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Extraction. Exploitation. Tubes. [Satisfactory]

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Posts

  • MysstMysst King Monkey of Hedonism IslandRegistered User regular
    webguy20 wrote: »
    First coal facility is online in my new game. Got its a great feeling getting away from biofuel. Also the floor connectors for tubes and conveyor lifts are great. Such a clean look.

    wefcch2twmav.jpg
    d4zztjk5j6kv.jpg

    so if you wanna be OSHA compliant you wanna paint those pipes green, for raw water. that shade of blue is for settled water

    ikbUJdU.jpg
    TynnanDoc3cl1ps3Ianatorwebguy20Kruite
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    I wonder when the glass windows and stuff become accessible in the store. I have much designing to do and not enough pieces to do it!

    Steam ID: Webguy20
    Origin ID: Discgolfer27
    Untappd ID: Discgolfer1981
  • DocDoc Registered User, ClubPA regular
    webguy20 wrote: »
    I wonder when the glass windows and stuff become accessible in the store. I have much designing to do and not enough pieces to do it!

    I assume it's in the quartz research tree.

    PeewiQuid
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    Doc wrote: »
    webguy20 wrote: »
    I wonder when the glass windows and stuff become accessible in the store. I have much designing to do and not enough pieces to do it!

    I assume it's in the quartz research tree.

    Oh yea they need silica don't they. That's right. Glad I found some a chunk of quartz so I can go hunt down a node.

    Steam ID: Webguy20
    Origin ID: Discgolfer27
    Untappd ID: Discgolfer1981
  • PeewiPeewi Registered User regular
    I used to sometimes get in a train and set the timeplan to a single station to have it take me there. I guess you can't do that anymore? When I tried it kept saying "invalid station" until I added a second station.

  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Peewi wrote: »
    I used to sometimes get in a train and set the timeplan to a single station to have it take me there. I guess you can't do that anymore? When I tried it kept saying "invalid station" until I added a second station.
    That's werid, it works for me. Though it's a lot more of a pita than it used to be.

    Ideas hate it when you anthropomorphize them
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  • RightfulSinRightfulSin Registered User regular
    webguy20 wrote: »
    First coal facility is online in my new game. Got its a great feeling getting away from biofuel. Also the floor connectors for tubes and conveyor lifts are great. Such a clean look.

    wefcch2twmav.jpg
    d4zztjk5j6kv.jpg

    Any chance of getting an undershot of the coal plant? Of how the piping/belts are run?

    "If nothing is impossible, than would it not be impossible to find something that you could not do?" - Me
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Perhaps belts being able to clip anything is not a power I should have

    nr1e58hp05ec.png

    TynnanElvenshaeJedoc3cl1ps3MechMantis
  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    You better fucking cover that shit immediately, because gross

    =P

    Ideas hate it when you anthropomorphize them
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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited November 2021
    Pfft I'm going to run the belts of rotors and steel ingots back to the base and never come back

    It's the game's fault really for making each machine output and consume 0.5 wire/s, I was going to do a full merge/split until I realized I could just do 16 1:1 connections

    Oh and there's actually 2 sets of foundations that are slightly misaligned and clip each other too, without that slight rotation I couldn't fit 8 assemblers across (as it is the edge ones are not even on the foundations)

    Phyphor on
  • ElvenshaeElvenshae Registered User regular
    Ban this sick filth.

    Docwebguy20Mysst
  • PeewiPeewi Registered User regular
    Peewi wrote: »
    I used to sometimes get in a train and set the timeplan to a single station to have it take me there. I guess you can't do that anymore? When I tried it kept saying "invalid station" until I added a second station.
    That's werid, it works for me. Though it's a lot more of a pita than it used to be.

    I tried it again somewhere else and it worked. I guess it might have been a thing with train signals or other trains on the tracks.

  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    edited November 2021
    webguy20 wrote: »
    First coal facility is online in my new game. Got its a great feeling getting away from biofuel. Also the floor connectors for tubes and conveyor lifts are great. Such a clean look.

    wefcch2twmav.jpg
    d4zztjk5j6kv.jpg

    Any chance of getting an undershot of the coal plant? Of how the piping/belts are run?

    I need to clean it up A bit but sure, once I've done that i will.

    webguy20 on
    Steam ID: Webguy20
    Origin ID: Discgolfer27
    Untappd ID: Discgolfer1981
  • DocDoc Registered User, ClubPA regular
    My desert factory that produces 60 electromagnetic control rods per minute is done. I encased it in a giant pyramid.

    I'm putting up signs at the bottom that read "Look on my works, ye mighty, and despair!"

    webguy20ElvenshaePenumbraSporkAndrew
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    edited November 2021
    @RightfulSin heres a look at the underside. I might re-do it again later before closing it up, to have the pipes running down the middle tucked up against the ceiling, and have the conveyors feeding on the outside edge, instead of vice versa. Also I LOVE the soft clearance. being able to have the smoke stacks stick up through the roof is something I've been wanting forever. Now I don't have to build a 6 wall tall building to hold them in.


    btxi9tfr7ndb.jpg
    pcw1y2qmtq9s.jpg
    jyki2xd5btyq.jpg



    webguy20 on
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    TynnanThe Zombie PenguinElvenshaeMysstKruiteSporkAndrew
  • PeewiPeewi Registered User regular
    Can anyone think of any reasons a nuclear power plant would turn off for seemingly no reason?

    I have a factory on its own grid, with two nuclear power plants. I am providing them with an excessive number of fuel rods and 600 m3 water. I am nowhere close to tripping the fuse from excessive power use.

    Every few hours the power shuts off. I just have to flip the switch and it runs for hours again.

    The best explanation I can think is that pipes/fluids are screwy. I don't think it happened before the latest patch, but I'm not 100% sure.

  • Undead ScottsmanUndead Scottsman Registered User regular
    Peewi wrote: »
    Can anyone think of any reasons a nuclear power plant would turn off for seemingly no reason?

    I have a factory on its own grid, with two nuclear power plants. I am providing them with an excessive number of fuel rods and 600 m3 water. I am nowhere close to tripping the fuse from excessive power use.

    Every few hours the power shuts off. I just have to flip the switch and it runs for hours again.

    The best explanation I can think is that pipes/fluids are screwy. I don't think it happened before the latest patch, but I'm not 100% sure.

    I assume you're emptying the waste properly?

  • PeewiPeewi Registered User regular
    Peewi wrote: »
    Can anyone think of any reasons a nuclear power plant would turn off for seemingly no reason?

    I have a factory on its own grid, with two nuclear power plants. I am providing them with an excessive number of fuel rods and 600 m3 water. I am nowhere close to tripping the fuse from excessive power use.

    Every few hours the power shuts off. I just have to flip the switch and it runs for hours again.

    The best explanation I can think is that pipes/fluids are screwy. I don't think it happened before the latest patch, but I'm not 100% sure.

    I assume you're emptying the waste properly?

    At the moment I'm just putting it in storage containers. If the storage was full, I don't think it would let me turn the power back on.

  • Undead ScottsmanUndead Scottsman Registered User regular
    Peewi wrote: »
    Peewi wrote: »
    Can anyone think of any reasons a nuclear power plant would turn off for seemingly no reason?

    I have a factory on its own grid, with two nuclear power plants. I am providing them with an excessive number of fuel rods and 600 m3 water. I am nowhere close to tripping the fuse from excessive power use.

    Every few hours the power shuts off. I just have to flip the switch and it runs for hours again.

    The best explanation I can think is that pipes/fluids are screwy. I don't think it happened before the latest patch, but I'm not 100% sure.

    I assume you're emptying the waste properly?

    At the moment I'm just putting it in storage containers. If the storage was full, I don't think it would let me turn the power back on.

    Yeah, that's fair.

    Hmm.. even if they were just running short on water they'd still turn back on when the reservoir got full. That's a weird one.

  • Up JobUp Job Registered User regular
    I remember it being a bug that running a full 600 m3 of fluid through a mk2 pipe would result in losing some fluid. It was causing issues with my fuel generator setup where I expected to be getting 600 m3 of crude oil as input.

  • RightfulSinRightfulSin Registered User regular
    @webguy20 thanks. :)

    "If nothing is impossible, than would it not be impossible to find something that you could not do?" - Me
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    edited November 2021
    The guys have a new video showing off user creations. They make a point right at the beginning that this is a turning point in Satisfactory when it comes to how builds look and factories are laid out. People are doing things with the parts in combination with soft clearance that they didn't even think of or imagine.

    https://youtu.be/bvF8vn_7UCw

    webguy20 on
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    TynnanElvenshae
  • JedocJedoc In the scuppers with the staggers and jagsRegistered User regular
    Joke's on them, I'm doing the same old spaghetti shit as always, just messier.

    GDdCWMm.jpg
    ElvenshaeDoc
  • Undead ScottsmanUndead Scottsman Registered User regular
    Yeah, I think Update 5 is probably the first update that feels like the game isn't going to change too much between now and 1.0. (Beyond stuff like adding new tiers or fixing up the map.)

    I think the only things they officially have left on the docket are Tier 9, the Spire Coast rework, the other map tuning and that crab boss.

  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    Yeah, I think Update 5 is probably the first update that feels like the game isn't going to change too much between now and 1.0. (Beyond stuff like adding new tiers or fixing up the map.)

    I think the only things they officially have left on the docket are Tier 9, the Spire Coast rework, the other map tuning and that crab boss.

    I think the big thing they have to add still is the mercer spheres and sommersloops, along with those other resource nodes that are unused. Maybe a story. I still am hoping for teleporters, that use huge spikes of power to transport you, and maybe even have material transport. Like a truck drives into a bay and gets teleported.

    I'd love the end game to be you get teleported to the moon to build a factory to extract the final materials you need.

    Steam ID: Webguy20
    Origin ID: Discgolfer27
    Untappd ID: Discgolfer1981
    Elvenshae
  • PeewiPeewi Registered User regular
    I've started expanding my train network and setting up signals. For the most part I'm doing two single-direction tracks and then some slightly more complicated stuff around stations.

    Block signals seem easy enough to understand. I've had an unexpected deadlock, but once I saw it it made sense and was easy enough to fix.

    I don't get path signals. I tried setting up path signals around this station, thinking that it would let passing trains go around if a train is sitting in the station.
    2DB04A1F5E9EAAA2C6A31A9D9DE4009B21B4DFBF

    It didn't work and the incoming train wouldn't enter the block at all while a train was parked in the station. I then setting up extra signals just around the station and somehow that caused the incoming train to go into the station, against the signal direction, and collide with the parked train.

    Doc
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    Woo just got my first steel production up and running. I also unlocked lights! I should have unlocked the spot lights first, I thought you could rotate the factory lights to stick on an angled surface. Woops! Still looks good though, just gotta save up a few more coupons.

    p7hzk7mjjnam.jpg

    Steam ID: Webguy20
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    PeewiDocElvenshaeIanatorThe Zombie PenguinSporkAndrew
  • RightfulSinRightfulSin Registered User regular
    edited November 2021
    So. I was piping up my coal plant this evening (trying to at least) [Also, yay, managed to play tonight and I didn't crash even once the whole time] but the pipes were acting weird. I had my coal gens down and I had the pipe floor holes good to go, but the pipes didn't really nicely snap to the floor holes. Like, maybe 2 of them snap like a nice 90 degree elbow, but the others all did this really weird mushed looking thing with a crease in it when they snapped. I tried to fix it by removing the pipe, the hole, the gen, but nothing worked. Still the weird crease. Any thoughts about this?

    Also, anybody got any good ideas to get the water extractors to snap better to the foundations? I really wish they'd have them snap to the grid of the foundations better.

    RightfulSin on
    "If nothing is impossible, than would it not be impossible to find something that you could not do?" - Me
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    So. I was piping up my coal plant this evening (trying to at least) [Also, yay, managed to play tonight and I didn't crash even once the whole time] but the pipes were acting weird. I had my coal gens down and I had the pipe floor holes good to go, but the pipes didn't really nicely snap to the floor holes. Like, maybe 2 of them snap like a nice 90 degree elbow, but the others all did this really weird mushed looking thing with a crease in it when they snapped. I tried to fix it by removing the pipe, the hole, the gen, but nothing worked. Still the weird crease. Any thoughts about this?

    Also, anybody got any good ideas to get the water extractors to snap better to the foundations? I really wish they'd have them snap to the grid of the foundations better.

    Are the pipes acting weird between the floor hole and the coal plant or the floor hole and the underfloor piping? If you don't have enough space between the machine and floor hole it might go weird. Also when I'm connecting them I use free form mode, which seems easier to make a connection.

    Steam ID: Webguy20
    Origin ID: Discgolfer27
    Untappd ID: Discgolfer1981
  • RightfulSinRightfulSin Registered User regular
    edited November 2021
    It's the floor hole to gen connection. Also, the space is the same, but only a few acted nicely, but most of them acting weird. Also, is there a way to have the ceiling/floor hole connect to the vertical facing pipe join snap in the sense with the blue line, rather then just eyeballing it and hoping.

    RightfulSin on
    "If nothing is impossible, than would it not be impossible to find something that you could not do?" - Me
  • AlanF5AlanF5 Registered User regular
    Did you try cycling the build modes of the pipes? Press R while building them will cycle through one of the 4 modes: Default, Conveyor 2D, Vertical, and Noodle.

    Peewi
  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    ?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

    First part of the actual nuclear facility has gone up! This contains the Sifter and the seven Particle Accelerators required for recycling the nuclear waste my nuclear power will be making. The sifter meanwhile is a very fun and excessive combo of mergers and splitters which sorts the output from a train - one cart is carrying a full mix of quickwire, steel beams, iron plates and various other miscellany required to actually forge the Uranium and Plutonium fuel rods.

    Next step is actually building the various sub factories, and of course, the power plant itself. I've got some ideas in mind for how i'm going to that - Operation Nuclear Towers.

    As an extra fun note, the train station here uses a double-ended design, instead of my usual teardrop. It's suprsingly painless to setup, and probably how i'll handle trains moving foward!

    Ideas hate it when you anthropomorphize them
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  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    Beams add so much to the game. They are great for breaking up the shape of a building.

    Steam ID: Webguy20
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    Elvenshae
  • RightfulSinRightfulSin Registered User regular
    edited November 2021
    AlanF5 wrote: »
    Did you try cycling the build modes of the pipes? Press R while building them will cycle through one of the 4 modes: Default, Conveyor 2D, Vertical, and Noodle.

    Yes. Using noodle is how I got the few to work and look nice. The others connect using noodle as well, but they don't have the nice 90 degree bend to them like @webguy20 has with his pipe hole to coal gen pipes. They have that weird looking glitch crease to them.

    RightfulSin on
    "If nothing is impossible, than would it not be impossible to find something that you could not do?" - Me
  • DocDoc Registered User, ClubPA regular
    Apparently you can somewhat safely run nuke plants at 250% overclock (which is actually 200% input/output due to the wonky way power plants overclock) to simplify the setup, but it requires exactly 600 water, and I've been having a hard time getting above ~599 water per minute through a pipe, so the volume in the plant slowly drops. Probably should just overclock to 200% and build more plants, I guess?

  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    AlanF5 wrote: »
    Did you try cycling the build modes of the pipes? Press R while building them will cycle through one of the 4 modes: Default, Conveyor 2D, Vertical, and Noodle.

    Yes. Using noodle is how I got the few to work and look nice. The others connect using noodle as well, but they don't have the nice 90 degree bend to them like @webguy20 has with his pipe hole to coal gen pipes. They have that weird looking glitch crease to them.

    You care to post a screenshot so we can take a look?

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  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Doc wrote: »
    Apparently you can somewhat safely run nuke plants at 250% overclock (which is actually 200% input/output due to the wonky way power plants overclock) to simplify the setup, but it requires exactly 600 water, and I've been having a hard time getting above ~599 water per minute through a pipe, so the volume in the plant slowly drops. Probably should just overclock to 200% and build more plants, I guess?

    This is a known bug that haunts stuff throughout the game - you can see the same thing happen with fully saturated 780 item conveyor belt - it will actually fail to transfer that many, esp as perofmance goes down. (at least that's my understanding). It's part of why there's never going to be more than mk2 pipes, and why mk6 conveyor belts are yet to happen - the more stuff things are moving, the worse the issues get.

    Ideas hate it when you anthropomorphize them
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  • DocDoc Registered User, ClubPA regular
    Right on, 200% it is, then.

  • RightfulSinRightfulSin Registered User regular
    webguy20 wrote: »
    AlanF5 wrote: »
    Did you try cycling the build modes of the pipes? Press R while building them will cycle through one of the 4 modes: Default, Conveyor 2D, Vertical, and Noodle.

    Yes. Using noodle is how I got the few to work and look nice. The others connect using noodle as well, but they don't have the nice 90 degree bend to them like @webguy20 has with his pipe hole to coal gen pipes. They have that weird looking glitch crease to them.

    You care to post a screenshot so we can take a look?

    I'll try when I get home this evening.

    "If nothing is impossible, than would it not be impossible to find something that you could not do?" - Me
    Elvenshae
  • DocDoc Registered User, ClubPA regular
    I got my nuke setup running. The last thing I had to do was all the plumbing for the ridiculous amount of water required. I have 15 plants running at 200%, and everything seems to be ticking along fine on its own. It's below what I'm able to churn out from one uranium node, but very far above my projected power needs. I'm looking into moving the entire nuclear supply chain onto a separate power grid with a supply that is significantly less complex, so that if something goes wrong I don't have a chicken-and-the-egg problem of how to get power up enough to get my nuclear plants running again. Is that something that is recommended?

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