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Alpha is fun, and I'll buy the game for sure, but I really want to know what the endgame is like. The main issue right now is slow resource production and having to manage fuel at the start. Definitely like the spin they have on building out a factory, and that it is in 3d.
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# ¿ Mar 9, 2019 23:40 |
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# ¿ May 21, 2024 06:25 |
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Dunno-Lars posted:I'm a bit confused about how the tractor works. I recorded a route between my coal mine truck station and my base truck station, put it on auto-pilot and the tractor just drove off into the distance. Now it's way up north and I can't figure out where. No matter how far north I go (until I meet a cliff), the compass marker won't budge as I go east and west, meaning it is waaay off. I have just accepted that the tractor is off on it's own adventure now. Automating coal changed everything for me. All of a sudden I was free to mess around, explore, and experiment with my factory. I really want to buy the game but don't really want it on the epic store.
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# ¿ Mar 10, 2019 10:37 |
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RVWinkle posted:We need to come up with a strategy to rush to tier 3 and coal automation. You can probably get away with just using the power generators in the hub and 3 factories. You need a ton of copper wire, iron plates, and iron rods. From there you just need to hand craft a bunch of screws, rotors, and reinforced plates. Focus on automating Iron with 3 or more smelters, with one copper smelter. I wasn't running out of copper with one smelter, and creating copper wire manually was pretty fast.
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# ¿ Mar 10, 2019 20:31 |
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I love factorio, I was playing it last night in fact. But satisfactory definitely scratches the other 3d planning itch. They seem to be doing right by the game, and with 8 total tiers of technology I assume, although I may be wrong, that there will be more flexibility and complexity as you get to those higher tiers. I have to say though. Planning out your belts and location of your machines really adds another dimension, literally, to the problem solving and organizational aspects of building a factory. I'm really excited for trains more than anything else at this point.
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# ¿ Mar 13, 2019 15:05 |
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Speedball posted:Yeah I don't think this game will *replace* Factorio but be a good companion to it. You can't do stuff like put two different items on one belt with inserters, but you can do stuff like stack conveyors five high on top of each other to create a thick vertical highway and mitigate horizontal clutter. It scratches a different planning itch, and it does it well and in a pretty package.
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# ¿ Mar 15, 2019 18:07 |
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I spent way too much time messing around with compact layouts but still don’t know the best one. I’m currently using splitters in front of every input and mergers on every output and that seems to do a good job feeding everything.
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# ¿ Mar 25, 2019 17:31 |
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Satisfactory is pretty good. https://www.youtube.com/watch?v=GTnGd6nt4F4&t=3628s
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# ¿ Apr 8, 2019 21:03 |
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CRIP EATIN BREAD posted:I didn't watch the whole thing but whoever it is says that biomass is tedious especially being "that far in the game" and I wonder how bad they are that they still haven't gotten coal if it's really been that long. Vinny had coal. The best part is when they go to the coal, because of what happens to his truck. I had linked to that time in the video but I guess it didn't work?
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# ¿ Apr 10, 2019 02:17 |
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So do these tickets only apply to that particular save game, or do they carry over to a new start? Would be nice to know.
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# ¿ Feb 11, 2020 23:43 |
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Game is good again. I got bored when coal was the highest tech. This new update is amazing fun though. I built a power plant over a small lake beside a cliff and have tons of power going to my base now. Working towards tier 5 and 6 by building production plants. It would be nice if there was an option to go to a third person maybe isometric view when building so you could place some stuff a little better.
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# ¿ Feb 13, 2020 19:15 |
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Wrr posted:Items should fall off the end of conveyor belts so that I can simply dump waste products and depleted uranium off the edge of the world, into the abyss. Can you dump that stuff into the ticket machine?
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# ¿ Feb 14, 2020 20:51 |
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nielsm posted:Probably not. There's a bunch of items you can't send into it. Things I've tried that failed: They need to let you know what it doesn't take.
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# ¿ Feb 14, 2020 21:25 |
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It's probably a good idea to have a separate steady power source for things like transportation. I've done that with my base, at least to start, so I have water and fuel for my generators being powered and fed by a separate system. So any power spikes won't kill everything and I can get around to get things fixed and so on. Just colour those power poles differently so you don't end up connecting the two systems.
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# ¿ Feb 14, 2020 23:39 |
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Tenebrais posted:I'm usually pretty on top of these things but it never occurred to me that buildings connected logistically don't have to be connected electrically. I could dedicate one coal plant to running the miners and pumps and the rest to actual base power... It would depend on how large your buffer is. But it would also mean you never have to worry about it, and organizationally it is kind of nice. Why not engineer the poo poo out of it? I mean that's what these sort of games are about.
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# ¿ Feb 15, 2020 02:01 |
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Create a main bus and push your stuff through that way with a load balancer. I'm in the process of doing that now as my piecemeal stuff isn't working out for the volume I want/need at the moment.
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# ¿ Feb 18, 2020 19:42 |
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I found an alternate recipe using iron bars for screws rather than iron rods, and it has made some of my production lines so much simpler. I need to go on a hunt to track down as many alternate recipes as possible.
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# ¿ Feb 18, 2020 22:00 |
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euphronius posted:I would like signs which showed up on the map. I want signs that I can put above my tubes telling me, or others, where they go.
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# ¿ Feb 19, 2020 03:49 |
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abraxas posted:I haven't played this latest patch yet but I remember, after buying this game and playing it the last time, being extremely surprised and a bit annoyed with how slow automation felt, especially compared to just manually crafting the same stuff at your workbench. I guess I'm not playing the game right or I'm at least in the minority here because most of you guys seem to think the workbench should overheat/it shouldn't be as versatile/the player should have a cool down on crafting or whatever. I mean you speed up production through increasing the number of buildings and upgrading them. This is also an exploration game, although under development so some content is still missing. Exploring for slugs and hard drives can be done if production cannot be upgraded and you are waiting for something to finish.
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# ¿ Feb 19, 2020 12:43 |
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Cojawfee posted:That's kind of why I dropped off the game. In order to make progress, you have to build these giant parallelized factories, when I just want to make a small, streamlined factory. It seems like a game where you can do whatever you want, but you pretty much have to build exactly the way the devs want you to. You can build a small factory with overclocking, but production limits do exist for each machine.
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# ¿ Feb 19, 2020 16:59 |
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Sultan Tarquin posted:I reinstalled to check out experimental and the changes are pretty drat nice and pipes are fun to work with. The one thing that annoys me though is when they mix divisions of odd and even numbers for inputs/outputs. Oh this machine takes in 60 steel a minute and puts out 15 steel beams? Well now the recipe for encased steel beams is in multiples of twelve because gently caress you. And the units of production a minute sometimes don't hit exactly the number you need. They'll be like 0.10 over/under. So I have to figure out how many more machines I need to be able to get the most efficiency out of the recipe and how much I need to over/underclock something to get the outputs matching up with the inputs which they don't. Argh. I think you can over or underclock using the power slugs and type in the exact number to get the ratios you want/need.
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# ¿ Feb 20, 2020 20:44 |
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kloa posted:Powered floors would be excellent. Cleans up the rats nest of wires when you have 10 coming off a pole. Or powered ceiling nodes, to match the wall nodes would be great. You could then string wires from above and make things a little cleaner.
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# ¿ Feb 21, 2020 18:44 |
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Dirk the Average posted:You don't need full automation; just a way for biomass/fuel to automatically route from a container to a burner. Letting players dump hours worth of power into a container and run off to go do something else would go a long way towards making the pre-coal game less agonizing. I want a way to grow plants and trees and then auto harvest them for fuel.
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# ¿ Feb 21, 2020 23:41 |
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Volmarias posted:Can you specify power as backup only? I thought the game only ordered load as geo first, then everything else at once. Or do you have it in a switch? Not yet as far as I know, but I am hoping that they add in some computational stuff to be able to do stuff like this.
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# ¿ Feb 24, 2020 18:57 |
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# ¿ May 21, 2024 06:25 |
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They really need to fix the alignment when you add a splitter to a conveyor belt. Right now it won't show the green alignment unless you do it with the ground, which makes it more complicated to built your production lines. The same goes for the vertical conveyors and splitters.
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# ¿ Feb 26, 2020 18:35 |