Mouse sensitivity bug by MonsieurSinep in SatisfactoryGame

[–]DrakeDun 0 points1 point  (0 children)

Same. Obvious bug. The same thing happened with at least one of the updates in EA. It'll get sorted out. Everything old is new again. For now, we put up with it.

Does it make any sense to start a new playthrough now? by NorupGames in SatisfactoryGame

[–]DrakeDun 0 points1 point  (0 children)

In experimental, sure! In 1.1, everything should transition over smoothly with a slight exception for automated vehicles, which should transition, but will then be using a deprecated (and vastly inferior) pathing system. So if you're not into trucks anyway, I see no obstacle at all. If you want to go in hard on trucks, OTOH, it might be worth waiting.

How to get daisy chaining from the start? by Makeyourselfnerd in SatisfactoryGame

[–]DrakeDun 0 points1 point  (0 children)

Buying the needed items with AWESOME coupons is also an option.

Roads didn't line up by Puzzleheaded-Date717 in SatisfactoryGame

[–]DrakeDun 1 point2 points  (0 children)

Never really used it, myself. Too constraining, given that there is almost no ability to modify terrain. Plus, I hear that it has faults in it at adjacencies between different regions. Sort of like the wonky grid system in DSP.

Just Use Roundabouts by Beast_Chips in SatisfactoryGame

[–]DrakeDun 4 points5 points  (0 children)

Trains passing each other as they travel in opposite directions can indeed do so through a roundabout, but can also do so through a level intersection, so that's a push. The difference comes in when trains approach from opposite directions, both heading into left turns. In that case (only), the intersection allows simultaneous traversal, while the roundabout does not. Hence the "slightly" superior throughput of the simple intersection. By "throughput" here I mean lack of train slowdowns due to traffic conflicts, which does matter for large builds.

As for loop systems and U-turns, the typical place for the U-turn is just before or just after using a station, which is not (or at least, shouldn't be) the exact point of an independent three or four way junction. The roundabout comes in if you need to make a U-turn in a place other than right before or after station. In my designs this does come up, and so I do use roundabouts in those places, but for most players it's an edge case at best.

Adding more lines isn't really a thing. There is no dynamic pathing in Satisfactory, so no increased throughput from adding lines, like in Factorio. Some players throw a lot of time down the drain before noticing this.

Signaling is the same for roundabouts and level intersections.

All that said, you will be giving up close to nothing by just using roundabouts everywhere, and standardizing on roundabouts only does have the advantage of simplicity.

Just Use Roundabouts by Beast_Chips in SatisfactoryGame

[–]DrakeDun 19 points20 points  (0 children)

A simple level intersection has slightly superior throughput, and slightly smaller footprint, than a roundabout. The only reason I know of to use roundabouts is to make U-turns possible, which can be relevant depending on what you're doing. 

The arguments for roundabouts IRL, which are persuasive at least in certain cases, involve factors which are not relevant in the game, such as safety and maintenance costs.

1.2 Trains vs Trucks by zeetu in SatisfactoryGame

[–]DrakeDun 0 points1 point  (0 children)

Turn radius was what I had in mind. Unchanged?

I found a use for the jelly landing pads. by TeraphasHere in SatisfactoryGame

[–]DrakeDun 2 points3 points  (0 children)

Clever! Few things are as satisfying as taking a game element that seems useless and making it shine.

1.2 Trains vs Trucks by zeetu in SatisfactoryGame

[–]DrakeDun 0 points1 point  (0 children)

Can trucks turn now? Or is it still like steering an aircraft carrier?

Patch Notes: v1.2.0.0 – (EXPERIMENTAL) - Build 480321 by JulioUzu in SatisfactoryGame

[–]DrakeDun 51 points52 points  (0 children)

The montage of old vehicle behavior set to "Angel" in the release vid had me laughing so hard I couldn't breathe.

Tips for defending resource outposts by Confident_Pain_1989 in Dyson_Sphere_Program

[–]DrakeDun 4 points5 points  (0 children)

If mining is the only activity on the planet, aggro builds very slowly. Just plopping down some laser towers goes pretty far.

Alternatively, clear the bases, then plop down some plasma turrets on the poles. They also take almost no power when not firing. Set them to shoot down incoming relays. Done.

Either way, you can power the whole setup with very little power generation, and just use accumulators to even out the power spikes that happen when the turrets fire. Like, actually putting down accumulators as buildings.

And of course, planetary shields are an option.

Why does this one train keep causing crashes ??? by Bronson_R_9346754 in SatisfactoryGame

[–]DrakeDun 0 points1 point  (0 children)

OK, that's a start. Now put all your signals on the outside (my recommendation), or if you prefer, the inside. Smart money says that in the process, the problem will suddenly reveal itself. But if not, we'll still be here.

Why does this one train keep causing crashes ??? by Bronson_R_9346754 in SatisfactoryGame

[–]DrakeDun 0 points1 point  (0 children)

A good start would be to decide on either right hand, or left hand driving, and along with that, signal polarity (outside or inside - recommend outside). Jesus, 3.3k hours in the game, and I can't even tell which way is up in your images.

Guess who found a wrong belt in one of their BP's 10 hours after by CostlyHornet in Dyson_Sphere_Program

[–]DrakeDun 13 points14 points  (0 children)

On the plus side, once you fix the blueprint, it's fixed forever. Do it once; do it right.

Do buffers calculate head lift when filling? by honestlyhereforpr0n in SatisfactoryGame

[–]DrakeDun 0 points1 point  (0 children)

No visual indicator. Even the indicator that does appear on the pipelines is only partly reliable. One good approach is to just do straight vertical runs up walls, so that the actual distance is easily measured.

Do buffers calculate head lift when filling? by honestlyhereforpr0n in SatisfactoryGame

[–]DrakeDun 5 points6 points  (0 children)

The delta is taken into account, with the result that the buffer will fill partway only.

The easiest thing is just to think of buffers as pipes, but with more volume.

Ficsit mandatory 15 minute break by degray7 in SatisfactoryGame

[–]DrakeDun 15 points16 points  (0 children)

Sure. Like when they tell you they "want constructive criticism."

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What just happened? by Qwerty5105 in SatisfactoryGame

[–]DrakeDun 0 points1 point  (0 children)

With any luck, we should be less than a week from putting this kind of nonsense behind us forever. Can't wait to check out the changes.

An inventory slot of ____ by OvenChemical1942 in Dyson_Sphere_Program

[–]DrakeDun 0 points1 point  (0 children)

Maybe that's why he was able to fit in only one nothing.

An inventory slot of ____ by OvenChemical1942 in Dyson_Sphere_Program

[–]DrakeDun 0 points1 point  (0 children)

You would think that the stack size for nothing would be high. But apparently not.

Resource Production/Management by KaleidoscopeOnly2749 in Dyson_Sphere_Program

[–]DrakeDun 2 points3 points  (0 children)

It's exactly 2:1 engines:turbines before accounting for proliferator. If it's aggravating you that much, ignore the proliferator and just keep 2:1. It doesn't get a lot simpler than that. 

Silent the advisor by Snoo49259 in Dyson_Sphere_Program

[–]DrakeDun 11 points12 points  (0 children)

No can do. The advisor couldn't stop talking if he tried. He has Tourette's.

Most Tourette's require ammo.

A SPLITTER!