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bbcisdabomb posted:I'm the only one in my 3-player game that uses the rifle because it honestly kinda sucks. It would be fine if ammo stacked up better and it didn't take so many goddamn resources for ammo, but here we are. Why does ammunition take a shitload of steel? Why do I need to use a quarter of a beacon for four measly bullets? Why can I only carry 50 caseless rounds in the same amount of space that I can carry 500 spools of wire the size of my torso?! FICSIT sucks and should drop us with a decent SMG. Sometimes I literally off-hand punch xenos cuz our armaments are so poo poo. Jesus, I feel like just grabbing a decent branch off a tree and bashing xenos with it would be easier.
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# ? Feb 25, 2020 01:34 |
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# ? Jun 8, 2024 07:59 |
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bbcisdabomb posted:I'm the only one in my 3-player game that uses the rifle because it honestly kinda sucks. It would be fine if ammo stacked up better and it didn't take so many goddamn resources for ammo, but here we are. Why does ammunition take a shitload of steel? Why do I need to use a quarter of a beacon for four measly bullets? Why can I only carry 50 caseless rounds in the same amount of space that I can carry 500 spools of wire the size of my torso?! Yeah I was all excited to try out the rifle once I unlocked it and for all those reasons it's really crappy. To boot there's not much feedback to even tell if my hits are landing and it takes tonnes of shots to kill things. I mean, having it be good would really unbalance the game but it's a looot of effort for a very meh outcome.
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# ? Feb 25, 2020 01:36 |
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Evilreaver posted:Is there a way to use liquid fuels in vehicles? From what I’ve seen loving around with the jet pack, the fuel containers are consumed along with the fuel, which makes it a very odd sort of jet pack, amongst fictional flying devices. Making empty gas cans out of plastic is interesting I suppose, but a bunch of other products come with packaging which doesn’t need to be manufactured independently, so it sort of sticks out.
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# ? Feb 25, 2020 02:08 |
Fuzzy Mammal posted:Yeah I was all excited to try out the rifle once I unlocked it and for all those reasons it's really crappy. To boot there's not much feedback to even tell if my hits are landing and it takes tonnes of shots to kill things. I mean, having it be good would really unbalance the game but it's a looot of effort for a very meh outcome. Given there's a beacon in them, you'd think they'd be tracker rounds or something.
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# ? Feb 25, 2020 02:16 |
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Also the inventory upgrade recipe is instant QoL and a no brainer pick imo.
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# ? Feb 25, 2020 02:22 |
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GruntyThrst posted:This has not worked for me, dozens of bees continually respawn in my oil refinery. Jerks. The refinery belongs to the bees now, just mark it under quarantine, keep the power and flow on, and move on.
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# ? Feb 25, 2020 02:40 |
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I had an idea for a very elaborate game mode mod that may be possible, the idea is sort of similar to a succession game combined with recovering an abandoned fortress in Dwarf Fortress. My idea has a player building up a factory for a certain time limit, a number of hours or whatever. When that time limit is up they stop building. We fluff that with some cyclical minor apocalypse or something (this idea was inspired by Outer Wilds). The game then takes the save file, deletes a percentage of items, buildings, belts, etc and serves it up to player two. The second player then has to take this half build and half destroyed factory and start building from there. Maybe there is also a time limit on that second player and the cycle repeats again. The idea is that picking up someone else's factory without the intimate knowledge of its geography and logic is fairly hard, and might result in building shortcuts and weird style mishmashes, and encourage fun clusterfuck factories. Just a pie in the sky idea, but there is that mapping service that can read save games and plot out where things are built, so I think save games are readable to a certain extent, maybe they're editable too?
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# ? Feb 25, 2020 15:30 |
The only modding that would be needed would be Thanos.exe, which wipes out half of everything. The rest you described would be user enforced I would imagine. It seems like it could be good for some laughs. E: this is a hypothetical Thanos.exe
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# ? Feb 25, 2020 16:18 |
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New patch for the experimental branch:quote:Hi Pioneers!
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# ? Feb 25, 2020 17:22 |
Volmarias posted:The refinery belongs to the bees now, just mark it under quarantine, keep the power and flow on, and move on. I set up a production line for cartridges that outputs into a box right next to the train station I use to get to the refinery. Step off the platform when I get there and pop pop pop pop pop pop pop. Kindly satisfying, if inordinately resource-expensive. LonsomeSon posted:From what I’ve seen loving around with the jet pack, the fuel containers are consumed along with the fuel, which makes it a very odd sort of jet pack, amongst fictional flying devices. I find the fuel production chain totally ludicrous. You need a minimum of 3 refineries to produce packaged fuel, what the hell. GruntyThrst fucked around with this message at 17:49 on Feb 25, 2020 |
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# ? Feb 25, 2020 17:31 |
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Ah, nice stuff in that patch. One of my hyper tubes crossed the path of a giraffe tick whale thing and it was really annoying to get bounced out of the tube in the middle of nowhere!
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# ? Feb 25, 2020 17:34 |
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Hard Drives currently research instantly.
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# ? Feb 25, 2020 18:16 |
Vasudus posted:Hard Drives currently research instantly. Time to switch to full-time exploring!
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# ? Feb 25, 2020 18:18 |
GruntyThrst posted:Am I missing a way to deal with heavy oil residue stopping up my plastic production other than running an equal number of refineries and dumping petroleum coke into the shredder? I have to be missing something. Is there an elegant way to set up an overflow system? Like only shredding something if the primary belt is full? I can imagine making an ugly pile of splitters that usually only sends a small portion of the stuff to the shredder, but that's not an ideal solution for something that looks to be a pretty common issue now that multi-output stuff exists.
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# ? Feb 25, 2020 21:40 |
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GruntyThrst posted:Am I missing a way to deal with heavy oil residue stopping up my plastic production other than running an equal number of refineries and dumping petroleum coke into the shredder? I have to be missing something. I was just coming here to ask about this very issue. I turned it into residual fuel, but it looks like there's no way to actually use it until research the fuel generators in tier 6. If I research alternate fluid transport. Can I even do anything with packaged fuel other than store it?
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# ? Feb 26, 2020 00:34 |
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Sultan Tarquin posted:I was just coming here to ask about this very issue. I turned it into residual fuel, but it looks like there's no way to actually use it until research the fuel generators in tier 6. If I research alternate fluid transport. Can I even do anything with packaged fuel other than store it? Packaged fuel can be used in vehicles and is used by the jetpack. Not sure if you can drop it in biomass/coal generators but even if so you could just be making coke instead. And of course you can use it to unpackage further down to transport without dealing with pipes over long distances.
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# ? Feb 26, 2020 00:40 |
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I wound up building an escalating stack of liquid buffers until I unlocked fuel generators, now I have four running off of residual fuel which consumes all of my residual oil and is slowly emptying out the stack of buffer tanks. I also have another 16 running off of two overclocked crude patches, so it will be noticeable but hopefully not critical if they choke on fuel, and I will know to go investigate power when I check the readout.
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# ? Feb 26, 2020 01:14 |
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I built a 2.5 km pipeline It took a long time but works very well. I just looked at the recipe for the adaptive control unit and modular engine and died
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# ? Feb 26, 2020 01:39 |
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Tenebrais posted:Packaged fuel can be used in vehicles and is used by the jetpack. Not sure if you can drop it in biomass/coal generators but even if so you could just be making coke instead. And of course you can use it to unpackage further down to transport without dealing with pipes over long distances. Yeah I turned it to make coke instead and put down 3 coal generators next to my refineries which helped out my power a bit. Just feels weird that they'd put the fuel recipe on that tier when you can't make good use of it.
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# ? Feb 26, 2020 02:47 |
So, science happened, and lessons have been learned. We had previously discovered the factory cart does not inflict fall damage (except in some cases where it ejects you from the cart). This can be used to navigate very large drops. We further discovered tonight that a nobelisk placed on the back of the cart will propel the cart if detonated while airborne. This led to an escalating series of experiments involving larger and larger numbers of nobelisks. We stopped at 20 because it got late. When used in conjunction with a quarter pipe foundation for optimal alignment, hilarity ensues. The initial attempt that launched the pilot over a river due south and into the side of a cliff (survived). The second attempt launched the pilot substantially east of the previous landing, about twice the distance (survived). The third attempt was a near vertical launch, causing the pilot to proclaim "I can see the whole island from here!". This attempt further doubled the distance in a due east direction (pilot deceased). The final attempt launched the pilot due north, with the cart arcing backwards from the launch ramp. About 75% the distance of the third attempt, with a splashdown far off the north coast of the island. Highlighted point is launch site, with the various landing points around it.
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# ? Feb 26, 2020 05:16 |
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Anyone else have stuttering problems? I have a nice shiny new computer, the game runs at a great high framerate, but every few seconds I get horrible stutters that vary from full half second freezes to FPS dips to around 5-10, it's extremely frustrating and makes the game really annoying to play, especially if a stutter happens while I'm trying to place objects. It seems to happen the most when I'm moving around, so my first though is LOD models loading, but I have an nvme drive and turning quality down to the dirt didn't help either. Could be GC but the game has a pretty small memory footprint so it really shouldn't be that either.
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# ? Feb 26, 2020 09:02 |
Taffer posted:Anyone else have stuttering problems? I have a nice shiny new computer, the game runs at a great high framerate, but every few seconds I get horrible stutters that vary from full half second freezes to FPS dips to around 5-10, it's extremely frustrating and makes the game really annoying to play, especially if a stutter happens while I'm trying to place objects. Yep I have that, every so often the game just stops entirely for half/a quarter of a second. It's especially annoying during fights in high places where I don't want to fall down.
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# ? Feb 26, 2020 09:16 |
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If it's about every five minutes it's the autosave. I don't know what could be stuttering every few seconds though. I play on a toaster with the settings bottomed out and don't get that.
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# ? Feb 26, 2020 10:10 |
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It happens for me when I'm driving to a specific place. I'll take a turn down a hill into a new biome and the game hangs for a few seconds and then keeps going. But it's only one specific location.
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# ? Feb 26, 2020 10:34 |
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I definitely get noticeable half second freezes, usually when I'm moving around. Not even that quickly sometimes, I started off on the north side of the map near 4 or 5 iron deposits next to a cliff and I've fallen off more than once just because it held my last input while I was standing very near an edge futzing around with foundations. The game's on a SSD too. I might fitz with settings to see if I can fix it but it's only really a big problem every 10+ hours.
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# ? Feb 26, 2020 10:39 |
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I think the the asset streaming might be bugged. I just started a new grassland game and get the stuttering, even with nothing build in the world. It's also easily reproducible as just running back and forth causes the stutters every time I walk over a certain point. There's also a bug report on the feedback site so they should be aware of the issue. https://questions.satisfactorygame.com/post/5e4e2c427cebfb43f6e82873
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# ? Feb 26, 2020 13:39 |
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When it happens to me, I noticed it seems to be related to landscape off in the distance swapping LOD models. Sucks because my home base is right on the edge of this magic distance and I'm constantly stuttering.
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# ? Feb 26, 2020 17:26 |
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They really need to fix the alignment when you add a splitter to a conveyor belt. Right now it won't show the green alignment unless you do it with the ground, which makes it more complicated to built your production lines. The same goes for the vertical conveyors and splitters.
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# ? Feb 26, 2020 18:35 |
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lagidnam posted:I think the the asset streaming might be bugged. I just started a new grassland game and get the stuttering, even with nothing build in the world. It's also easily reproducible as just running back and forth causes the stutters every time I walk over a certain point. Glad it's not just me. I haven't noticed it at exact spots really, but that's probably because I've been changing my settings a bunch trying to make it less intrusive. Was it like this before update 3? This is my first time playing the game since shortly after launch. If it's always been this way I'm gonna guess it'll be a while before that changes if ever, but maybe it can be fixed soon if it's a new problem.
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# ? Feb 26, 2020 19:56 |
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I've always noticed a few areas between biomes where the game hangs for a second every time you pass through it, I haven't played the most recent experimental branch so I can't speak to if it's worse or not.
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# ? Feb 28, 2020 04:24 |
Playing experimental, I happened upon a pure limestone node that was glowing a very bright pink. Other than that it was normal. Anyone else see this? It's near the forest start
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# ? Feb 28, 2020 08:14 |
Yes Several of my limestone nodes glow intensely.
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# ? Feb 28, 2020 08:18 |
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It's a graphical bug with the latest patch. It's also affecting fuel generators, which glow fiercely.
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# ? Feb 28, 2020 11:51 |
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Got surprised at 3 health by one of those elite fire spitters. Blew him up with a stick of dynamite.
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# ? Feb 28, 2020 15:01 |
Ok that's what I figured. I have one normal coal node set up, but that's almost entirely going to generators. Need to build a causeway to the huge node cluster about 800m away. Hope I can replace my truck with a train soon
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# ? Feb 28, 2020 23:29 |
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Wrr posted:Got surprised at 3 health by one of those elite fire spitters. Wait, I thought nobelisks couldn’t be used to damage wildlife?!
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# ? Feb 28, 2020 23:52 |
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Nobody has posted the update notes yet so I will: quote:BUG FIXES Haven't had a chance to try it yet due to work, but I really hope those performance fixes cover the bad stuttering. Should fix all the crazy glowing stuff too.
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# ? Feb 29, 2020 00:18 |
LonsomeSon posted:Wait, I thought nobelisks couldn’t be used to damage wildlife?! They can, they just aren't very effective. If you're lucky you can sometimes kill a basic fluffy hog with a single stick, but it usually takes two. Don't even consider using nobelisks against any of the large variants of hogs, spitters, or stingers. Taffer posted:Haven't had a chance to try it yet due to work, but I really hope those performance fixes cover the bad stuttering. Should fix all the crazy glowing stuff too. Nope still stuttering. And the glowy rocks were "fixed" by making the nodes invisible. There's still also a few copper nodes with glowy pebbles around them.
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# ? Feb 29, 2020 01:20 |
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nielsm posted:Nope still stuttering. Can confirm. Was really hoping it would be at least slightly improved, but if anything it's worse.
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# ? Feb 29, 2020 01:40 |
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# ? Jun 8, 2024 07:59 |
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I was JUST about to set up a specialized factory for Modular Engines and Adaptive Control units for resource sinking so thanks guys, fortunately I didn't build the thing yet.
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# ? Feb 29, 2020 01:50 |