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Plastik posted:I can and do get coal working in under two hours, and in no way does that change or invalidate my point I mean, wish granted? When I top up my burners before heading off to put Coal up, they function as a backup power source until I get serious about oil, without my ever touching them again. I don’t think I’ve ever used the flywheel power storage devices, just my initial burner array.
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# ? Sep 25, 2021 16:12 |
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# ? Jun 3, 2024 11:13 |
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I always thought the idea the game was conveying is ‘lol corporate interests don’t care about environment!’ There’s lots of little subtle jokes throughout the entire game. So of course FICIT wouldn’t have that tech or approve of it. My very first play through I was all ‘this is such a nice planet I want to be eco friendly unlike factorio.’ But when I couldn’t automate eco friendly means of power I got the large hint ‘homie don’t play that way’ vibe from the game. I can respect that.
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# ? Sep 25, 2021 16:15 |
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I take it I need one freight platform per freight car. No tomfoolery of unloading multiple cars in one platform?
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# ? Sep 25, 2021 16:28 |
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Combat Pretzel posted:I take it I need one freight platform per freight car. No tomfoolery of unloading multiple cars in one platform? nope, unless you run multiple trains
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# ? Sep 25, 2021 16:32 |
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Combat Pretzel posted:I take it I need one freight platform per freight car. No tomfoolery of unloading multiple cars in one platform? Yeah, and each platform at each stop has to individually be set to load and unload the cars which show up in it. The system still needs some improvement, but at least the trains just work once you get them all set up.
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# ? Sep 25, 2021 16:34 |
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Hmm train track bending also seems imprecise. If I try to make a 90° turn on a 4x4 block area, I need to offset the end of the track, to that the boundaries are parallel. Goddamnit. --edit: For a loop at the end of the track. --edit: This is becoming too much fidgeting to save 25MW.
Combat Pretzel fucked around with this message at 17:09 on Sep 25, 2021 |
# ? Sep 25, 2021 16:54 |
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Plastik posted:I can and do get coal working in under two hours, and in no way does that change or invalidate my point Put a stack of biofuel in your burners = backup power source that kicks in once your persistent ones fail don't know what else you expected, or wanted
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# ? Sep 25, 2021 17:10 |
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Combat Pretzel posted:I take it I need one freight platform per freight car. No tomfoolery of unloading multiple cars in one platform? You *could* unload two cars into a platform if you really wanted, by putting more than one station in a line. So the train would unload, pull forward to the next station, and unload again from further cars. Not sure when that would be more useful than just having 2x the freight platforms, and it'd be a lot slower. But if you had space restrictions it'd work. edit: Combat Pretzel posted:Hmm train track bending also seems imprecise. If I try to make a 90° turn on a 4x4 block area, I need to offset the end of the track, to that the boundaries are parallel. Goddamnit. --edit: For a loop at the end of the track. --edit: This is becoming too much fidgeting to save 25MW. To make tighter turns, lay the two straight pieces first and then try to connect them. Also tracks have a weird thing on foundations where they can make tighter turns if you use more & smaller segments. When I want to make a tight 180 I use 2 or 3 segments. Track is fiddly though. Klyith fucked around with this message at 18:35 on Sep 25, 2021 |
# ? Sep 25, 2021 18:28 |
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I snipped out the planned map changes from one of the recent Update 5 videos.
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# ? Sep 25, 2021 18:52 |
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It took a while to understand how the hell water pumps and pipes work and I still barely understand it but after redesigning and rebuilding my generator area I have like sixteen coal generators and they’re all running perfectly. I built a two story factory that’s doing nothing but turning two pure iron deposits into reinforced plates so I can redo every conveyor with mk2s, and I tore down my other iron area to remake it. I might put a central storage area around there too (for now), although there’s those dumb poison trees there so maybe not. Can I ever get rid of those?
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# ? Sep 25, 2021 20:13 |
The poison rocks are permanent, you can't remove those. The poison flowers that stand up on legs when you get close can be exploded when you get the bombs.
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# ? Sep 25, 2021 20:48 |
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nielsm posted:The poison rocks are permanent, you can't remove those. The poison flowers that stand up on legs when you get close can be exploded when you get the bombs. The world as a whole becomes a better place when you get dynamite.
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# ? Sep 25, 2021 20:56 |
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Designing a factory with a serial bus based on chained splitters makes things clean, but takes ages for the factory to get going, since all hoppers in the machines have to get filled for the bus to saturate.
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# ? Sep 25, 2021 21:28 |
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Yeah that's the trade-off with manifolds. Trees distribute more evenly but take up more space and have to be planned more in advance.
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# ? Sep 25, 2021 21:41 |
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What is a bus
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# ? Sep 25, 2021 21:52 |
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Thumbtacks posted:What is a bus A bus is when you have a single trunk line of resources that all the consumers split off from. Not necessarily a single conveyor, but everything travelling together along a core route. It's very easy to organise from since it lends itself naturally to a stem-and-leaf structure, but machines nearer the start of the bus will naturally get priority in taking resources until their input hoppers are full, which can be a big pain if your demand starts to exceed your supply.
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# ? Sep 25, 2021 21:59 |
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I’m assuming there’s some kind of smart splitter, then, unless it’s a BUNCH of conveyors next to each other
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# ? Sep 25, 2021 22:01 |
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There's smart splitters. The simple ones can filter by one argument per output. The programmable ones later you can assign multiple items to filter per output. Requires high tier components to research and build. I'm currently using smart splitters for when I'm creating two or three different products at a factory to transport to a hub. The community calls it "belt compression". Merge everything onto a belt and then separate it using smart splitters.
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# ? Sep 25, 2021 22:03 |
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Thumbtacks posted:I’m assuming there’s some kind of smart splitter, then, unless it’s a BUNCH of conveyors next to each other In other factory games (factorio is where I encountered this idea, and also factory games), one of the ease-of-expansion techniques is to do “BUNCH of conveyors next to each other” down a large corridor, and have production drawing materials off to one or both sides, to output them either onto a new bus lane or into holding chests. The chests, collectively, form the “mall,” another term we use on this thread to describe an easy-access holding area with storages for all the parts needed to build more factory. Satisfactory really isn’t a bus-type game, unless you’re talking about a conveyor stack which carries belts on belts on belts of ingots. I do tend to develop pretty tall conveyor stacks in areas which get extra builds added on to them, since all the finished products, or an overflow feed of them, are going to be heading over either to a shipping area or the mall, and it’s nice and easy to add an extra stacker pole to something which already has clearance, but they’re not really buses as such. They’re actually kind of the opposite since one of the main ideas of a bus is to make a top-down 2D Factorio factory look cleaner and be easier to read the logic of without notes, and my approach is vertical spaghetti.
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# ? Sep 25, 2021 22:12 |
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I stubbornly made it work, but you do end up with a fairly absurd amount of floor space given to belts. Though Satisfactory does have one advantage over Factorio here, which is that you can start stacking belts when one belt's throughput turns out to be insufficient.
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# ? Sep 25, 2021 23:17 |
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I just notice, now that I manage to make bigger factories that create an abundance of parts, I never put any overflow into Awesome sink before the buffer storages. And there's no space to rejig everything.
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# ? Sep 25, 2021 23:34 |
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I know node placement is apparently static, is the purity also static?
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# ? Sep 26, 2021 08:49 |
Thumbtacks posted:I know node placement is apparently static, is the purity also static? Yes, everything about the world is entirely fixed.
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# ? Sep 26, 2021 09:10 |
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Isn't the small loose resource rocks randomized, or do I misremember? Also what you get from hard drives is randomized (but the location of the drives isn't)
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# ? Sep 26, 2021 12:37 |
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ymgve posted:Also what you get from hard drives is randomized (but the location of the drives isn't)
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# ? Sep 26, 2021 12:48 |
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Not having a fully random map was such a huge mistake. Random map, tweak the enemy system, and add a repeating End Game goal and it would be just as infinitely replayable as Factorio.
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# ? Sep 26, 2021 12:51 |
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Which recipes you can get are based on what you've unlocked so far, so if you do some exploration early on you're pretty likely to get some of the alternate recipes for screws, reinforced plates, etc. that are quite good throughout the entire game.
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# ? Sep 26, 2021 12:51 |
drunken officeparty posted:Not having a fully random map was such a huge mistake. Random map, tweak the enemy system, and add a repeating End Game goal and it would be just as infinitely replayable as Factorio. I think they want to tell a story, which just hasn't been present in any of the public versions so far, and having a handcrafted map is probably influenced by that.
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# ? Sep 26, 2021 13:10 |
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I hope the final story will be satisfying for both casual and hardcore players - like, you don't need to reach the highest tier to get to the conclusion, but getting to the highest tier is rewarding in some way.
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# ? Sep 26, 2021 13:15 |
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drunken officeparty posted:Not having a fully random map was such a huge mistake. Random map, tweak the enemy system, and add a repeating End Game goal and it would be just as infinitely replayable as Factorio. Procedural generation takes a lot of development time to do, time which is better spent handcrafting one guaranteed good map instead of hoping you can sometimes generate some that don't suck.
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# ? Sep 26, 2021 13:51 |
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Satisfactory's map is much, much deeper than either Factorio's or DSP's. All those games have to worry about is the spread of resources and obstacles on a 2D plane (curved onto spheres in DSP's case). Adding navigable elevation alone is a masive shake-up to terrain generation, and then you've got collectables (which need to be placed at the end of combat or platforming challenges to be satisfying), biomes, aesthetics, and whatever considerations might be required for the plot. Even if Coffee Stain had put all the resources they'd allocated to map design into making a random generator instead for the entire development so far, what they'd have come up with would be total bollocks compared to what we have now, all in service of making your fifth 90-hour play through feel slightly less repetitive. I could see them randomising which resource nodes offer what, and they do seem open to that idea. Possibly also the collectables. That would be much easier and provide most of the benefits a fully randomised map would offer anyway. Though I'd hope if they do that they also provide a way to mark down where nodes are on your map.
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# ? Sep 26, 2021 14:15 |
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In factorio, the map doesn't make a huge difference to me outside of the early game. What makes each playthrough different is my different ideas for how to plan my factory. Satisfactory works basically the same way. There's a whole bunch of different places you can spawn to mix up the early game, and then what follows is based on how I decided to organize things. The plans are a little different because my aesthetic goals often integrate fixed pieces of the landscape, but I kinda see that as a bonus. I can go in with ideas about particular areas and refine how I integrate the landscape. A random world, I'd be more inclined to pave the earth. I also have big doubts that a random world could produce as striking features without tons and tons of work and unprecedented techniques.
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# ? Sep 26, 2021 14:39 |
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Well all this Satisfactory talk got me to start up a new file. (with some added stuff to make things easier) The spaghetti begins anew.
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# ? Sep 26, 2021 16:04 |
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if there's one thing the last decade of game design has proven it's that looking at fractals and random noise is always better than a cool setpiece or terrain that provides a design puzzle
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# ? Sep 26, 2021 16:50 |
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What's the best way to go about a factory bus? Right now I tried ten lines arranged in 5+5, where each five belts are arranged like the five on a dice. Works somewhat OK, but a goddamn pain in the rear end. --edit: I mean look at this poo poo. I should probably finally abandon the starter site, --edit: Also, doesn't this game run at 4K? I've set the resolution as such, but the images a) still look upscaled and b) the screenshots are 1440p. --edit: Nevermind, it's this 150% scaling bullshit tripping the game. Why even? Combat Pretzel fucked around with this message at 18:03 on Sep 26, 2021 |
# ? Sep 26, 2021 17:41 |
The best bus design in Satisfactory is to not make a bus.
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# ? Sep 26, 2021 17:57 |
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nielsm posted:The best bus design in Satisfactory is to not make a bus.
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# ? Sep 26, 2021 18:12 |
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The only place I use anything bus related is where I build all of the complex components like the project assembly parts, to save space I build it vertically stacked on top of eachother using stackable conveyor poles and then use conveyor lifts to bring them down to the machines. For some reason I am compelled for them to bring out the new update before I start playing again, the last update that redid the power kinda messed me up because it suddenly became a race against time to fix my power setup before my entire system blacked out and that kind of bummed me out. Tombot fucked around with this message at 18:58 on Sep 26, 2021 |
# ? Sep 26, 2021 18:44 |
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I found the easiest way to organize was to have a one or two wall high crawlspace under the factory floor. Outputs just drop into the ground and show up where they need to be. The important thing is separating machinery (big solid collision objects that block belts) from belts (only collide at supports so you can layer on as many as you end up needing). Although thinking about it further this is sort of bus-like, in that whereas a bus handles 2D planning by dividing it into non-conflicting 1D facilities this handles 3D planning by dividing it into non-conflicting 2D facilities.
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# ? Sep 26, 2021 18:49 |
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# ? Jun 3, 2024 11:13 |
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Where is my update?
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# ? Sep 26, 2021 20:31 |