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I saw in a video you can put a plutonium nuclear fuel cell into the awesome sink, giving us a sorta roundabout way of removing nuclear waste. We'll see how long that lasts for.
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# ? Mar 19, 2021 04:01 |
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# ? Jun 8, 2024 09:29 |
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Tombot posted:I saw in a video you can put a plutonium nuclear fuel cell into the awesome sink, giving us a sorta roundabout way of removing nuclear waste. We'll see how long that lasts for. If you're talking about the ImKibitz video he tested the other products needed in the refining the waste and they didn't work. It was only properly prepared and refined Plutonium Fuel Rods that worked so probably intentional. Gives players the option of either having more power in return for a No Man's Land or safe, endless power.
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# ? Mar 19, 2021 04:07 |
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I still want to know why we can't dispose of nuclear waste with our SPACE ELEVATOR!
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# ? Mar 19, 2021 13:54 |
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Ben Nerevarine posted:Has anyone tried hovering near powered railway? Yes, it works - tracks power you just fine and you can fly seamlessly along their length.
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# ? Mar 19, 2021 14:28 |
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Started up a new multiplayer game on the experimental branch right after the update released. We're about.. 30? hours or so into this new playthrough and uh.. well. We have two alternate recipes from crash sites, but we've opened up five of them and the last three have not had hard drives at all. Any.. ideas? Is there a way to add them to our save game? I know they added new crash sites, but these were the ones near the desert start, by the oil sands and the one to the North of the start that needs to be powered to open. The host opened one crash site, I opened two, and all were empty. We just got the fuel generator unlocked and not having a bevy of alt recipes to pick through right now just feels bad.
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# ? Mar 19, 2021 17:29 |
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launch that waste into the sun where the sun can use it as fuel, thanks
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# ? Mar 19, 2021 17:31 |
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Primpin and Pimpin posted:Started up a new multiplayer game on the experimental branch right after the update released. We're about.. 30? hours or so into this new playthrough and uh.. well. We have two alternate recipes from crash sites, but we've opened up five of them and the last three have not had hard drives at all. Any.. ideas? Is there a way to add them to our save game? I know they added new crash sites, but these were the ones near the desert start, by the oil sands and the one to the North of the start that needs to be powered to open. The host opened one crash site, I opened two, and all were empty. We just got the fuel generator unlocked and not having a bevy of alt recipes to pick through right now just feels bad. The Satisfactory Map site lets you switch to the experimental branch in the top right so you can probably edit a bunch of hard drives into a container. The missing hard drive thing is a known issue with multiplayer so you'll have to cheat your way around it for now.
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# ? Mar 19, 2021 18:21 |
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NoEyedSquareGuy posted:The Satisfactory Map site lets you switch to the experimental branch in the top right so you can probably edit a bunch of hard drives into a container. The missing hard drive thing is a known issue with multiplayer so you'll have to cheat your way around it for now. Oh cool, thanks for the heads up! We had to edit some stuff in our last playthrough because one player got launched into the air and fell to death from the big spider up in the jungle. Their crate spawned tucked into the cliff geometry and they had a hefty dose of power slugs from a gathering expedition so that could have been tragic. It's nice to be able to edit those save files.
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# ? Mar 19, 2021 18:46 |
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The hard drive issue appears to be client players being unable to see/grab the hard drive inside the opened ship. The host can go around and retrieve them in our save so far.
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# ? Mar 20, 2021 12:57 |
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Haven't reached particle colliders yet but drones are clearly the best part of this update. Central storage from my old save: Central storage in my new save: Excited to try out the new nuclear power now that I have it unlocked. My grid capacity is within a few hundred MW of the blue line so I need it anyway.
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# ? Mar 21, 2021 00:13 |
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Delivery Drones were exactly what was on my wishlist of things for this game, for delivering stuff around without making ridiculous spaghetti loops winding around mountains. I've decided to start a fresh save, but what specifically do particle accelerators do?
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# ? Mar 21, 2021 05:34 |
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lol my home base & space elevator are directly on top of a new fracking node. Just a water one though, in a place where I have no need for water.Speedball posted:I've decided to start a fresh save, but what specifically do particle accelerators do? make "nuclear pasta", one of the final space elevator items recycle nuclear waste into more fuel nuclear pasta is pretty much the most endgame-y of items Klyith fucked around with this message at 14:56 on Mar 22, 2021 |
# ? Mar 21, 2021 06:33 |
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plutonium fuel rod is the 3rd most valuable thing to sink in the game, so you night want to set them up for that.
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# ? Mar 21, 2021 11:07 |
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Right, so I'm thinking of paving the ocean near the desert biome and building a big production facility there. Nice flat space, no overhead obstructions, handy source of water nearby. Am I missing anything?
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# ? Mar 22, 2021 14:39 |
Watch out for the kill zone
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# ? Mar 22, 2021 14:51 |
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nielsm posted:Watch out for the kill zone Didn't even know there was one, thanks!
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# ? Mar 22, 2021 14:56 |
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Tirranek posted:Didn't even know there was one, thanks! minor spoilers if you haven't unlocked the map yet: https://satisfactory.gamepedia.com/File:Map_border.jpg non-spoiler version: the ocean to the east isn't a great place to build a big base. the ocean to the north & east is great. Dr. Stab posted:plutonium fuel rod is the 3rd most valuable thing to sink in the game, so you night want to set them up for that. They're only 140k points which is ok, but definitely not the 3rd best thing anymore. Considering the effort needed to reprocess the waste that's kinda meh? Better than a poke in the eye but not worth setting up *just* for the points. The main thing would be zero waste, with the points as a nice bonus. Also I was totally wrong about nuclear pasta being unsinkable, I misread a thing. They're worth a ton of points, so a much better point value for accelerators.
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# ? Mar 22, 2021 15:58 |
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Primpin and Pimpin posted:Started up a new multiplayer game on the experimental branch right after the update released. We're about.. 30? hours or so into this new playthrough and uh.. well. We have two alternate recipes from crash sites, but we've opened up five of them and the last three have not had hard drives at all. Any.. ideas? Is there a way to add them to our save game? I know they added new crash sites, but these were the ones near the desert start, by the oil sands and the one to the North of the start that needs to be powered to open. The host opened one crash site, I opened two, and all were empty. We just got the fuel generator unlocked and not having a bevy of alt recipes to pick through right now just feels bad. I had the same thing happen to me in a multi-player game that I also started with friends for 4.0 Have the host save the game, everyone exit and then rejoin. The hard drives (both the ones you have found and used) will be on the ground under where you logged out.
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# ? Mar 22, 2021 16:37 |
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Does anyone have tips for someone who gets like 5 hours into the game, stares at their super spaghetti crazy inefficient crap on the ground then continually gives up? I’ve mass deleted my stuff twice trying to build slightly more efficient designs but just can’t seem to get over that hurdle and I don’t know why.
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# ? Mar 23, 2021 02:31 |
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Disappointing Pie posted:Does anyone have tips for someone who gets like 5 hours into the game, stares at their super spaghetti crazy inefficient crap on the ground then continually gives up? Build on foundations!! plan out exactly what you want from the start and never touch that part again. If you need more upgrade the miner and split it or ship in more ore from somewhere else and build a new setup specifically for whatever you need I never retrofit, there is always more space, use it
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# ? Mar 23, 2021 02:36 |
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Disappointing Pie posted:Does anyone have tips for someone who gets like 5 hours into the game, stares at their super spaghetti crazy inefficient crap on the ground then continually gives up? Instead of deleting, just take some resources and start another base somewhere else. Resources are infinite, so you don't need to worry about running out (once you get to/past coal power, at least). Perhaps make your goal to just have a production chain for every item you have available to you. Make something to start (slowly) filling a container with iron plates. Then iron rods. Then copper wire. And work your way down the line. Eventually, no matter how slow and 'inefficient' the production is, you will have containers full of each thing ready to build a bigger, larger, better factory somewhere else. And once you get the factory of your dreams, then you can deconstruct what helped you make it.
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# ? Mar 23, 2021 02:39 |
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Disappointing Pie posted:Does anyone have tips for someone who gets like 5 hours into the game, stares at their super spaghetti crazy inefficient crap on the ground then continually gives up? Try to leave yourself space for more; like plan one or two steps ahead. Got a pure iron node? Leave yourself room for 8 smelters since that will support a mk 2 miner. Space out the rest of your stuff so you have room to route stuff later. But also, at some point, just make something that works. Having rotors automated in a bit of an ugly way is better then not automating them at all. Go set up another site if you want something fresh / optimized., and your ugly factory can at least continue to pump out supplies.
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# ? Mar 23, 2021 02:45 |
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Build upwards too. It's great for organization, put all your smelters on one floor, the tier one stuff on the second floor, and whatever advanced widget you're trying to make on the third. Then when you unlock a new milestone and need to remix stuff it'll turn into spaghetti again at which point you tear it all down and redesign.
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# ? Mar 23, 2021 03:09 |
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Disappointing Pie posted:Does anyone have tips for someone who gets like 5 hours into the game, stares at their super spaghetti crazy inefficient crap on the ground then continually gives up? It helps to understand ratios. I don't, which is why I never make it much past oil.
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# ? Mar 23, 2021 04:46 |
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Disappointing Pie posted:Does anyone have tips for someone who gets like 5 hours into the game, stares at their super spaghetti crazy inefficient crap on the ground then continually gives up? Stop caring so much about efficiency. If your machines aren't running 100%, or you aren't fully utilizing every scrap of iron that you could produce, it don't matter. This is the world of infinite resources. Let it go. In the first 5 hours everyone has an ugly spaghetti setup. You unlock something new every time you turn around, so spending time building something nice isn't worth it. It's much easier to take the new assembler you need and just jam it in somewhere. So don't try to build your early game factory like everything you will make in the future will extend from that blueprint. It won't. For one thing, if you've only played the first bit of the game you won't know what is important later, so you can't possibly plan for it. And for another, it's really not worth trying. The difference in scale between early game and later on is just crazy. Early game you will have 5 smelters and a dozen machines. Late game you might have 50 smelters and a hundred machines for one factory / product line. It's like, you *could* build 50 smelters in your starter base and just not connect them all, but why bother? It's vastly easier to treat your starter base as either totally disposable, or at most the "little of everything" factory that makes stuff to build other factories with. Oxyclean posted:But also, at some point, just make something that works. Having rotors automated in a bit of an ugly way is better then not automating them at all. Go set up another site if you want something fresh / optimized., and your ugly factory can at least continue to pump out supplies. Build ugly, and then hide it with a pretty building shell around the outside. (Though I prefer building a pretty shell and then filling it with the ugly. Much like my life.)
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# ? Mar 23, 2021 04:47 |
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Hell, I still have all of the machines to build iron rods, plates, and reinforced plates still in the same places they originally were when I built my first base, it was a spaghetti mess then and it's a spaghetti mess now, and I've only piled more noodles around it. I set up a coal powerplant as a distance away, laid out a little better, then an oil setup a distance from that, just steadily improving. All of it's still there and it works, I've updated bits of it as I've figured out better ways or as patches came out (I still need to retool my aluminum production). You get better at anticipating and planning, and if you keep restarting you're gonna run out of resources to build something big. Every node has unlimited resources, and there's a poo poo ton of most nodes, so efficiency and neatness are more for a fun challenge than a requirement. After loving around with small satellite bases that didn't have a ton of organization, at about 130 hours in I decided to build a turbofuel power generator base and stop having power issues for awhile. It's currently making enough turbofuel to power 200+ generators, and that was a massive challenge to lay out and involved a couple of restarts. I hosed up the initial layout so the final generator layer is a mess, but meh. It still generates a fuckton of power (well, relative to what I'm used to), and I wanna try some other projects.
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# ? Mar 23, 2021 07:23 |
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https://thumbs.gfycat.com/AccomplishedSplendidLabradorretriever-mobile.mp4
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# ? Mar 23, 2021 07:47 |
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One of the things I want to try doing when I come back to this game (probably at 1.0) is building factories where I stuff my products into containers, and just split off of the same output line when I need to re-use that item for a later recipe. I.e., I have my plates factory, and in the early game it's going 100% into the plates container. At some point in the midgame, I put a splitter on the output conveyer, and re-use the same factory as an input somewhere else. When I need plates, I can pull them from the container, and the factory will suffer temporary inefficiency as the plates are split between storage and processing, but in exchange I don't have an entire factory sitting idle every time the box fills up.
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# ? Mar 23, 2021 08:17 |
cheetah7071 posted:One of the things I want to try doing when I come back to this game (probably at 1.0) is building factories where I stuff my products into containers, and just split off of the same output line when I need to re-use that item for a later recipe. I.e., I have my plates factory, and in the early game it's going 100% into the plates container. At some point in the midgame, I put a splitter on the output conveyer, and re-use the same factory as an input somewhere else. When I need plates, I can pull them from the container, and the factory will suffer temporary inefficiency as the plates are split between storage and processing, but in exchange I don't have an entire factory sitting idle every time the box fills up. You don't want to be moving 20,000 wire per minute over long distances.
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# ? Mar 23, 2021 08:31 |
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It might be because I started this genre with Dyson Sphere Program, but I have an unhealthy obsession with power generation. Like, I need to make more, always, even if it's pointless. Everything must become energy.
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# ? Mar 23, 2021 14:51 |
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Tirranek posted:It might be because I started this genre with Dyson Sphere Program, but I have an unhealthy obsession with power generation. Like, I need to make more, always, even if it's pointless. Everything must become energy. Imo it’s the easiest to see “number go up” feedback in these kinds of games. Like I can double my power gen from 4GW to 8GW or.. produce a turbo motor once in a while That’s why I like it anyway
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# ? Mar 23, 2021 15:31 |
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Tirranek posted:It might be because I started this genre with Dyson Sphere Program, but I have an unhealthy obsession with power generation. Like, I need to make more, always, even if it's pointless. Everything must become energy. Geez what a change! Dyson to Factorio is a bit of a jump but Dyson to Satisfactory is a whole new ball game! I'm so looking forward to when experimental goes to stable so I can get my passive mod back.
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# ? Mar 23, 2021 16:19 |
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Update 4 is really great but man I miss Smart! everytime I go to build any sort of foundations or walls.
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# ? Mar 23, 2021 16:27 |
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Dev stream is live now, looks like sinking plutonium rods is intended behavior, its a trade-off between cutting into your power supply to make plutonium rods to sink, or using them to make even more power. they are thinking of adjusting the power from plutonium rods though A Moose fucked around with this message at 16:37 on Mar 23, 2021 |
# ? Mar 23, 2021 16:35 |
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cheetah7071 posted:One of the things I want to try doing when I come back to this game (probably at 1.0) is building factories where I stuff my products into containers, and just split off of the same output line when I need to re-use that item for a later recipe. I.e., I have my plates factory, and in the early game it's going 100% into the plates container. At some point in the midgame, I put a splitter on the output conveyer, and re-use the same factory as an input somewhere else. When I need plates, I can pull them from the container, and the factory will suffer temporary inefficiency as the plates are split between storage and processing, but in exchange I don't have an entire factory sitting idle every time the box fills up. The solution to idle factories isn't containers, it's the awesome sink. If you are producing more of an item than you need, throw things in the trash until you build other things to use it. If you aren't producing enough of an item for your demand, a few containers isn't gonna help. It's all about flow and supply vs demand. (Unless what you're talking about is just the typical central storage room where you can grab stuff for building with. Which, yeah, an organized storage room is pretty great. IMO a lot of people go way overboard with it -- you really don't need a unique box full of every single item in the game. Personally I think a smaller storage room is way more usable, even if that means you have some multi-product boxes.) A Moose posted:they are thinking of adjusting the power from plutonium rods though Hopefully without increasing the 30:1 ratio of uranium waste to plutonium waste.
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# ? Mar 23, 2021 17:01 |
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Disappointing Pie posted:Does anyone have tips for someone who gets like 5 hours into the game, stares at their super spaghetti crazy inefficient crap on the ground then continually gives up? Once you unlock splitter and merger you can build, I think(?), the most space efficient possible version of input/constructor/output. You can set a merger or splitter such that the placement box is one graduation "inside" the constructor's box but still be able to wire a one-tile belt in the gap between them. You can then build another constructor directly adjacent to the first, another splitter and merger, wire the splitters and mergers to each other, and then wire the mergers to your output destination and the splitters to your input source. It's not the most input efficient setup since the further down the splitter chain your machine is, the slower it will get input resources, but so long as your supply is in excess of your consumption, it will eventually fill up anyway. Doing this lets you easily scale constructors attached to a single belt until you hit the throughput limit for whatever tier of belt you're at, since you can just keep extending the splitter/constructor/merger pattern. Like the other poster said, it's best to ignore stockpiles or a resource bus, things of that nature, because you're always limited by where the resources are generated and the tier of the belt that feeds them into storage. If you're on tier 2, your max draw from a single storage source is 120/min, and the max rate you can supply that source is also 120/min, so if you need more than 120/min of a resource on a particular chain of construction, you can't support that yet and you need another set of inputs, storage, and outputs instead.
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# ? Mar 23, 2021 17:18 |
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It might as well be intended to raze your operation and rebuild when you get into steel, because I can't see myself doing otherwise. That's about the time it starts to really behoove you to work out ratios and max out your ore sources.
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# ? Mar 23, 2021 19:35 |
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ClassH posted:Update 4 is really great but man I miss Smart! everytime I go to build any sort of foundations or walls. Yeah is it experimental that won't allow mods? I tried using the mod manager to install into it but it doesn't seem to load smart! when I get in game. This pretty much kills my interest to continue at this point.
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# ? Mar 23, 2021 19:55 |
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priznat posted:Yeah is it experimental that won't allow mods? I tried using the mod manager to install into it but it doesn't seem to load smart! when I get in game. This pretty much kills my interest to continue at this point. Experimental doesn't disallow mods, the issue is that U4 changed to a new version of Unreal and the existing mod loader doesn't work anymore. The people who made the mod loader are having to rewrite it for the engine change. Coffee Stain sent them files to help ahead of U4 going out, but I'm guessing something changed big enough that their hook for adding stuff needs major rework. That or CS asked them to please fix their poo poo such that it doesn't constantly cause crashes on exit, so they stop getting flooded with error reports.
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# ? Mar 23, 2021 20:19 |
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# ? Jun 8, 2024 09:29 |
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Aha! That explains it. U4 does look nicer so the engine update is definitely noticeable to even myself. I’ll hang back til the mod implementation is fixed, I just can’t go without Smart! Anymore Also how do people do the spiral train tracks in that funny drone capture? Build with double ramps up and then remove them?
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# ? Mar 23, 2021 20:28 |