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Satisfactory update (still on experimental branch) https://www.reddit.com/r/SatisfactoryGame/comments/f5vfvr/update_3_patch_notes_early_access_experimental/ quote:QUALITY OF LIFE
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# ? Feb 18, 2020 18:53 |
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# ? Jun 8, 2024 07:59 |
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Mayveena posted:Satisfactory update (still on experimental branch)
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# ? Feb 18, 2020 19:02 |
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Good by grass fields grey mass. I will miss you
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# ? Feb 18, 2020 19:04 |
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lagidnam posted:The whole balance of what feels fun to do and the time it takes is a bit off in some areas. Do you enjoy sitting still holding LMB? The entire appeal of games like this is to make a factory and automate things, I mean it's literally in the name. You're getting upset that it's more difficult to bypass the main purpose of the game. Frankly I'm surprised that it took this long to do it, now they just need to make it so that only the simple low-tier items can be made by hand, as it should be.
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# ? Feb 18, 2020 19:15 |
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The tool bench should def overheat and stop working They have the animation in the game already
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# ? Feb 18, 2020 19:18 |
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lagidnam posted:Screws went from 6 for 1 click to 4 screws for 3 clicks. That's 4.5x the time investment. Biofuel is 5 times worse. Modular Frames used to be 1 for 4 but are now 2 for 15 clicks which isn't that bad but if feels so drat slow. It all just adds up. Screw usage in recipes went down a lot though - you get less, but you also use way less. Which solves the biggest problem with screws: that your belts never were able to keep up with them. Same with biofuel, your burners can now supply more power so it's much easier to build some automation off them. It does push you more towards automation than it used to, but it also improves your tools to do so. And things like copper and screws actually stay relevant with the new recipes, so you no longer have to build throwaway production lines. Overall, I feel that the way to coal power (which is the point where you really shouldn't do any bulk handcrafting anymore) is way smoother than it used to be.
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# ? Feb 18, 2020 19:35 |
euphronius posted:The tool bench should def overheat and stop working Then you just build 10 more tool benches and switch between them. Add a crafting fatigue to the player, make the ticks gradually take longer to complete. fezball posted:Screw usage in recipes went down a lot though - you get less, but you also use way less. Which solves the biggest problem with screws: that your belts never were able to keep up with them. It was still troublesome for me to move 1500 screws down one floor when I wanted to automate 60 motors, with level 3 belts.
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# ? Feb 18, 2020 19:39 |
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Create a main bus and push your stuff through that way with a load balancer. I'm in the process of doing that now as my piecemeal stuff isn't working out for the volume I want/need at the moment.
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# ? Feb 18, 2020 19:42 |
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I'm blanking on what this means:quote:While in Dismantle or Build mode you can now switch to any placed Factory Building by hovering over it and pressing the middle mouse button
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# ? Feb 18, 2020 20:07 |
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Bobulus posted:I'm blanking on what this means: It's like an eyedropper tool, so whatever you look at and hit MMB it'll bring up a construction overlay for that item. Which is loving incredible because I always wanted this feature
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# ? Feb 18, 2020 20:13 |
Being able to elevate splitters/mergers feels like a game changer. That's a truly amazing quality of life fix.Danimo posted:I'm still very early and crafting screws, reinforced plates and solid biofuel by hand. Screws and biofuel take much longer in the experimental build, its awful. I'm spending 2-3x more time dealing with biomass burning than before. Same with biofuel. Just make a standalone constructor or two near your power stuff and don't even bother with input or output belts- just put a stack of wood in, take a shitton of biomass out later. These aren't necessarily going to be long term parts of your factory- you'll tear them down when you get better systems up, but it's way better to set up temporary random constructors than to sit there mashing away at a crafting bench.
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# ? Feb 18, 2020 20:46 |
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How do you get tube entrances pointing up? (Or down)
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# ? Feb 18, 2020 20:47 |
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euphronius posted:How do you get tube entrances pointing up? (Or down) When placing the pole, you click once to choose the base position, and them while you can adjust the height, the mouse wheel rotates the exit.
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# ? Feb 18, 2020 21:05 |
euphronius posted:How do you get tube entrances pointing up? (Or down) You construct them with two clicks. First click locks pitch and position, second click locks yaw. Use the mouse wheel to rotate before each click. You can change the height by looking up/down before the second click.
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# ? Feb 18, 2020 21:06 |
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That doesn’t work for me for the powered opening sections like it does for other things. Maybe I’m doing it wrong
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# ? Feb 18, 2020 21:06 |
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euphronius posted:That doesn’t work for me for the powered opening sections Place the pole first. The entrance snaps to the pole.
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# ? Feb 18, 2020 21:07 |
euphronius posted:That doesn’t work for me for the powered opening sections Place a pole first, then build a tube from the pole, then place the entry on the pole.
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# ? Feb 18, 2020 21:07 |
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Got it. Thank you.
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# ? Feb 18, 2020 21:08 |
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Speaking of hand-crafting items, did y'all notice that the recipe for rifle cartridges changed? Before it was just nobelisk + pipe, now it's a four-item recipe. Not the end of the world, but I'll have to change my construction setup slightly to accommodate it.
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# ? Feb 18, 2020 21:25 |
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I loving knew that trash icon was busted.
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# ? Feb 18, 2020 21:52 |
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Eiba posted:Even at the very start you shouldn't be crafting many screws by hand. You've got rod production up, right? Probably going into a box or something. Slap a splitter on your rod belt and make a screw constructor. Doesn't even need an output. Just grab the screws out of the constructor every now and then. yeah I just got screw production up and going, and biomass->biofuel contructors will going up next once I unlock the chainsaw. I just got distracted by trying to build an actual factory building and playing with splitters and vertical conveyors and spent a lot of the local biomass on running plate and cement constructors.
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# ? Feb 18, 2020 21:58 |
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I found an alternate recipe using iron bars for screws rather than iron rods, and it has made some of my production lines so much simpler. I need to go on a hunt to track down as many alternate recipes as possible.
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# ? Feb 18, 2020 22:00 |
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Hamelekim posted:I found an alternate recipe using iron bars for screws rather than iron rods, and it has made some of my production lines so much simpler. Not just that, but it's faster too unless I misread. There are vertical lifts to bring components up, but is there anything that does the reverse and brings things down? The only thing I can see is to do the regular switchback down with steps due to max height.
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# ? Feb 18, 2020 22:45 |
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Volmarias posted:Not just that, but it's faster too unless I misread. Conveyor lifts go down too. Just start from the top.
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# ? Feb 18, 2020 22:47 |
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Volmarias posted:Not just that, but it's faster too unless I misread. The lifts go both ways, you just have to start at the end of the upper belt and then drag down
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# ? Feb 18, 2020 22:47 |
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drat, either something about the patch broke my water situation or my coal generators have been thirsty for water for a while and I wasn't aware. Need to redo everything. All aliens have respawned too.
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# ? Feb 18, 2020 22:50 |
Danimo posted:The lifts go both ways, you just have to start at the end of the upper belt and then drag down Or build a belt on the lower end going away in the direction you want the items to move when they arrive, then build the lift off that end. Speedball posted:drat, either something about the patch broke my water situation or my coal generators have been thirsty for water for a while and I wasn't aware. Need to redo everything. There was a bug in one of the previous experimentals with water pumps not starting up after a reload, and you'd have to rebuild them. They fixed that, but broken pumps will still need to be rebuilt.
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# ? Feb 18, 2020 22:51 |
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Eiba posted:Being able to elevate splitters/mergers feels like a game changer. That's a truly amazing quality of life fix. Is this just stacking them or something else?
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# ? Feb 18, 2020 22:51 |
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If they really wanted me automate early they'd reduce the power consumption of machines so I could have more than one miner and a smelter on the initial hub generator.
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# ? Feb 18, 2020 23:06 |
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# ? Feb 19, 2020 00:14 |
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I would like signs which showed up on the map.
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# ? Feb 19, 2020 00:32 |
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Lexorin posted:Is this just stacking them or something else? The most recent experimental patch: quote:Splitters and Mergers now snap onto Conveyor end points and directly onto Conveyor Poles as well
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# ? Feb 19, 2020 00:38 |
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nielsm posted:Or build a belt on the lower end going away in the direction you want the items to move when they arrive, then build the lift off that end. Tenebrais posted:Conveyor lifts go down too. Just start from the top. Danimo posted:The lifts go both ways, you just have to start at the end of the upper belt and then drag down Shoot, I tried that and it didn't go down, but I may have been too close to the edge. I'll try again, thanks!
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# ? Feb 19, 2020 00:41 |
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euphronius posted:I would like signs which showed up on the map. You mean like beacons? Or do you mean "map" as in the actual terrain?
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# ? Feb 19, 2020 00:44 |
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Think I've actually hit the point where I need to build that monorail. I have most of the necessities for building stuff at one base, but plastics and oil at a further secondary base I've made, and I can't just keep hypertubing between the two all the time to fetch materials. So it's train time. The journey is a little long for building any conveyor belts. I *guess* I could also use an automated truck, I'd need to get fuel to it on both sides, but hey. This is going to take so much time to build. Haha. At least my power situation has been finally sorted.
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# ? Feb 19, 2020 03:45 |
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euphronius posted:I would like signs which showed up on the map. I want signs that I can put above my tubes telling me, or others, where they go.
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# ? Feb 19, 2020 03:49 |
Volmarias posted:Shoot, I tried that and it didn't go down, but I may have been too close to the edge. I'll try again, thanks! Post a screenshot? It should be just like laying any other belt, just vertical. Shouldn't matter how close to edges you are, the lift will snap.
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# ? Feb 19, 2020 07:06 |
YO is there a discord or anything for Multiplayer Games?
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# ? Feb 19, 2020 08:05 |
Tertius Oculum posted:YO is there a discord or anything for Multiplayer Games? https://discord.gg/vswN2s
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# ? Feb 19, 2020 08:53 |
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# ? Jun 8, 2024 07:59 |
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I haven't played this latest patch yet but I remember, after buying this game and playing it the last time, being extremely surprised and a bit annoyed with how slow automation felt, especially compared to just manually crafting the same stuff at your workbench. I guess I'm not playing the game right or I'm at least in the minority here because most of you guys seem to think the workbench should overheat/it shouldn't be as versatile/the player should have a cool down on crafting or whatever. I don't quite understand that to be honest. I get that the "purpose" of the game is to build automation but instead of nerfing the work bench or introducing some random rear end penalties for it, how about bringing automation up to speed? Buffs are always better than Nerfs imho, in almost all cases. I used to play this game with an external tool that held my LMB down after I pressed CTRL-F and went to grab a coffee, because even tho it's infinitely more boring, it's also infinitely faster than having the same poo poo produced through my production line. Take reinforced iron plates for example. I had ore collectors feed into refineries, which fed into two manufacturers that produced (back then) iron plates and screws that obviously fed into another thing that then produced the reinforced iron plates. By the time that production line produced 10 reinforced iron plates I had like 100 or something from just portable miner ore and producing all the individual parts at my workbench. It's like, wrong by a factor of 5 or 10 or something, even when everything is reasonably overclocked. Supposedly the solution for you guys would be to just build more. Ten more of these construction chains and I'd be at about the same speed. But I guess for me, the goal is more in getting to the next tier and seeing what new cool poo poo I can build, and not necessarily to expand my whole factory by a factor of 10 just to exponentially having to increase its size again once the next tier with the next, more intricate recipes rolls around. Either way, my point is I personally would rather have them speed up automation (not necessarily by the massive factors I mentioned earlier) rather than nerf the versatility and all the stuff you can do at your work bench
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# ? Feb 19, 2020 10:44 |