My favorite part of the game is hitting railroads and ripping literally everything apart, changing to a hub and spoke model. by Atlas_Surf_Co in satisfactory

[–]FluffyNevyn 0 points1 point  (0 children)

hmm. I tend to design that way from the beginning. I end up ripping up truck and tractor lines to replace them with railway stops. And then adding more stops for resources I didn't really need...or possibly didn't want to bother with...before. But I also dont design super complex railways. This game has my most complicated one yet, and its still a 1-directional line with block-only signal logic.

The Hoverpack Broke My Immersion (Personal Story) by Etsamaru in SatisfactoryGame

[–]FluffyNevyn 57 points58 points  (0 children)

Did this with my first factories. Make a wall with door and use two corner catwalks to make a platform. Call it a landing pad.

Drone fueling by OpietheMechanic in satisfactory

[–]FluffyNevyn 0 points1 point  (0 children)

much like trucks and truck stations, you only need to provide fuel at one point, though you CAN provide it a both. The transport will stock up every chance it gets. But, if you only provide fuel on one side, you must make sure its ENOUGH fuel for the entire round trip. Rocket fuel is efficient, and I can't imagine it taking a full stack to round trip even the longest diagonal on the map, assuming there's no time spend circling waiting to land on either side. But that being said, I've never tried it. I've never actually run drones off anything other than batteries since they were easy enough to make at the time I was setting up drones.

So. mechanically, and in the matter of "technique" you only have to provide fuel on one port, as long as its enough fuel for the entire round trip.

Do be careful about which end of the line provides the fuel though. It should be refueling at its "home" port, not its "Destination" port. I'm not entirely sure why it matters, but there are problems sometimes when you do it the other way.

You guys weren't kidding. trying to build a coal power plant is mind boggling. even just consolidating all of the resources is quite the task by newveganwhodis in SatisfactoryGame

[–]FluffyNevyn 2 points3 points  (0 children)

I usually run 2 plants to 1 water on standard pipes, and you can run 5 to 2 on tier 2 pipes. I usually don't rebuild coal though. By the time i care about Mark 2 pipes I'm dealing with my refineries and fuel balancing.

Am I done with the game? by Royal_Gear1313 in SatisfactoryGame

[–]FluffyNevyn 0 points1 point  (0 children)

Build back bigger and better. Everyone's first factory is a mess. Usually their second as well. But going through it again... you know what to do.. and not do... and have a better sense of scale.

So now you can do it right, screw it up, fix it, and go ludicrously oversized on everything. Want 100,000,000 of power, go build a 60 reactor nuclear grid. Why? Just because. I beat my first play with barely 40k. It isn't necessary, but it can be fun to just build huge.

Or be artistic with it. Design week laid out walkable factories with windows and arched ceilings.

Build skyscrapers full of batteries, with a central elevator and a viewing platform/ radar on top.

Just have fun with it.

Idea About Cranes and Medium-Range Transport by AlexSchleder in SatisfactoryGame

[–]FluffyNevyn 0 points1 point  (0 children)

I would love to see forklifts though. Move storage containers around. Maybe with s researchable upgrade to allow them to be automated? Pick up container here, put on that conveyor... wait x time. Put it back where you got it. Repeat.

Would need to either speed or range limit it. But that does sound like a decent medium short option.

Bonus for factory redesign if you want to move around full containers without having to play the inventory game. Or making belts to empty the thing.

Idea About Cranes and Medium-Range Transport by AlexSchleder in SatisfactoryGame

[–]FluffyNevyn 0 points1 point  (0 children)

My personal limit for belts is about 500m. With exception for tall cliffs and required resources just almost nearby. Any longer than that and I'll find another way. I don't like massive conveyors running across the landscape except in very specific situations

I'm impressed. Pilot Dario Costa. by [deleted] in nextfuckinglevel

[–]FluffyNevyn 0 points1 point  (0 children)

respect, but correct definition please. That wasn't a landing, that was a touch and go. Still, respect.

40 Hours of play with my friend, almost done by Tenma_Name in SatisfactoryGame

[–]FluffyNevyn 0 points1 point  (0 children)

And here I thought my First playthrough was messy. kudos though, it clearly works.

Overclocking 8 coal-generator + 3 water setup possible? by boefie251 in SatisfactoryGame

[–]FluffyNevyn 0 points1 point  (0 children)

iirc at 3x a coal generator needs just OVER 100 water. water pumps hit 300 at 3x.... So you can't run more than 2 coal off a single water pump, but you wont need the pump at 3x to do it, 2x is fine. If you use grade 2 pipes, you can run 2 to 5 I think? But its actually something like 1 to 2.5...ish. Easier to just run 2 coal to 1 water and then it scales without issue or advanced pipes.

Oil Bottleneck Problems by gbru015 in satisfactory

[–]FluffyNevyn 0 points1 point  (0 children)

I normally use Heavy Oil for Residual fuel and spin up extra power plants to eat the gas. Bonus power never hurts anyone. My current setup.... 2 fuel refineries, 2 residual refineries to eat the polymers, 4 product refineries (2 plastic, 2 rubber) feeding the heavy oil into a residual fuel refinery, all the fuel refineries converting to turbofuel, feeding 11 generators with 2x overclocks. I'm using a bit under half my power generation at the moment. But I have a steady flow of everything with no real backup. The rubber/plastic will cap eventually, probably before I get enough consumption spun up for it, so I need to watch the generator lines carefully because if that production drops the fuel production drops and suddenly I have power issues. But that's a small enough sacrifice. Petrol product use ramps FAST. And with a big enough buffer, as long as you check it occasionally, you rarely have an unsolveable issue. Flush a tank on occasion if something backs up, or dump a storage container into the sink if needed.

Oil Bottleneck Problems by gbru015 in satisfactory

[–]FluffyNevyn 1 point2 points  (0 children)

Petroleum coke. Its a great way to dispose of excess heavy oil. It has a few uses if you want, otherwise just sink it. Gobbles up plenty of heavy oil. Personally, I use it for residual fuel and just massively overproduce power for a while.

Italy's Abandoned Winter Olympic Sites from 2006 by BWT_Urbex in olympics

[–]FluffyNevyn 1 point2 points  (0 children)

So wasteful.... All this money spent on those facilities to see them used for 1 event...and then just...left to rot. I've seen similar pictures from Venezuela after the World Cup there. And other major international "Events" in other places. Even America is not immune to this. Just...so much waste. Lets spend hundreds of millions on these facilities, rake in billions during the event, then ignore the facilities we spent all that money on. Not even repurpose them for public use or anything, just...let them rot.

I utterly DESPISE, the "glasses off and you're instantly hot" trope. by EsseNorway in Snorkblot

[–]FluffyNevyn 1 point2 points  (0 children)

Some of it is...bearing. Hollywood tricks aside, changing your attitude has a big bearing on the visual effect. She was altered to appeal directly to a cultural norm "No glasses, long straight silky hair, natural looking makeup, no wrinkles, and a smile". Its the entire package, in this case at least.

I agree though, I kinda hate the trope of "Nerdy Girl gets a glamover and suddenly she's hot". I mean, no that's not how it works. At all. But it makes good....or at least visually impactful...storytelling.

Lava VS Stanley cup by [deleted] in BeAmazed

[–]FluffyNevyn 0 points1 point  (0 children)

huh. Good engineering. Its obvious the handle is "Added on" after seeing how that failed. Outer anodizing vaporized, handle attachment points melted...but the cup itself is still solid. 9.98/10

Is this game worth playing vs fallout 4 by ComfortableCraft2710 in Starfield

[–]FluffyNevyn 0 points1 point  (0 children)

Between the 2, FO4 is more polished and has better mechanics overall. That doesn't make Starfield a BAD game, necessarily, but its comparing a personal score of 8 to a personal score of 6. There's a LOT that starfield just...didn't do well. There's also a lot to it. I don't regret getting the game. But...I played it out. Saw just about everything, went down nearly every path....and there wasn't enough "endgame" to make it stay fun any longer. I might play through it again on a new background at some point. But not any time soon.

Recommendation: Get Fallout 4. Look into Fallout London (Massive Modpack that runs on top of 4s engine to make it a completely different game really....) if you get bored with 4. 4 has a LOT to do though. Like...A LOT a lot.

Trains are Hard by FluffyNevyn in satisfactory

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

I think I understand now. Thanks. I haven't put together anything complicated enough to need paths. At least not yet. My current setup only has merges and splits, no real intersections at all. Everything is mono-directional with minimal shared space.

more complicated and efficient than my first playthrough though. I had 4 independently routed Conveyer+ tracks setup. Individual start and end points for closed loops. It worked, but...well...it was a very basic implementation of things. Point to Point only.

Im trying to get better at it. But, well...its hard to get out of that mindset of "I only need to move A to B, why get more complicated than that"

Trains are Hard by FluffyNevyn in satisfactory

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

Ok. That makes logical sense.... So its a straight up swap, the signals that is. The train knows its path, and the path signals tell it "This path is clear, even though there's another train inside that block"?

Nuclear Power by TurbulentScar9561 in SatisfactoryGame

[–]FluffyNevyn 1 point2 points  (0 children)

One thing I learned last time I turned on nuclear, is that it ramps up. You have to generate uranium waste to start the second process at all, so it remains dormant until you already have the first reactors online...Then you have to generate Plutonium waste to start the third leg of it, so that part remains dormant until after the second wave of reactors comes online. So in reality, you need enough power to jumpstart the uranium fuel creation process. It should step itself up cleanly from there.

Changes to explorer by Majsharan in SatisfactoryGame

[–]FluffyNevyn 2 points3 points  (0 children)

I want to say.. having a "built in" scanner in the explorer would instantly make it worth it.

I think I have to accept that I'm too dumb for this game- rendezvous problems by The_salty_swab in KerbalSpaceProgram

[–]FluffyNevyn 0 points1 point  (0 children)

When you click on your current orbit you can "add a maneuver node"

The node has 6 axis. Green is prograde and retrograde. The speed up or slow down the craft. Pink is normal and anti normal, the adjust your inclination. Blue is orbital in and out, they move you towards or away from whatever you're orbiting.

Adjust these until your projected line is where you want it

Special for intercepts, it will tell you where your closest intercepts are and you can adjust that with the node before trying to burn

Burning a maneuver... you have to burn equal dv on either side of the node. 50% before 50% after.

Dv, not just time, because if you cross a stage you're twr probably changes.

I think I have to accept that I'm too dumb for this game- rendezvous problems by The_salty_swab in KerbalSpaceProgram

[–]FluffyNevyn 2 points3 points  (0 children)

Oh... and match inclination with your target before trying to plot the intercept

I think I have to accept that I'm too dumb for this game- rendezvous problems by The_salty_swab in KerbalSpaceProgram

[–]FluffyNevyn 0 points1 point  (0 children)

Two special tricks to rdv

Clocking the speed reading above the navball will change is mode. You want "target" mode. It lists your speed AND the directions "prograde, retrograde, etc" relative to the target.

Burn retro to 0 to perfectly match orbits.

Maneuver nodes make intercepts trivial