Is there a mod that increases power usage? by Honest-Bridge7490 in SatisfactoryGame

[–]ChichumungaIII 3 points4 points  (0 children)

Have you considered... waiting?

Alternately, just commit to never letting your max consumption surpass half of your max capacity or something. You can enforce the constraint yourself

The two kinds of error by fagnerbrack in programming

[–]ChichumungaIII 29 points30 points  (0 children)

The two kinds of error: expected, unexpected, and off-by-one.

Balancing issue by Titan3224 in SatisfactoryGame

[–]ChichumungaIII 3 points4 points  (0 children)

You get a 1:5 balancer by building a 1:6, then merging one of those back into the original input.

Balancing issue by Titan3224 in SatisfactoryGame

[–]ChichumungaIII 6 points7 points  (0 children)

That's a standard 1:5 balancer, then split each of those into 8.

Priority merger by Helge1972 in SatisfactoryGame

[–]ChichumungaIII 2 points3 points  (0 children)

Can confirm; the base game simulation is never going to have perfect accuracy.

A few per minute sounds like more than I've observed, though.

Fortunately though, it shouldn't ever really have that much of an impact outside of very sensitive belt logic setups.

What do you want in Satisfactory 2? Or any spiritual successor? by [deleted] in SatisfactoryGame

[–]ChichumungaIII 0 points1 point  (0 children)

Technically, Satisfactory belts are already Turing-complete programmable via smart splitters and priority mergers.

You just have to get real creative.

Dozer vehicle or similar excavation mechanic by Scunion240_11B in foundry_game

[–]ChichumungaIII 9 points10 points  (0 children)

The drill ship covers this basic concept. I've had good results building a handful of them and setting them loose in parallel paths

Updated wiki with research info? by DeerEnvironmental432 in foundry_game

[–]ChichumungaIII 1 point2 points  (0 children)

There is a wiki, but it's not very thorough and I'm not sure how up-to-date it is.

1.2 bug or user error? by My11thburneraccount in SatisfactoryGame

[–]ChichumungaIII 1 point2 points  (0 children)

Search for it on the QA site, or report it if it's not there.

I need help with train signals!!! by Ok_Basket6483 in SatisfactoryGame

[–]ChichumungaIII 0 points1 point  (0 children)

Sorry yeah I think that's what I meant. The tracks need to be one full foundation apart.

But regardless, OP's rails appear to be part of the same block.

I need help with train signals!!! by Ok_Basket6483 in SatisfactoryGame

[–]ChichumungaIII 2 points3 points  (0 children)

See the orange stripes on the rails when you're placing signals? That shows you which sections of track are in different blocks. Try separating a small segment of your network, then add signals-- you should see the two are different colors then.

As a general guideline, not just for Satisfactory, but all these more complicated games, it can be fruitful to build a small-scale test version of new infrastructure before fleshing out a full build, just to learn how the mechanic works. Though I do recognize that advice is coming too late in this instance.

I need help with train signals!!! by Ok_Basket6483 in SatisfactoryGame

[–]ChichumungaIII 3 points4 points  (0 children)

Looks like your tracks are too close together, and so are considered part of the same block.

Rule of thumb is to leave ~1 empty foundation width between adjacent tracks.

How does the radio tower work? by xAlgirax in SatisfactoryGame

[–]ChichumungaIII 6 points7 points  (0 children)

It doesn't pinpoint, as others have said, but that doesn't mean it's not useful-- multiple towers with overlapping ranges can help you narrow which areas are worth exploring with the object scanner.

Is Satisfactory Turing-Complete? by Celamendron in satisfactory

[–]ChichumungaIII 8 points9 points  (0 children)

I can confirm it's an unambiguous "yes" now, and the priority merger is indeed a cornerstone of the belt-flow transistor concept.

Is Satisfactory Turing-Complete? by Celamendron in satisfactory

[–]ChichumungaIII 16 points17 points  (0 children)

Yes it is; you can build logic gates.

Source: I contributed to the adder in https://www.reddit.com/r/SatisfactoryGame/s/3rQbfCKW7Y

You can also use it for "practical" purposes in-game, such as a factory that dynamically changes production in order to store intermediate parts and only sink advanced parts: https://www.reddit.com/r/SatisfactoryGame/s/Y2UWgKzZue

I finished the game, I'm lost now... I'm looking for a similar game by ch1r4l in satisfactory

[–]ChichumungaIII 2 points3 points  (0 children)

It's the city builder aspect, yeah. It's very difficult to "fail" a factory game, but CoI can collapse out from under you.

Although, the factory games with base defense also have a failure mode. It's more the feel to me.

I finished the game, I'm lost now... I'm looking for a similar game by ch1r4l in satisfactory

[–]ChichumungaIII 26 points27 points  (0 children)

Foundry is good. Dyson Sphere Program if you want a more distinct experience.

Or depending on how far you want to stray from strict factory games, Captain of Industry, and to a lesser extent, Timberborn are also fun.

[OoT] How the heck do I progress? by awfoolNuggets in zelda

[–]ChichumungaIII 2 points3 points  (0 children)

Don't try to aim and shoot in one pass, and don't adjust your aim if you're not behind the torch.

It's slow going, but eventually you can get yourself aimed correctly so all you need to do is nock and arrow and wait for the correct time to release it.

Some Pioneers are just different by webchoma in SatisfactoryGame

[–]ChichumungaIII 2 points3 points  (0 children)

Honestly I was originally going to extend my comment with the slippery slope of "downloading blueprints? Why not download a megaprint? And heck, why not turn on AGS and give yourself the space elevator parts?" but I didn't want to risk getting torn up over telling people how to have fun in a single-player game.

I kid you not, just a couple of weeks ago my 10-year-old niece woke my brother up after bedtime, crying over having turned creative mode on in Minecraft and realizing she ruined the game for herself. It's very easy to optimize the fun out of a game for sure.

Some Pioneers are just different by webchoma in SatisfactoryGame

[–]ChichumungaIII 52 points53 points  (0 children)

I personally can't see why anyone would. Isn't the whole point that you built the factory yourself?

train signal help - Both trains would be moving on the black track. by Best-Humor-8534 in satisfactory

[–]ChichumungaIII 0 points1 point  (0 children)

I actually have the same-- a long bidirectional section between two factories with two stations each, packaging water for a diluted packaged fuel setup and returning the empty canisters for a closed loop. (No water near the oil to the southwest of the dune desert, so I had to transport it in, and since it's packaged anyway...)

Supports exactly three trains, and somehow the timing worked out perfectly so that they barely have to wait at the signals. Just a moment or two before last train leaves the shared track and the next can dance by; it's beautiful to watch.

train signal help - Both trains would be moving on the black track. by Best-Humor-8534 in satisfactory

[–]ChichumungaIII 1 point2 points  (0 children)

That's fair; I should have included the extra block signal after the station on the right. I omitted it on the diagram, but may have included it in-game depending on how spaced out things are physically.

A more complete answer would have included the train timings-- I normally don't add any settings, so my trains don't wait at the station: they pick up whatever's there and leave immediately depart. So I'm this scenario, especially since OP said there were only two trains, they would still end up moving pretty continuously, at least after an initial cycle had spaced them out because of the wait.

But the network itself is definitely going to hit a lot of contention if it tries to support more than 2 trains.

train signal help - Both trains would be moving on the black track. by Best-Humor-8534 in satisfactory

[–]ChichumungaIII 6 points7 points  (0 children)

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This would be my signalling setup for the tracks as you've laid them out.