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nielsm posted:I think the biggest simple QoL improvement for me might be a hotkey to build whatever I last built, or whatever I last tore down. For example if I build a constructor the wrong way around, tear it down, hit the "rebuild" key, and be ready to build another one right away. I would absolutely go throw that idea into their suggestions forum if such exists. Could easily have a separate button for each of these!
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# ? May 25, 2019 01:07 |
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# ? Jun 8, 2024 00:40 |
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nielsm posted:I think the biggest simple QoL improvement for me might be a hotkey to build whatever I last built, or whatever I last tore down. For example if I build a constructor the wrong way around, tear it down, hit the "rebuild" key, and be ready to build another one right away. Or just steal q from factorio.
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# ? May 25, 2019 04:17 |
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Dr. Stab posted:Or just steal q from factorio. Yeah this. ONI has the same feature and it's great.
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# ? May 25, 2019 05:00 |
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LonsomeSon posted:I would absolutely go throw that idea into their suggestions forum if such exists. Could easily have a separate button for each of these! Yeah, it's been suggested a few times on their 'questions' site. https://questions.satisfactorygame.com/1405/add-q-for-pipette-tool-build-building-you-look-at?show=1405#q1405 https://questions.satisfactorygame.com/10723/eyedropper-hotkey?show=10737#a10737 https://questions.satisfactorygame.com/8315/add-a-clone-hotkey?show=8384#c8384 https://questions.satisfactorygame.com/13658/feature-request-keybind-for-build-another-one-of-these?show=13876#c13876 No clue if the devs have noticed, though.
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# ? May 25, 2019 08:21 |
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ARGH Screws are loving me over 200% output is too fast for mk2 belts but I haven't unlocked mk3 belts yet also it's production isn't easily divisible by 60 so even if I DID use splitters it still wouldn't be neat tidy and organized!
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# ? May 25, 2019 19:33 |
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The way splitters in this one forcibly round-robin each output regardless of attachment or fullness status is honestly pretty braindead.
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# ? May 25, 2019 20:21 |
There's a new gun called Rebar Scatter Gun, but no way to make ammo for it. But with the magic of save game editing, you can add the right ammo to inventory, and have some fun. As the name implies, it's like a shotgun, and shoots 6 rebars at a time. Kills smaller hogs in one hit, but you need some distance because it doesn't work at close range.. it's like the projectiles don't exist until they're several feet away from the gun. edit: Also unlocked every blueprint for fun; new diagonal walls and ramps showed up, but with placeholder textures, so they looked ugly as hell. But hey, new stuff coming! JointHorse fucked around with this message at 22:32 on May 25, 2019 |
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# ? May 25, 2019 21:36 |
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JointHorse posted:edit: Also unlocked every blueprint for fun; new diagonal walls and ramps showed up, but with placeholder textures, so they looked ugly as hell. But hey, new stuff coming!
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# ? May 26, 2019 05:40 |
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x2 It's a seriously good game. Hoping to see how it evolves past the pre-early access Alpha.
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# ? May 26, 2019 06:29 |
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I, for one, would definitely pay like ten or twelve bucks each for new maps to explore with unique life forms and special weirdness.
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# ? May 26, 2019 11:23 |
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If the devs don't add it before mod support rolls around, one of the first things I'm modding into this game is a camera drone you can use to build stuff in birds-eye view.
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# ? May 26, 2019 11:45 |
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Cobbsprite posted:I, for one, would definitely pay like ten or twelve bucks each for new maps to explore with unique life forms and special weirdness. considering how huge the map is i imagine it'd be quite a while before we see them make that much content a second time
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# ? May 26, 2019 12:54 |
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Last time i went exploring the map had a lot of weird bugs. Vegetation floating around as if it was attached to mountains, areas where you constantly get damage despite there being nothing whatsoever, fun stuff.
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# ? May 26, 2019 13:12 |
Yeah there's many areas of the map that just aren't finished at all. I try to make a habit of using the "Send feedback" function in the main menu every time I find a buggy area of the map.
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# ? May 26, 2019 13:17 |
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I only just saw that one of the ratio calculator can now also draw all your stuff on the interactive map. This isn't mine, but it shows what it'd look like: https://satisfactory-calculator.com/ Looking forward to getting home and watching my own skybridge mess show up.
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# ? May 27, 2019 08:49 |
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Freaksaus posted:I only just saw that one of the ratio calculator can now also draw all your stuff on the interactive map. This isn't mine, but it shows what it'd look like: Here's mine:
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# ? May 27, 2019 18:36 |
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Here's my craphole
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# ? May 27, 2019 18:51 |
That's a really neat tool! Factories are a lot messier when you don't make them in the southern plains. I ended up choosing a really cramped valley in the forest start. That's a "complete" factory, cranking out supercomputers. I broke a lot of my principles when I started up caterium processing. That's what the snakey belt and empty foundations to the east are all about. I think factories are a lot more visually interesting if they're an ad-hoc mess, but I had totally run out of room in my valley and had too many awkward sky belts running over my factory to easily slap another floor above my first. And as much as I hate snakey belts across the landscape, my caterium was being mined in the same place as my coal and I didn't want to figure out how to get two tractors to play nice on the exact same route, especially when the path was really cramped.
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# ? May 27, 2019 20:26 |
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I sorta went a little nuts with the platforms. The oil base to the south is pretty large, too.
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# ? May 27, 2019 20:46 |
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Found the first feature I hope they implement. Custom colors are saved after close. I went through and made a bunch of custom combinations painted up a bunch of stuff, then came back the next day and BAM, all back to default.
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# ? May 27, 2019 20:49 |
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Webguy20 posted:Found the first feature I hope they implement. Custom colors are saved after close. I went through and made a bunch of custom combinations painted up a bunch of stuff, then came back the next day and BAM, all back to default. They're technically all still there - the colours that are displayed in the menu reset though
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# ? May 27, 2019 20:55 |
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MarquiseMindfang posted:If the devs don't add it before mod support rolls around, one of the first things I'm modding into this game is a camera drone you can use to build stuff in birds-eye view. If anyone's played Empyrion their build system is a great hybrid. You can build from first person pov, but you can also deploy and take command of a drone that can travel in a limited radius around the player model, allowing you to fly around and build stuff more easily, but still not with a full topdown view. The whole thing is bound to a single key toggle and iirc doesn't require any unlocks. It's a super convenient system without being too overpowered. Fishstick fucked around with this message at 20:56 on May 28, 2019 |
# ? May 28, 2019 09:59 |
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Fishstick posted:You can build from first person pov, but you can also deploy and take command of a drone that can travel in a limited radius around the player model, allowing you to fly around and build stuff more easily, but still not with a full topdown view. Not just build but also mine, which was a game changer when I figured that out. No more digging long ramps so I can get in and out of my ore caves.
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# ? May 28, 2019 14:01 |
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Finally started playing this yesterday and I'm already in love. It's lacking the 'scale' of production I'm used to from Factorio (as in, producing hundreds of thousands of items at once, I like numbers) but it makes up for that in sprawling distances of industry and being absolutely gorgeous to look at. The couple of problems I have with the gameplay mostly involve the constant running back and forth to grab resources from where ever you are producing them. If there is some kind of delivery system akin to Factorio's bots I haven't found it yet. Due to the size of the buildings the factory gets big fast. Also the restricted power poles. I know they can be upgraded, but from a gameplay perspective it's just a bit of unneeded and unwanted complexity. Building an efficient factory is already complicated enough without power pole management. Looking forward to seeing where the development takes it though. I hope they keep updating for years to come.
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# ? May 31, 2019 13:45 |
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Man I made so many mistakes on this first playthrough. I've got iron>ingots>pipes in 4 different areas of the same base and when one fills a storage container up, it's wasting resources because it could be contributing to workload elsewhere but isn't. One thing I loved about Minecraft's Applied Energistics/Storage Reborn is self load balancing production lines via output buses.
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# ? May 31, 2019 19:41 |
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I think the thing I would love to see is mega production. Have bigger machines that take 6 inputs to produce 2 cubic meter sized items that come out on a triple or quadruple sized belt. These could be transported to a landing pad where a drop ship comes and loads up to take them to a different part of the planet for the colonizing efforts or something like that. Have it take around 100 production cycles to make one. Like you're making agriculture equipment and things like that. So they require rubber, computers, reinforced frames, plating, wire, etc.
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# ? May 31, 2019 22:57 |
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my biggest problem with this game is that building a load balancer was already annoying in factorio, but in this game it's nearly impossible after a certain (small) size and takes up an absolute assload of space
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# ? May 31, 2019 23:26 |
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The worst part is that an actual load balancer is impossible because splitters round-robin through each output, and if an output can't take an item it doesn't just immediately shunt it to the next one, but actually NOPs for a tick. I really wonder if they just plain found themselves unable to implement the useful way of functioning.
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# ? May 31, 2019 23:35 |
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It just makes no sense. They already have everything else set up, the issues that need to be solved are all things that can be fixed with a few lines of logic in the code. This isn't some "it would probably be really easy to code this" thing. If they properly set up the flags for the splitters, it would be as simple as creating a couple if-else statements to check the state or an output and ignore it.
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# ? May 31, 2019 23:39 |
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One reason why so much space gets taken up is that the only input/output to smelters/constructors/assemblers is located exclusively in the front and rear, rather than side by side. This has so many bits for compacting conveyor belts but very little in the way to squeeze machinery together in an organized or organic way.
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# ? Jun 1, 2019 00:14 |
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Think of the machines as part of the circuit rather than nodes connected by circuits. Belts only have one input and one output too. My first hard drive had 3 choices, and I can't even remember what the first two was (think one was iron ingots -> screws), because the third choice was 2 Iron Ingots => 9 Wire. I set up a copper feed anyhow. I've got the ratios set up for everything but screws, which I'm feeding 1.5 smelter output to (the other .5 is going to rods). I'm still manually making the 2nd order stuff because I built stuff too compact and have to tear everything down again. Interesting bit so far was the cable setup. 1 normal mine => 2 smelters => 4 copper wire constructors. Two of those feed storage, the other two go to splitters to make 6 belts, which are then paired and fed into 3 combiners to feed 3 cable constructors. I just unlocked stackable stuff and I actually need the higher tier conveyers in order to make my outputs work.
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# ? Jun 1, 2019 00:49 |
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I wonder if you could use the higher tier storage container (the one with 2 in 2 out) for load balancing? Have 4/6/8 of them in a row, the last one feeding the first one and every now and again split off a belt from one of the extra [outs]
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# ? Jun 1, 2019 22:43 |
The only use I can think of is as a way to convert two belts of uneven rate to two belts of equal rate.
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# ? Jun 1, 2019 23:22 |
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If you have, say, 100 units/time of input, and one output that needs 60/t and one that needs 40/t, dual-output storage works for that. Alternatively, with 150/t input the storage would also work as a, well, storage for when you need to restock on whatever.
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# ? Jun 1, 2019 23:28 |
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Anyone know how save games handle game updates? Will old saves be compatible or is a restart required after every major patch?
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# ? Jun 2, 2019 10:15 |
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TigerXtrm posted:Anyone know how save games handle game updates? Will old saves be compatible or is a restart required after every major patch? They've stayed compatible so far but migrated saves don't always have all the new features, and some of your constructions might be broken by changes in the map.
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# ? Jun 2, 2019 10:32 |
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Ak Gara posted:I wonder if you could use the higher tier storage container (the one with 2 in 2 out) for load balancing? technically, they function identically to a splitter in factorio, so you could recreate a factorio load balancing design this is a bad idea, don't do it
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# ? Jun 2, 2019 10:45 |
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ninjewtsu posted:technically, they function identically to a splitter in factorio, so you could recreate a factorio load balancing design How come? [edit] What about something like this? Container > Splitter > Container > Merger > Container > Splitter etc That way I have multiple places to insert / remove items as needed. Every iron mine I have going to one big smelty farm, every iron ingot I make going to the circle of storage units with an exit here for pipes, an exit there for metal plates, etc Plus all the pipes I make can go to it's own storage circle, all metal plates to it's own storage circle and so on. Ak Gara fucked around with this message at 21:38 on Jun 2, 2019 |
# ? Jun 2, 2019 18:08 |
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Finished this playthrough - only have jetpack not researched. I started out thinking I had things organized. Pure coal and caterium found nearby in the far south, plus the closest convenient sulfur. Next step is to set up a truck route to the quartz and oil north of me. Let's look a bit closer at whatever that is going on in the middle there ...
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# ? Jun 4, 2019 00:06 |
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# ? Jun 8, 2024 00:40 |
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I found a real use for trucks. They are better for moving a lot of different *types* of items. Right now, I have a stack of conveyors to carry items from my aux production base, but it would be simplified by having a single vehicle carrying multiple item types.
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# ? Jun 4, 2019 03:23 |