Ugh, I'm really hoping some of these crashing bugs get hammered out quickly. This is getting brutal
Did you try the different renderer options (DX11/DX12/Vulkan)? Vulkan fixed the frequent crashes for me, but I guess it's gonna depend on your exact PC.
The caterium refinery section is done now, and you can see i've started to develop an appropriately intimidating aesthetic for this. Still figuring out how i'll handle the walls, but i'm thinking something sloped, and opened on what will be the front end - there's going to be trains running to this factory (at the very least, one for quartz, one for copper and one for coal).
Also you can see the cute little water extractor setups i've designed, complete with backup tanks... which honestly arent going to do shit, if the power fails it's all fucked, but they look like they will, and really, who can ask for more?
So i heard you like Brutalism. The asthetic's starting to really develop an identity now, a real stark monolith of a thing. The copper ingot refineries are nearly done, which just leaves the Iron, Quartz, Copper Sheet and probably Aluminum to work in to the top level. I still need to make a couple of refineries for sulfric acid, but looking at things, the Sulfur train can go into the Sir Not Appearing Yet Nuclear facility, and i'll make the Sulfric acid over there. Likewise, the Nitrogen will probably get shipped over there too.
The other thing i need to build that'll require Refineries and a train is the Water dump - rather than try and do fancy "efficent" water recycling systems, which... are frankly in my expereince huge pains in the arse, i'm just going to pay the power tax and setup some refineries to make Wet Concrete. Thing is a water hog needing 100m3 a minute, and tehre's a decent amount of waste water being produced here. Then you just sink the concrete and bam. excess water into points
I've built a proper recycling system before, for my Aluminum plant, but it was such a pain in the arse to fine tune - i had to create a Spinner, where one water extractor primes one Refinery, which produces the Alumina soloution, which is fed into 4 other refineries that produce the scrap... and the waster water is fed back into 3 refineries. And you cant plug the water all into the same system otherwise it'll jam due to the bloody water extractor. This is bad enoguh wehn you're running making aluminum, but for the majority of my actual power system? nnnnnnooooo thank you!
Gathering the last of the harddives is giving me the opportunity to explore areas I've only seen in Let's Plays, so that's cool. The Dune Desert might be a neat place to build once I finish with my current projects, since I can just hook up to my Nuclear array instead of worrying about biofuel.
Just have the Northern Forest, Spire Coast and the top of the Rockey Desert left. I also unlocked the last two recipies I needed, so operation "Too much plastic" will be ready to commence upon my return, though doing it without the Smart! mod sounds daunting.
Once I get that refinery operation up and running, I'll build a smaller refinery to produce fabric and tubofuel to be shipped back to my base, (fabric will be used to automate filters, finally) and at that point I'll rip up my special parts factory and turn it into the test type for my new megafactory concept. If it works as well as I hope, I'll be building a larger version to replace my main base.
After that, I have a very special project I want to build in the Titan Forest using all those quartz nodes.
Copper ingots are in the testing phase (always, always connect your builds up to a sink to make sure they do what you think they should do) - let me find multiple issues, like water not getting to the pipes because liquids are *dumb* in this game, steel pipes jamming the copper ingot input due to a misclick (While also being nearly invisible because of the way game renders things), and other fun like that.
I'd kill for something you can slap on a conveyor to tell you how many items are going past it. There's a mod for it, but i'd really like it as a default thing, because it'd be a huge QoL for understanding how and where items are going. You can get around it to degrees by using stuff like a smart spliter that feeds a much smaller belt and then overflows the rest (i.e, Mk5 belts run 780 items, so have a smart splitter split it into a 120 stream, and the "rest" will be aprox 660 items), but it's still a pain.
Anyway! 60 Copper ingot refineries producing 2,343.75 copper ingots every minute. (Yes, the math is accurate, there's some sekrit overclocking involved)
...all of this to eventually just make 14 Uranium fuel rods and 3.5 plutonium fuel rods a minute. Numbers!
The new snapping is cool aside from production buildings where it wigs out like crazy. But being able to go along a pipe and snap the t junctions to the correct spot every time is incredible.
The new snapping is cool aside from production buildings where it wigs out like crazy. But being able to go along a pipe and snap the t junctions to the correct spot every time is incredible.
Also floor ports are life.
Floor ports are low key one of the best additions. Zooping and floor ports, that's a good update right there!
But yeah the way snapping is bugged out and inconsistent is a bit of a pain right now. Sometimes I just have buildings extra spread out because they'll just totally refuse to be directly adjacent
While building my new factory with conveyors under the floor I realized that laying out the belts would be a lot simpler if I had the space to cross them, so I ended up changing the under floor area from 1 wall tall to 2 walls tall. At least zooping made that process a lot faster than it would have been otherwise.
Of course the game lets you clip belts through each other, but I don't like doing that because it's ugly. There is barely space to have a stackable converyor pole in a 3m tall space, but the items on the conveyor belt will clip through the floor above.
Apparently you can't run the dedicated server through steam at the same time as you're running Satisfactory, even if they're on separate computers, so I did what I should have done in the first place and done it through steamcmd. I have a test server up and running. It's nothing fancy; skipped the tutorial and got all of the basics up and automated. This is mostly for stress testing to see if my computer can handle it. If things go well we can reevaluate start locations and what not.
While building my new factory with conveyors under the floor I realized that laying out the belts would be a lot simpler if I had the space to cross them, so I ended up changing the under floor area from 1 wall tall to 2 walls tall. At least zooping made that process a lot faster than it would have been otherwise.
Of course the game lets you clip belts through each other, but I don't like doing that because it's ugly. There is barely space to have a stackable converyor pole in a 3m tall space, but the items on the conveyor belt will clip through the floor above.
I have done this exact thing.
2-walls minimum on subfloors folks. Learn from our mistakes.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Server seems to have held up pretty well. Peewi and I plowed through the first two tiers and I just got coal power up and running right before I quit for the day. Sounds like Peewi got some bad lag due to being in Europe but it didn't slow him down at all.
I'm done for the night, but hit me up on Steam (UndeadScottsman) or in a PM if you want in.
If you're hosting from mid or west north america, I think the 200ms ping I was experiencing is to be expected and there's not much to do about it. It'd be a lot less playable if this was a fast action game.
Belts randomly not connecting to machines because they somehow got built the wrong way around was more annoying than any of the other effects of lag.
So i'm going to have to tweak my bloody factory because of all fucking things, there's a bloody goddamn hole in the world. Turns out that past a ceartin point in the swamp, the water is fake! It's visualyl there, but it dosent exist for gameplay purpsoes, so you cant put water extractors on it, and you just fall through the world if you try and swim in it.
Yes, i'm mad about this.
That concrete line there? that's the limit. Walk off that, and you'd drop through the world instead of going for a swim. It's something i can work around, but it's super super duper frustrating to hit. Means i've basically got to redesign how i get water up to things, at least for the final bits of my factory. Which means more pumps and more frustration because lqiuids arrgh.
Server seems to have held up pretty well. Peewi and I plowed through the first two tiers and I just got coal power up and running right before I quit for the day. Sounds like Peewi got some bad lag due to being in Europe but it didn't slow him down at all.
I'm done for the night, but hit me up on Steam (UndeadScottsman) or in a PM if you want in.
I just connected for a few minutes and it seemed to run well! I ran around looking at all the giant flat foundation factories. I'm on starlink and it didn't seem to cause any issues.
Know what I want? Not sure how doable this would be but a combo machine for logistics. Like, a lift/splitter and a lift/merger. Meaning the lift can go up four floors and branch off to each floor, but still have only the one lift line.
Reason being that I am beginning to build my modular buildings and am trying to think of ways to get the bases resource/s from the bottom to the upper floors without it looking like a disaster. By modular I am speaking of having a set amount of say... smelters per floor and just stacking the floors as needed for expansion for steel production.
Also... I would like the extractors to snap. Please. My OCD. Not like this man.
RightfulSin on
"If nothing is impossible, than would it not be impossible to find something that you could not do?" - Me
So i'm going to have to tweak my bloody factory because of all fucking things, there's a bloody goddamn hole in the world. Turns out that past a ceartin point in the swamp, the water is fake! It's visualyl there, but it dosent exist for gameplay purpsoes, so you cant put water extractors on it, and you just fall through the world if you try and swim in it.
Yes, i'm mad about this.
That concrete line there? that's the limit. Walk off that, and you'd drop through the world instead of going for a swim. It's something i can work around, but it's super super duper frustrating to hit. Means i've basically got to redesign how i get water up to things, at least for the final bits of my factory. Which means more pumps and more frustration because lqiuids arrgh.
I had the same problem building my giant nuclear reactor setup down there. There's also some spots with no visual water but there totally is. Cheesed it with a map editor to get it all in the right position.
Know what I want? Not sure how doable this would be but a combo machine for logistics. Like, a lift/splitter and a lift/merger. Meaning the lift can go up four floors and branch off to each floor, but still have only the one lift line.
You probably know this, but for those following along at home, I do this with the two-port walls and and either a regular splitter or smart splitter on the floor inside.
The lift comes up to the port, and then the splitter is placed inside, aligned with the outside (towards the edge of the building) port. Connect the lift to the splitter. Then, off the splitter, one output goes to the inside port and the other into the room for use.
Then on the outside, run a lift from the inside port up to the next floor. On the next floor, put the splitter in the same spot rotated 90 degrees, and reverse the direction of your belts feeding into it: inside port to splitter input, output to outside port and room.
I actually like the back-and-forth look on the outside of the building.
Know what I want? Not sure how doable this would be but a combo machine for logistics. Like, a lift/splitter and a lift/merger. Meaning the lift can go up four floors and branch off to each floor, but still have only the one lift line.
You probably know this, but for those following along at home, I do this with the two-port walls and and either a regular splitter or smart splitter on the floor inside.
The lift comes up to the port, and then the splitter is placed inside, aligned with the outside (towards the edge of the building) port. Connect the lift to the splitter. Then, off the splitter, one output goes to the inside port and the other into the room for use.
Then on the outside, run a lift from the inside port up to the next floor. On the next floor, put the splitter in the same spot rotated 90 degrees, and reverse the direction of your belts feeding into it: inside port to splitter input, output to outside port and room.
I actually like the back-and-forth look on the outside of the building.
Aw, this was my big plan for my megafactory I came up with.
Know what I want? Not sure how doable this would be but a combo machine for logistics. Like, a lift/splitter and a lift/merger. Meaning the lift can go up four floors and branch off to each floor, but still have only the one lift line.
You probably know this, but for those following along at home, I do this with the two-port walls and and either a regular splitter or smart splitter on the floor inside.
The lift comes up to the port, and then the splitter is placed inside, aligned with the outside (towards the edge of the building) port. Connect the lift to the splitter. Then, off the splitter, one output goes to the inside port and the other into the room for use.
Then on the outside, run a lift from the inside port up to the next floor. On the next floor, put the splitter in the same spot rotated 90 degrees, and reverse the direction of your belts feeding into it: inside port to splitter input, output to outside port and room.
I actually like the back-and-forth look on the outside of the building.
Any chance I can get a picture or diagram of this? Though I think I get it. Took a minute due to noise at work being so loud can barely hear myself think.
I was think of a zig zag belt running from input source left to right then a lift going up a floor then changing and going from right to left. Then just have that main belt be high tier and the ones branching off to the machines being slower.
RightfulSin on
"If nothing is impossible, than would it not be impossible to find something that you could not do?" - Me
Know what I want? Not sure how doable this would be but a combo machine for logistics. Like, a lift/splitter and a lift/merger. Meaning the lift can go up four floors and branch off to each floor, but still have only the one lift line.
You probably know this, but for those following along at home, I do this with the two-port walls and and either a regular splitter or smart splitter on the floor inside.
The lift comes up to the port, and then the splitter is placed inside, aligned with the outside (towards the edge of the building) port. Connect the lift to the splitter. Then, off the splitter, one output goes to the inside port and the other into the room for use.
Then on the outside, run a lift from the inside port up to the next floor. On the next floor, put the splitter in the same spot rotated 90 degrees, and reverse the direction of your belts feeding into it: inside port to splitter input, output to outside port and room.
I actually like the back-and-forth look on the outside of the building.
Any chance I can get a picture or diagram of this? Though I think I get it. Took a minute due to noise at work being so loud can barely hear myself think.
I was think of a zig zag belt running from input source left to right then a lift going up a floor then changing and going from right to left. Then just have that main belt be high tier and the ones branching off to the machines being slower.
Oh, yeah! Absolutely.
You set up the lift stack like this (the large black square is 1 floor tile):
It makes the outside corner of the building look like this:
My plan is to convert any resources that have no other use (ores, mostly) at the miner, and then have all of the ingots sent to a central facility and basically have each floor being increasingly more complex parts until you reach the top floor which will house the HUB and item storage. Center of the floor will be a hypertube/stairwell hub going to the other floors.
Know what I want? Not sure how doable this would be but a combo machine for logistics. Like, a lift/splitter and a lift/merger. Meaning the lift can go up four floors and branch off to each floor, but still have only the one lift line.
You probably know this, but for those following along at home, I do this with the two-port walls and and either a regular splitter or smart splitter on the floor inside.
The lift comes up to the port, and then the splitter is placed inside, aligned with the outside (towards the edge of the building) port. Connect the lift to the splitter. Then, off the splitter, one output goes to the inside port and the other into the room for use.
Then on the outside, run a lift from the inside port up to the next floor. On the next floor, put the splitter in the same spot rotated 90 degrees, and reverse the direction of your belts feeding into it: inside port to splitter input, output to outside port and room.
I actually like the back-and-forth look on the outside of the building.
Any chance I can get a picture or diagram of this? Though I think I get it. Took a minute due to noise at work being so loud can barely hear myself think.
I was think of a zig zag belt running from input source left to right then a lift going up a floor then changing and going from right to left. Then just have that main belt be high tier and the ones branching off to the machines being slower.
Oh, yeah! Absolutely.
You set up the lift stack like this (the large black square is 1 floor tile):
It makes the outside corner of the building look like this:
Cool thanks. My idea was to sort of have that but inside. Have a main bus going from left to right then up a floor then back to the left across the room then up a floor then back to the right. But have it all enclosed in the building (I like clean lines if I can get them.).
Your diagram looks similar to the above plan but with an extra lift? Happy I wasn't super off the mark. Hopefully my plan also works, me and my desire for clean lines. *sigh*
"If nothing is impossible, than would it not be impossible to find something that you could not do?" - Me
Just remember that if you're doing Pure X recipes, it's more efficient to convert them at the build location, as with the exception of Carterium and Quartz the raw ores take less space than the ingots.
If you're not doing Pure recipes, then go wild.
The majority of the copper and carterium sections of the factory are done with this section - Now producing 3,420/minute (Yes, really) Quickwire, and from a good 1.6k of that, 83.75 AI limiters a minute.
Quickwire is dumb!
But the factory progresses. This section just needs to get coal, quartz and bauxite delivered now and it can start making everything else that's not explictly nuclear - so that's my next path, wire up some long distance trains. Then it'll be time to setup the second factory that'll handle the actual nuclear marterials and producing both kinds of fuel rods.
Bonus external shot:
You can see the recyclers that are setup now to help stress-test the system, and process any excess that comes out to keep things flowing. I cant stress how useful this approach is - it's already let me spot and fix multiple issues (Missing connections, production %s not tuned right) that would have crippled the final factory.
They're from Structural Soloutions. I also use Expanded Walls and Fences. Part of the reason i'm not using the experimental (the other being i'd loose SMART and the hoverpack range mod i like so much,and fuuuuck that)
For anyone who's playing with the new trains: do they have collision with other things, say...walls, foundations, walkways, that sort of thing?
I'm trying to sort mine out before the update hits EA and I've got one that goes right through my factory, weaving between buildings and clipping through a walkway. If they have collision with walls, then there could be some tight spots.
Also: how does manual driving handle junctions? Can we steer the train onto particular tracks now?
For anyone who's playing with the new trains: do they have collision with other things, say...walls, foundations, walkways, that sort of thing?
I'm trying to sort mine out before the update hits EA and I've got one that goes right through my factory, weaving between buildings and clipping through a walkway. If they have collision with walls, then there could be some tight spots.
Also: how does manual driving handle junctions? Can we steer the train onto particular tracks now?
I think that it will be a hard/soft clearance issue. A train should pass through anything with soft clearance without any issue.
Ugh, my (luckily small) train network keeps deadlocking even without signals and collisions. Best rip it up and start again before update 5. But first this subfactory needs finishing. And then more power. And then rip up the starter mess. And then and then and then.
TFW you build something, realize you need to expand it, and then realize the numbers line up JUST perfectly that you only need to add a new row of exactly the same amount of buildings of as the other rows, despite totally not planning that out to begin with.
I'm finally getting around to getting a Nuclear setup. Mostly because I want to not have to worry about "oh gosh how much fuel do I need to use for power vs doubling my plastic/rubber."
The nuclear reactor supply chain is not TOO bad if you want to run a clean setup (turn the waste into plutonium fuel rods that go into the sink) until the very last step, when suddenly BAM ALUMINUM!
0
webguy20I spend too much time on the InternetRegistered Userregular
Is it just me or are there no nuts in the northern forest? At least around the pure iron nodes? I've been all around the area clear cutting and haven't found one yet. Found plenty of the berries though.
Is it just me or are there no nuts in the northern forest? At least around the pure iron nodes? I've been all around the area clear cutting and haven't found one yet. Found plenty of the berries though.
I feel like every zone only has two of the three types. (Or the third type will be really rare). Are there mushrooms in that area?
0
webguy20I spend too much time on the InternetRegistered Userregular
Is it just me or are there no nuts in the northern forest? At least around the pure iron nodes? I've been all around the area clear cutting and haven't found one yet. Found plenty of the berries though.
I feel like every zone only has two of the three types. (Or the third type will be really rare). Are there mushrooms in that area?
Yea. I figured the nuts were a feature everywhere since they are the early game healing before you can produce the inhalers. Unless you can eat the mushrooms and berries?
Also Zooping is the light and the way. Good lord it makes things go so much faster. Also how coloring things and decals work. I love it all. I can't wait to get polished concrete.
I'm finally getting around to getting a Nuclear setup. Mostly because I want to not have to worry about "oh gosh how much fuel do I need to use for power vs doubling my plastic/rubber."
The nuclear reactor supply chain is not TOO bad if you want to run a clean setup (turn the waste into plutonium fuel rods that go into the sink) until the very last step, when suddenly BAM ALUMINUM!
Honestly, Aluminum is really simple to setup. The biggest hurdle is just the water recycling, and that's easily solved with a Limestone/Wet concrete dump.
Seriously - if you're running a full chain to turn an entire uranium node into power, you need... 1 refinery to make bauxite into sloppy alumina, and another provided with petroleum coke to make that into Scrap, which you can then just use the Pure Aluminum recipe rather than waste silicia on the whole process (which is way too intensive to make/needed elsewhere in the nuclear chain anyway). And you should be able to make petroleum coke easily anyway, since you'll want rubber for the Heat Exchanger recipe, so you already need oil. At which point you may as well make the Insulated Crystal Beacons too.
This is also why the swamp is great - it has everything nearby, and for the vast majority of things you dont even need pure nodes, making it even easier to setup. The only stuff that's not nearbye are what, Nitrogen, Crystals, Coal and Sulfur? Kinda? even then they're super easy to get to with trains and bring in, they're just around the edges of the swamp biome.
This is production map for the Nuclear Factory i'm building right now (It's not 110% accurate because of the aforementioned concrete dumping), but it's otherwise exactly what I'm building
Posts
It might have been at least partially my computer running low on memory. Stopped trying to have a video on on my second monitor while playing
PSN: Robo_Wizard1
The caterium refinery section is done now, and you can see i've started to develop an appropriately intimidating aesthetic for this. Still figuring out how i'll handle the walls, but i'm thinking something sloped, and opened on what will be the front end - there's going to be trains running to this factory (at the very least, one for quartz, one for copper and one for coal).
Also you can see the cute little water extractor setups i've designed, complete with backup tanks... which honestly arent going to do shit, if the power fails it's all fucked, but they look like they will, and really, who can ask for more?
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
So i heard you like Brutalism. The asthetic's starting to really develop an identity now, a real stark monolith of a thing. The copper ingot refineries are nearly done, which just leaves the Iron, Quartz, Copper Sheet and probably Aluminum to work in to the top level. I still need to make a couple of refineries for sulfric acid, but looking at things, the Sulfur train can go into the Sir Not Appearing Yet Nuclear facility, and i'll make the Sulfric acid over there. Likewise, the Nitrogen will probably get shipped over there too.
The other thing i need to build that'll require Refineries and a train is the Water dump - rather than try and do fancy "efficent" water recycling systems, which... are frankly in my expereince huge pains in the arse, i'm just going to pay the power tax and setup some refineries to make Wet Concrete. Thing is a water hog needing 100m3 a minute, and tehre's a decent amount of waste water being produced here. Then you just sink the concrete and bam. excess water into points
I've built a proper recycling system before, for my Aluminum plant, but it was such a pain in the arse to fine tune - i had to create a Spinner, where one water extractor primes one Refinery, which produces the Alumina soloution, which is fed into 4 other refineries that produce the scrap... and the waster water is fed back into 3 refineries. And you cant plug the water all into the same system otherwise it'll jam due to the bloody water extractor. This is bad enoguh wehn you're running making aluminum, but for the majority of my actual power system? nnnnnnooooo thank you!
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
'Cause I mean what if I need to change or expand something? Then I'll just have to recycle those walls and windows.
Just have the Northern Forest, Spire Coast and the top of the Rockey Desert left. I also unlocked the last two recipies I needed, so operation "Too much plastic" will be ready to commence upon my return, though doing it without the Smart! mod sounds daunting.
Once I get that refinery operation up and running, I'll build a smaller refinery to produce fabric and tubofuel to be shipped back to my base, (fabric will be used to automate filters, finally) and at that point I'll rip up my special parts factory and turn it into the test type for my new megafactory concept. If it works as well as I hope, I'll be building a larger version to replace my main base.
After that, I have a very special project I want to build in the Titan Forest using all those quartz nodes.
Then you add a new floor.
The harder the rain, honey, the sweeter the sun.
Full steam ahead.
Copper ingots are in the testing phase (always, always connect your builds up to a sink to make sure they do what you think they should do) - let me find multiple issues, like water not getting to the pipes because liquids are *dumb* in this game, steel pipes jamming the copper ingot input due to a misclick (While also being nearly invisible because of the way game renders things), and other fun like that.
I'd kill for something you can slap on a conveyor to tell you how many items are going past it. There's a mod for it, but i'd really like it as a default thing, because it'd be a huge QoL for understanding how and where items are going. You can get around it to degrees by using stuff like a smart spliter that feeds a much smaller belt and then overflows the rest (i.e, Mk5 belts run 780 items, so have a smart splitter split it into a 120 stream, and the "rest" will be aprox 660 items), but it's still a pain.
Anyway! 60 Copper ingot refineries producing 2,343.75 copper ingots every minute. (Yes, the math is accurate, there's some sekrit overclocking involved)
...all of this to eventually just make 14 Uranium fuel rods and 3.5 plutonium fuel rods a minute. Numbers!
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Also floor ports are life.
Floor ports are low key one of the best additions. Zooping and floor ports, that's a good update right there!
But yeah the way snapping is bugged out and inconsistent is a bit of a pain right now. Sometimes I just have buildings extra spread out because they'll just totally refuse to be directly adjacent
PSN: Robo_Wizard1
Of course the game lets you clip belts through each other, but I don't like doing that because it's ugly. There is barely space to have a stackable converyor pole in a 3m tall space, but the items on the conveyor belt will clip through the floor above.
Send me a PM for the IP address/password.
I have done this exact thing.
2-walls minimum on subfloors folks. Learn from our mistakes.
The harder the rain, honey, the sweeter the sun.
I'm done for the night, but hit me up on Steam (UndeadScottsman) or in a PM if you want in.
Belts randomly not connecting to machines because they somehow got built the wrong way around was more annoying than any of the other effects of lag.
So i'm going to have to tweak my bloody factory because of all fucking things, there's a bloody goddamn hole in the world. Turns out that past a ceartin point in the swamp, the water is fake! It's visualyl there, but it dosent exist for gameplay purpsoes, so you cant put water extractors on it, and you just fall through the world if you try and swim in it.
Yes, i'm mad about this.
That concrete line there? that's the limit. Walk off that, and you'd drop through the world instead of going for a swim. It's something i can work around, but it's super super duper frustrating to hit. Means i've basically got to redesign how i get water up to things, at least for the final bits of my factory. Which means more pumps and more frustration because lqiuids arrgh.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
I just connected for a few minutes and it seemed to run well! I ran around looking at all the giant flat foundation factories. I'm on starlink and it didn't seem to cause any issues.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Reason being that I am beginning to build my modular buildings and am trying to think of ways to get the bases resource/s from the bottom to the upper floors without it looking like a disaster. By modular I am speaking of having a set amount of say... smelters per floor and just stacking the floors as needed for expansion for steel production.
Also... I would like the extractors to snap. Please. My OCD. Not like this man.
I had the same problem building my giant nuclear reactor setup down there. There's also some spots with no visual water but there totally is. Cheesed it with a map editor to get it all in the right position.
You probably know this, but for those following along at home, I do this with the two-port walls and and either a regular splitter or smart splitter on the floor inside.
The lift comes up to the port, and then the splitter is placed inside, aligned with the outside (towards the edge of the building) port. Connect the lift to the splitter. Then, off the splitter, one output goes to the inside port and the other into the room for use.
Then on the outside, run a lift from the inside port up to the next floor. On the next floor, put the splitter in the same spot rotated 90 degrees, and reverse the direction of your belts feeding into it: inside port to splitter input, output to outside port and room.
I actually like the back-and-forth look on the outside of the building.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Aw, this was my big plan for my megafactory I came up with.
Any chance I can get a picture or diagram of this? Though I think I get it. Took a minute due to noise at work being so loud can barely hear myself think.
I was think of a zig zag belt running from input source left to right then a lift going up a floor then changing and going from right to left. Then just have that main belt be high tier and the ones branching off to the machines being slower.
Oh, yeah! Absolutely.
You set up the lift stack like this (the large black square is 1 floor tile):
It makes the outside corner of the building look like this:
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
My plan is to convert any resources that have no other use (ores, mostly) at the miner, and then have all of the ingots sent to a central facility and basically have each floor being increasingly more complex parts until you reach the top floor which will house the HUB and item storage. Center of the floor will be a hypertube/stairwell hub going to the other floors.
Cool thanks. My idea was to sort of have that but inside. Have a main bus going from left to right then up a floor then back to the left across the room then up a floor then back to the right. But have it all enclosed in the building (I like clean lines if I can get them.).
Your diagram looks similar to the above plan but with an extra lift? Happy I wasn't super off the mark. Hopefully my plan also works, me and my desire for clean lines. *sigh*
If you're not doing Pure recipes, then go wild.
The majority of the copper and carterium sections of the factory are done with this section - Now producing 3,420/minute (Yes, really) Quickwire, and from a good 1.6k of that, 83.75 AI limiters a minute.
Quickwire is dumb!
But the factory progresses. This section just needs to get coal, quartz and bauxite delivered now and it can start making everything else that's not explictly nuclear - so that's my next path, wire up some long distance trains. Then it'll be time to setup the second factory that'll handle the actual nuclear marterials and producing both kinds of fuel rods.
Bonus external shot:
You can see the recyclers that are setup now to help stress-test the system, and process any excess that comes out to keep things flowing. I cant stress how useful this approach is - it's already let me spot and fix multiple issues (Missing connections, production %s not tuned right) that would have crippled the final factory.
Steam: https://steamcommunity.com/id/TheZombiePenguin
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Switch: 0293 6817 9891
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
I'm trying to sort mine out before the update hits EA and I've got one that goes right through my factory, weaving between buildings and clipping through a walkway. If they have collision with walls, then there could be some tight spots.
Also: how does manual driving handle junctions? Can we steer the train onto particular tracks now?
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
I think that it will be a hard/soft clearance issue. A train should pass through anything with soft clearance without any issue.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
The nuclear reactor supply chain is not TOO bad if you want to run a clean setup (turn the waste into plutonium fuel rods that go into the sink) until the very last step, when suddenly BAM ALUMINUM!
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
I feel like every zone only has two of the three types. (Or the third type will be really rare). Are there mushrooms in that area?
Yea. I figured the nuts were a feature everywhere since they are the early game healing before you can produce the inhalers. Unless you can eat the mushrooms and berries?
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
TIL
Also Zooping is the light and the way. Good lord it makes things go so much faster. Also how coloring things and decals work. I love it all. I can't wait to get polished concrete.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Honestly, Aluminum is really simple to setup. The biggest hurdle is just the water recycling, and that's easily solved with a Limestone/Wet concrete dump.
Seriously - if you're running a full chain to turn an entire uranium node into power, you need... 1 refinery to make bauxite into sloppy alumina, and another provided with petroleum coke to make that into Scrap, which you can then just use the Pure Aluminum recipe rather than waste silicia on the whole process (which is way too intensive to make/needed elsewhere in the nuclear chain anyway). And you should be able to make petroleum coke easily anyway, since you'll want rubber for the Heat Exchanger recipe, so you already need oil. At which point you may as well make the Insulated Crystal Beacons too.
This is also why the swamp is great - it has everything nearby, and for the vast majority of things you dont even need pure nodes, making it even easier to setup. The only stuff that's not nearbye are what, Nitrogen, Crystals, Coal and Sulfur? Kinda? even then they're super easy to get to with trains and bring in, they're just around the edges of the swamp biome.
https://www.satisfactorytools.com/production?share=4PNM10vL5TgTakXTRw70
This is production map for the Nuclear Factory i'm building right now (It's not 110% accurate because of the aforementioned concrete dumping), but it's otherwise exactly what I'm building
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891