I think water sloshes in the pipe and can have interesting effects. Valves can largely alleviate this, and pumps can help pack it in where you want it.
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# ? Jan 28, 2024 03:34 |
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# ? Apr 30, 2024 08:14 |
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i've found that if you place pumps aggressively enough you can largely ignore the finer details of fluid mechanics in exchange for slightly more energy consumption
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# ? Jan 28, 2024 07:39 |
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The thing about water that I've pretty much just entirely given up on at this point is anything that both uses and outputs it as a byproduct. If I don't have the stuff necessary nearby to just package and sink it I'm just gonna build a bunch of industrial buffers and flush the system when I'm in the area, trying to feed it back in to the system for more output just always seems to break for some reason
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# ? Jan 28, 2024 08:29 |
If you have water byproducts, send those to wet concrete or something, you don't need to merge it back into the feed for the same machines. Just use it for a separate production line that doesn't matter if it runs under capacity.
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# ? Jan 28, 2024 08:48 |
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Wet concrete or whatever pure recipe uses the most water if there isn't a limestone node nearby. I used to balance water throughout a system with aluminum plants and the higher end nuclear stuff but now I can't be bothered, every occurrence of waste water gets turned solid and dumped in the sink.
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# ? Jan 28, 2024 09:16 |
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Doesn't the pipe stuff kind of have gravity based priority because of how whacky pipes are? If you hook up the waste water and then supply fresh water into the system from above, things magically work?
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# ? Jan 28, 2024 09:46 |
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Ok, whoever said the power towers transform exploration weren't joking. I went from schlepping it on foot like some kind of animal to taking a self guided gondola ride tour of the map. Gigantic cliff? Gondola ride. Massive chasm? Gondola ride. 2.2 km to the ore you wanted? Gondola Ride. Only complaint is if you don't angle them right it'll fling you to your death instead of carry on to the next wire segment.
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# ? Jan 28, 2024 09:53 |
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ninjewtsu posted:i've found that if you place pumps aggressively enough you can largely ignore the finer details of fluid mechanics in exchange for slightly more energy consumption Use valves instead, they're free. Combat Pretzel posted:Doesn't the pipe stuff kind of have gravity based priority because of how whacky pipes are? If you hook up the waste water and then supply fresh water into the system from above, things magically work? Unfortunately no. Pipes are even more whack than you can possibly imagine! In a junction where one source pipe is on top and another one is below, and both have equal head lift, the bottom one will generally have priority. This video demonstrates it. It's not 100% effective though: if flow is established first on the upper pipe, it takes a while before the lower one takes over. I think what is happening in the game code is that pipe networks update in order of Z position. And that's how they get the general "water flows downhill" rule: not by actual logic, but just as a side effect of iterating through them bottom to top (or top to bottom, depending on whether pipe flow works by pull or push).
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# ? Jan 28, 2024 16:31 |
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Satisfactory just went live on YouTube with a stream titled "The Satisfactory Roadmap to 1.0" https://www.youtube.com/watch?v=YTxziQw8fJQ&t=52s
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# ? Feb 2, 2024 17:02 |
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2026 lol. (Just looking at the thumbnail )
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# ? Feb 2, 2024 17:16 |
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tl;dw next update will be 1.0, "this year", no specified timeline The bad news is that due to how they've merged their dev branches, they can't do any patches for the existing early access branch. Which is more or less fine for single player, the only thing I'm annoyed by not getting a fix for is the vehicle handling. But the dedicated server still seems a bit janky after the UE5 engine change, at least going by the chatter on reddit. So it'll be a kinda sucky wait for anyone who is super into multiplayer.
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# ? Feb 2, 2024 17:20 |
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This dumb game absolutely enraptured me for like a month. The only thing that broke my hold was that I bought myself My Time at Sandrock as a Happy Vasectomy present. But even now i feel tempted to get back into it…
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# ? Feb 2, 2024 17:26 |
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I think they meant they couldn't do any big patches. Bugfixes will probably be backported to the live branch.
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# ? Feb 2, 2024 17:36 |
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It didn't sound that way based on what I heard. He specficially mentiones that they had hoped to patch more, but it would have to wait.
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# ? Feb 2, 2024 17:43 |
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Well it sounds like on their end the live and 1.0 branches are basically one as far as development is concerned. I'm assuming they -could- emergency fix something for the live game, but at this point it's more trouble then it's worth to try to continue to work on it as a separate branch.
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# ? Feb 2, 2024 18:10 |
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The race is on to finish Satisfactory before Embracer Group shuts down Coffee Stain.
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# ? Feb 2, 2024 18:12 |
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gently caress you Embracer group.
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# ? Feb 2, 2024 21:27 |
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embracer extender extinguisher group
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# ? Feb 3, 2024 22:32 |
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ring ring New factory, who dis? (That is just part one, there is a second section in progress on the other side of the big rock in the background. This part makes reinforced plates and steel pipe. A whole lot of pipe.)
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# ? Feb 6, 2024 14:35 |
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I can’t watch the video at the moment, do they mention much about what the single player “campaign” looks like at 1.0? I think there was some talk over a story and what some of the artefacts and stuff would do but unsure if they’ll ever pan out
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# ? Feb 6, 2024 20:07 |
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teacup posted:I can’t watch the video at the moment, do they mention much about what the single player “campaign” looks like at 1.0? Nah, still no specifics. They've said in the past that the collectibles and SAM ore will play into the story but haven't said how.
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# ? Feb 6, 2024 20:09 |
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Klyith posted:ring ring
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# ? Feb 6, 2024 20:26 |
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I hope 1.0 release will include the story, and not modern gaming version of "1.0" where they still add stuff after the fact.
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# ? Feb 6, 2024 20:33 |
Leal posted:I hope 1.0 release will include the story, and not modern gaming version of "1.0" where they still add stuff after the fact. They said 1.0 will be feature complete and there’s not any plans for adding on in the future but there might be expansions? I wouldn’t be surprised if they’re getting pressured to be done and move on to something else by embracer
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# ? Feb 6, 2024 20:45 |
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TK-42-1 posted:I wouldn’t be surprised if they’re getting pressured to be done and move on to something else by embracer I can see this. Outside of blueprints the recent changes haven't really been things that would excite prospective new players. If they have no plans for dlc it's probably a better business decision to force them to wrap it up and get the official launch sales than have the devs putter around on tweaking biomes and such for another 2 years.
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# ? Feb 7, 2024 04:24 |
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I just found out from my friend who has been playing Satisfactory for like three weeks you can stack ceiling conveyor supports on each other. How have I never known this before?
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# ? Feb 8, 2024 13:24 |
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Really? That's glorious. I tried this specifically and found it wasn't working, assuming it would snap together like the floor version. I'll have to try again. edit: that is exactly how it works, I was just too high to realize I was trying to put the floor stacker on the ceiling.. wondering why it wouldnt click Faucet Drinker fucked around with this message at 20:11 on Feb 11, 2024 |
# ? Feb 10, 2024 08:28 |
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you can what
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# ? Feb 10, 2024 10:37 |
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Not the ceiling pipe supports, though, which has irked me on several occasions.
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# ? Feb 10, 2024 10:45 |
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I feel so dumb, but just in case anyone else doesn't know I'll admit it, I didn't know that holding shift makes you go faster when using the zipline tool. Ugh!
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# ? Feb 10, 2024 12:16 |
Turn on the sprint toggle option instead of hold to sprint and just always be sprintin’
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# ? Feb 10, 2024 17:13 |
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So, where were we? Ah yes: At some point I realized that 6 times 16 is rather more than 78, so I deleted one block of constructors and chopped down the back part of this building. Looking from this angle, I'm not sure I like that slope. Might go back and redo that. Nice details I'm inordinately pleased with. My that's a lot of belts. Where do they go? A big square building that makes lots of little squares! Frameworx stats: 2400 steel & 1570 pipe per minute 110 modular frames / min (19 net) 34 HMFs / min (24 net) 10 fused frames / min Bonus build: 'Crete Beach Klyith fucked around with this message at 02:56 on Feb 12, 2024 |
# ? Feb 11, 2024 15:31 |
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Klyith posted:
Thank you for the lesson in steel frames. Just gorgeous. Clean. Everything clean.
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# ? Feb 11, 2024 20:11 |
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I really like the enclosed conveyor belt tracks, and also the half-exposed machinery on that intro photo. Really well done!
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# ? Feb 11, 2024 21:35 |
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Faucet Drinker posted:Thank you for the lesson in steel frames. Just gorgeous. Clean. Everything clean. Teledahn posted:I really like the enclosed conveyor belt tracks If you are interested in replicating this, I did it using a blueprint like this: You can snap that to the end of a line of frames, and on either side of a angle when you want to curve the raceway. That makes running the belts relatively easy. Then once you're done you can use blueprint dismantle to remove them and replace with a plain frame, to get rid of those supports. Teledahn posted:and also the half-exposed machinery on that intro photo. Really well done! Thanks! I don't often leave machines so exposed, but with that many of them it looked purposeful and better than my normal methods. Another of my dumb rules is all smoke generating machines must be placed so the smoke can get out. No smoking indoors. Speaking of blueprints, today I worked on this thing: What the heck is it? Well, a youtube guy figured out how to do the coolest, most-wanted thing in the game: a remote "bring me these items" system. Yep, Factorio logistics bots in Satisfactory. I've re-implemented the main functional block that makes it work. Now I'm gonna integrate it to my home base, so I can tell my building supplies train to go and fetch particular things, rather than just a general mix of supplies.
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# ? Feb 12, 2024 02:55 |
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Is there a guide aimed at teaching building efficiently somewhere? Not building efficient buildings, I mean not wasting so much time doing tedious poo poo like connecting this pixel to that pixel. Thinking I should be blueprinting a lot of smaller poo poo instead of trying to make big stuff that fits together
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# ? Feb 12, 2024 14:12 |
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Eediot Jedi posted:Is there a guide aimed at teaching building efficiently somewhere? For blueprints, just set up constructors/assemblers/manufacturers/etc. with elevator lifts on both sides, which you then can stick splitters/mergers on in the blueprint. I usually have the mergers and splitters (input/output) face opposite directions and set up blueprints for both orientations. If you set up your blueprint book right, there's a hotkey to swap between blueprints in the same category, so it can make it easy to put down the one you need for a particular location. You can also just set up [splitter - belt - constructor - belt - merger] blueprints, if you don't like lifts, but IMO it gets much more annoying targeting the short belts to upgrade should you need to. Plus, it just sets an easier standard for the multi input buildings since lifts can just be offset a little to avoid collision.
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# ? Feb 12, 2024 15:06 |
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Yeah cheers. I feel a bit better after more tinkering, I think I was trying too hard making stuff with complex connections between. I have a lot of trouble with lifts not being connected and not finding out until I try to put stuff through it, not sure why, they looked connected, so I've been shying away from them. Random stuff I just figured out - explosives can blow up some normal rocks too, not just the "destroy me" textured rocks. Great for those rocks poking through foundations. Holding control while pointing at a splitter/merger replaces it with another splitter/merger. Could've used that hours ago.
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# ? Feb 13, 2024 01:02 |
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Wait, do you mean it swaps it from a merger to a splitter? Because if so, I didn't know that and I've been missing out on it for 300 hours of playtime.
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# ? Feb 13, 2024 01:27 |
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# ? Apr 30, 2024 08:14 |
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Oxyclean posted:Wait, do you mean it swaps it from a merger to a splitter? Because if so, I didn't know that and I've been missing out on it for 300 hours of playtime. They just added that pretty recently, you aren't crazy. When they added ctrl-to-swap for things like walls a while back it didn't work on splitters. (Also you can use it to change to smart & programmable splitters. Also you can build merger / splitter boxes onto the bottom of another box rather than only the top!) Eediot Jedi posted:Yeah cheers. I feel a bit better after more tinkering, I think I was trying too hard making stuff with complex connections between. I have a lot of trouble with lifts not being connected and not finding out until I try to put stuff through it, not sure why, they looked connected, so I've been shying away from them. One set of my assembler blueprints had this for one of the lifts, it was maddening. Of course I only figured it out after I had built dozens of them in 3 different locations. What happens is just the 1-pixel difference between "aiming at an I/O hole" and "aiming at free space", but when you're going click-click-click it can be easy to miss the little beep sound that tells you it has connected to something.
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# ? Feb 13, 2024 04:08 |