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Watching Scalti's videos makes me appreciate Smart! so much.
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# ? Oct 10, 2021 14:18 |
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# ? Jun 1, 2024 19:14 |
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Hi again I made the changes but how do I get them to save? Thanks again for any help with the calculator. All I really want to do is get on with the tiers, the rest of the game is fine for me.
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# ? Oct 10, 2021 15:55 |
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I started a new game using SMART in the Dune Desert and it's definitely my favorite mod. I've now got a starter oil plant producing plastic and runner and sinking the resulting petroleum coke and used that to make enough computers to unlock Fuel Generators. Now I'm back to some hesitation about how to move forward; I've got coal plants generating 4.8GW and that gives me a decent amount of power overhead, but I haven't got any of the oil alternates yet. I think I'll need to turn my residual oil to petroleum coke line into fuel and start packaging it so I can unlock and use the jetpack to get around. Even though I knew what was coming, oil is making my head spin.
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# ? Oct 10, 2021 16:37 |
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Mayveena posted:Hi again I made the changes but how do I get them to save? Thanks again for any help with the calculator. All I really want to do is get on with the tiers, the rest of the game is fine for me. There's a "download save" button on the right, next to the options button. Download the save from the editor and put it in your saves folder.
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# ? Oct 10, 2021 18:03 |
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Peewi posted:There's a "download save" button on the right, next to the options button. Download the save from the editor and put it in your saves folder. Thanks so much, I'm old and apparently blind as well. You folks are great!
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# ? Oct 10, 2021 18:22 |
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I'm just going over the overclocking numbers of the fuel generators on the Satisfactory Wikia. So there's no efficiency loss when overclocking these? The fuel consumption scales linearly with the increased output. It just takes snails?
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# ? Oct 10, 2021 18:45 |
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Combat Pretzel posted:I'm just going over the overclocking numbers of the fuel generators on the Satisfactory Wikia. So there's no efficiency loss when overclocking these? The fuel consumption scales linearly with the increased output. It just takes snails? The fuel still has the same fuel value, so overclocking power generators is generally not worth it unless you really need to get a certain amount of power generation into a smaller space.
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# ? Oct 10, 2021 18:52 |
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Overclocking power plants just increases consumption, yeah, unlike overclocking production increasing consumption and also power consumption exponentially. Overclocking is uniformly for fitting stuff into less space, unless you’re doing Miners. In that case it’s for increasing the size of a potential build ~
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# ? Oct 10, 2021 21:30 |
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the friend i've been co-oping with is overclocking loving EVERYTHING. i've had toe xpand our power setup like four times but he's having fun so who cares
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# ? Oct 11, 2021 10:58 |
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Is he afraid of running out of space?
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# ? Oct 11, 2021 11:12 |
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No his approach is “if I set this to 200% then I can make half as many” because he’s lazy. Our main factory hasn’t moved since we started it’s just gotten bigger and wider and it’s all spaghetti. All things considered it’s very small. I think nuclear power is going to change that though.
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# ? Oct 11, 2021 11:58 |
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Overclocking is good for your cpu. Half the machines = half the math. I think in my update 5 game I'm going to try to make a doggo ranch early to get a big bank of shards. Though, it's probably better to underclock early to get through the game, and then save the overclocking for when you're doing the big builds. I also personally like underclocking to get machines into even ratios, it saves clicks to just build things 1:1 wherever possible and plug one machine into the next rather than use a mess of splitters. Plus, you use a bit less power which is nice.
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# ? Oct 11, 2021 12:44 |
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My overclocking has been specifically limited to miners and moments where I realize that I have created a design I juuuust didn't quite design right and now the 3rd floor is going to be 2, 3, 4, whatever foundations longer than the lower floors and gently caress that I'm going to overclock the 3rd floor so it fits the horizontal footprint of the rest of the building.
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# ? Oct 11, 2021 13:55 |
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Dr. Stab posted:Overclocking is good for your cpu. Half the machines = half the math. I think in my update 5 game I'm going to try to make a doggo ranch early to get a big bank of shards.
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# ? Oct 11, 2021 16:08 |
DOMINIC YOU RAT YOU GAVE ME THE OL SPICY DOGGO
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# ? Oct 11, 2021 16:15 |
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Overclocking power generators is literally free real estate. Fully OC'd generators = build half as many. There's no reason not to unless you either never explore & pick up slugs, or enjoy seeing 50 generators belching coal smoke into the air. (Though the even better OC for coal gens is either 145% or 194%, which make the water consumption evenly divisible into 300 with 60/m and 75/m respectively.) And other than generators, OCing the low-end machines like smelters and constructors is an easy way to build less stuff. 200% OC = 2x output for 3x power, so 1/2 as much building and belting in exchange for 50% more total power use. The power use is so goddamn trivial on the tier 1 machines, and once you have a big fuel or turbofuel powerplant the assemblers are pretty pathetic as well. It's very easy to build power capacity in this game, and it doesn't take much more than a pittance of resources to make quite a few GW. For anyone whose biggest dislike about the game is lack of mass building, letting yourself be controlled by the hobgoblin of "efficiency" is just hammering yourself in the dick. Combat Pretzel posted:I've been putting that one off until I finally unlock tier 7 and subsequently hazmat suits. Because those things apparently also bring uranium. Dealing with 1 unit of toxic waste isn't too difficult even without the hazmat. You can carry it a short distance in your inventory, but also if you put it in a tractor you can drive the tractor and the damage is quite low. So if you just want to carry it elsewhere that's easy. But the thing you want for a doggo farm is a storage container at your pen, connected to another storage container somewhere else. Doggos don't find toxic waste so often that it ever amounts to that much.
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# ? Oct 11, 2021 17:50 |
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Klyith posted:There's no reason not to unless you either never explore & pick up slugs, or enjoy seeing 50 generators belching coal smoke into the air. Who doesn't? Now building that is a lot less fun though.
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# ? Oct 11, 2021 19:14 |
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Only problem with it is you can't stack coal plants, which severely limits how bad your pipeline snarl can really get
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# ? Oct 11, 2021 19:25 |
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A Wizard of Goatse posted:Only problem with it is you can't stack coal plants, which severely limits how bad your pipeline snarl can really get Yeah re-model coal gens so they have a hole that the stack from one below can poke up through, allow them to be built on top of one another! This is a great idea. It will be easy for players to explain away stacks clipping into the model of the gen 2 up from themselves because visually they’ll intrude into the base of that gen’s smokestack. I will put this idea up on the shelf where I keep “mk1 steam trains which take combustibles and water to run”
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# ? Oct 11, 2021 19:31 |
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LonsomeSon posted:
I'd happily build water and coal stations around the map if it meant I could get cool futuristic steam engines chugga-chugging around.
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# ? Oct 12, 2021 22:05 |
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love to be efficient and organized
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# ? Oct 13, 2021 23:53 |
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god i just got to steel and i feel like things just got 10x as complex
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# ? Oct 14, 2021 00:06 |
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queeb posted:god i just got to steel and i feel like things just got 10x as complex You're going to love aluminum. I think in my (one) big factory, I don't actually use iron for anything anymore, all the iron ore gets made into steel bars, and what I still need that's usually made out of iron (plates, maybe?) can be made from steel plus something else (rubber?) if you have the alternate recipe. That made that section of my factory much easier to plan, since I could just make all of the iron ore into steel rather than separating some out to be made into iron bars for like one thing. Screws, Iron Bars, and Iron Plates can all be made out of steel with alternate recipes, although it may not be the most efficient in terms of material or the fastest production. boxen fucked around with this message at 00:38 on Oct 14, 2021 |
# ? Oct 14, 2021 00:35 |
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also holy gently caress the map is huge, i started in the forest since it said it was the newbie area and my god, ive explored like 10% of the map just running around down here
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# ? Oct 14, 2021 01:10 |
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ya it owns I hope when they add new tiers they come with some resources you need to reach across the map for, right now there's not a lot to push you to leave that 10% aside from curiosity
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# ? Oct 14, 2021 15:41 |
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A Wizard of Goatse posted:ya it owns I think that's what they were going for with Gas extractors, those things are pretty far off all the starting areas. Also, uranium is generally not super accessible and is required for top tier. And of course, there's always the quest for more hard drives.
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# ? Oct 14, 2021 16:48 |
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queeb posted:also holy gently caress the map is huge, i started in the forest since it said it was the newbie area and my god, ive explored like 10% of the map just running around down here This is why I agree with how they made the in-game map a bit hard to discover & unlock on a first playthrough. When you don't have the map, and are navigating everywhere by landmarks & compass, the world seems ridiculously huge. The feeling of being lost in this world is pretty unique, and can only happen once. My first game I avoided all outside info for quite a while because I was playing with a friend who'd played before. There were times when I had utterly wrong impressions of how far apart 2 things were, just because of difficult terrain on dense fog.
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# ? Oct 14, 2021 22:37 |
There is no landmark better than the space elevator.
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# ? Oct 15, 2021 04:08 |
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New Update 5 Video! Fine rotation on foundations! Snap to inputs! Walkways snap to platforms on production buildings!
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# ? Oct 15, 2021 17:18 |
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Between those QoL changes and the added customization options, I'm overwhelmingly excited for update 5.
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# ? Oct 15, 2021 17:55 |
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Going to start a new save in the desert when Update 5 drops and all the little QOL things are looking like they'll make getting to the late game a lot smoother when you add them all up. Splitters on belts snapping to building inputs seems like a small thing until I think about how much time I've spent lining those things up. If you're doing stacked belts inputting into a manifold and placing them two clicks away from assemblers to make everything as compact as possible you have to be nearly pixel perfect or you'll get an invalid belt shape error when you try to connect it.
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# ? Oct 15, 2021 18:16 |
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That's one fine update video. Snapping to inputs (and outputs?) on existing conveyors/pipes did it for me when I saw it in the video. It's been on my wishlist since I first tried working with fluids. Now if they put in train track poles my list will be empty (for now).
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# ? Oct 15, 2021 18:26 |
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FlowerRhythmREMIX posted:Between those QoL changes and the added customization options, I'm overwhelmingly excited for update 5. Me too! I might even play the update before the passive mod gets its update
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# ? Oct 15, 2021 18:58 |
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those snapping changes are amazing, especially the pipe inputs.
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# ? Oct 16, 2021 18:46 |
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There's certainly an interesting loop in my new fuel power plant on these islands in the west, below the rocky desert. I can currently pump up to 720m³/min with the current setup, with the necessary plants to turn it all into fuel and resin. I have a row of refineries to turn all the potential resin into plastic and rubber. Except they're underfed, because I don't have enough consumers of that fuel I'm making and things are backing up. So now I need to take some of the plastic to package the fuel to sink it, just to get the fuel refineries up to 100%, so that I can actually make more plastic.
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# ? Oct 16, 2021 18:47 |
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Combat Pretzel posted:There's certainly an interesting loop in my new fuel power plant on these islands in the west, below the rocky desert. I can currently pump up to 720m³/min with the current setup, with the necessary plants to turn it all into fuel and resin. I have a row of refineries to turn all the potential resin into plastic and rubber. Except they're underfed, because I don't have enough consumers of that fuel I'm making and things are backing up. So now I need to take some of the plastic to package the fuel to sink it, just to get the fuel refineries up to 100%, so that I can actually make more plastic. Why not just build more fuel generators to burn the excess fuel?
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# ? Oct 16, 2021 19:06 |
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There’s a mod which provides a fluid AWESOME sink
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# ? Oct 16, 2021 19:29 |
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Combat Pretzel posted:There's certainly an interesting loop in my new fuel power plant on these islands in the west, below the rocky desert. I can currently pump up to 720m³/min with the current setup, with the necessary plants to turn it all into fuel and resin. I have a row of refineries to turn all the potential resin into plastic and rubber. Except they're underfed, because I don't have enough consumers of that fuel I'm making and things are backing up. So now I need to take some of the plastic to package the fuel to sink it, just to get the fuel refineries up to 100%, so that I can actually make more plastic. My strong advice on oil production is not to invest too much time in a big setup if you're still using base recipes. The alt recipes for oil are almost all amazingly good. And even when you have just a couple of them, they make the plant design easier by giving you more options. You don't have to use them in the full max-productivity blueprint you may have seen on the wiki. So if you can run around and find some hard drives, it's an investment that will more than pay off. Just having Recycled Plastic / Rubber will solve your current problem by turning fuel into more stuff.
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# ? Oct 16, 2021 19:40 |
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Ignoranus posted:Why not just build more fuel generators to burn the excess fuel?
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# ? Oct 16, 2021 19:41 |
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# ? Jun 1, 2024 19:14 |
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Snapping to inputs/outputs, zoooooooping (seriously the ramp example ) and non-poo poo vehicle stuff/train signals... So many major annoyances going away.
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# ? Oct 16, 2021 20:22 |