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For reference, this is a map someone did where they charted out the death walls: So you could potentially just shift to the big gap east of the grasslands. Demon_Corsair posted:I think its less a flow problem and more that if a second truck pulls up while another truck is loading/unloading the second truck doesn't trigger the truck stop. So if the second truck is low on fuel it won't get any even if the fuel slot on the truck stop is full. Oooh, interesting. Right, the depot only interacts with one truck at a time. Let's see, there are two ways to cover that. The simple and weak way is that you give the truck with the longer route a longer pause at the station, with the idea that it will still get filled even if the other one is there first, and a shorter route might survive missing one fuel load. Or the better & more complicated way is that you look at the map screen with a stopwatch and time how long each truck's trip takes. Then add a pause such that the two trips have an even ratio and will not overlap. Or just add more depots.
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# ? Oct 7, 2020 22:25 |
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# ? Apr 18, 2024 11:54 |
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Klyith posted:For reference, this is a map someone did where they charted out the death walls: That's neat, I would ride that conveyor.
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# ? Oct 7, 2020 22:26 |
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Klyith posted:For reference, this is a map someone did where they charted out the death walls: Thanks for this, it'll help as I expand in the future. Powershift posted:You can try moving it with SCIM. https://satisfactory-calculator.com/en/interactive-map Quoting you again since this is how I ended up salvaging the save! Naturally my friend who was the one who laid the foundation did not align it with the cardinal directions so the megabasectomy was a little messier than it needed to be but long story short the base is now sitting in a much better location and should have plenty of room to grow - it's also now in a location where expanding in a second direction could actually make sense. If anyone else should run into a similar issue at some point one tip I'd like to propose is to disconnect all belts/pipes/power going in to whatever you are moving *in-game* and then save prior to working in SCIM. SCIM is incredible (I actually ended up donating 5 euro to the site since I was so grateful), but it did create some magic pipes/belts that are connected through time and space as well as one cable that is approximately 10x as long as is possible. Otherwise though it was truly flawless and the magic belts were easily fixed by simply deleting them and hooking them back up as I had intended.
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# ? Oct 8, 2020 03:32 |
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I regret trying a distributed game. My central hub/mall has ground to a halt because mk3 belts cannot keep up with 6 trucks bringing in various items from my factories. And I haven't even finished adding in all the steel products. I have no idea how to fix this log jam and get stuff moving. Short of just stopping trucks for stuff that I don't really need right now. It seems like the only way to play this game is hundreds of KMs of conveyors or spending half your time running around the world to get the items you need. E: For reasons I don't understand my mk3 elevators merging into a mk3 belt keep backing up and I can't figure out why. I have removed adn replaced all the belts multiple times so there isn't a stray mk1 hiding somewhere. Or I just abandon smart splitters and do 1 truck stop per product. Which would already be 20 truck stops and I haven't even touched oil or manufactories yet. Demon_Corsair fucked around with this message at 17:50 on Oct 8, 2020 |
# ? Oct 8, 2020 17:15 |
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https://www.youtube.com/watch?v=hvdlZ6e_o5Q I guess they're adding a fluid packaging machine with the fluid update? I haven't really played a lot in the oil tier, but I guess the idea is currently you use refineries to pack fluids, and this is splitting that off?
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# ? Oct 8, 2020 18:23 |
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Oxyclean posted:https://www.youtube.com/watch?v=hvdlZ6e_o5Q It would make sense to split it off because refineries do so much right now.
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# ? Oct 8, 2020 18:31 |
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I always thought that using a refinery for a rudimentary bottling plant seemed like a waste. There are at least two mods of the game that are just for adding bottling plants so it was obviously a popular request.
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# ? Oct 8, 2020 18:46 |
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Refineries do so much because they're currently one of the only buildings that have belt and pipe input and output. Like they wanted/needed to expand the tech tree but didn't have the models setup yet, so just shoved it into the refinery building. Makes sense.
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# ? Oct 8, 2020 18:52 |
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Refineries are expensive for just being a packing plant: High build cost, high energy usage, high physical footprint. I wonder if they'll do an unpacking plant, or if this thing goes both ways (nice) even though it's called a Pak-it.
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# ? Oct 8, 2020 19:07 |
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I also wonder if this would get added in earlier in the tech tree (namely at coal & water pump) to provide flexibility for setting up coal power?
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# ? Oct 8, 2020 19:22 |
tranten posted:Refineries are expensive for just being a packing plant: High build cost, high energy usage, high physical footprint. looks like it has both belt and pipe on the output side so I would be shocked if it didnt do both.
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# ? Oct 8, 2020 19:23 |
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Oxyclean posted:I also wonder if this would get added in earlier in the tech tree (namely at coal & water pump) to provide flexibility for setting up coal power? Oooh. Except... canisters require oil. And mk3 belts cannot haul many cubic meters of packaged water per minute.
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# ? Oct 8, 2020 20:37 |
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Finally managed to complete the last space elevator delivery the other night, turns out making aluminum is a whole lot more complicated than I was expecting. Is the common thing to take the excess water from the aluminum scrap refineries and loop it back into the water intake for the initial bauxite solution refineries or should I route it elsewhere for residual plastic production or something else? It seems like looping should work as long as the game knows to prioritize water intake from the excess pipes instead of drawing more from the pumps. If it doesn't I'm worried the whole system will get backed up with excess water that can't go anywhere and grind everything to a halt. I assume you can't just dump the excess water back into the ocean.
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# ? Oct 8, 2020 21:55 |
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NoEyedSquareGuy posted:Finally managed to complete the last space elevator delivery the other night, turns out making aluminum is a whole lot more complicated than I was expecting. Is the common thing to take the excess water from the aluminum scrap refineries and loop it back into the water intake for the initial bauxite solution refineries or should I route it elsewhere for residual plastic production or something else? It seems like looping should work as long as the game knows to prioritize water intake from the excess pipes instead of drawing more from the pumps. If it doesn't I'm worried the whole system will get backed up with excess water that can't go anywhere and grind everything to a halt. I assume you can't just dump the excess water back into the ocean. I set up a larger system using 15 refineries for aluma, 10 for scrap. 10 refineries producing scrap = 300 water output, 4 refineries producing aluma = 300 water input, everything is flowing perfectly but i still get excess water. It's best to have a fluid buffer for overflow that you can flush from time to time because even what should be a perfect system seems to produce excess simply through rounding errors or something.
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# ? Oct 8, 2020 22:17 |
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NoEyedSquareGuy posted:Finally managed to complete the last space elevator delivery the other night, turns out making aluminum is a whole lot more complicated than I was expecting. Is the common thing to take the excess water from the aluminum scrap refineries and loop it back into the water intake for the initial bauxite solution refineries or should I route it elsewhere for residual plastic production or something else? It seems like looping should work as long as the game knows to prioritize water intake from the excess pipes instead of drawing more from the pumps. If it doesn't I'm worried the whole system will get backed up with excess water that can't go anywhere and grind everything to a halt. I assume you can't just dump the excess water back into the ocean. Pipes don't have priorities, but head lift does. The other way besides Powershift's example of splitting things up to balance waste production & consumption is to do make head lift do it for you. Place a buffer tank such that the height midpoint is [12m / 22m] above the [extractor / pump] that is supplying fresh water. Now your fresh water is limited to filling ~50% of the tank. Now place the refineries, or use pumps on their output, such that they have lift to the very top of the tank. Now your waste water effectively has control over the system, when it fills the tank above the midline it turns off the fresh water supply. When the refineries that consume water use up that excess they'll drain the buffer below 50% and turn on the extractors again. The advantage with head lift is that it's arbitrarily expandable because you don't care about strict ratios. Demon_Corsair posted:I regret trying a distributed game. My central hub/mall has ground to a halt because mk3 belts cannot keep up with 6 trucks bringing in various items from my factories. And I haven't even finished adding in all the steel products. What are you actually doing with all this stuff? Because a storage hub does not need 400 item/minute input. It only needs to supply enough for you to build anything you want to build. For most items that's 2-5 stacks, and then you'll be off building for the next few hours. All you need is to replenish that much stuff. (Concrete you might need a dozen stacks or more, but limestone is literally everywhere so just toss down a basic miner & constructors to make it near where you're building.) Anything in excess should go to the resource sink, and that's most effective to do at the point of production. When your trucks can't drop off their full load, it all backs up at the source depot -- so put an overflow splitter and a sink there.
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# ? Oct 9, 2020 00:02 |
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Oxyclean posted:https://www.youtube.com/watch?v=hvdlZ6e_o5Q "There is no mk2."
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# ? Oct 9, 2020 03:17 |
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NoEyedSquareGuy posted:Finally managed to complete the last space elevator delivery the other night, turns out making aluminum is a whole lot more complicated than I was expecting. Is the common thing to take the excess water from the aluminum scrap refineries and loop it back into the water intake for the initial bauxite solution refineries or should I route it elsewhere for residual plastic production or something else? It seems like looping should work as long as the game knows to prioritize water intake from the excess pipes instead of drawing more from the pumps. If it doesn't I'm worried the whole system will get backed up with excess water that can't go anywhere and grind everything to a halt. I assume you can't just dump the excess water back into the ocean. I had this issue and the solution was to add a single unpowered pump to act as a check valve from the discharge.
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# ? Oct 9, 2020 03:46 |
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Back Hack posted:"There is no mk2." It's smaller & uses less power than the refinery, so it's pretty much a refinery mk2 to begin with. The big question is whether they'll put the Diluted Packaged Fuel recipe in the new packer or keep it in the refinery. I could see keeping it on the refinery since it's such a powerful recipe. Even then you still eliminate 2 out of the 3 refineries in that process.
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# ? Oct 9, 2020 13:57 |
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Hey folks can anyone steer me to a guide, video or written, on how to set up an organized base? Mine always come out as spaghetti and I’m tired of that. Thanks for any assistance.
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# ? Oct 9, 2020 16:48 |
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Mayveena posted:Hey folks can anyone steer me to a guide, video or written, on how to set up an organized base? Mine always come out as spaghetti and I’m tired of that. Thanks for any assistance. There's a lot of stuff on Youtube if you want video formats. A few of those folks compiled their video guides alongside some written info and screenshots here: https://www.satisfactorytips.com/
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# ? Oct 9, 2020 17:43 |
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Mayveena posted:Hey folks can anyone steer me to a guide, video or written, on how to set up an organized base? Mine always come out as spaghetti and I’m tired of that. Thanks for any assistance. There's no such thing as an organized base, unfortunately
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# ? Oct 9, 2020 21:07 |
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Mayveena posted:Hey folks can anyone steer me to a guide, video or written, on how to set up an organized base? Mine always come out as spaghetti and I’m tired of that. Thanks for any assistance. Learn to hide the spaghetti conveyor belts behind walls and in the floors.
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# ? Oct 9, 2020 21:10 |
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Whats this concept of "organized base"
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# ? Oct 9, 2020 21:10 |
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Leal posted:Whats this concept of "organized base" Dunno, but I've been watching the "Let's Game it Out" videos for Satisfactory on Youtube and I'm learning a lot about optimization.
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# ? Oct 9, 2020 21:24 |
I liked when Josh said he was doing Satisfactory their reply was just “gently caress”
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# ? Oct 9, 2020 21:43 |
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Alclad plating/circuit board facility is finally done. Thanks to Unponderable for the unpowered directional pump trick, the whole array doesn't really work without it. Only 3/4 of the oil wells are running but adding more to this doesn't seem necessary at the moment. Close to my ~6 GW grid capacity so I think the next thing to work towards will be a train system between the major areas and a turbo fuel facility. NoEyedSquareGuy fucked around with this message at 09:32 on Oct 10, 2020 |
# ? Oct 10, 2020 09:25 |
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Klyith posted:
My goal for this base was to have all my factories distributed and feeding a central hub. And I want everything to keep running all the time. Almost all items flow into this depot. Raw materials and smelted ores are either mined on site or shipped from smelting areas to where they are used. Anything made in a constructor is also made on site. In the depot things that are needed in other factories flow to outgoing truck stops. Once the outgoing truck stops are full, items flow to storage containers in a central mall. Once the storage container is full items are dumped to an awesome sink. Putting another awesome sink at the factory location for overflow is a good idea that I will do as well. Part of me thinks I should have just built the bare minimum to rush to trains before putting all this infrastructure in.
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# ? Oct 10, 2020 14:40 |
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Alternately: jam everything into one space until it feels good
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# ? Oct 10, 2020 16:16 |
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Literally Kermit posted:Alternately: jam everything into one space until it feels good Put stuff onto stuff until you don't know where anything is anymore
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# ? Oct 10, 2020 21:04 |
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Mod for zip ties and those strips of paper with adhesive on one side that you write on and wrap around wires to know what goes where, please.
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# ? Oct 10, 2020 21:05 |
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Realtalk signage would be a nice addition. Not for organization or anything. I just want the ability to throw up huge billboards of bullshit to annoy my friends.
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# ? Oct 10, 2020 22:23 |
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Bussamove posted:Realtalk signage would be a nice addition. You can! They’ll just be really really big billboards
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# ? Oct 10, 2020 23:07 |
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Bussamove posted:Realtalk signage would be a nice addition. There's a mod for that
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# ? Oct 11, 2020 00:53 |
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Mayveena posted:Hey folks can anyone steer me to a guide, video or written, on how to set up an organized base? Mine always come out as spaghetti and I’m tired of that. Thanks for any assistance. I try to avoid looking up the most optimal solutions for this game and factorio, but one thing I've found that lends itself to cleaner design is to start by setting up the assembler(s) for whatever end product I want to produce at a site and work backwards toward the initial inputs
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# ? Oct 11, 2020 01:22 |
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Clark Nova posted:I try to avoid looking up the most optimal solutions for this game and factorio, but one thing I've found that lends itself to cleaner design is to start by setting up the assembler(s) for whatever end product I want to produce at a site and work backwards toward the initial inputs This is an important one, and another big one is to give yourself plenty of space. A lot of space. A lot of the time when I've got awkward spaghetti belts it's because I didn't have the room to make nice clean lines and I'm having to thread a needle through machinery to get stuff from A to B.
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# ? Oct 11, 2020 01:35 |
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Clark Nova posted:I try to avoid looking up the most optimal solutions for this game and factorio, but one thing I've found that lends itself to cleaner design is to start by setting up the assembler(s) for whatever end product I want to produce at a site and work backwards toward the initial inputs Or, more generally, look up how Manifolds work. That let me sail through all the current content. One thing that I would now incorporate into my design is to always make screws on site and in line with the design. So I might have a manifold for rubber or heat sinks or whatever, but the screws would come directly from a constructor making screws (from steel, preferably, but whatever works).
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# ? Oct 11, 2020 01:35 |
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Bussamove posted:Some of the alternate recipes are just bafflingly useless like that. Usually the ones involving rubber or plastic. Like they would be useful on a non-fixed map with at least randomized resource nodes. You could end up with some interesting resource scarcity issues. But without said resource scarcity using those alternates is just silly.
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# ? Oct 11, 2020 01:49 |
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Clark Nova posted:I try to avoid looking up the most optimal solutions for this game and factorio, but one thing I've found that lends itself to cleaner design is to start by setting up the assembler(s) for whatever end product I want to produce at a site and work backwards toward the initial inputs Yeah I don't want/need optimal but I've found with my spaghetti factories that I can only get so far before the whole thing becomes overwhelming. And I'd like to get to trains someday....
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# ? Oct 11, 2020 15:17 |
Alkydere posted:Like they would be useful on a non-fixed map with at least randomized resource nodes. You could end up with some interesting resource scarcity issues. But without said resource scarcity using those alternates is just silly. Caterium Circuit Board is an amazing recipe that everyone should use. Quickwire cable is absurdly efficient for the last stages of the space elevator. Usually I just rush trains and cart in trainloads of 200 plastic/rubber per minute and that will cover me until I want to get outlandish.
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# ? Oct 11, 2020 15:33 |
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# ? Apr 18, 2024 11:54 |
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Demon_Corsair posted:My goal for this base was to have all my factories distributed and feeding a central hub. And I want everything to keep running all the time. Having your factories stop at the assembler level is IMO the biggest part of your problem. That's the widest section of the overall production diagram. Assemblers make a ton of different items, so you are dealing with a *lot* of logistics complexity. Trains could manage it better, but even with trains I'd say that plan is making it harder on yourself. I think an approach with distributed factories + centralized hub would need to focus a level higher if using trucks for transport. If your distributed factories are making computers or crystal oscillators you might still need to supply them with a material they don't make locally, but that's easy with one truck. And the output is small enough to deal with in the central hub. Frida Call Me posted:Caterium Circuit Board is an amazing recipe that everyone should use. Quickwire cable is absurdly efficient for the last stages of the space elevator. Usually I just rush trains and cart in trainloads of 200 plastic/rubber per minute and that will cover me until I want to get outlandish. The alternate recipes they were talking about are things like rubber concrete or plastic iron plates, which are generally not very good. Particularly with oil products -- those have the problem that you're either fairly supply-constrained, or if you've gone into the complete chain that maximizes production with the recycled + diluted alt recipes it's a huge power investment. Or if you're farming tickets with end-game turbomotor production, they're both! Caterium circuit board is an interesting one, but eating that much caterium on the circuit boards may be a drawback if you're also trying to do high-speed connectors & ai limiters as well. (Supercomputers have really good sink value, so IMO if you're going big into production of computer-type stuff you want to aim for supercomputers as your end product.)
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# ? Oct 12, 2020 01:10 |