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Also I can one-up that tale of hilarious failure. Not only did I not realize at first that I could link power plants together, I did not realize that I could use the remove tool on wires. Every time I linked too many things together and that section shut down, I removed a power pole and attempted to manually rebuild my connections. On more than one occasion, this resulted in me accidentally connecting something to the wrong pole and sending that one crashing, too. It was a MESS.
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# ? Apr 22, 2019 06:36 |
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# ? Jun 1, 2024 11:55 |
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I didn't link my biofuel generators for my current playthrough even though this is like my third time starting over and I knew about the shared grid. I just had a brainfart and forgot. I also didn't know you could sprint until well into the coal phase.
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# ? Apr 22, 2019 07:04 |
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Propitious Jerk posted:I didn't link my biofuel generators for my current playthrough even though this is like my third time starting over and I knew about the shared grid. I just had a brainfart and forgot. I also didn't know you could sprint until well into the coal phase. .. go to Options, Controls, uncheck 'hold to sprint', then tap Shift at the start of every play session and never look back. Especially once you get blade runners. I cannot imagine walking everywhere in this game... let alone doing it at all.
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# ? Apr 22, 2019 12:53 |
Imagine what a pain in the arse this game would be if the power grid had to be a continuous circuit with the possibility for short circuits.
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# ? Apr 22, 2019 22:27 |
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I was browsing the wiki looking for info on the upcoming content and saw some stuff for a hadron collider and quantum doodads and now I'm wondering how those would ever be implemented into a factory system.
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# ? Apr 24, 2019 21:29 |
Propitious Jerk posted:I was browsing the wiki looking for info on the upcoming content and saw some stuff for a hadron collider and quantum doodads and now I'm wondering how those would ever be implemented into a factory system. I think those are more likely parts for high end computers, like how circuit boards are.
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# ? Apr 24, 2019 21:37 |
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25 hours in and I just realized you can tag your beacons and the tag will show up on your compass. Do'h.
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# ? Apr 25, 2019 01:29 |
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Beacons are cool until your hud is full of incomprehensible text.
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# ? Apr 25, 2019 01:55 |
kloa posted:Beacons are cool until your hud is full of incomprehensible text. I tried using them to tag my factory buildings with what item is produced there. It's helpful, but real messy. Ideally we'd be able to put big signs on stuff. SCREW TOWN!
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# ? Apr 25, 2019 02:28 |
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kloa posted:Beacons are cool until your hud is full of incomprehensible text. Yeah, being able to toggle them off in a menu like Subnautica would be nice. Of course, Subnautica itself didn't have this figured out...at first, beacon frequencies were actual inventory items you had to plug into your head...
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# ? Apr 25, 2019 05:46 |
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Speedball posted:Yeah, being able to toggle them off in a menu like Subnautica would be nice. Of course, Subnautica itself didn't have this figured out...at first, beacon frequencies were actual inventory items you had to plug into your head... Oh god, I remember those days. And you were limited to two, and they competed with the compass and other HUD upgrades. Wild poo poo, man. That said, I do want simple signs that I can put up. Freestanding, on structures, floating in the air, I'd settle for anything. I've started color-coding for products in my structures, but it's just not as good as being able to produce labels. I hear there's also a map function in the works, and that will be very nice when it's done.
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# ? Apr 25, 2019 07:56 |
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WHO RUN SCREW TOWN?
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# ? Apr 25, 2019 13:44 |
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I just got the alternative recipe for screws and gently caress yes ingots straight to screws. Simplification of the production line!
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# ? Apr 26, 2019 02:44 |
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Webguy20 posted:I just got the alternative recipe for screws and gently caress yes ingots straight to screws. Simplification of the production line! There's more than one alternate recipe for screws but that is one of my favorites. I'm also a big fan of the alternative for reinforced iron plates that skips screws and just uses copper. I really hope they give you an option to home in on crashed ships eventually with that scanner...
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# ? Apr 26, 2019 03:28 |
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Ingots to screws is a great early alternate, but after enough hard drives you don't need to make screws at all.
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# ? Apr 26, 2019 09:02 |
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I smelt all my copper to iron ingots in foundries and all the remaining iron ore gets smelted to ingots. Then I just use those ingots for everything: Iron wire, Steel ingots, screws. Really makes your production inputs a lot easier. Who else is going to jump to the experimental branch coming out today? I've already got lines of Sulfur and Quartz connected to my base and I can't wait to see how the lifts work.
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# ? Apr 30, 2019 11:12 |
Freaksaus posted:I smelt all my copper to iron ingots in foundries That's nothing if not impressive
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# ? Apr 30, 2019 11:19 |
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The alternate recipe are really overpowered. Seem to reduce the required amount of factoriesto produce reinforced frames by a factor of 3 when using one of the planning Web app and activating alternate recipes for: screw, encased bars, reinforced plates, modular frame, reinforced frame, etc.
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# ? Apr 30, 2019 11:28 |
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Joda posted:That's nothing if not impressive Not sure if that was sarcastic, but it really is my favourite alternate recipe.
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# ? Apr 30, 2019 12:16 |
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The copper + iron into iron ingots recipe is basically magical.
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# ? Apr 30, 2019 12:45 |
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Estraysian posted:The copper + iron into iron ingots recipe is basically magical. That one plus the iron wire recipe is real magic.
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# ? Apr 30, 2019 12:56 |
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The expirimental patch is now available and man it has a ton of great changes and bug fixes. https://www.satisfactorygame.com/patch-notes quote:NEW FEATURES Freaksaus fucked around with this message at 17:10 on Apr 30, 2019 |
# ? Apr 30, 2019 17:04 |
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quote:Fixed that trying to place a Conveyor Belt with a Pole on the seam between two foundations caused a “Floor is too steep” warning (bye bye, sweet meme) Best part of the release.
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# ? Apr 30, 2019 17:17 |
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God yes, that alone makes this patch worth it.
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# ? Apr 30, 2019 17:20 |
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All great, except my active save has its oil rigs out in a very distant desert-y area which may well be the area they talk about having moved oil deposits to the beach from. I would describe my main installation as being near a place which could be a beach, though, so I will load in and scan before abandoning to restart; being able to deliver crude via mk4 belt rather than a 2.2km truck route would be dope.
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# ? Apr 30, 2019 17:58 |
quote:Added a second input and output to the Industrial Storage Container (previously Storage Container Mk.2)
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# ? Apr 30, 2019 19:46 |
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Oooh, nice, radar.
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# ? Apr 30, 2019 19:53 |
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quote:Implemented additional Hand Slots for Equipment that can be unlocked via Milestones Does this mean both blade runners and a jetpack can be worn at once? Or at least blade runners and a gas mask? Please say yes.
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# ? Apr 30, 2019 20:16 |
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No it's only or hand slot items. Food, blades, and the chain saw. The mid slot is still just one item.
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# ? Apr 30, 2019 20:19 |
So you can wield a chainsaw and a sword at the same time? But not wear a gas mask together with blade runners? How are multiple hand slots supposed to work?
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# ? Apr 30, 2019 20:22 |
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They're additional Hand Slots. That sounds like Blade Runners / Jetpacks / Parachutes / Gas Masks will still share a slot, but we might be able to stick the Scanner in our off hand while we use the Mammal Slapper with our main hand.
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# ? Apr 30, 2019 20:25 |
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No, it's a quick switch on the main hand. Scroll wheel to change items from the filled slots
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# ? Apr 30, 2019 20:27 |
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necrotic posted:No, it's a quick switch on the main hand. Scroll wheel to change items from the filled slots Ah, that's good at least. Still need multiple equipment slots though.
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# ? Apr 30, 2019 20:28 |
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Taffer posted:Ah, that's good at least. Still need multiple equipment slots though. Yeah, there's no reason you can't have a gas mask and blade runners and parachute/jetpack at the same time. I can see making you choose between parachute and jetpack, because those would both be backpack slots (and I'd like to see an actual backpack option that increases your personal storage space), but I guess breaking up the "body" slots is farther down the roadmap.
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# ? Apr 30, 2019 20:35 |
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nielsm posted:This sounds nice too. Not just higher capacity but also higher throughput. Even with this change, I still don't understand the point of them.
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# ? Apr 30, 2019 23:45 |
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Cobbsprite posted:Yeah, there's no reason you can't have a gas mask and blade runners and parachute/jetpack at the same time. I can see making you choose between parachute and jetpack, because those would both be backpack slots (and I'd like to see an actual backpack option that increases your personal storage space), but I guess breaking up the "body" slots is farther down the roadmap. Yeah, especially since if you're quick with the clicking, it's possible to jump with the blade runners and swap to the jetpack and start flying before you land again, taking advantage of the blade runner speed boost.
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# ? May 1, 2019 00:06 |
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The new elevators are nice, but they are too wide to use with the 3-conveyor walls. Fortunately they go really high, and you can now easily run up two belts in a single foundation space.
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# ? May 1, 2019 00:09 |
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RVT posted:Even with this change, I still don't understand the point of them. I think this means they would have to act as merger/splitters instead of just buffers. It's possible to get the same effect with the existing parts, but it's tedious and ugly. If there is an input and an output on the same side, it could really simplify warehouse layouts.
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# ? May 1, 2019 02:39 |
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I'd like a logic system so that it doesn't send materials down the line unless there's an object on the other end that will use them. When I first started, I had cargo containers with multiple inputs, and discovered that it made it a BITCH to use those containers to output anywhere else. Could make it an on/off toggle function, but it would be a pretty large quality of life improvement.
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# ? May 1, 2019 08:15 |
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# ? Jun 1, 2024 11:55 |
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Haven't gotten to try out explosives yet but man, those vertical conveyors are awesome. No more dealing with giant networks of sloping conveyors and being able to change the direction of the input and output separately is a game changer for stacking production vertically. The addition of multiple hand slots also frees up much needed inventory space. The only thing I wish the vertical conveyors had was a built in ladder like the stack-able conveyor supports.
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# ? May 1, 2019 08:18 |