

turbomotors in grass fields, supercomputers in western oil beach

#

and HMF in the northern forest

slender patrol
#

i heard turbomotors

sand garnet
#

and my power is made in the far north oil fields

mystic hollow
#

Do you really โ€œneedโ€ to go any higher than oil and geysers for power?

cedar mica
#

Depends on trains and such

sand garnet
#

you dont even 'need' to go beyond coal

#

but nuclear makes large factories far easier to manage

#

( I havent even touched nuclear )

wind spade
#

you don't even need to go beyond biomass

sand garnet
#

power-move

mystic hollow
#

That sounds

#

I canโ€™t even think of the word for how much I dislike that concept

wind spade
#

which concept?

pastel flax
#

not going beyond biomass

wind spade
#

it's the same concept as not automating anything and hancrafting stuff

mystic hollow
#

Yep, hate that too.

barren elm
#

Yeah I don't quite understand why handcrafting is such a pain in satisfactory

#

At the very least I'd like to see the big equipment bench thing removed and just stick all the gear crafts into the workbench

#

And a "repeat craft" button somewhere to save having to stick my phone on the spacebar

dark badge
#

the reason that repeat craft mechanic does not exist is because handcrafting is supposed to be a pain. makes you want to expand your automation

barren elm
#

But their method of doing that is solveable, like I said by just sticking your phone on the spacebar

#

That not only makes the solution a failure, but also makes it really awkward as a game mechanic when it's essentially encouraging you to stop playing the game and start rearranging your desktop

wind spade
#

the game literally pushes you to automation

#

the fact that you need to pick your phone isn't game's fault, but your

dawn cave
#

if you guys want a tip when mining ores if you click tab whilst mining and then tab again you will automatically mine btw

sharp crow
#

also you can make a really simple autohotkey script to toggle one button on your keyboard

#

or, press the button down and unplug the keyboard.

#

that works too

pastel flax
#

Jaxtar, just open ur inventory, u'll keep mining

wind spade
#

that's not how you play this game

barren elm
#

the fact that you need to pick your phone isn't game's fault, but your
Not at all

#

Your average person is going to take the path of least resistance in most games

#

Not to mention that you're quite literally forced to handcraft during the HUB unlock

sand garnet
#

Sure but the devs dont want to make it too easy to discourage players from doing it after earlygame

#

So making it a chore intentionally encourages people to get out of the biomass stage asap

barren elm
#

We were discussing the whole "gotta hold down spacebar to handcraft" thing above

sand garnet
#

Yea i know

#

Making handcrafting easier would discourage automation so it shouldnt be made easier

#

Players having found a workaround to automate handcrafting doesnt mean it should be easier to do it the intended way

barren elm
#

You are right, but I'd argue there's better ways of pushing toward automation than to require external scripts or heavy objects to handcraft effectively

#

Like, say, just increasing the time it takes to handcraft things

sand garnet
#

Most people dont use those methods

barren elm
#

Can't really use an appeal to popularity when neither of us have stats

#

Even then, I don't think it's a good excuse for such an awkward solution

sand garnet
#

Lets appeal to game design then. Handcrafting should feel like a chore to encourage automation

#

It shouldnt be efficient

#

You should get the " finally i am done with this. Never again." Feeling when you finally get to automation

glad shard
#

a handcrafting system as I see it should be pretty easy to implement

sharp creek
#

If that's the case, they should adjust tier 7 a bit, turbo motors are way to easy to handcraft compared to earlier tiers

glad shard
#

as would be a system toggling between systems at the start of a game or in a settings menu

#

so that players could chose between the systems they wanted to use rather than being shoehorned into a playstyle they may not be comfortable with

sand garnet
#

What kind of system would be the alternative

glad shard
#

have a "fast" system that is more for players who want to breeze past the early game and not be staring at a crafting screen for 10 mins (or using their phone) and a "slower" system for players who like the slower pace and "challenge" of having to minimise their time spent at a crafting screen in order to progress efficiently

wind spade
#

making more mats uncraftable by hand and nerfing handcrafting should be the way to go anyway

#

handcrafting is already OP right now

sand garnet
#

I dunno if making it easier because people are just lazy is a good game-mechanic

wind spade
#

it's not

#

in current EX, you can't do stuff without automation anyway (spelevator parts), so that's a step in the right direction

sand garnet
#

EX*

wind spade
#

if it was for me, I'd slow down handcrafting by factor of 2 at least

sand garnet
#

and yeah I'm on team greeny with this

sharp creek
#

On some level I agree with you, but early game gets gruesome with the crafting of iron plates and rods

sand garnet
#

the devs clearly have a less handcrafting-focussed approach in mind as well, because they took away alt recipes from handcrafting

wind spade
#

well early game should use some rework as well

#

to remove the need for handcrafting tons of stuff

#

that's one of the few issues I have with the game

sand garnet
#

Yea, Im very curious to see what they meant when they said they're reworking early game for update#3

wind spade
#

usually new tech requires you to handcraft stuff to be able to automate it

#

e.g. RIPs for assemblers, computers for manufacturers, etc

sand garnet
#

I think a possibility would be to provide a 'starter-kit' with our droppod

wind spade
#

as well as early game being "collect X", while the game doesn't give you tools to automate X yet

sand garnet
#

which contains a bunch of structures to be placed

wind spade
#

I get it that it's a good tutorial, but I think it could be done better

sand garnet
#

2 smelters, 2 constructors and 2 biomass burners or something

sharp creek
#

I dunno a way to implement that, what if people break those down again? Do you have the spare parts in your inventory or its components?

sand garnet
#

if we get a starter kit like that ( not the items to make those structures, but actual special items similar to the hub part) it would encourage early automation

#

it would basically act similar to how you get the hub part when you disassemble the hub

wind spade
#

well either that

#

or just shift the tech one unlock back

#

so that you don't need RIPs to automate RIPs

sand garnet
#

coal is tier 3 right?

wind spade
#

yeah that as well

sand garnet
#

making that tier 2 could be a good change

wind spade
#

move coal to be easier accesible

sand garnet
#

because its mostly power that limits people from automation

wind spade
#

a lot of these changes are something that I wanted to add in my mod

sand garnet
#

you're on the right track

wind spade
#

but with the update 3 coming soon, I decided to take a break and continue with modding after the update hits and SPL is updated

#

as they will rework the recipe tree

#

well, my mod kinda broke the recipe tree anyway, I made my own ๐Ÿ˜„

summer field
#

Steel. Steel never changes.

wind spade
#

except for EA release

#

where they changed steel reinforced plates to encased industrial beams

sharp creek
#

Well, it doesn't make much sense to call them reinforced plates when you can also construct them with steel pipes ๐Ÿ˜›

wind spade
#

you just cut the pipe and straighten it to a plate ๐Ÿค”

shy mason
#

A beacon directing newbies to drop pods may work for the starting pieces of equipment, at least that's how I get starting modular frames, computers, reinforced plates early game at least, and get them involved in the alternate recipe process so they don't keep asking that in faq section

shy mason
#

As for making coal tier 2, that would make it a bit difficult enemy wise as coal is typically first place people encounter the fire spitters that are usually have a few nested in coal nodes.

sand garnet
#

you can beat those with a zapper though

barren elm
#

I think that'd ruin the exploration aspect of the game

#

That initial "Oh there's reasons to explore, oh look a wreck, oh an interesting reward" is solid as it stands

shy mason
#

Making the smoke a bit more visible may be the equivalent then, at least for the closest drop loss near starting spawns.

#

You can beat the spitters with zappers, just may take some berries and healing items for beginners that you at least need to have 2nd hand equipment slot. To munch down mid fight with.

wind spade
#

tbh you can just charge in, place miner, belt and run away

#

and I don't think it will ruin exploration aspect if coal was T2

sand garnet
#

@shy mason yeah better smoke and maybe some beeping sound or something

barren elm
#

Every enemy in the game despawns if you throw down a structure near it

#

Kinda takes the edge off

#

You can cheese it even harder if you're so inclined by just reloading your save which will despawn the enemy without having to move away, but that really feels bad

cedar mica
#

It seems not every enemy is blocked by everything. The bees, seems to stick around, if you just put down a foundation to mark the crash site

barren elm
#

Nah bees despawn too

#

Interestingly unlike other creatures, the carapace they drop will despawn too if you place a structure near and wander off

#

No other creature drop works this way afaik, and will remain forever

cedar mica
#

I have them not despawn

barren elm
#

Unless you're running mods, your file is the same as everyone else's

cedar mica
#

Some have respawning trees, other dont.

barren elm
#

Yeah no trees respawn

cedar mica
#

Just saying some manage to trigger code, others dont. So not all saves are equal

barren elm
#

Think you're imagining things

#

No trees respawn

cedar mica
#

Its a bug, that some people seems to trigger

mystic hollow
#

There is a bug that makes tress respawn my guy, donโ€™t be a pompous ass.

barren elm
#

...that's from almost a year ago

#

And chill with the namecalling maybe

mystic hollow
#

And itโ€™s still happening

sand garnet
#

I regularly see people talk about respawning trees in chat so yeah definitely still a thing

sharp crow
#

oh yeah there's a bunch of tress in my world that forget they've been cut down every time i load my save

#

its annoyng cuz i can't build a factory there without it looking dumb and having a tree in the middle of it

glacial hemlock
#

Try cutting it, it should be removed and drops nothing.

fierce ruin
#

Im trying but cant optimize

#

maybe this

barren elm
#

Since you're asking in this channel, it's probably worth pointing out that there's an alt recipe that's far easier to set up + far more efficient for reinforced iron plates

fierce ruin
#

Alt recipe?

barren elm
#

If you want spoilers, look up alt recipes, if not, carry on

fierce ruin
#

Ok

flint prawn
#

How do you guys handle really tall climbs with conveyor lifts? My lifts can only go so high.

earnest orchid
#

Make more lifts attaching them to each other

barren elm
#

I try to use ramps whenever possible, because they're easier to maintain and can still scale vertically quite well if you plan ahead

#

Plus you can use the belts as personal transport if you ever need to

#

But yeah, otherwise just breaking vertical climbs up into I think 15 foundation high segments, so you can double up the conveyor lifts

flint prawn
#

That's true. I'm trying to design my main bus right now, so that I can scale vertically and horizontally. I may have run into an issue that all of the incoming resources I want to scale into the first section. It may not end up how I imagine it...

wind spade
#

I suggest not doing main bus and doing separated factories instead

spice holly
#

Why not?

wind spade
#

with separated factories, it's way easier to rebuild/expand certain part production

#

also, main bus works for Factorio, where belts have way more throughput and intermediate stuff is used in multiple things. However in Satisfactory, none of those two is true

#

and also, it kills FPS like crazy, because of all the belts

errant garden
#

Pff who needed fps anyway

#

The game is a lot better now though

#

Remember the days of fours?

spice holly
#

I feel like it's pretty subjective which one is easier to rebuild/expand. With a main bus design, you can always expand on the 2 axis, either up/down or left/right and vertically. I would even argue that it's easier with main bus, because everything is in 1 place, so it's easier to scale up.

The main difference with satisfactory, when you're talking about main bus is that you have another axis to play around as well, so if you need more input, you can always bring more in and stack them vertically.

barren elm
#

The thing is, unlike factorio, resources in satisfactory have an "end"

#

There's just no point bussing steel for example, because every single unit of steel should be converted into a steel pipe

wind spade
#

and most common intermediate product - wire - is used in so huge amounts, that it's almost always better to make it 1:1

spice holly
#

Then you bus steel pipe, instead of steel. It doesn't really deter from the bus design itself.

If you really want to min max wire, you can always bus the ingots, and then convert them to wires locally whenever you need them.

The fact that main bus design can caters to complex recipes and huge amount of items should be an upside, not a downside, cos as the game gets more updates, it will increase the number of items and recipes you will have.

wind spade
#

the issue with bus is that when you need more endgame items, you need to go back and upgrade production for all intermediates on the way back

#

as opposed to just placing down another module of dedicated item X factory

spice holly
#

So, let's say you want to make more turbo motor, you just plopped down another module that makes turbo motor all the way from ores/oil?

wind spade
#

yeah

#

ideally somewhere where the nodes are

#

so I don't have to belt/train tons of items

#

and I just belt/train the turbo motors

#

I mean it's up to you how you build your factory, just this is what I generally recommend and what I think is the best way to build stuff in terms of future expansion/rebuilding

barren elm
#

I used steel pipes as an example, the same logic applies to many, many other wares

spice holly
#

Fair point. Now, I can see why some people are overly concerned with recipe changes, since it can really fuck you over with bases like this.

barren elm
#

I'm not too concerned, I plan to restart, currently giving the game a break

#

At the end of the day it's all just based on the current unfinished game anyway, whatever tier 8 is could completely flip all this upside down

wind spade
#

update 3: removed belts

barren elm
#

Pipes only

rough sun
#

that would be interesting

fierce ruin
#

Update 4: removed hands, now players move objects with their mind ๐Ÿค”

limpid jay
#

I liked my hands ๐Ÿ˜ฅ

dim thicket
#

I mean how often does the character actually do something with their hand?

#

Maybe press the button to build something

sand garnet
#

build gun, ping, emote

#

manual mining

rough sun
#

yeah well thats gone now
only telekinesis allowed

lament wren
#

I'm all for the main bus. I think distributed factories work better for multi player games

wind spade
#

I mean, both setups works. The discussion is mostly about expandability and replaceability

#

in which dedicated factories have straight advantage

#

as well as fps count

rough sun
#

centralized giga-factories look cool
with all the different materials moving around
but they tend to get very complex, difficult to change, and laggy

#

but if you do it spreadout
theres the drawback of the travel time

barren elm
#

I'll be honest, I think a bunch of small, open, terrain-integrated smaller factories dotted over the landscape looks far cooler than a giant floating concrete brick factory

#

I don't think satisfactory is all that great when it comes to aesthetic options, but the world itself is pretty, so it's a good alternative

rough sun
#

the idea of centralized factories is that you make a cool design
like a fortress looking thing
or a HUB
where you can see thousands of items passing by every second

errant garden
#

Super busses are always satisfying

#

Especially from a train

wind spade
#

we don't talk about satisfaction here

#

we talk about efficiency

errant garden
#

Well trains are the most effective means of transportation over a long distance

#

However, when the mk6 belt is added, it will likely be able to be more effective

cedar mica
#

Train is more effective on things thats stack big, like wire. Other then that, it depend on distance

wind spade
#

depending on how you define effective ๐Ÿ™‚

errant garden
#

A six car train with a one minute loop, which is short, can transport (with stacks of 100) up to 19200 per minute

#

I would say that's pretty damn effective

wind spade
#

oh, so you mean throughput?

#

you can have multiple trains on one track

cedar mica
#

You wont get a 1 min loop, as the train uses around 30 sec just docking with station

errant garden
#

I know

#

I'm just saying with

#

However, in order to load that train, each belt would half to be transporting 1600 per minute

cedar mica
#

The limit is the belt speed into the station

errant garden
#

The maximum effectiveness is just 12 mk7 belts

#

Which is 9360

#

So in order to maximise a train

#

With stacks of 100

#

You want just over a 2 minute loop

cedar mica
#

1560/m is the fastest you can load a train station atm

errant garden
#

2 minutes and 3 seconds to be precise

#

With stacks of 500 however

#

10 minutes

cedar mica
#

But nothing stopping you from adding 10 stations, to have 15600/m throughput

errant garden
#

Train carry capacity, but you can just add more on

#

I'm going with a single engine

cedar mica
#

single engine can handle 10 wagons, on flat ground, last I tested

errant garden
#

I thought it was only 6

#

Hold on lemme get the wiki

cedar mica
#

Been a few patches since, so might be just 6 now

errant garden
#

The maximum on a level platform

#

That was tested

#

Was 100

#
  1. So uhhhhh
cedar mica
#

100 wagons with 1 locomotive?

errant garden
#

Yeah

rough sun
#

that would probably be really slow though right?

barren elm
#

There's some claims that train length/number of locomotives affects speed or acceleration, but I've never been able to reproduce it

#

Last I checked, which wasn't very long ago, a single locomotive has the same speed/acceleration as 10 locomotives in a chain, which is the same as 1 locomotive with 20 cargo cars

#

Including going up hills, which is another claim I've seen

#

The only claim I haven't tested is the claim that more locomotives allows the train to scale higher inclines

sand garnet
#

Not speed, but torque apparantly

#

Maintain higher speeds up hills

barren elm
#

Torque for a train is acceleration, and acceleration was the same regardless of train setup

sand garnet
#

That was the claim

#

That it gets up to speed faster, with more cargo wagons

#

And that its able to reach higher speeds up hills

barren elm
#

The only thing I can think of is that trains launched with a better physics system that got patched out by the time I experimented with it all, which was after all the train fixes

rough sun
#

If I have 2 locomotives in my train
do I also need 2 stations?

sand garnet
#

No