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I think it's been mentioned that lights eat up way more system resources than they're worth? Something like that.
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# ? Jul 15, 2020 15:52 |
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# ? May 22, 2024 02:05 |
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Snow Cone Capone posted:I think it's been mentioned that lights eat up way more system resources than they're worth? Something like that. I can understand that they'd be resource intensive but I feel like they'd absolutely be worth it. Trainyards at night are one of the most beautiful things in the world to me.
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# ? Jul 15, 2020 16:05 |
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Pigbuster posted:Trainyards at night are one of the most beautiful things in the world to me. https://www.youtube.com/watch?v=0UHwkfhwjsk
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# ? Jul 15, 2020 16:07 |
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Der Kyhe posted:Right now its a feature to come; the current design indicates that the lights also act as extensions to the electric grid. Early access is...early Just to throw my two cents in on the blueprints or not debate; have a pic https://imgur.com/VmtJXjK That's a crude oil into fuel plant. 19 refineries, 3 water pumps and a sink for by products on a 10 X 16 platform. It pumps out a full pipe of 300 per minute fuel. It only takes one normal oil node with a normal pump to supply it, not a pure node and not an overclocked pump. It took me an entire evening play session to make just this, I had my fun doing it, having a real (for a videogame) result to a few hours of concentration and effort is rewarding. But there is a lot of nodes in this area, many of them pure (pure means double output) and I really dont want to build this again, put down all the splitters and mergers and redo all the pipes and joins and reset all the machine recipes. At this stage the challenge I expect from this kind of game is in connecting functional modules together, that I have designed, in efficient ways. Just let me define a box with X, Y and Z size and make a ghost copy of its contents and blueprint it, that I can just spray components at until it all becomes a real in game object. Not to diss this fabulous time waster, but this is just factorio in 3D and it needs blueprints.
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# ? Jul 15, 2020 16:30 |
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Not an expert but I thought that UE4 was a deferred renderer and that those could have a billion lights (not shadow casters) without much impact. Not that it matters with regards to timing in development.
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# ? Jul 15, 2020 17:02 |
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PHOOsun posted:Early access is...early The area actions mod basically does what you're asking for, albeit it in a somewhat janky way. It'd be great to see a cleaner version of blueprints in vanilla, but if you don't want to lovingly handcraft hundreds of coal burners and pipes then it can be a lifesaver.
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# ? Jul 15, 2020 19:03 |
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Snow Cone Capone posted:This seems unhealthy I see I'm not the only one who just builds giant platforms out off of cliffs for convenience.
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# ? Jul 15, 2020 19:09 |
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DarthRoblox posted:The area actions mod basically does what you're asking for, albeit it in a somewhat janky way. It'd be great to see a cleaner version of blueprints in vanilla, but if you don't want to lovingly handcraft hundreds of coal burners and pipes then it can be a lifesaver. That's almost exactly what I want, I'll give it a few more revisions before trying it out, let it get a bit more stable and feature complete.
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# ? Jul 15, 2020 19:18 |
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DelphiAegis posted:I spent my entire sunday morning and part of an afternoon making this Turbofuel factory. This is running in (near) perfect ratios off a single 300 m3/s oil field. My small experimental plastic/rubber/fuel/packaged fuel factory (before I unlocked all the alt recipes this requires) is in the background. I still need to import about 630/min of compacted coal, that will eventually come in via train... somewhere. There's a sink on the one side of the Heavy Oil Residue refineries to sink the Polymer resin to keep it all running. This production facility is finally complete. I had to have a train bring in the compacted coal from offsite. Just under 28 GW total production all on turbofuel. I have 3 sets of 8 coal generators providing my initial power. I thought the 3 lines of 14 refineries to make the turbofuel was silly, the 3 rowsets of 50 fuel generators to use all that fuel (even if my factory doesn't even use 1/10th of the power) was ridiculous.
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# ? Jul 15, 2020 19:23 |
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DelphiAegis posted:This production facility is finally complete. I had to have a train bring in the compacted coal from offsite.
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# ? Jul 15, 2020 19:27 |
PHOOsun posted:Early access is...early tbh power in general could probably stand to be shrunken down there is no real reason other then to make a sprawl and busy work that there needs to be that many different iterations of the same building to have the same effect, particularly in the case of coal where it's literally just shoving two base resources of water/coal into the building just make one super power plant or one that scales like crazy, scream
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# ? Jul 15, 2020 20:25 |
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Now that i look at this again, I am going to delete the short set of 12 and add another 4 sets of 2 to the end of the lines which have 50 to get me up to a proper number of 58 which i calculated earlier. Then I can feel comfortable building more centralized factory components. The interactive map breaks down my power usage like this: Maximum available power: 27,920MW Power currently generated: 1,963MW Power used at maximum production 7,639MW Only 20GW spare capacity? Pfft!
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# ? Jul 15, 2020 20:45 |
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DelphiAegis posted:Now that i look at this again, I am going to delete the short set of 12 and add another 4 sets of 2 to the end of the lines which have 50 to get me up to a proper number of 58 which i calculated earlier. I think I'm building under 1/3 the capacity you got going on, and it's still going to be enough looking at pipes and refiners for a while, and back to going "time to rebuild my steel lines"
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# ? Jul 15, 2020 21:25 |
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I can live without blueprints. But aligning splitter(s) and a merger for each and every machine input/output is what takes too long to me. Either let me attach splitters and mergers directly to machines or rejigger machines so they have pass-throughs built in and can be placed directly on a belt.
Nukelear v.2 fucked around with this message at 00:13 on Jul 16, 2020 |
# ? Jul 16, 2020 00:07 |
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I just want a beacon-like item I can place, and a grenade launcher that spawns a copy of every building within 50m of that beacon, wherever the grenade lands. I want to hold my space bar for 30 seconds to craft that grenade. And I want to craft 100 of them and fire them in random directions while I am flying across the continent from my hypertube launch system.
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# ? Jul 16, 2020 00:43 |
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There's a lights mod. Now that the mod manager also supports the steam version, no reason not to use it.
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# ? Jul 16, 2020 04:35 |
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Does anyone actually use the pure iron and pure copper alternate recipes? The ones that add water to the ore to basically double the ingot production? They seem like they'd be a pain to setup.
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# ? Jul 18, 2020 05:13 |
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LLSix posted:Does anyone actually use the pure iron and pure copper alternate recipes? The ones that add water to the ore to basically double the ingot production? Yes and...not really? Insert Tab Fu/Cu/Au/Si into Slot A, and Tab H2O into Slot B.
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# ? Jul 18, 2020 06:45 |
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Alkydere posted:Yes and...not really? Insert Tab Fu/Cu/Au/Si into Slot A, and Tab H2O into Slot B. Mostly I was thinking about the difficulty of finding a suitable source of water near enough flat land. I guess I could ship all my ore out to the ocean and then ship the ingots back. I expect needing 23 Refineries per miner to add up to a lot of space quickly.
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# ? Jul 18, 2020 06:58 |
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LLSix posted:Mostly I was thinking about the difficulty of finding a suitable source of water near enough flat land. I guess I could ship all my ore out to the ocean and then ship the ingots back. I expect needing 23 Refineries per miner to add up to a lot of space quickly. When things require water I always just have water extractors on the first floor and production on the second. Extractors over 10 meters tall so it requires a pump to boost the head pressure, but one pump per two extractors is a pretty negligeble energy cost compared to everything else in the setup. As you said the biggest issue is that patience for aligning pipes is a much bigger bottleneck than basic resource availability so inefficient simple setups are almost always better than efficient complicated ones.
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# ? Jul 18, 2020 07:41 |
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https://www.youtube.com/watch?v=il4rdK3v4gU
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# ? Jul 18, 2020 20:00 |
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Dissapointingly, that rocketlauncher is from a mod. Still a pretty good model all told.
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# ? Jul 19, 2020 03:39 |
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Yeah that video title/thumbnail is some serious clickbait bullshit.
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# ? Jul 19, 2020 04:46 |
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LLSix posted:No. Well, they'll snap side-by-side, which makes increasing the width of a ramp relatively easy, but doesn't help climb in the first place. You have two options. You can also stack ramps down from the top by laying one ramp backward underneath the upper one, giving you a flat surface to snap onto. It will then usually alternate back and forth between the two, letting you build a janky, physically impossible normal ramp down to where you want it. Cheaper and faster than switching between ramps and platforms.
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# ? Jul 19, 2020 08:07 |
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Han Nehi posted:Yeah that video title/thumbnail is some serious clickbait bullshit. If you’ve watched any of his videos it isn’t, the rocket launcher in the mod used to look substantially worse
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# ? Jul 19, 2020 12:59 |
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Sweeper posted:If you’ve watched any of his videos it isn’t, the rocket launcher in the mod used to look substantially worse It is blatant clickbait in that it strongly implies that it's an official addition into the game and not just a fan mod
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# ? Jul 19, 2020 13:01 |
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Bought this game during the steam summer sale, at first just to play multiplayer with a friend who has been playing for a while. I didn't think I'd get quite so into the game as I am, factorio for example isn't to my taste. I liked space engineers but mostly build spaceships in creative. Turns out the game has *just* enough potential for creative aesthetics to keep my interest. Before getting the game I'd mostly seen pictures of flat factories-on-endless-concrete, which is deff my friend's style of build and one of the things that makes me uninterested in stuff like Factorio. Basically if there's no area to make things artistic I have fun planning but then the building part is just tedious. Now that I've got walls and stuff it's a ton of fun for me to try to build a factory that fits into a building. So here's my first nice complex that's not just machines on foundations: Produces heavy modular frames and crystal oscillators at full rate, and some versatile framework with the excess. I need to go back and add windows, we didn't have those unlocked when I started. And I ran out of paint. Where should I go to harvest lots of flowers? (It's a fuckin mess on the inside, conveyors squiggling around wherever they have space, because for some reason trying to fit everything into as compact a space possible turns me on. I'd show screenshots, but in the upper building there's nowhere to stand where you can get a good perspective on the spaghetti.)
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# ? Jul 19, 2020 14:16 |
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Holy poo poo that's really cool. I doubt I'd have the patience to pull that off because while I like to make stuff compact, I really try to make "organized" so it ends up taking up a ton of space. is that rightmost conveyor lift functional, or just aesthetic? It contributes and odd amount to giving the building the right vibe?
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# ? Jul 19, 2020 14:50 |
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Fyi the walkway pieces fit ontop of the open truss foundation pieces well, you can cover up the quarters that you arent using for lifts. Plus the fencing pieces make it look almost OSHA compliant.
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# ? Jul 19, 2020 15:59 |
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Klyith posted:Bought this game during the steam summer sale, at first just to play multiplayer with a friend who has been playing for a while. I didn't think I'd get quite so into the game as I am, factorio for example isn't to my taste. I liked space engineers but mostly build spaceships in creative. That looks really nice. I would never do that to myself, but I'm glad you're enjoying it.
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# ? Jul 19, 2020 16:06 |
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Oxyclean posted:Holy poo poo that's really cool. I doubt I'd have the patience to pull that off because while I like to make stuff compact, I really try to make "organized" so it ends up taking up a ton of space. The small one on the side of the upper building? Yeah, it's dropping iron plates between 2 floors. I was very annoyed when I had to resort to it because the plan was for everything to be internal, but it was either that or do a bigger tear-out. I'm glad you think it contributes, probably the paint helps a lot with that. When the walls were orange I really didn't like it, now it ain't that bad. And all 6 of the conveyors between the 2 buildings are functional, there are actually 4 on the further one. The piers dropping conveyors between the buildings was an accidental inspiration I had at the very start. At first I thought it might just be one big building sloping down the side of those cliffs. I started by laying out foundation pad on the upper flat area, then I wanted to keep the same grid on the lower area. So I extended some arms off the side of the cliff, pillared down, and laid out the bottom pad. Then I looked up and got the idea. Also I'm using draw.io to puzzle together the basic arrangement of stuff and rough space requirements before I build. Here's the plan for the main floor of the upper building: (what I thought was generous extra space got filled) Nevets posted:Fyi the walkway pieces fit ontop of the open truss foundation pieces well, you can cover up the quarters that you arent using for lifts. Plus the fencing pieces make it look almost OSHA compliant.
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# ? Jul 19, 2020 16:33 |
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Those buildings no-poo poo look like the first-slide conceptual render for a new light-industrial park being proposed for construction on the edges of a nature preserve. Those kinds of aesthetics are for sure poo poo I like to see but never have the patience to complete, thus my enormous open-sided platform skyscrapers stretching from inland lakes up to the sky ~
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# ? Jul 19, 2020 18:18 |
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yeah the external conveyors really tie it together and remind you that you're looking at a factory, looks great
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# ? Jul 19, 2020 18:37 |
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Think I'm gonna dive back into this, but with mods. I'm trying not to get anything particularly cheaty. Some signs, a working elevator, and the ability to have both bladerunners and the jetpack so far. Maybe construction kits. Though the MoarFactory mod is awfully tempting, it adds an absolute shitload of doodads to make factories look good.
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# ? Jul 19, 2020 19:15 |
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Is there a good way to look at stuff you might want to build? Like in Factorio, I can go through my crafting options and see everything I might want to consider automating, but in Satisfactory since I don't have everything drilled into my head it's really hard at any given point for me to think of what I might want to build infrastructure for.
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# ? Jul 20, 2020 02:42 |
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K8.0 posted:Is there a good way to look at stuff you might want to build? Like in Factorio, I can go through my crafting options and see everything I might want to consider automating, but in Satisfactory since I don't have everything drilled into my head it's really hard at any given point for me to think of what I might want to build infrastructure for. The equipment and crafting benches kind of provide this. I've mostly been building my factory by picking something to build and then scaling production for that up.
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# ? Jul 20, 2020 02:51 |
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K8.0 posted:Is there a good way to look at stuff you might want to build? Like in Factorio, I can go through my crafting options and see everything I might want to consider automating, but in Satisfactory since I don't have everything drilled into my head it's really hard at any given point for me to think of what I might want to build infrastructure for. DelphiAegis posted:It does bear repeating, if you hit n, a small search box comes up where you can see any recipes (including alt recipes!) and add them to your to do list (similar to the workbench).. BUT it ALSO functions as a rudementary calculator for adding, dividing, multiplying and such. Even repescts parenthesis. This menu is the only way I know of to put alt recipes on your to-do list for reference that I know of.
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# ? Jul 20, 2020 03:02 |
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Pressing x opens a menu where you can look at all the things you know how to make and all the recipes to make each one.
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# ? Jul 20, 2020 04:28 |
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Is there a way to dismantle stuff that gets snapped underground? It seems like a pretty bad oversight that you can permanently gently caress yourself out of the ability to build the way you want in an area. Honestly having so much trouble figuring out how you're supposed to build anything in this game in general. Everything seems such a mess.
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# ? Jul 20, 2020 06:24 |
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# ? May 22, 2024 02:05 |
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You can edit your save file with the interactive map. Just load your save into it, make your changes, then press the 'Download Save" button and it'll give you a new file you can drop into the save folder. https://satisfactory-calculator.com/
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# ? Jul 20, 2020 07:15 |