|
Klyith posted:Vehicles were greatly improved in U5. Hot take: trucks have never had as many problems as people claimed, people were just bad at setting them up. I have never had a tractor "randomly stop working" after I'd verified the route. And I never built full highways. Only bridges, ramps, and other bits of road to negotiate bad terrain. I always panically ran after the truck to observe it running the route in the hope of seeing it. And once I got too confused by my annoyance I accidentally click on the truck, thinking that this is a playable game where you can just ride a vehicle on a auto-route. And then the vehicle stops and I theoretically have to start over. And then after verifying the route it still gets stuck because some piece of landscape has a different steepness when you aren't looking. Or possibly because a monster spawns in the way of the truck. If that really all has been fixed, I should really try making a new game.
|
# ? Jun 27, 2022 20:25 |
|
|
# ? Jun 7, 2024 19:28 |
|
VegasGoat posted:I feel like they need a better way to set up the truck routes. I’d rather just place down a bunch of waypoints instead of driving/recording the route especially since the truck won’t drive the same way I do. That’s probably what’s happening under the hood anyway so just give me more control over the spacing and placement. Yeah, that's what's happening under the hood. But the blue arrows are the waypoint nodes. They have to be pretty close together, so honestly placing them by hand wouldn't be an improvement. What would be good was if you could move them around post-recording. The mod MicroManage can actually do that -- the arrows are objects with coordinates just like a regular buildable, and the mod lets you move/rotate them. You can use that to fix a spot where the AI clips a rock or similar. OTOH too much manipulation can be bad. The nodes are in sequence, so if you move node #68 and #69 into the opposite place it gets caught. So I don't know a good way to let players mess with them and still have safety rails. So IMO what would be even better is just allowing you to record a new segment of path: 1. some method to select two nodes and delete all nodes in between 2. that turns the path into a paused, incomplete path just like when you hit "pause recording" 3. now you can record starting from the new loose end of the path, and continue until you complete the path In back-end code this should be super easy, but the UI and usability is hard. e: VictualSquid posted:I admit that I never even considered that you can jump on roof of a car. Figured that out in multiplayer. It's fun! You either need the jetpack, or to start the truck so it's heading into a depot to load up. Though I suppose you could put a pause node in the path set to plenty of delay, then delete that pause later. VictualSquid posted:And then after verifying the route it still gets stuck because some piece of landscape has a different steepness when you aren't looking. Or possibly because a monster spawns in the way of the truck. Monsters at least are no problem, the AI knocks them over just like when you are driving. Klyith fucked around with this message at 20:43 on Jun 27, 2022 |
# ? Jun 27, 2022 20:36 |
|
I'd love the ability to save a route 'globally' and modify it. A lot of the issues with odd pathing could be fixed if you could go like 'yeah there needs to be a new node between #71 and #72, and add a little bit of a more curve there..' Plus, being able to build three trucks and just assign them to the existing route between Mining Outpost 3 and your main manufactorium cluster would make things so much more pleasant. One of the big annoyances with trucks right now is that each truck saves its own route 'internally', so if say there's a physics fuckup and you 'lose' a truck, you have to go out of your way to re-record the route for the replacement unit. Then you mess up one of the turns, and there's another mystery physics failure when the game hours later realizes 'hang on this truck will clip the wall here if the player is in range' and you just kind of throw your hands in the air and go gently caress it, MKIII belt bus it is. It'd also make scaling up your things a little more pleasant if you could replace one of your old hauler tractors with a bigger faster truck with a couple of clicks.
|
# ? Jun 27, 2022 21:02 |
|
Drake_263 posted:Plus, being able to build three trucks and just assign them to the existing route between Mining Outpost 3 and your main manufactorium cluster would make things so much more pleasant. One of the big annoyances with trucks right now is that each truck saves its own route 'internally', so if say there's a physics fuckup and you 'lose' a truck, you have to go out of your way to re-record the route for the replacement unit. Then you mess up one of the turns, and there's another mystery physics failure when the game hours later realizes 'hang on this truck will clip the wall here if the player is in range' and you just kind of throw your hands in the air and go gently caress it, MKIII belt bus it is. What you're asking for is already in the game. Once you complete a vehicle path and set it to autopilot it will store that path internally, but you can also use the Q menu to save that path and set as many vehicles as you want running it.
|
# ? Jun 27, 2022 21:07 |
|
NoEyedSquareGuy posted:What you're asking for is already in the game. Once you complete a vehicle path and set it to autopilot it will store that path internally, but you can also use the Q menu to save that path and set as many vehicles as you want running it. goddamnit lol, this could have saved me so much time in one of my old saves
|
# ? Jun 27, 2022 21:37 |
|
Deki posted:goddamnit lol, this could have saved me so much time in one of my old saves it only got added in U5 that's why I want the path editing I proposed: formal highways would be way more worth building, since you could have a few main saved paths and just edit the individual stops onto them
|
# ? Jun 27, 2022 22:30 |
|
CainFortea posted:Long belts until it's annoying then trains. Trucks are dumb. Personally I think trucks also just don't fit the aesthetic and prefer the look of belts and trains.
|
# ? Jun 27, 2022 23:08 |
|
Picked this up for the first time a few days ago and man this game is cool. Pretty early-on, just got to oil processing, but it's got its hooks in me hard even though there are still obviously a few half-baked EA aspects to it. It's got one of the best "building in 3D" systems of any construction/survival game I've ever played. When I get tired of managing optimization it's easy to just go sink a few hours into making my factories look cooler and I feel like I have a ton of options to do so.
|
# ? Jun 28, 2022 16:35 |
My 9yo wanted to start playing as he watched me build a 60/m motor factory. I had him start his own world and do the intro while I hand crafted plates and wire and whatnot for him to try and reduce the extremely boring aspect of the early game. It’s extremely funny to watch him put stuff down literally wherever and just clip the poo poo out of the belts. Just about to unlock splitters and mergers so it’ll be interesting to see how his brain handles that stuff. He said the one thing he feels like the game is missing is the ability to furnish spaces. Like you can build factories and everything but the only space that feels like you could live in is the HUB and it doesn’t make sense that you couldn’t set up other places to stay around the map. I doubt they’ll add anything like it since it’s a niche aspect to a building game but he’s got a point. Ficsit probably doesn’t want to encourage sitting on the job tho.
|
|
# ? Jun 28, 2022 17:19 |
|
You can absolutely furnish spaces, it's just.... you'll have to stretch your definition of furniture and any furniture is going to be made of alot of steel beams and probably pretty uncomfortable.
|
# ? Jun 28, 2022 17:26 |
|
FIXSIT doesn't want you to sit but they'll turn a blind eye to this Tony Hawk Pro Skater skate park I laboriously recreated.
|
# ? Jun 28, 2022 17:27 |
|
SettingSun posted:FIXSIT doesn't want you to sit but they'll turn a blind eye to this Tony Hawk Pro Skater skate park I laboriously recreated. Do you do a half pipe in a factory cart?
|
# ? Jun 28, 2022 17:28 |
|
priznat posted:Do you do a half pipe in a factory cart? This is something every new player should do. The factory cart is pretty useless on anything but foundations, but on foundations you can build a sick skatepark.
|
# ? Jun 28, 2022 18:31 |
|
Started a new U6 save in Dune Desert and so much running around. Probably the biggest annoyance is just how long some stuff takes before you get the various time saver things and have a good collection of resources to build whatever you feel like.
|
# ? Jun 28, 2022 22:25 |
|
priznat posted:Started a new U6 save in Dune Desert and so much running around. Probably the biggest annoyance is just how long some stuff takes before you get the various time saver things and have a good collection of resources to build whatever you feel like. Does the dune desert have convenient quartz? I seem to recall it requiring killing/running from a lot of nasties but it's been a while. My usual early game strategy is to get blade runners asap, but now that's trickier in some starts. In the grasslands especially it is an absolutely huge pain in the rear end. If they leave things as is I'll probably just stick with the northern forest, because every single resource is so close together and there's so much of it.
|
# ? Jun 28, 2022 23:05 |
|
Gadzuko posted:Does the dune desert have convenient quartz? I seem to recall it requiring killing/running from a lot of nasties but it's been a while. My usual early game strategy is to get blade runners asap, but now that's trickier in some starts. In the grasslands especially it is an absolutely huge pain in the rear end. If they leave things as is I'll probably just stick with the northern forest, because every single resource is so close together and there's so much of it. It has quite a few iron and copper nodes but haven’t seen quartz yet. The biggest change for me is it’s actually huge dunes, I don’t recall them being like this before. I never started a save here thought I would go big.. Holding down E as I run thru the bushes to hoover them up is a nice QoL improvement
|
# ? Jun 28, 2022 23:08 |
|
Gadzuko posted:Does the dune desert have convenient quartz? I seem to recall it requiring killing/running from a lot of nasties but it's been a while. My usual early game strategy is to get blade runners asap, but now that's trickier in some starts. In the grasslands especially it is an absolutely huge pain in the rear end. If they leave things as is I'll probably just stick with the northern forest, because every single resource is so close together and there's so much of it. Dune Desert has easy access to quartz, check the northern edge of the map next to the mountain. If you still need more there are multiple nodes on the cliff with the big trees just south of the desert, they're easy to access with the big slope leading up to them. The beginning grasslands are probably the worst starting area for that same reason, the nearest quartz nodes are really far away and you have to climb a bunch of terrain to get to them. I remember that being a significant voyage on my first playthrough when it's relatively trivial to access if you start in the Dune Desert or Titan Forest.
|
# ? Jun 28, 2022 23:28 |
|
NoEyedSquareGuy posted:The beginning grasslands are probably the worst starting area for that same reason, the nearest quartz nodes are really far away and you have to climb a bunch of terrain to get to them. I remember that being a significant voyage on my first playthrough when it's relatively trivial to access if you start in the Dune Desert or Titan Forest. Rock Desert is even worse -- the quartz nodes that will light up on your resource scanner are all in caves that you will have infinite trouble accessing without explosives & gas masks, or insane luck to discover the entrances that aren't blocked by bombable rocks. And then you get to deal with infinite spiders. Finding quartz that's actually reachable means you have to set off in the opposite directions until you get some different nodes. They should definitely add an accessible poor quartz node to both grasslands & rock desert, since quartz is now also a pretty in-demand material for windows and other decor.
|
# ? Jun 29, 2022 00:03 |
|
I am just dropping a miner/smelter/constructor/container combo with a biomass burner on the various nodes to crank out basic components to get to the point where I can start making factories! Best coal power location is probably on the plateau to the southeast of the dunes by the big lake right? I want to get off biomass asap.
|
# ? Jun 29, 2022 01:12 |
|
Area 3 is by far the best start, resource wise, imo. The verticality is the only limiting factor but you have all those pure iron, copper, and quartz nodes right next to a cliff so a factory there is a nobrainer.
|
# ? Jun 29, 2022 01:23 |
|
Crater Lake (the plateau to the southeast of the Rocky/Western Desert) with 3 pure nodes is my go-to for coal power if you don't mind building ridiculous ramps to get up there - Western Desert and Northern Forest are my preferred starts so far - never tried Dune Desert, but I didn't care much for Grasslands because the coal felt pretty inconvenient to get to.
|
# ? Jun 29, 2022 03:40 |
|
Rynoto posted:Area 3 is by far the best start, resource wise, imo. The verticality is the only limiting factor but you have all those pure iron, copper, and quartz nodes right next to a cliff so a factory there is a nobrainer. West Side Best Side. Forget which start it is, but other than Quartz and Sulfur everything is in a north/south pipeline.
|
# ? Jun 29, 2022 03:49 |
|
The game shows you headlift now it’s so nice Maybe that isn’t new new .
|
# ? Jun 29, 2022 19:57 |
|
Are you placing a pump? If so, that's not new
|
# ? Jun 29, 2022 20:14 |
|
I very much like that when scanning nodes it has a checkmark next to ones you already have a miner on.
|
# ? Jun 29, 2022 20:44 |
|
Deki posted:Are you placing a pump? If so, that's not new Yes The base regenerating health so far has been the best change ever
|
# ? Jun 29, 2022 21:15 |
|
Is there a way of quickly configuring a constructor or an assembler without having to run up closely to it and manually defining what I want it to do? Specifically for when I'm using a lookout tower to get a birds-eye view of everything without having to get close to the buildings. I was hoping that by cloning a building it would also clone its recipe, instead I seem to have to manually open each building and configure it that way. I know there's a copy and paste function in there, but I don't believe it works from a distance.
|
# ? Jun 29, 2022 21:28 |
|
DreadCthulhu posted:Is there a way of quickly configuring a constructor or an assembler without having to run up closely to it and manually defining what I want it to do? Specifically for when I'm using a lookout tower to get a birds-eye view of everything without having to get close to the buildings. I was hoping that by cloning a building it would also clone its recipe, instead I seem to have to manually open each building and configure it that way. I know there's a copy and paste function in there, but I don't believe it works from a distance. Nope. Gotta touch the thing. This got slightly better with the improved copy/paste in experimental. You only need to look at a machine and highlight it to paste a recipe now. Once you get the hover pack the distance at which you can touch something increases a significant amount.
|
# ? Jun 29, 2022 21:30 |
|
However they’ve implemented ctrl+c/ctrl+v seems super finicky, like I can’t dash it off like I can anywhere else, I have to very explicitly and slowly press the keys and let them go in a consistent way or it won’t register. Might just be me, I don’t know
|
# ? Jun 29, 2022 21:35 |
Ben Nerevarine posted:However they’ve implemented ctrl+c/ctrl+v seems super finicky, like I can’t dash it off like I can anywhere else, I have to very explicitly and slowly press the keys and let them go in a consistent way or it won’t register. Might just be me, I don’t know You can remap those keys. I changed mine to J/K because it kept messing with the hover pack. You have to have the Press E prompt up on the screen otherwise it won’t take. It’s like a split second after the highlight but for whatever reason that matters.
|
|
# ? Jun 29, 2022 21:37 |
|
does Satisfactory ever introduce significant pressure to optimize designs? i'm finishing up tier 4 and about to make the space elevator delivery to unlock tiers 5 and 6, and i'm honestly starting to get bored. unlocking automated power / coal was a step up and gave the game a little more life but it feels more like i'm just hooking inputs to outputs and then waiting for a bar to fill up than actually designing anything. it's been more of a challenge to make my factory aesthetically appealing than to figure out how to fit stuff into a certain amount of space, maintain proper ratios (especially once you have a few power crystals to spare), make scalable solutions, or anything like that the hand-crafted environment is absolutely beautiful but the game feels really empty as a game, with, like, goals and challenges and so on. my main motivation at this point is to unlock jetpacks and the buggy so i can see the rest of the island, but i'm not sure i'm going to feel any urge to finish the game afterwards Tuxedo Catfish fucked around with this message at 23:16 on Jun 29, 2022 |
# ? Jun 29, 2022 23:11 |
|
I like that the game is a sandbox but I also think there is room for some alpha achievement like “launch a space station” or something huge like that But I hope the game never gets a timer
|
# ? Jun 29, 2022 23:15 |
|
yeah i don't think a time limit would be the answer anyways. i think the more likely problem is actually that resource patches are infinite yield and never dry up, which means material efficiency is pointless, although i also don't know how you'd square finite resources with a finite map without the danger of the player entering a death spiral or unwinnable game state. maybe i just need to set "achieve X throughput" as a goal arbitrarily and work towards it instead of expecting the game to provide extrinsic motivation, i dunno
|
# ? Jun 29, 2022 23:20 |
|
TK-42-1 posted:You can remap those keys. I changed mine to J/K because it kept messing with the hover pack. You have to have the Press E prompt up on the screen otherwise it won’t take. It’s like a split second after the highlight but for whatever reason that matters. Nice thanks, I didn't know those were remappable, going to give that a try
|
# ? Jun 29, 2022 23:22 |
|
Fluids and managing recipes with multiple outputs (most often happens when working with fluids) are a decent step up in complexity and the need to put more thought into designs I think Is it known about when U6 will drop?
|
# ? Jun 29, 2022 23:26 |
|
Make your conveyor belts spell bad words and / or boobs, it's the secret achievement.
|
# ? Jun 29, 2022 23:26 |
|
Found a hard drive in dune desert and unlocked cast screws, yes. Debating going from a distributed power grid to a central bioburner spot so I can refill them quicker, and belting all the stuff back to my main base area for easy collection. I just made little factories at each resource node trying to utilize 100% but it's a lot of running around keeping the biomass topped up and collecting the output as needed! I need dang trucks already.
|
# ? Jun 29, 2022 23:30 |
|
Tuxedo Catfish posted:yeah i don't think a time limit would be the answer anyways. i think the more likely problem is actually that resource patches are infinite yield and never dry up, which means material efficiency is pointless, although i also don't know how you'd square finite resources with a finite map without the danger of the player entering a death spiral or unwinnable game state. Some people aim for mega builds where efficiency actually comes into play. You only have X material per minute (across the whole map) to work with, how do you make the most of it?
|
# ? Jun 29, 2022 23:42 |
|
Tuxedo Catfish posted:does Satisfactory ever introduce significant pressure to optimize designs? i'm finishing up tier 4 and about to make the space elevator delivery to unlock tiers 5 and 6, and i'm honestly starting to get bored. unlocking automated power / coal was a step up and gave the game a little more life but it feels more like i'm just hooking inputs to outputs and then waiting for a bar to fill up than actually designing anything. it's been more of a challenge to make my factory aesthetically appealing than to figure out how to fit stuff into a certain amount of space, maintain proper ratios (especially once you have a few power crystals to spare), make scalable solutions, or anything like that No pressure at all, and with infinite resources and no upkeep tasks or other items sinks (other than biofuel at the start and the literal sink), there is no pressure to optimize anything if you don't want to. You could build just a single machine for each item and just let the game do its thing until you have enough to unlock the next item if you want to.
|
# ? Jun 29, 2022 23:49 |
|
|
# ? Jun 7, 2024 19:28 |
|
Material efficiency can come into play earlier too even without mega builds. Plenty of alt recipes not only simplify production like cast screws but also end up using way less raw materials, although usually at the expense of space/power or complexity like pure ingots. Don't want to expand to another copper node and want to be more efficient with the ones you've already tapped? You might be able to do so with the right recipes. There's no pressure to do this though.
|
# ? Jun 29, 2022 23:56 |