Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
the fact that it spawns you in the hub sort of implies that it might have killed and respawned you? if you remember where you were when you last quit there might be a box there with all your stuff.
the fact that it spawns you in the hub sort of implies that it might have killed and respawned you? if you remember where you were when you last quit there might be a box there with all your stuff.
Or, more disturbingly, your old body. Which you kill and then get your stuff.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Yeah, your stuff is probably on your duplicate. Throw your save into https://satisfactory-calculator.com/ and you'll be able to see where your doppleganger is.
This is going to sound super weird, but, uh, I don't think I'm making enough nuclear waste. (Also, holy crap does a plutonium fuel cell use a TON of nuclear waste to make.,)
So you start with blender, mixing 75/m nuclear waste with some other stuff to get 50/m non-fissile uranium. You combine 100/m of that with 50/m more nuclear waste to get plutonium pellets. So basically you need 200 nuclear waste/m at normal clockrates to keep that machine at normal speed. The thing is, I built a massive, MASSIVE nuclear plant that produces only 150/m nuclear waste. I guess I'm going to have to downclock them to 75% to make things run smoothly. Though I guess it's no big deal if those machines don't run efficiently, so long as they eat up all the waste.
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webguy20I spend too much time on the InternetRegistered Userregular
So would anybody be up for running a server for update 4 experimental to do some multiplayer this weekend? I got my Starlink 'net and it is pretty fucking fast. It has a few quibbles though so I don't think I can host.
It would really speed up manufacturers and assemblers if putting splitters and mergers on lifts worked like you would expect instead of them clipping into each other.
It would really speed up manufacturers and assemblers if putting splitters and mergers on lifts worked like you would expect instead of them clipping into each other.
In the meantime I'll give that method a try.
If you get the placement of the splitter/merger right, putting a lift on the machine will link directly to the splitter, at least.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
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3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
April 15th looks to be the date Update 4 comes to live. Pretty soon!
Haven't logged in since I started trying to set up all of the gear for nuclear waste recycling. (Having to add Bauxite and Nitrogen to that chain is woof.) and since they're still making big balance changes, I'm gonna wait for the update to hit Early access.
You picked a good time to dig in, a gigantic update is coming in 10 days.
Yeah I saw that! Honestly knowing it was coming was part of what finally got me to go okay screw waiting for the full release.
Right now I'm still super early days, powered by solid biofuel level of things, but hey it's fun and I'm enjoying tooling around and streaming my adventures.
3 Normal Iron deposits feeding 6 smelters feeding constructor chains Iron Rods, Iron Plates, Reinforced Iron Plates and Rotors for me. It's not very efficient from a time perspective for the Iron Plates and Rotors, but i also dont care too much - I'll optimize that down the track when i've got a better handle on input/output requirements.
Next step is going to be setting up a proper Copper factory, and also harvesting that other limestone patch in the distance for more delicious concrete.
Annnnd of course the entire factory has run into serious logjam issues.
Are there any good guides out there for undrestnading/figuring out how much of X/Y you need to avoid backups liek that? I'm still learning how to understand the input/output numbers
Annnnd of course the entire factory has run into serious logjam issues.
Are there any good guides out there for undrestnading/figuring out how much of X/Y you need to avoid backups liek that? I'm still learning how to understand the input/output numbers
the only numbers you need to pay attention for that is the produced per minute and consumed per minute
for example, a constructor takes 15 iron ingots/m to make 15 iron rods/m; screws take 10 iron rods/m to make 40 screws/m. That gives you all the info you need: To efficiently match the outputs to the inputs, you get two constructors making rods (15/m*2=30/m), which then feeds three constructors making screws (each taking 10/m). The default screw recipe is one of the screwiest to make line up; most other early game recipes fit together more cleanly.
I'm sure there's probably tools out there to help you auto-calculate configurations, or just factory layouts you can straight up rip, but I had fun in mathing out all the requirements and how they fit together.
The Escape Goat on
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JedocIn the scupperswith the staggers and jagsRegistered Userregular
And if your factory is backed up with iron ingots, that's not necessarily a bad thing. It means that all your machines are producing stuff as fast as they can and you've got an iron surplus. Even if it looks like nothing is moving very fast, each machine it taking what it needs just as fast as it can.
@Elvenshae is there a tutorial for how to use that? I want to set how much iron I've got coming in. But right now it defaults to telling me level 2 miners, which are tech I don't have
Basic way to do it is to decide what it is you want to make. Let's say you want to set up a screw factory making 200 screws per minute. First thing you do is, on the outputs tab, pick "Screws" and enter 200 as the target output (all numbers are per-minute).
Then, you go to the Options tab and indicate what your tech level is (and any alternate recipes you've got, though you might not have any yet). If it's still early in the game, you probably have Mk1 miners on a normal node and mk1 conveyor belts:
You can also indicate whether or not you have splitters and mergers, but if you don't have those yet you should get them as soon as possibly because they make things waymore easier:
That updates the right-hand side to the logical outline of your factory, in terms of how many miners you need, what level of production they'll be at, which smelters they should feed, where the bars go, etc.:
You can then zoom in and see that, e.g., you need most of the output of 1 miner routed through 2 mostly-completely used smelters ...
... feeding 4 Iron Rod constuctors, feeding 5 Screw constructors ...
... to get your output:
When you can upgrade your belts to Mk2s, you can see how it simplifies your layout because you aren't as belt-constrained:
You want to take the screws you're making in your first factory (laid out above) and turn them into something more interesting (like reinforced iron plates!).
You can just add reinforced iron plates as a desired output to your first factory - though now that means you've got a factory that's making 200 screws and 10 reinforced iron plates per minute:
... which is, uh, spaghetti-ish.
Instead, what you really want to do in-game is use the outputs from your screwfab to feed your RIPfab. So, instead of having a factory that's trying to make both 200 screws and 10 RIPs, you take the screws out of your output tab and instead put them in on on your input tab:
So your RIPfab is now taking the output of your screwfab as an input, and using it to make RIPs:
And as you can see, you're only using 120 of your 200 available screws
... so you can use those other 80 screws to either make more RIPs (you've got an underutilized miner in the bottom branch of the factory that could feed more smelters->iron plates) or do something else with them.
There are a couple of other tabs on the factory outline side, which show you things like the items you need:
... or the number of buildings you need to make this factory and how much they'll cost:
The other thing you can do with the production planner is use it to tune your inputs. You could say, "Okay, I'm making 200 iron plates per minute; how many RIPs can I turn that into, and how many screws do I need to get that done?"
To do that, you'd add 1 RIP as an output, then 200 iron plates and a ridiculously high number of screws as inputs (e.g., "assume I'm plate-limited for my inputs"). Then you can just gradually increase your RIP production until you notice the factory layout adjust to add more miners to make more plates (in our case, that happens after 33 RIP / minute with 6 fully-allocated and 1 partially-allocated assembler).
Is the smelter that is straight through the splitter always the one that is 100% and the one on the side the less than 100%?
Nope - basic splitters split things evenly between all available outputs, so if one side is underutilized (e.g. 60 come in, and you need a 40/20 split on the outbound) what'll happen is they'll split 30/30 until one side backs up a bit and then the excess will go to the "heavier" side.
Or you can figure out ways to adjust the output by splitting and recombining, but allowing overflow pressure is usually easier.
Posts
Yeah I did. I'm early enough that it is a decent set back.
Or, more disturbingly, your old body. Which you kill and then get your stuff.
The harder the rain, honey, the sweeter the sun.
So you start with blender, mixing 75/m nuclear waste with some other stuff to get 50/m non-fissile uranium. You combine 100/m of that with 50/m more nuclear waste to get plutonium pellets. So basically you need 200 nuclear waste/m at normal clockrates to keep that machine at normal speed. The thing is, I built a massive, MASSIVE nuclear plant that produces only 150/m nuclear waste. I guess I'm going to have to downclock them to 75% to make things run smoothly. Though I guess it's no big deal if those machines don't run efficiently, so long as they eat up all the waste.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
My own "server" hardware is dedicated to Valheim at the moment.
Oh yea, dedicated will be great.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
I had forgotten just how slow mk1 conveyors are.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
I've been doing them with lifts like that, but that does seem a bit faster than my method of lining them up to each input.
The harder the rain, honey, the sweeter the sun.
In the meantime I'll give that method a try.
If you get the placement of the splitter/merger right, putting a lift on the machine will link directly to the splitter, at least.
The harder the rain, honey, the sweeter the sun.
Bummer.
https://satisfactory.fandom.com/wiki/Satisfactory_Wiki
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Yeah I saw that! Honestly knowing it was coming was part of what finally got me to go okay screw waiting for the full release.
Right now I'm still super early days, powered by solid biofuel level of things, but hey it's fun and I'm enjoying tooling around and streaming my adventures.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Sblocked for big.
3 Normal Iron deposits feeding 6 smelters feeding constructor chains Iron Rods, Iron Plates, Reinforced Iron Plates and Rotors for me. It's not very efficient from a time perspective for the Iron Plates and Rotors, but i also dont care too much - I'll optimize that down the track when i've got a better handle on input/output requirements.
Next step is going to be setting up a proper Copper factory, and also harvesting that other limestone patch in the distance for more delicious concrete.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Are there any good guides out there for undrestnading/figuring out how much of X/Y you need to avoid backups liek that? I'm still learning how to understand the input/output numbers
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
the only numbers you need to pay attention for that is the produced per minute and consumed per minute
for example, a constructor takes 15 iron ingots/m to make 15 iron rods/m; screws take 10 iron rods/m to make 40 screws/m. That gives you all the info you need: To efficiently match the outputs to the inputs, you get two constructors making rods (15/m*2=30/m), which then feeds three constructors making screws (each taking 10/m). The default screw recipe is one of the screwiest to make line up; most other early game recipes fit together more cleanly.
I'm sure there's probably tools out there to help you auto-calculate configurations, or just factory layouts you can straight up rip, but I had fun in mathing out all the requirements and how they fit together.
https://satisfactory-calculator.com/
They're fun to play with when you're not currently playing Satisfactory, too!
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
You can also go to the inputs tab and input that you’ve got, like, 120 iron ore per minute, or 60 screws per minute from a different production line.
When I’m at my desk I’ll put a little more useful help text up.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Okay, so the Production Planner tool.
Basic way to do it is to decide what it is you want to make. Let's say you want to set up a screw factory making 200 screws per minute. First thing you do is, on the outputs tab, pick "Screws" and enter 200 as the target output (all numbers are per-minute).
Then, you go to the Options tab and indicate what your tech level is (and any alternate recipes you've got, though you might not have any yet). If it's still early in the game, you probably have Mk1 miners on a normal node and mk1 conveyor belts:
You can also indicate whether or not you have splitters and mergers, but if you don't have those yet you should get them as soon as possibly because they make things waymore easier:
That updates the right-hand side to the logical outline of your factory, in terms of how many miners you need, what level of production they'll be at, which smelters they should feed, where the bars go, etc.:
You can then zoom in and see that, e.g., you need most of the output of 1 miner routed through 2 mostly-completely used smelters ...
... feeding 4 Iron Rod constuctors, feeding 5 Screw constructors ...
... to get your output:
When you can upgrade your belts to Mk2s, you can see how it simplifies your layout because you aren't as belt-constrained:
Next up, "Advanced" mode!
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
You want to take the screws you're making in your first factory (laid out above) and turn them into something more interesting (like reinforced iron plates!).
You can just add reinforced iron plates as a desired output to your first factory - though now that means you've got a factory that's making 200 screws and 10 reinforced iron plates per minute:
... which is, uh, spaghetti-ish.
Instead, what you really want to do in-game is use the outputs from your screwfab to feed your RIPfab. So, instead of having a factory that's trying to make both 200 screws and 10 RIPs, you take the screws out of your output tab and instead put them in on on your input tab:
So your RIPfab is now taking the output of your screwfab as an input, and using it to make RIPs:
And as you can see, you're only using 120 of your 200 available screws
... so you can use those other 80 screws to either make more RIPs (you've got an underutilized miner in the bottom branch of the factory that could feed more smelters->iron plates) or do something else with them.
There are a couple of other tabs on the factory outline side, which show you things like the items you need:
... or the number of buildings you need to make this factory and how much they'll cost:
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
To do that, you'd add 1 RIP as an output, then 200 iron plates and a ridiculously high number of screws as inputs (e.g., "assume I'm plate-limited for my inputs"). Then you can just gradually increase your RIP production until you notice the factory layout adjust to add more miners to make more plates (in our case, that happens after 33 RIP / minute with 6 fully-allocated and 1 partially-allocated assembler).
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Nope - basic splitters split things evenly between all available outputs, so if one side is underutilized (e.g. 60 come in, and you need a 40/20 split on the outbound) what'll happen is they'll split 30/30 until one side backs up a bit and then the excess will go to the "heavier" side.
Or you can figure out ways to adjust the output by splitting and recombining, but allowing overflow pressure is usually easier.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Chainsaw go burrrr!
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]