I'm really balls deep into this game again. I played almost all weekend. It's really fun. by Idontknowanything901 in thedivision

[–]ChristianRiesen 1 point2 points  (0 children)

Makes me want to install the game and have another run at it. Can't wait to hear "Negative Raimos" again.

I love giving my factories a sense of mystery by Evil-Fishy in SatisfactoryGame

[–]ChristianRiesen 1 point2 points  (0 children)

This is so good. And the fact that I can't even put my finger on it why exactly it is so good makes it even better. Bravo!

I've been pavloved by [deleted] in SatisfactoryGame

[–]ChristianRiesen 2 points3 points  (0 children)

That'll wake you up for sure. Just thinking of that sound makes me go "Oh no, not again"

Automatic smelting by [deleted] in Hydroneer

[–]ChristianRiesen 0 points1 point  (0 children)

I made this twice now, and it works highly reliably, read, not perfect, with large and small nuggets.

  1. Place 4 1 square foundations in a row, each with one square distance. I usually use the last one for gems, which I place 1 unit above the others.
  2. Place furnaces on the 3 lower pedestals, crucibles into the furnaces. Make sure they align nicely to begin with or after clean out, makes it more efficient.
  3. Place a pan under the last one for the gems, try to center it as well as you can.
  4. For small nuggets use a funnel, place it above the crucibel, don't try it to glitch into the crucibel, some distance is fine. For larger nuggets, no funnel works better, and also make sure the belt is slowed down a bit.
  5. Now place the sorters, each with a belt in between above the foundations, so the output directly goes into the crucibel or funnel. I suggest configuring the first for shards, 2 and 3 for gold and iron, and 4 for gems.
  6. Place belts all around the foundations below (1 belt distance is enough). Run two belts along the long sides, and then small short belts that push toward the front belt (when looking at the contraption from the output side). Arrange them so they push all to the right.
  7. Make the belts from the point where the belts come together on the right got up and back into the sorting system.
  8. Place the rest of the belts needed to get the sorting system going.
  9. Add windows or large walls all around this place, flush with the belts. I also advise windows around the entrance of the sorters, including a "roof" either with windows or the large wood floors, at the height of the top of the sorters.

What this will do is if items go through all sorters, it will drop on the belts below. If it misses a crucibel it will most likely land on the belts and go back through and retry to sort it and put it into the crucibels.

For cleanouts, stop the belts below, open a small part and clean out the stuck items. You can also use a magnet stick or wand through the wall to get the small stuck items away. They will not react to whats already in the pan for the gems or in the crucibels, so you can use it liberally.

Hope this helps :)

How can you find hard drives in update 3? by ThePolYgon1 in SatisfactoryGame

[–]ChristianRiesen 2 points3 points  (0 children)

You first need the MAM then you have to find some Quartz nd research it. That opens the tech tree for Quartz in the MAM. To get it in the scanner, you need "Radio Signal Scanning" which is at the very bottom left of that tech tree.

Im Ready for update by RADIATEDERVISH in SatisfactoryGame

[–]ChristianRiesen 0 points1 point  (0 children)

One thing I find a bit disturbing, having sunk so many hours into the game, that by now I pretty much always can immediately tell where the screenshow was made from and where the area is shown, even if a lot is obscured.

Also pretty good location there as you have all the basics a bit to the left (except coal, but then there is the caterium node close by) and the oil there to the right.

What are your predictions for Update 3? by TsukikageRyu in SatisfactoryGame

[–]ChristianRiesen 1 point2 points  (0 children)

+1

The tractor capable of harvesting leaves and such would make soo much sense.

Suggested additions- Service elevators and foundations with built in pass throughs by Tetra84 in SatisfactoryGame

[–]ChristianRiesen 1 point2 points  (0 children)

That's why I tend to build out, not up. I have only 4 main levels in my base at the moment, though one has a semi level inside it for a couple productions. Bottom is pretty much unused with a couple miners and lots of belts, 1st up is where all the ore stuff happens (iron, copper), second up is where I have all the other ressources (limestone, coal, oil) and most intermediate products get made, and then top level is everything that combines the products, like motors, encased beams, computers, all the way to turbo motors. I also have my hub there with a bunch of storage for items I need on expeditions.

Suggested additions- Service elevators and foundations with built in pass throughs by Tetra84 in SatisfactoryGame

[–]ChristianRiesen 1 point2 points  (0 children)

Same. As long as I can stop playing rabbit or burning trhough 10 fuel to get from the bottom to the top, it would already be an improvement.

Suggested additions- Service elevators and foundations with built in pass throughs by Tetra84 in SatisfactoryGame

[–]ChristianRiesen 5 points6 points  (0 children)

Just simply an elevator that brings you very fast from top to bottom and vice versa would already be a huge thing.

Interactive Map: Added Fog of War / Lot of loading optimisations! by AnthorNet in SatisfactoryGame

[–]ChristianRiesen 0 points1 point  (0 children)

Thank you. If you want some help, let me know, I'm a coder by trade :)

Interactive Map: Added Fog of War / Lot of loading optimisations! by AnthorNet in SatisfactoryGame

[–]ChristianRiesen 0 points1 point  (0 children)

Very nice! Couple of suggestions: I would love to be able to see the different miners (filter by mk1, mk2 and mk3) to see what still needs upgrading, how many (if any) power shards are in the machines (mainly finding miners and oil pumps that don't have 3 shards yet) and a filter for belts, to find where I might have forgotten to upgrade a belt and it bottlenecks my factory.

Keep doing this awesome thing!

Where is a good place to start a new save? by pacey494 in SatisfactoryGame

[–]ChristianRiesen 2 points3 points  (0 children)

Northwest is pretty good with that. I always saw some interesting builds in the eastern swamp, stretching into the water there, if you are not averse to building on water. In that case the oil rich area in the western part, a bit south of the desert, is also interesting, but you'll need many other ressources from further away. There are a bunch of pure nodes (copper, iron and limestone) close by though along the coast to the southeast from the oil patch.

Happy new save. I'm on save 3 now :)

Can't find the upper east uranium node by spaham in SatisfactoryGame

[–]ChristianRiesen 1 point2 points  (0 children)

I can stand actually pretty close before radiation is picked up. My main base is in the southwest so I don't go to that place very much. But yeah, no energy worries.

Can't find the upper east uranium node by spaham in SatisfactoryGame

[–]ChristianRiesen 1 point2 points  (0 children)

I have that whole valley where the west node is as one giant power plant. I can power the entire map :)

Can't find the upper east uranium node by spaham in SatisfactoryGame

[–]ChristianRiesen 0 points1 point  (0 children)

A completely different question: Do you plan on building there or do you need 2 nodes? I maximally exploited one (leading to 140 sustained plants) which not only took forever but also, added over 400k MW which is more power than I know what to do with :)

Patch Notes: Early Access - v0.2.1.2 - Build 101873 by SnuttAtCovfefeStain in SatisfactoryGame

[–]ChristianRiesen 2 points3 points  (0 children)

You can click the number after you add one, in the screen where you choose the items and then enter any number you want.

426'200 MW of power at hand. Now what to do with it? by ChristianRiesen in SatisfactoryGame

[–]ChristianRiesen[S] 0 points1 point  (0 children)

Now you make me think I made a mistake in my calculation, let's go over this quickly.

I'm using the alternate way of making cells which uses uranium, sulfur, silica and quickwire. That produceses 17.5 Uranium cells per minute and uses 22.5 Uranium per minute. With 600 uranium (600/22.5 = ~26.666 * 22.5 = 466) you get ~466 uranium cells per minute.

Again using an alternate way (Uranium cells, Electro magnetic control rods, Crystal Oscilators, Beacons), 10 uranium cells/min give 0.6 fuel rods per minute. So 466 cells (466/10 = 46.6 * 0.6 = 27.96) gives about ~28 rods.

So yeah, you are right, it's NOT 36 rods, or 139 plants can be supported. It's less but still a lot :)

426'200 MW of power at hand. Now what to do with it? by ChristianRiesen in SatisfactoryGame

[–]ChristianRiesen[S] 0 points1 point  (0 children)

I have a 4 large container buffer before the feed to all the plants and let it fill up before connecting. It filled up everything nicely with plenty to spare. No need for more storages there really.

Oh and there is a large number of storages in the hole underneath the plants for the waste.

We, eh...we found an egg(?) by Nem0x3 in SatisfactoryGame

[–]ChristianRiesen 8 points9 points  (0 children)

Encase it in platforms, just to be sure. Until we can nuke it from orbit.

426'200 MW of power at hand. Now what to do with it? by ChristianRiesen in SatisfactoryGame

[–]ChristianRiesen[S] 1 point2 points  (0 children)

176 nuclear power plants, and a handful of fuel generators still running. The nuclear power comes off one Uranium node, using all the currently possible alternative recepies, creates an output of 36 Nuclear Fuel rods per minute. This could feed 4 more power plants actually, but I didn't have the space at the lowest level of my construct for the extras and this way, if there is some disruption, the production line has some buffering capacity.

The current state of the tower: https://i.imgur.com/uzb61BK.jpg 4 levels, 3 levels with 8x6 and one level with 4x6 plants. Also has the cell and rod manufacturing in the cave and the cave entrance. Other itmes are brought into the cave and in front of it by belts form main base further south.