The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.
[Satisfactory] The Mysteries of the Plumbing & Train Simulator 2024
Next week Coffee Stain is hosting a different sort of strema than their usual weekly devstream. Most notably, this is going into what their post 1.0 plans are for Satisfactory.
speaking of pipelines to end the last thread, i did the exact same thing again that i was struggling with (battery water loopback) after setting it up entirely from scratch back to front and it worked as intended and as makes sense with how head lift is supposed to work.
i think pipelines get a bit haunted whenever you start building them from either end and connect them in the middle, especially if you're doing a bit more weird/fiddly designs. i think pipes in factory games are just eternally a slightly haunted design space lol.
Also. Stop signals are driving me nucking futs. I'm running.multiple trains on a bi directional track and I finally got things blocked out to everything moves(only one collision that wasn't caused by me manually blowing through the stations and fucking up on braking) until it hits a point where two trains end up nose to nose on a straightaway.
I have too many block signal segments, but I try and take Block signals away I get errors... I.migjt Judy have to delete them all and start from scratch, working from one end of the line to the other.
Gabriel_Pitt on
0
FFOnce Upon a TimeIn OaklandRegistered Userregular
This game....this GAME, has its hooks in me but good, and I've only just barely unlocked oil.
The thing that amuses me most is how it's helping me catch up on my reading. Since I'm in capable of doing one thing at a time, I put on an audio book the same time I boot up the game.
Tynnanseldom correct, never unsureRegistered Userregular
Once I have a few other things in place to run in the background, I have an idea for how I'll do my rocket fuel at the blue hole. A piece of upsetting architecture.
I had to do something about my Plastic situation, so decided to do that recipe where you make 900 or something Plastic out of 300 Crude Oil. Normally that would be a bit too daunting compared to just plopping down a few more refineries in other places with the simple Plastic recipe but I wanted to try out those stackable Blueprints I had been working on.
Construction was a breeze, adjusting the Blueprints to my liking and working out the kinks took a lot more time than the actual construction work. I'm really happe with how it turned out.
The darker building on the left in the first picture is an earlier iteration of the Blueprint, each one got a bit more finetuned.
For connecting them I always use two versions of these blueprints with Input etc on alternatiing sides so I can connect them straight up. I never use the full space of the Blueprint designer so that I can put stuff on the outside wall and don't have problems connecting Conveyor Belts to wall holes.
Makes constructing so much easier having to just connect those Wall holes straight up.
Guessing this is just a bug. Have two truck stations set up to move rubber and plastic to my main area.
Usually it works just fine but every once in a while the coal the trucks use (and is only put into the fuel section of the station) gets dropped into the regular storage. Which in turns stops all movement because my smart splitters are only set to sort rubber and plastic.
What is that? Because it's only about 6 pieces of coal every 4 or 5 hours. Never had that happen before.
(I did set the 3rd output on the smart splitter to coal and set up a sink to get rid of it)
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
Just cleaned my whole main building to reset. Took a while to find all the drop crates. Lot of them were annoying buried in the floors.
Added windows and some slightly more decorative features, which feels good. Also doubled the iron smelting capacity just in this one building due to the upgrades. Think I'm going to start keeping smelting and minor component production near the resource locations and then funnel in the more complex items to an assembly site. That way those outer areas don't really need to be touched barring upgrades. Like I am a little screwed since my main building is built on top of three iron nodes.
Just cleaned my whole main building to reset. Took a while to find all the drop crates. Lot of them were annoying buried in the floors.
Added windows and some slightly more decorative features, which feels good. Also doubled the iron smelting capacity just in this one building due to the upgrades. Think I'm going to start keeping smelting and minor component production near the resource locations and then funnel in the more complex items to an assembly site. That way those outer areas don't really need to be touched barring upgrades. Like I am a little screwed since my main building is built on top of three iron nodes.
One thing to note with that plan is which components compact and which components expand when crafted. For example, its very effective to smelt Caeterium on site, as bars compact from 3x ore. However, crafting screws on-site expands an iron ore into an iron bar into 4x screws, which means 4x the conveyor capacity required to take it back to a main site.
It also matters whether you are ever likely to use the ore for something else later. Iron ore might go into steel later and has a number of alternate alloy recipes, so having it built in a future proofed way is helpful. On the other hand, caeterium is again only used to make its own ingots so you never need to bring it off-site
I ate an engineer
+3
webguy20I spend too much time on the InternetRegistered Userregular
I'm building some cross map hypertube cannons. gets me to the Gold Coast, grassy fields, swamp and desert, then I have return cannons to get me back to the rocky desert and my base
i find you have enough air control that like a general cannon down the center lets you just go wherever you want more or less lol
i decided to fuck it try nuclear out since even tho i don’t really need the power due to rocket fuel i wanna give it a try. nuclear’s chain might be the most complex thing in the game that i’ve seen, it’s very spicy.
I'm building some cross map hypertube cannons. gets me to the Gold Coast, grassy fields, swamp and desert, then I have return cannons to get me back to the rocky desert and my base
I've become partial to circling the entire map in Power Towers and ziplining everywhere.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
I finally figured out the trick to fool-proofing liquid feedback (eg putting your aluminum water back into your sloppy alumina refinery).
You need to have the head lift for the output water you want to recycle back be substantially higher than the original water going into the system. You can use a pump if you need to.
Pipe up and put a small fluid buffer up near the top of the output head lift, then pipe back down and merge with the input. The water from the water extractors won’t be able to get up that far, and they shut down once things are filled past their head lift limit, essentially giving priority to the recycled water.
I’m sure I’m not the first to figure this out, but it works way better than trying to use valves in wonky ways.
Is there a way to get the satisfactory-calculator planner site to remember or learn which alternate recipes I have/selected? I can't seem to register for an account there.
Oh, if I load my save in the map, then I can sync it on the planner page.
nuclear is a trip, got to fuel rods last night up on a rise where i'm doing the fuel processing, now i gotta drone them down to the ocean and make a power plant. should be interesting. very glad i automated iodine filters.
Is there a way to get the satisfactory-calculator planner site to remember or learn which alternate recipes I have/selected? I can't seem to register for an account there.
Oh, if I load my save in the map, then I can sync it on the planner page.
600 raw quartz , 200 nitrogen, 50 iron & 125 limestone in each minute, getting out 375 Quartz Crystals & 675 Silica out every minute.
Perfect water recycling too - 50 water in, 200 water recycled. Pretty damn painless to setup once i figured out the math. The other nice bit is once i've got T6 belts, i can just overclock everything, upgrade the pipes and boom. 750 Quartz Crystals out & 1350 Silica out every minute.
I mean, not quite free... The amount of power it gulps down is pretty hair raising, but seeing your manufacturer spit out pink smoke and a lot of parts is cool. Also, throwing yourself into the laser of the power enhancement building can REALLY launch you, but you're also invincible while rag dolled. XD
i assume the correct thing to do with nuclear is burn the uranium rods and then process the plutonium to rods and sink them? the extra power doesn't seem worth doing the whole fiscit rods chain to fully ditch the waste, and plutonium rods look like they're worth a lot of points.
In my first playthrough, I turned 600 uranium into 3 rods a minute, which gave me 30 nuclear plants for 75 gigawatts of power. After recycling got implemented, I took that 300/min nuclear waste and turned it into 1.5 plutonium fuel rods, which I sunk. Had I used their power, I would have gotten an additional 15 power plants (another 37,500 megawatts) producing 15 plutonium waste a minute. With the new stuff, I could use that waste to generate 7.5 ficsonium fuel rods a minute, which is another 7.5 powerplants, or 18.750 more power.
You basically gain 50% of the previous step with ever process. 75,000 + 37,5000 + 18750 for a total of 131,250 megawatts. So you don't even double your power if you go through the entire chain. Though I didn't take alt-recipies into account.
That said, slapping down a power amplifier on that setup would net you over 13 gigawatts all by its lonesome, which is kinda wild.
I finally figured out the trick to fool-proofing liquid feedback (eg putting your aluminum water back into your sloppy alumina refinery).
You need to have the head lift for the output water you want to recycle back be substantially higher than the original water going into the system. You can use a pump if you need to.
Pipe up and put a small fluid buffer up near the top of the output head lift, then pipe back down and merge with the input. The water from the water extractors won’t be able to get up that far, and they shut down once things are filled past their head lift limit, essentially giving priority to the recycled water.
I’m sure I’m not the first to figure this out, but it works way better than trying to use valves in wonky ways.
I would love a screenshot of this when you get a chance. I'm just using valves to limit amounts atm, but haven't had these things running hard so who knows if it will be foolproof.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Posts
Next week Coffee Stain is hosting a different sort of strema than their usual weekly devstream. Most notably, this is going into what their post 1.0 plans are for Satisfactory.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
i think pipelines get a bit haunted whenever you start building them from either end and connect them in the middle, especially if you're doing a bit more weird/fiddly designs. i think pipes in factory games are just eternally a slightly haunted design space lol.
Also. Stop signals are driving me nucking futs. I'm running.multiple trains on a bi directional track and I finally got things blocked out to everything moves(only one collision that wasn't caused by me manually blowing through the stations and fucking up on braking) until it hits a point where two trains end up nose to nose on a straightaway.
I have too many block signal segments, but I try and take Block signals away I get errors... I.migjt Judy have to delete them all and start from scratch, working from one end of the line to the other.
You can make this work if there's only a single train running one that track, but it's just not worth the pain. Always double track
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
The harder the rain, honey, the sweeter the sun.
I can't seem to find it on the wiki for some reason.
https://satisfactory.wiki.gg/wiki/Fuel-Powered_Generator
4.16667 m3/min
The wiki lists them all on the Fuel-Powered Generator page. Rocket fuel burns at 4⅙ per minute.
You can also see all the burn rates in-game. On the generator UI, click the button on the fuel slot.
Instead of needing room for 87 generators I now need room for...
...240 generators...
*sigh*
rocket fuel is a gas?!?
how did I not notice that!
this changes many things
I just figured this out in the last thread. (also hope you are using the Nitro alt-recipe it simplifies things)
Build what you need, then fill out the rest later if your power demands grow.
The harder the rain, honey, the sweeter the sun.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Construction was a breeze, adjusting the Blueprints to my liking and working out the kinks took a lot more time than the actual construction work. I'm really happe with how it turned out.
For connecting them I always use two versions of these blueprints with Input etc on alternatiing sides so I can connect them straight up. I never use the full space of the Blueprint designer so that I can put stuff on the outside wall and don't have problems connecting Conveyor Belts to wall holes.
Makes constructing so much easier having to just connect those Wall holes straight up.
Usually it works just fine but every once in a while the coal the trucks use (and is only put into the fuel section of the station) gets dropped into the regular storage. Which in turns stops all movement because my smart splitters are only set to sort rubber and plastic.
What is that? Because it's only about 6 pieces of coal every 4 or 5 hours. Never had that happen before.
(I did set the 3rd output on the smart splitter to coal and set up a sink to get rid of it)
Added windows and some slightly more decorative features, which feels good. Also doubled the iron smelting capacity just in this one building due to the upgrades. Think I'm going to start keeping smelting and minor component production near the resource locations and then funnel in the more complex items to an assembly site. That way those outer areas don't really need to be touched barring upgrades. Like I am a little screwed since my main building is built on top of three iron nodes.
One thing to note with that plan is which components compact and which components expand when crafted. For example, its very effective to smelt Caeterium on site, as bars compact from 3x ore. However, crafting screws on-site expands an iron ore into an iron bar into 4x screws, which means 4x the conveyor capacity required to take it back to a main site.
It also matters whether you are ever likely to use the ore for something else later. Iron ore might go into steel later and has a number of alternate alloy recipes, so having it built in a future proofed way is helpful. On the other hand, caeterium is again only used to make its own ingots so you never need to bring it off-site
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
i decided to fuck it try nuclear out since even tho i don’t really need the power due to rocket fuel i wanna give it a try. nuclear’s chain might be the most complex thing in the game that i’ve seen, it’s very spicy.
I've become partial to circling the entire map in Power Towers and ziplining everywhere.
The harder the rain, honey, the sweeter the sun.
You need to have the head lift for the output water you want to recycle back be substantially higher than the original water going into the system. You can use a pump if you need to.
Pipe up and put a small fluid buffer up near the top of the output head lift, then pipe back down and merge with the input. The water from the water extractors won’t be able to get up that far, and they shut down once things are filled past their head lift limit, essentially giving priority to the recycled water.
I’m sure I’m not the first to figure this out, but it works way better than trying to use valves in wonky ways.
Oh, if I load my save in the map, then I can sync it on the planner page.
I would suggest you use Satisfactory Tools instead, as it's a lot more powerful and easy to use - https://www.satisfactorytools.com/1.0/production
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
600 raw quartz , 200 nitrogen, 50 iron & 125 limestone in each minute, getting out 375 Quartz Crystals & 675 Silica out every minute.
Perfect water recycling too - 50 water in, 200 water recycled. Pretty damn painless to setup once i figured out the math. The other nice bit is once i've got T6 belts, i can just overclock everything, upgrade the pipes and boom. 750 Quartz Crystals out & 1350 Silica out every minute.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
You can use the rods to power drones and let the waste vanish into the ether.
but that also seems funny so i'll think about it.
You basically gain 50% of the previous step with ever process. 75,000 + 37,5000 + 18750 for a total of 131,250 megawatts. So you don't even double your power if you go through the entire chain. Though I didn't take alt-recipies into account.
That said, slapping down a power amplifier on that setup would net you over 13 gigawatts all by its lonesome, which is kinda wild.
I would love a screenshot of this when you get a chance. I'm just using valves to limit amounts atm, but haven't had these things running hard so who knows if it will be foolproof.
The harder the rain, honey, the sweeter the sun.