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I was astonished by the volume of oil I was getting from setting up a tractor route, it's keeping up with 12 gas plants and three refineries. Production capped out before a real stress test could happen (the 12 gas plants are fed by 1 fuel refinery that feeds 2 assemblers making turbofuel, which is easily keeping up with demand). I tore down my low-end infrastructure to retool for alternative recipes, and since what I had built before was to support two manufacturers (computers and reinforced steel cube things), I'm swimming in raw material. One normal iron mine and one normal copper mine, both mk 1 at 250%, support ten iron ingot foundries. Five of those foundries support ten alternate steel foundries (iron ingot + coal). I only built five because I didn't think I had enough coal throughput on the one mark 3 belt I ran from the pure coal node in the south. I have the other five iron foundries making iron wire and some iron plates. And ... that's it. I have a pair of caterium smelters / constructors for that wire, plus my refineries, but the alternate recipe usage means I don't use copper ingots for anything nor rods or screws. And I'm swimming in materials. All the extra space I freed up in my rats-nest of a base I'm using to store up steel pipes and beams for a rail network. The next step connecting up a geyser power network, quartz and bauxite mines, and figuring out where to put my real base. Uh, main point being - with alternate recipes and maxed mk 1 mines, you can get a preposterous amount of mid game production going with just one node each of iron, copper, caterium, and coal. And two nodes of concrete but those are impure mk 2.
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# ? Jul 2, 2019 01:47 |
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# ? Jun 8, 2024 01:20 |
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One issue is that the game lacks exploration incentives at the moment - every biome is mostly the same in resources, and once you got one node with a miner for each of the rare ores, you don't really need to find others unless you're building megabases. Hard drives in wrecks are somewhat cool, but it also makes me dread getting one a bit because now I've got to rebuild my whole factory to use the more optimal recipe.
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# ? Jul 2, 2019 01:57 |
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You don't HAVE to retool your base using optimum recipes. What I do is a sort of incremental movement - I build the first round of basic stuff in my starting base zone, and then move outward. I decide that I want to automate something (let's say modular frames), so I ping for a good iron source. Move out to that source (taking a power line with me), and build a factory on the spot with the then-best plans to make the thing. Make a conveyor line to take the finished products back to a storage container at the HUB. Decide on the next factory, go and do it again. I end up with a cluster of the most basic materials at the HUB, and everything else is built on-site at (or near) the ore sources, and conveyored in. It's super useful for keeping components on hand, because the entire length of the conveyor line acts as buffer. I essentially never touch the satellite bases after I've built them, because they do what I built them to do and they usually end up backing up until they stop production. If I'm building a new factory to make a new end-product (such as computers or reinforced modular frames), I'm going to build a new subcomponent production line (chips or frames) along the way to supply it, and if that one uses the new alternate recipes then that's all well and good. Honestly, I usually make a very simple layout for parallel production. When I'm feeding components into multiple identical machines (like screws into reinforced iron plates), I usually have a container as a buffer but only one input/output in use. Merge all the input feeds, and split the output feed, and it'll work out just fine. So like - one conveyor belt coming out of the container and going off to the farthest Constructor, with Splitters along the line to feed resources off it into each Constructor along the way. If you have more of the things than you need, then you'll fill up the inventory in the machines and everything runs at 100%. If you have slightly too little, then your production will average out (per hour) to be equal to whatever 100% of your input is. (So if you are inputting enough screws to run 5.3 Constructors of reinforced steel plates and just build 6, you will get 100% of your screws made into reinforced steel plates. That's just a simple example, but the principle becomes more useful when you're using items of different source resources, like steel for stators or concrete for reinforced construction beams. If one resource is more limited than another, then I really only need to worry about using that resource at 100% of the available rate, the others don't need to be optimized. Also, it took me an astounding amount of time to figure out that you can build splitters/mergers directly onto existing conveyor belts, and that you can upgrade/downgrade a conveyor belt of one level to one of another level without removing it. I do wish I had realized that earlier.
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# ? Jul 2, 2019 05:52 |
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Cobbsprite posted:Also, it took me an astounding amount of time to figure out that you can build splitters/mergers directly onto existing conveyor belts, and that you can upgrade/downgrade a conveyor belt of one level to one of another level without removing it. I do wish I had realized that earlier. Not sure if you knew this yet but in the experimental branch you can stack splitters/mergers now, making belts even easier to layout.
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# ? Jul 2, 2019 08:22 |
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Cobbsprite posted:Also, it took me an astounding amount of time to figure out that you can build splitters/mergers directly onto existing conveyor belts, and that you can upgrade/downgrade a conveyor belt of one level to one of another level without removing it. I do wish I had realized that earlier. One thing to be careful about is when you combine these two - sticking a splitter/merger directly on a belt will cause it to always operate at the speed of the belt it was originally attached to, even if all the connected belts get upgraded to a higher speed. This can lead to some really hard to find bottlenecks.
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# ? Jul 2, 2019 10:29 |
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So are there no hostile aliens right now? Or just none that are attracted to your fires of industry?
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# ? Jul 2, 2019 14:37 |
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Some Twitter chatter indicating that the tier 7 / train stuff might make it into the stable release today. When it does, I've basically resolved to tear everything down and start from scratch, building-wise. My conveyor layout is a mess of inefficiencies, and I'm thinking that I can get both better output of high end materials and a cleaner look.
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# ? Jul 2, 2019 14:37 |
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Crazyeyes24 posted:So are there no hostile aliens right now? Or just none that are attracted to your fires of industry? There are hostile aliens in the game, but you'll only encounter them when exploring - everything you build will block respawns in a certain radius, so there's no such thing as base defense.
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# ? Jul 2, 2019 15:16 |
fezball posted:There are hostile aliens in the game, but you'll only encounter them when exploring - everything you build will block respawns in a certain radius, so there's no such thing as base defense. Even just building a power line through an area will make it "civilized" preventing native life from respawning in it. (That includes hostiles, healing items, and biomass.)
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# ? Jul 2, 2019 15:31 |
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The triumphant return of the Victory Pole.
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# ? Jul 2, 2019 17:49 |
Crazyeyes24 posted:So are there no hostile aliens right now? Or just none that are attracted to your fires of industry? When I came back the monster had despawned and never showed up again 'cause I guess the place was considered "civilized" by my little barricade. You can see the idea of where combat fits into the game- you don't need to actively defend your factory, but you'll have to fight to expand- but in practice even that isn't always how it plays out. Edit: There should be some bullshit high level industry that actually does attract monsters. Leave most of it as it is for now 'cause it'd be a huge pain to defend everything the way it's set up now, but if there's some sort of like some sort of fancy reactor or like life-force-extractor that actually attracted waves of enemies, that could work. You'd want to build it in a fortified place where you set up all your defenses, so you could have the fun of siege mechanics without having to fortify your dumb sprawling factory right off the bat. Or not. This game doesn't really need to be Factorio. It's fine if it remains its own chill yet fiddly thing. Eiba fucked around with this message at 21:43 on Jul 2, 2019 |
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# ? Jul 2, 2019 21:38 |
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Honestly, the rifle's resource consumption per bullet seems way too high for me. One nobelisk per four bullets??? I'm tempted to automate a Cartridge production facility simply so I never have to fool with it again. If the devs fixed that, I'd be all for more hostile wildlife.
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# ? Jul 2, 2019 21:53 |
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Rebar gun seems to do higher damage too? I kinda hate the rifle, I blew through 26 clips taking down a handful of big spitters.
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# ? Jul 2, 2019 21:57 |
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The Mk.2 Rifle, which the wiki says was added and then removed, seems like it solves the problem. Fewer bullets per reload, but more damage per bullet. Actually, now that I look at the map at the remoteness of bauxite compared to my base, I'm thinking that rather than tear down my base, I'll make a completely new base on the east end of the map. Then I can run a train between my two bases, and slowly shuffle all my various resources over until it's ready to be torn down.
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# ? Jul 2, 2019 22:13 |
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You would think the first person perspective would make it even better for fighting the dirty xenos, I would love a bit more siege defense mechanics. Or at least 'civilizing' space requires a specific building, not just plopping down a powerpole. Sonic resonators or some other similar thing that repel the wildlife. And flipping it around, having some specific tech that attracts them and requires some defensive planning would be a nice mid/end game addition.
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# ? Jul 2, 2019 22:37 |
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Bobulus posted:The Mk.2 Rifle, which the wiki says was added and then removed, seems like it solves the problem. Fewer bullets per reload, but more damage per bullet. As in Factorio, you should never tear down your old base until you've set up your new one, it will supply you with all the materials you need, plus you can just leave the old one standing around because tearing down everything is a huge pain atm. If you really want to be fancy, set up an autosorting facility with smart/programmable splitters and you won't have to search through all the random stuff you're bringing in from your old base.
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# ? Jul 3, 2019 11:00 |
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Bobulus posted:Honestly, the rifle's resource consumption per bullet seems way too high for me. One nobelisk per four bullets??? I'm tempted to automate a Cartridge production facility simply so I never have to fool with it again. Yeah, I definitely set up automated nobilisk and bullets just to to not have to bother handcrafting, even if I'm never going to actually spend a whole storage crate worth of dynamite.
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# ? Jul 3, 2019 11:19 |
thark posted:Yeah, I definitely set up automated nobilisk and bullets just to to not have to bother handcrafting, even if I'm never going to actually spend a whole storage crate worth of dynamite. But why wouldn't you. It's great fun bombing an entire biome flat. (Then pave it.)
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# ? Jul 3, 2019 11:25 |
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nielsm posted:But why wouldn't you. It's great fun bombing an entire biome flat. (Then pave it.) I've been chainsawing trees when they get in the way of explorer travel but I begin to realise that nobilisk is a solution to the problem of having to trash wood & leaves every once in a while.
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# ? Jul 3, 2019 12:09 |
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Yeah it turns out that once you have petro-fuel the only thing which you NEED biofuel for is the chainsaw...which you only need to clear forest in such a fashion as to gather the materials for more biofuel ~
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# ? Jul 3, 2019 18:10 |
You also need biomass to make fabric, which is required for gas mask and hazmat suit filters. But yeah mostly useless in the later tiers.
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# ? Jul 3, 2019 18:30 |
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Looks like it didn't get mentioned here but experimental went live. Trains, tier 7 and nuclear power! quote:NEW CONTENT
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# ? Jul 3, 2019 18:50 |
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Everybody was too busy playing tier 7 to post about the update, huh? Me, too. Had enough stockpiled engines, computers, and heavy frames to max out tier 7 research pretty quickly. Now I just need to decide on a new base location and start building. I upgraded my current base's conveyors in a few places to get aluminium production going, and it completely trashed my (previously decent) framerate, so, yeah, it's time to stop making continent-spanning conveyors and start figuring out trains. On the plus side, I've got an excess GigaWatt of power to play with, before messing with nuclear, for setting up the new base.
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# ? Jul 3, 2019 19:04 |
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Can I use both a jet pack and bionic legs at the same time yet??
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# ? Jul 4, 2019 00:23 |
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No
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# ? Jul 4, 2019 00:27 |
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Sunday: OK, Imma set up let's say two manufacturers worth of supercomputers, plus some excess production of each of the ingoing components so I'll have some for storage. I'll need, oh, 100 circuit boards per minute, and approxmately a poo poo ton of plastic. That's 10 assembler for circuit boards and one full mark 4 of oil going into plastic. Ugh. Monday: Right, time to finish this production line... Wait a minute, I thought circuit boards were 10 per minute, they're only 5? Aww dammit, I need double this unit, plus another shitton of plastic. Wednesday: Oooh nuclear. Let's see, I need ai limiters for the control cells, which means I also need to make more circuit boards. BUT, fortunately, I just unlocked rubber circuit boards so I can save space and oil consumption by switching out. OK, here's the assemblers... Errr where did I get the 5/min from, they're clearly 10/min as I originally thought and I wasted a whole bunch of time setting up 200 circuit boards / min outputting to a 120/min mark 2 belt. GOD DAMMIT. On the other hand I now have a train going into the long cave in the northern desert for quartz which is amusing enough to slightly make up for the annoyance of having the nodes in such an annoying location to begin with.. But why goddamit can't I ride a train and have it going in automatic mode at the same time? Also yeah, having to switch out between blade runners, jetpack, gas mask (and hazmat once I finish setting up aluminium) is the worst. At least having TWO slots would be a vast improvement.
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# ? Jul 4, 2019 09:37 |
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Also I wish there was a way to force straight rails (without going on foundations all the way). Even at best effort every line is a slight s-shape wobbling back and forth.
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# ? Jul 4, 2019 10:28 |
This morning I figured today would be a good day to get back into Satisfactory. Just going to relax all day and play with trains. 9 hours of trying to chain three stations together later: Looks like trains are broken. To be more specific: I can set a train to go back and forth between two stations, but no matter how I arrange things in the time table adding a third station causes the train to visit the stations in apparently a random order, leading to it getting very confused and refusing to move when it tries to visit the middle station from the "wrong" direction. I had assumed the experimental branch going live meant they fixed this stuff. I've waited months to get back into this game, and I would have happily waited a few more weeks if I knew trains were still wonky.
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# ? Jul 5, 2019 01:18 |
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Well, I got nuclear power running, so that's a thing. My own amusing train anecdote is that the locomotive and the freight cars seem to be living separate lives. A locomotive by its lonesome pulls into the station, invisible ghost wagons get loaded and unloaded with as far as I can tell the proper contents. Meanwhile I see the freight cars going around the track with nothing pulling them. Also my amazing spaghetti mess is now chugging along at like 10fps. I could swear that it wasn't this slow before (it would stagger a little if I went high to overlook the entire factory but not a constant low). Granting that there's been a lot of production added but also most of that isn't running anyways due to backed up storages. Gods what a horrible broken mess. (The cave train line looks really dumb on a map without context.)
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# ? Jul 5, 2019 07:21 |
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So you all have a favorite base building spot? I started in the plains, but it lacks some late game resources. I was going to try the Eastern swamp, since it has some great pure nodes, but discovered it's filled with gas.
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# ? Jul 6, 2019 04:44 |
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thark posted:(The cave train line looks really dumb on a map without context.) Cave train?
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# ? Jul 6, 2019 04:53 |
KillHour posted:Cave train? There is a cave with Quartz etc in the north but the entrances arent exactly nearby so you can see a pink squiggly line leading from it around to the west and then south to his base.
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# ? Jul 6, 2019 06:09 |
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Bobulus posted:So you all have a favorite base building spot? I started in the plains, but it lacks some late game resources. I was going to try the Eastern swamp, since it has some great pure nodes, but discovered it's filled with gas. My main base is out in the NW desert, because of its access to a lot of iron and copper veins, but I've been building out satellite bases at the higher-tier resources
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# ? Jul 6, 2019 15:21 |
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Yeah I have a central facility with easy access to iron, copper, limestone, and coal, which is right now eating a mk3 belt of copper, 3 of iron for iron parts, and most of another mk3 of iron for steel. It is on a platform over the lake immediately northwest of the plains landing area, the one with like 4 Pure coal seams on its northern shore. I'm looking at doing poo poo like shipping Caterium and Quartz in volume now; for instance it is like 3 or 4 Caterium ore per ingot so I am smelting onsite before shipping that poo poo. Same for Quartz to a lesser extent: collapsing two ore into one useable Quartz means only pretty crystals get shipped. Now that trains are a thing, and I am a few hours from having the remainder of my automation re-onlined, I might consider shipping copper to the Caterium site and bringing back just finished supercomputer parts, especially if there is copper conveniently close to the Cat works.
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# ? Jul 6, 2019 16:40 |
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thark posted:Well, I got nuclear power running, so that's a thing. There's some sort of resource leak associated with trains. As long as you have trains running, your game will run slower and slower.
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# ? Jul 6, 2019 17:28 |
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Bobulus posted:So you all have a favorite base building spot? I started in the plains, but it lacks some late game resources. I was going to try the Eastern swamp, since it has some great pure nodes, but discovered it's filled with gas. The east jungle area. 6 pure iron nodes (one covered by a rock), a pure copper, pure limestone and two regular limestone. There's also 3? pure + 1 regular coal + a caterium + an iron (rock) within 800m and 4 regular oil plus all the resources needed to assemble computers on site within 800m in a different direction. Haven't played the game in a month or two but I need to get back into it. This seems like a good time.
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# ? Jul 7, 2019 01:04 |
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Dr. Stab posted:There's some sort of resource leak associated with trains. As long as you have trains running, your game will run slower and slower. Welp. I was considering starting a new save to implement trains earlier (although the TL when you get them is already too late; trucks feel like such a mess); there goes all motivation to play until this is improved.
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# ? Jul 8, 2019 11:56 |
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I'm excited! I realized I hadn't gotten any of the hard drives from the NW corner of the map, so I decided that the desert starting area would be a good place to set up a scouting base. Rather than try to find a path through all those mountains, I ended up making a train line around the edge of the map, which works well. I simply followed the river to the lake that's right next to several pure nodes of iron and copper. A bonus is that it passes right by those pure oil nodes, so I set up a station for automated-train pickup later. I'm dead-determined to make this new base actually organized. Let's see how long that lasts...
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# ? Jul 9, 2019 06:24 |
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Bobulus posted:I'm dead-determined to make this new base actually organized. Let's see how long that lasts... Looking at my own main base, I can definitely see how all the early stuff is really well organised and everything added for TL5 forward or so devolves into a massive spaghetti mess. (Which I guess works out to the old Factorio thing of "you need to plan for more space usage than you think. no, more. no, even more.")
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# ? Jul 9, 2019 09:08 |
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# ? Jun 8, 2024 01:20 |
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Oh, also, I'm getting a weird bug where about half the time I exit a train, none of my shortcut keys work. Like, hitting Q or 1 does nothing. WASD for movement still works fine. I need to test further, but anecdotally, it seems like if the first key after exiting is Q, it locked it up, but if I hit F for deconstruct, that works fine, and Q works after that. Otherwise, my only option is to save and load to restore my keys. In other news, this was in today's patch notes, and hopefully solves the slowdown that someone in this thread reported after adding trains: quote:Train particle effects that build up over time and result in decreased performance now get removed properly Bobulus fucked around with this message at 17:14 on Jul 9, 2019 |
# ? Jul 9, 2019 17:11 |