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For factory construction - prior to the newest experimental build I had separated the resource inputs and the actual production to separate floors, with splitting conveyor belts on the lower floor feeding up ramps to the machines on the manufacturing floor. With the new lifts it's looking like I'm going to have to rebuild this to make it more efficient and replace the ramps with floor holes
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# ? May 13, 2019 18:18 |
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# ? Jun 7, 2024 10:16 |
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The idea of the truck AI delivering my precious resources frightens me so I just build hundred mile long conveyor belts back to my main factory.
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# ? May 14, 2019 09:30 |
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Canuck-Errant posted:For factory construction - prior to the newest experimental build I had separated the resource inputs and the actual production to separate floors, with splitting conveyor belts on the lower floor feeding up ramps to the machines on the manufacturing floor. With the new lifts it's looking like I'm going to have to rebuild this to make it more efficient and replace the ramps with floor holes Actually now they snap to conveyor walls! You can run em up on the outside and save the floor space. And you can fit three lifts side by side on the three holed walls, making those walls slightly more usable when you lead stacked conveyor belts to and from them
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# ? May 14, 2019 14:41 |
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Asproigerosis posted:The idea of the truck AI delivering my precious resources frightens me so I just build hundred mile long conveyor belts back to my main factory. The truck only "drives" when you're close enough to see it. It gets abstracted away when you're not near it. And when it's actually driving, it will teleport to where it should be if it gets stuck or behind when you leave.
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# ? May 14, 2019 16:28 |
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KillHour posted:The truck only "drives" when you're close enough to see it. It gets abstracted away when you're not near it. And when it's actually driving, it will teleport to where it should be if it gets stuck or behind when you leave. Oh, so following them on their first run to make sure they don't fall over, and carefully ensuring that paths don't cross to eliminate collision risk are neither of them necessary or even helpful?! Figures.
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# ? May 14, 2019 17:58 |
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I have had trucks fall off of highways or get stuck, but it's always when they are being observed. One case of truck stuck, we noticed our coal had stopped coming in and I sent a friend out for troubleshooting (he was in the area anyway). He tries to dislodge the truck and accidentally throws the truck into a deep ravine. "Stupid truck," I say, "Welp I'll put together a new one and send it out." "Wait," quothe my friend, "The first one is still moving. Maybe it's pathfinding is good enough to get back to its route?" "Nah, that's impossible for an early access game like this. That truck is certainly lost and is going to spend eternity driving into a wall. That, or it's coming home to exact vengeance against me." At that very moment, the truck barreled into the delivery bay where I was setting up the new truck and ran me over.
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# ? May 14, 2019 19:45 |
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We need a list of goon-run Satisfactory servers.
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# ? May 14, 2019 20:05 |
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there arent dedicated servers, but maybe people could post their handle and get together and play
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# ? May 14, 2019 20:33 |
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There's a goon discord
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# ? May 14, 2019 22:20 |
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Literally Kermit posted:Actually now they snap to conveyor walls! You can run em up on the outside and save the floor space. And you can fit three lifts side by side on the three holed walls, making those walls slightly more usable when you lead stacked conveyor belts to and from them Which is why I now suddenly have resource delivery shafts in front of and behind all industrial equipment
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# ? May 15, 2019 04:13 |
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Literally Kermit posted:Actually now they snap to conveyor walls! You can run em up on the outside and save the floor space. And you can fit three lifts side by side on the three holed walls, making those walls slightly more usable when you lead stacked conveyor belts to and from them So glad they fixed this.
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# ? May 15, 2019 16:32 |
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Pls post some screenshots of your multifloor factories.
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# ? May 15, 2019 17:10 |
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This game murdered my video card.
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# ? May 15, 2019 17:36 |
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ninjewtsu posted:There's a goon discord you can't just post this and not provide a link.
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# ? May 15, 2019 18:31 |
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DelphiAegis posted:This game murdered my video card. It's really hard for software to directly kill a component like that, they have a bunch of sensors that will forcibly shut them down if them get too toasty. More likely your card was just ready to die. Condolences.
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# ? May 15, 2019 18:51 |
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DelphiAegis posted:This game murdered my video card. Sorry I needed just one more circuit board and I'm not carrying plastic...
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# ? May 15, 2019 21:22 |
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Dred_furst posted:you can't just post this and not provide a link. Oh for some reason I thought it was in the op https://discord.gg/VjNKATw
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# ? May 15, 2019 21:34 |
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The Experimental branch updates were propogated over to the main (early access) branch, if you were waiting for them to be "stable" before giving them a whirl. Also the Experimental client can read your Early Access world data, if you were worried about having to start all over in the Experimental build.
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# ? May 16, 2019 04:05 |
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once you've gone experimental, can your save hop back to stable?
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# ? May 16, 2019 06:47 |
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ninjewtsu posted:once you've gone experimental, can your save hop back to stable? That I don't know, and since the stable build now includes all the experimental stuff, I'm not able to check.
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# ? May 16, 2019 20:22 |
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I remember seeing someone showing off weird effects from loading their experimental save in stable (lots of mis-addressed graphics and the like) so I'd imagine it was possible. But yeah, the experimental stuff is now in the main branch so just go nuts on that I guess.
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# ? May 16, 2019 20:27 |
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I'm waiting for trains.
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# ? May 17, 2019 09:46 |
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Turtlicious posted:I'm waiting for trains. Im going to put rails all over the map, even more skybridges
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# ? May 17, 2019 11:31 |
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I only just started playing last night and am finally starting to get some good production going. After 5 hours I am itching to get trucks and some faster belts. I appreciate the high res screenshots button. Tested this and it worked well, got a 10k wide image. Will do one with better lighting tomorrow. I'm thinking once I have a ton of resources to just explore and start a new base somewhere else, save having to knock this down. that was my tactic in factorio and it worked pretty well... I struggle to be organised when modifying and hacking the same poo poo I started with.
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# ? May 18, 2019 07:32 |
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I just bought this game a few days ago. I already put in almost 20 hours and I've unlocked all the space elevator tiers available so far. I started work on a basic factory but I want to find a better place to set up shop and build a real honker of a building. Every time I unlock part of a tier, I get overwhelmed and have to save and quit because that's a whole bunch of new poo poo I have to make.
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# ? May 21, 2019 19:13 |
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My biggest complaint is still that it takes a long time/effort to unlock alt recipes and then they make you tear up a bunch of stuff that you then have to reassemble piece by stupid loving piece. Blueprints, whether copy/paste, pre-made, etc. would go a long way to eliminating that frustration. That and somehow making recipes easier to get..
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# ? May 21, 2019 20:39 |
I can no longer use the alternate recipes in manual crafting benches. Is that intentional?
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# ? May 21, 2019 21:50 |
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nielsm posted:I can no longer use the alternate recipes in manual crafting benches. Is that intentional? Yes, for some reason.
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# ? May 21, 2019 21:58 |
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The reason is incentive to automate.
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# ? May 21, 2019 22:02 |
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Taffer posted:The reason is incentive to automate. Handcrafting times for higher tier items should be huge. Like 10 for reinforced plates, 20 for modular frames, 40 for heavy modular frames. Because as it is it's almost easier to automate pressing the spacebar than it is to automate making things. Also if I can load a belt with alternating Iron and Coal, I should be allowed to use the T1 Smelters to make Steel.
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# ? May 21, 2019 22:48 |
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They removed alt recipes from handcrafting because they were jamming up the crafting list. Imo, a better solution would have been to have multiple crafting buttons, one for each recipe (or a toggle-switch or grip, similar to the Space Elevator launch UI)
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# ? May 22, 2019 02:56 |
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I got excited about smart splitters because I figured I'd be able to use them to feed a bunch of constructors and whatever. Turns out it will only output a filtered item out of one output, even if two of them are set to output it. And if that output gets blocked, it just shuts down instead of sending the extras out the "any" output. That's not very smart and it makes the smart splitter almost useless. Also, the rifle kind of sucks. The ammo is expensive in terms of effort of creating it, and it seems like it's worse than the rebar gun.
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# ? May 22, 2019 06:56 |
Cojawfee posted:I got excited about smart splitters because I figured I'd be able to use them to feed a bunch of constructors and whatever. Turns out it will only output a filtered item out of one output, even if two of them are set to output it. And if that output gets blocked, it just shuts down instead of sending the extras out the "any" output. That's not very smart and it makes the smart splitter almost useless. Also, the rifle kind of sucks. The ammo is expensive in terms of effort of creating it, and it seems like it's worse than the rebar gun. Sounds like you need a Programmable Splitter.
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# ? May 22, 2019 11:38 |
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Evilreaver posted:They removed alt recipes from handcrafting because they were jamming up the crafting list. Given how they refuse to copy good things from Factorio while clearly being Factorio i don't think musing over "better" solutions is particularly useful, as almost every better solution would be "do what Factorio does".
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# ? May 22, 2019 14:19 |
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Mr. Powers posted:Sounds like you need a Programmable Splitter. That's what I'm working towards, but then what is even the point of a smart splitter?
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# ? May 22, 2019 14:30 |
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Mithaldu posted:Given how they refuse to copy good things from Factorio while clearly being Factorio i don't think musing over "better" solutions is particularly useful, as almost every better solution would be "do what Factorio does". Hard agreement from me. Reminds me of that "why Anthem failed" article where the team kept saying to management, "if we look at what Destiny did..." NO! This is NOT Destiny!
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# ? May 22, 2019 14:36 |
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I think part of it is they want to discourage you from hand crafting because it's actually just faster to craft poo poo by hand in a lot of cases, so they limit what you can actually do by hand to force you to engage with factories. Not that I feel like people need an incentive to automate in the game about automation but there you go.
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# ? May 22, 2019 14:43 |
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Glagha posted:I think part of it is they want to discourage you from hand crafting because it's actually just faster to craft poo poo by hand in a lot of cases, so they limit what you can actually do by hand to force you to engage with factories. Not that I feel like people need an incentive to automate in the game about automation but there you go. If they want to encourage automation, they should probably move coal power up in the tech tree. Early on, I'm thinking: I could automate this but then I'd have to collect more leaves and stuff more trash in these generators so I'll just lean on this button for a bit. When I unlock an alt recipe, the last thing I'm thinking is "now I can more efficiently handcraft en masse" but I am inconvenienced by not being able to look at it in what is otherwise a master list of recipes, and now I need to make a bunch of dummy buildings just to be able to see the recipes to plan my factory.
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# ? May 22, 2019 14:51 |
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The most hilarious part where they discourage automation, and where they break away from Factorio, is the loving power management. Some of the earliest research goals can easily be automated with the tools you have, and require enough things to make it worthwhile to automate them. BUT, at that point you have only one bio-burning generator, and if you have the minimum amount of buildings for automating those very early things set up? Your entire loving thing just plain *stops* all buildings instead of going slower like factorio. They actively discourage automation. I have no idea if this is because making things slower is harder to program in unreal engine or if they want to be different from factorio, but it's pretty idiotic either way.
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# ? May 22, 2019 14:59 |
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# ? Jun 7, 2024 10:16 |
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They should definitely pause new features at some point and focus back on the early game because it's pretty frustrating. It's often easier to just manually create the things I need than figuring out how to set up constructors and assemblers and all the belts needed. Sure, I can build a factory set up, but I can't build the setup I want yet, because they gimped the features of something to have a later thing do it. So I can waste my time building an automated setup that I will have to tear down or abandon later, or I can just hold down the space bar while looking at my phone. They need to have an easier way to upgrade things. Right now, when you remove a building, you can't just replace it because it won't want to attach to the conveyors that were attached to the last building that was there.
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# ? May 22, 2019 15:17 |