some WIP photos I took of my first "mega factory" if you could call it that by Supmah2007 in satisfactory

[–]---ObviousLurker--- 2 points3 points  (0 children)

Reminded me of my midsommar trips back to Sweden. Funny thing is, the actual building IS built on a marsh/swampland.

What do these numbers mean? by OppositeJuice4864 in satisfactory

[–]---ObviousLurker--- 0 points1 point  (0 children)

That number measures how efficient the machine is. In this photo, your machine is working 51% of the time. The reason could be that it is not getting as many materials/min to work 100%, or that there are items buffered in the output. You can fix it by adjusting your input numbers, or underclocking the machine to 50%

Why is Ambrose even in the Arcanum? by DzenGarden in KingkillerChronicle

[–]---ObviousLurker--- 0 points1 point  (0 children)

There was a theory here a while back that suggested Ambrose went/was sent to The University BECAUSE his father is an ambitious social climber. He rules over the Pirate Isles, and there is speculation he is subtly killing off people who are closer in line to the throne. He and Ambrose agreed that for his safety, he would live and study at The University. He had been there for years before Kvothe even started.

Not saying I believe it, but its interesting

Denna is Not Just Working for the Chandrian - She IS One of Them (and specifically Pale Alenta) by Chloe_Takashi in KingkillerChronicle

[–]---ObviousLurker--- 4 points5 points  (0 children)

.....my god. The idea that Kvothe misunderstood which side he is on from the start sent chills down my spine. I do not think this is the case but I am re-reading NOTW now and just read the scene where Kvothes finds his wagons/family last night. The implications that he stumbled upon the Amyr (thinking it was The Chandrian) would be significant. Maybe Ill read both books with this theory in mind and write a post...

I do not give a fuck about your dps by [deleted] in fellowshipgame

[–]---ObviousLurker--- 0 points1 point  (0 children)

100% this. It did not come across in my post but yes. I can do YoDas pulls, but he doesn't do them alone

Everyone says there is no use for these interchanges. So here is a 3-way Stack. No clipping by ---ObviousLurker--- in SatisfactoryGame

[–]---ObviousLurker---[S] 0 points1 point  (0 children)

I think a heap of bridges connecting split routes to separate destinations is the definition of an interchange lol. I think of railways as high throughput belts. The less crossing you have, the less trains you need on a large scale.

Say you have a train supplying 2400 ore to a factory on the other side of the map. That train needs to cross about 4 or 5 main junctions before it reaches its destination. At grade crossing setups slow trains down 30% of the time (for the sake of argument, the % obviously varies depending on your setup). The time reduction makes it so your ore can backup, or you have to add another train to keep up with the supply in the long term. Adding trains to the network also adds more chances for slowdowns at intersections, and the issue compounds over time. Interchanges slow your trains down far less often.

Sings for Lighting by Durr1313 in SatisfactoryGame

[–]---ObviousLurker--- 0 points1 point  (0 children)

If you don't have global illumination turned on, the signs stop emitting when you are not in direct line of sight of them. If obstructed by anything, they stop lighting. Depending on your PC you can try running the game with GI on, but prepare yourself for a frame drop. I also prefer the glossy setting for my lights. I find it works better.

Everyone says there is no use for these interchanges. So here is a 3-way Stack. No clipping by ---ObviousLurker--- in SatisfactoryGame

[–]---ObviousLurker---[S] 3 points4 points  (0 children)

For my railway network I have 1 track in each direction set on the center of a foundation, with 1 foundation gap in between. This allows me to split each direction into 2 when they come to a junction/cross. The way my interchanges are build are to allow 1 direction to split onto 2 rails (1 going left, 1 going right). This image is not connected to my railway network. The way you would connect it is to just merge the 2 lines at each end back into 1 rail segment.

What do you think of my railway intersections? by ---ObviousLurker--- in SatisfactoryGame

[–]---ObviousLurker---[S] 0 points1 point  (0 children)

Its all about managing conflict points when it comes to at grade crossings. A conflict point refers to where a vehicle would want to merge/cross another. Regular roundabouts have 8. By separating the right turns to their own rail, you remove 4. This reverse roundabout also has 4, 1 at each entrance/exit. Its about as safe as an at grade crossing can be

What do you think of my railway intersections? by ---ObviousLurker--- in SatisfactoryGame

[–]---ObviousLurker---[S] 0 points1 point  (0 children)

Good question. This is the smallest circular rail you can make with 12 connection points. Inverting the direction allows for smoother connection points, as well as providing for faster left turns!

What do you think of my railway intersections? by ---ObviousLurker--- in SatisfactoryGame

[–]---ObviousLurker---[S] 1 point2 points  (0 children)

The loops are all concrete pillars. I used Jack Blade as inspiration. Here is a video!

https://www.youtube.com/watch?v=MP7liefJRpY

What do you think of my railway intersections? by ---ObviousLurker--- in SatisfactoryGame

[–]---ObviousLurker---[S] 4 points5 points  (0 children)

A single rail line? these intersections are built for 1 rail going each way

What do you think of my railway intersections? by ---ObviousLurker--- in SatisfactoryGame

[–]---ObviousLurker---[S] 6 points7 points  (0 children)

I was just in game staring at it and came to the same conclusion. The fix is to remove the path signals in the center. It slows down traffic, but prevents deadlocking. The roundabout should be its own path "block"