ToxicFrog posted:Nope! My rec is that you spend some time exploring for alternative recipes. That one has made my life immeasurably easier.
|
|
# ? Jun 2, 2020 15:26 |
|
|
# ? Jun 8, 2024 09:36 |
|
You can completely remove screws and metal rods from your production lines with the right recipes. Unless you specifically wanted to keep them and use one of the other recipes to make them more efficient, which some people choose to do. I think they're crazy but hey.
|
# ? Jun 2, 2020 15:46 |
|
Black Griffon posted:My rec is that you spend some time exploring for alternative recipes. That one has made my life immeasurably easier. I have in fact been doing that, and have found a few HDDs. So far the hilights are one that lets me make 10+ rotors/minute using copper sheets (but only if I supply it with an absolute shitload of screws, wiping out any space savings) and one that lets me turn 10 steel -> 45 rods, which is a pretty nice upgrade compared to the iron recipe. I have not found any alternate screw recipes.
|
# ? Jun 2, 2020 15:55 |
|
Got pretty lucky, I only opened about 5 HDDs and got alternative screws and reinforced plates. I guess that's why I never really wanted to open more...also some recipes are straight up bad.
|
# ? Jun 2, 2020 16:00 |
The HDDs roll from the tech level you're at so if you want better chances at the screws and whatnot, try and do some early on otherwise you'll have to luck out later.
|
|
# ? Jun 2, 2020 16:08 |
|
The object finder is excellent at finding HDD areas I’ve already found. Otherwise seems useless.
|
# ? Jun 2, 2020 16:12 |
Vasudus posted:You can completely remove screws and metal rods from your production lines with the right recipes. Unless you specifically wanted to keep them and use one of the other recipes to make them more efficient, which some people choose to do. I think they're crazy but hey. From what I remember, when they rebalanced the alt recipes in Update 3, they made all the screw-free recipes less efficient. While you avoid screws, you'll end up using more raw materials overall.
|
|
# ? Jun 2, 2020 16:21 |
|
nielsm posted:From what I remember, when they rebalanced the alt recipes in Update 3, they made all the screw-free recipes less efficient. While you avoid screws, you'll end up using more raw materials overall. That's probably the case, yeah. But I personally would rather have a less complex factory that burns a bit more raw materials.
|
# ? Jun 2, 2020 16:30 |
|
Looks like the Experimental to Early Access patch just hit. NEW FEATURE Beryl Nuts and Paleberries now regrow around every 3 in-game days Overflow setting on Smart & Programmable Splitter BALANCING Increased storage capacity for the following: Fluid Freight Platform, from 500 to 2400m3 Fluid Freight Wagon, from 500 to 1600m3 Fluid Buffer, from 300 to 400m3 Industrial Fluid Buffer, from 1200 to 2400m3 Adjusted handcrafting times for some later game parts to reflect their complexity Power Shards production times changed to work better with Constructor sounds Color Cartridge production cycle shortened, production values are unchanged Moved one of the Rocky Desert new game spawning positions to a better location QUALITY OF LIFE It should now be easier to build stairs downwards Added multiple Hotbars that can be cycled through via Alt + mouse wheel up and down MULTIPLAYER New Epic Online Services (EOS) implementation for online session handling etc. LOCALISATION All languages were updated Added Vietnamese FACTORY New look for all Train Platforms Updated Conveyor Pole meshes and all Conveyor wall attachments and Conveyor Walls Added inverted corner Ramps to the AWESOME Shop and restructured some of the packs EQUIPMENT Updated Chainsaw look Updated Object Scanner look Updated Chainsaw sounds UI Added autosave notifications with options to turn them on or off Added a tooltip for head lift in Pipeline Pumps Updated the visual style of keybinding hints in all relevant menus Added some basic feedback for the Building Sampler / Eyedropper tool Added an additional onboarding step highlighting the Codex Reworked onboarding Hint text Onboarding Hints are now received as emails that can be looked up in the Codex Changed starting area descriptions and order in the New Game menu Added tooltips for Smart/Programmable Splitter settings to clarify their purposes Added a search bar to Smart/Programmable Splitter Added some reminders that multiplayer has more bugs than single player in relevant menus Show/hide map filters now saves when closing the menu Moved Walkways into the Organization tab in the AWESOME Shop to be consistent with the Build Menu Updated descriptions, naming, and categories of various buildings, equipment, and unlocks Search bars now detect multiple search words when applicable Added a standby switch to the AWESOME Sink menu Improved visibility of Space Elevator requirements for Tiers in the Hub Menu Added a pop up to notify offline players that they are not online when opening the join menu Added a warning when copying the session ID from a private session, since private session cannot be joined Improved the player status shown on the in-game friends list with more information (no longer just “Exploring, Building a factory, etc.”) Changed some Hub Milestone icons to fit better with their content Updated the Ping effect PLAYER CHARACTER Added ladder climbing animations RESOURCES New Conveyor Belt mesh & icon for Limestone Tweaked raw resource icons to be more distinguishable from each other New icons for several resources Cables, Concrete, Leaves, Packaged Water VEHICLES Tweaked sounds for all vehicles WORLD Polish on encounters, enemies, jump puzzles, and collectables in the Dune Desert Improved some ambient sound areas in the Dune Desert Added some pick-up SFX and VFX for foliage that was missing it CREATURES Increased the size of Flying Crabs to make them easier to hit and track Increased the stun delay and downward force on the Flying Crabs so they are on the ground a little bit longer OPTIMISATION Performance improvements for Freight Platforms Triangle amount optimisation for Pipes Optimised and updated a large amount of visual effects Optimised Conveyor Belt visuals Small network and replication graph optimizations to improve host performance in multiplayer BUG FIXES Client players can no longer get unlimited hotbars when joining repeatedly Client players no longer need to re-equip equipment on join for it to function The autosave notification no longer gets stuck when changing autosave interval while the notification is visible Chainsawing Berry/Nut Bushes now gives the Berries or Nuts and no longer displays “No Space for N/A” Fixed a bug where creatures could lose track of the player when they jump too high, this was most noticeable when slide jumping and losing Lizard Doggos that follow the player The Trains handbrake animation will no longer end up in a spamming loop Conveyor Belts and Pipes no longer get odd shapes after dismantling an attachment such as a Merger Build feedback for client players no longer states they have enough building resources when they don’t Reduced the collision on the Bailey Palm Tree so players can walk around it as expected Fixed some visual glare issues on tree stems Fixed a bug where the camera position could get stuck on respawn, not allowing players to look down for example Fixed some visual issues on the Fuel Generator that made it look either too dark or intensely glowing Fixed some visual issues on the Hub and Drop Ship It is no longer possible to duplicate items in storages or other inventories by opening them with both Host and Client Fixed some further flow issues in fluid networks Potentially fixed a crash that can occur when a client player builds a building in multiplayer Fixed some missing meshes in a Dune Desert cave Train timetables should now work for client players in multiplayer Fixed tractor gearing sounds The onboarding button prompts now properly show the key bindings set by the player on the options menu All the mushrooms in the Northern Forest should be back on the ground Hotbars should no longer disappear for client players when logging out and joining back in Fixed some fog bugs in the world Fixed the World->bInTick crash that could occur when a client joins a game Building visuals should no longer persist for client players after dismantling Smart & Programmable Splitters should no longer back up on duplicate rule definitions Partially fixed unusual behavior of fluids and headlift below Z-0 (under a specific height in the world), fluids are still behaving a bit restless when below Z-0 so we will continue to investigate this Clients should now be able to correctly build and snap Freight Cars Weapons should no longer keep firing if primary fire was held down while switching to the build gun or dismantle gun. Dismantle effect should no longer persist if the Build Gun is unequipped while dismantling Shift clicking/Ctrl Clicking items into vehicle storages no longer replaces things already in the fuel slot Fixed a rare crash related to loading train tracks Parachute should be usable for clients now Client players can now properly interact with Lizard Doggo inventories Client players can now see Gas Mask filter consumption Client players can now see the Space Elevator animations Client players can now interact with Trains when the host is far away The Hub is no longer invisible for a short moment when completing the final upgrade Train Stations can now be dismantled and rebuilt in the same spot when adjacent to Foundations Train Station clearance is fixed so Foundations can be built around it properly Trains and Freight Cars now snap better to each other at track intersections and turnouts Fixed some missing or wrongly scaled Limestone node meshes Fixed a crash on load with assert for IsInParallelRenderingThread and IsInRenderThread Conveyor Belt mesh no longer shows up before the Build Effect is played Clients should see less build effects replaying when joining a game Resource extractors now check whether the full resource stack size can be extracted into the output, which will pause production correctly if that is not the case (most noticeable on Oil/Water Extractors) Items will no longer be lost by placing them into a dismantling building’s inventory Items can no longer be duplicated by taking them from a dismantling building’s inventory Fixed some creature respawn issues Supercomputer research naming is now consistent with the part naming Fixed some gas areas and encounters in Rocky Desert that were problematic Clients can now empty single Pipelines and Fluid Buffers Clients can now toggle standby correctly in production buildings, generators and resource extractors Set 0 second researches to 3 seconds in the MAM to solve invisible completion problem for Client players Fixed a bug where rebinding certain keys could result in “…” being displayed Fixed a bug where rebinding mappings with modifier keys left the conflicting mapping with “None”
|
# ? Jun 2, 2020 16:39 |
|
Oh heck yes!
|
# ? Jun 2, 2020 16:41 |
|
overflow splitters, transporting oil by train now sensible instead of insane, and most of the mp stuff that didn't work now works
|
# ? Jun 2, 2020 16:44 |
|
E, not a lol, I can't get the game to launch anymore, just crashes. Strange.
|
# ? Jun 2, 2020 16:47 |
|
Mayveena posted:The object finder is excellent at finding HDD areas I’ve already found. Otherwise seems useless. Yeah, it also likes to register the slugs you’ve already harvested. I had sort-of thought that maybe it wouldn’t register them if you restarted the session but I never checked. At any rate, I always use beacons to mark crashes Cleared; it lets me look at the map and see how far out in a direction to go before I start seriously looking again.
|
# ? Jun 2, 2020 16:49 |
|
LifeSunDeath posted:E, not a lol, I can't get the game to launch anymore, just crashes. Strange. Small comfort, but I just loaded up my pre-patch world and everything seems ok. Might be specific to your system.
|
# ? Jun 2, 2020 16:50 |
|
Wyld Karde posted:Small comfort, but I just loaded up my pre-patch world and everything seems ok. Might be specific to your system. Last time I played i started messing with mods, I might need to wipe my install.
|
# ? Jun 2, 2020 16:50 |
|
Folks on the discord that had issues with it claim deleting their config file fixed it. I didn't have the issue so can't c/d.
|
# ? Jun 2, 2020 17:02 |
|
How are y'all getting update info? It's really frustrating that they post about updates in weird places instead of their main site. Their discord doesn't have anything on it. The dev blog's last update was last year. The twitter has links to twitch videos, but it's like, why not just post new info in the same place every time? Ugh.
|
# ? Jun 2, 2020 17:07 |
|
It's on the reddit.
|
# ? Jun 2, 2020 17:08 |
|
They reset all the mobs, geezus.
|
# ? Jun 2, 2020 17:10 |
|
Vasudus posted:It's on the reddit. jfc
|
# ? Jun 2, 2020 17:10 |
LifeSunDeath posted:How are y'all getting update info? It's really frustrating that they post about updates in weird places instead of their main site. Their discord doesn't have anything on it. The dev blog's last update was last year. The twitter has links to twitch videos, but it's like, why not just post new info in the same place every time? Ugh. The official Satisfactory Discord does have it, they have a channel named #patch-notes that receives exactly that, as soon as a new patch is available.
|
|
# ? Jun 2, 2020 17:39 |
|
nielsm posted:The official Satisfactory Discord does have it, they have a channel named #patch-notes that receives exactly that, as soon as a new patch is available. This is all that shows up on the discord that links from their website
|
# ? Jun 2, 2020 17:40 |
|
LifeSunDeath posted:This is all that shows up on the discord that links from their website So did you give them crabs and nothing happened, or did you just not read the only post?
|
# ? Jun 2, 2020 17:41 |
|
Unreal_One posted:So did you give them crabs and nothing happened, or did you just not read the only post? Oh wtf. Well that was totally unnecessary, but it worked. Ugh.
|
# ? Jun 2, 2020 17:43 |
|
Anti-bot measure of some kind, I guess
|
# ? Jun 2, 2020 19:08 |
|
ymgve posted:Anti-bot measure of some kind, I guess Nah, they just like getting crabs from random strangers
|
# ? Jun 2, 2020 19:24 |
|
gently caress yeah, overflow finally added after all these years. Now I can rearrange my whole storage set up to make it more streamlined.
|
# ? Jun 2, 2020 21:47 |
|
What do they mean by overflow? I'm dumb and don't get it.
|
# ? Jun 2, 2020 22:24 |
|
Opentarget posted:What do they mean by overflow? I'm dumb and don't get it. When all other outputs from a splitter are backed up, only then will it send output to the overflow output. You could use this, for example, to send items to be turned into tickets only if the storage is full.
|
# ? Jun 2, 2020 22:29 |
|
Let's say you're sorting a bunch of items into storage. You set up smart splitters and you have one of them to sort metal plates into a container. When that container fills up, the splitter can't send anything to that output anymore. Before, your options were to have the entire belt up to that splitter get blocked, or to set one of the outputs to "any" which meant that your plates were split evenly between storage and the any output. With overflow, it will send plates out the specified output until it fills up and then sends them out the overflow output. The overflow handles any parts that are blocked or anything not handled by the splitter.
|
# ? Jun 2, 2020 22:29 |
|
Cojawfee posted:Let's say you're sorting a bunch of items into storage. You set up smart splitters and you have one of them to sort metal plates into a container. When that container fills up, the splitter can't send anything to that output anymore. Before, your options were to have the entire belt up to that splitter get blocked, or to set one of the outputs to "any" which meant that your plates were split evenly between storage and the any output. With overflow, it will send plates out the specified output until it fills up and then sends them out the overflow output. The overflow handles any parts that are blocked or anything not handled by the splitter. You can also handle setting up secondary supplies lines, e.g. don't bother making consumables until the other lines are satisfied
|
# ? Jun 2, 2020 23:18 |
There's no way to "holster" stuff, right?
|
|
# ? Jun 3, 2020 12:43 |
|
Black Griffon posted:There's no way to "holster" stuff, right? Don't think so, you can buy the coffee cup and it takes up less of your FOV.
|
# ? Jun 3, 2020 12:55 |
LifeSunDeath posted:Don't think so, you can buy the coffee cup and it takes up less of your FOV. Yep, that's what I'm doing now. Oh well.
|
|
# ? Jun 3, 2020 13:11 |
|
I love the coffee cup, I'll be sipping it in style as I fly across the whole map with my yeet cannon.
|
# ? Jun 3, 2020 13:14 |
|
If you have Area Actions installed (some of its features are a bit janky, but IMO it's worth having just for the "area deconstruct" command), equipping it will leave you empty-handed because it doesn't have a tool model. That's what I've been doing.
|
# ? Jun 3, 2020 13:19 |
|
Black Griffon posted:Yep, that's what I'm doing now. Oh well. It's fiddly and inconvenient, but you can open your inventory, unequip the current thing you're holding and thus have totally empty hands for a photo, etc.
|
# ? Jun 3, 2020 14:41 |
|
I like to imagine my xeno basher is a hammer I get to whack things with to make them work better. Thanks for the overflow replies, that makes a lot of sense now.
|
# ? Jun 3, 2020 15:33 |
chairface posted:It's fiddly and inconvenient, but you can open your inventory, unequip the current thing you're holding and thus have totally empty hands for a photo, etc. Yeah I know, but it's more that I want the screen free for planning and building.
|
|
# ? Jun 3, 2020 16:28 |
|
|
# ? Jun 8, 2024 09:36 |
|
I just constantly swing the basher at power lines.
|
# ? Jun 3, 2020 16:53 |