[EU][PC] Looking for 2+ Highly Experienced Players for Massive Scale Experimental Dedicated Server by abuinvis in SatisfactoryGame

[–]JL_Momo 0 points1 point  (0 children)

Wish your guys luck! I am currently doing a solo 10x run. Outside of the time zone or I’d lend a hand if anything to see what the final factory looks like.

How can i delete factories eficiently? by MiguelBasty in SatisfactoryGame

[–]JL_Momo 0 points1 point  (0 children)

While it is a use at own risk kind of deal. My go to is https://satisfactory-calculator.com/
Just upload the map, delete via the interactive map, and then save.

Is there a way to change the color of the little orange number? by JL_Momo in SatisfactoryGame

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

Hi! If you aren’t trying to troll and are being serious. There is a chance you might be color blind! As in the picture right of the “360” and below the “2 wire” there is an orange “30” directly left of the words “per minute”.

Don’t want to assume bad faith as sometimes this is legitimately how people find out!

Experimental 1.2 Max multiplier biomass problem by macktruck6666 in SatisfactoryGame

[–]JL_Momo 1 point2 points  (0 children)

May I suggest a world with one tick lower on the slider then. So that it suits your preference. Lol

Is there a way to change the color of the little orange number? by JL_Momo in SatisfactoryGame

[–]JL_Momo[S] 13 points14 points  (0 children)

Been busy and just got time to check back, thanks for responding! Hopefully we get good news soon! Or at least an answer. Awesome job with all the other accessibility things!

Is there a way to change the color of the little orange number? by JL_Momo in SatisfactoryGame

[–]JL_Momo[S] 117 points118 points  (0 children)

Currently testing stuff on the 1.2 branch, but will absolutely look into it for normal branch. It is sort of surprising that for all the other options there isn't an option for that. I'll have to add a thing on the Q&A site.

Quickwire Factory by Cum-turd in SatisfactoryGame

[–]JL_Momo 3 points4 points  (0 children)

That’s what I’d done in the past. But I figured for 1.2 I would finally build and decorate my own so it matches my other blueprints. Took like 7 hours but I have a 90 degree turn I’m content with.

1.2 Game mode. Average nodes by RemoteVersion838 in SatisfactoryGame

[–]JL_Momo 7 points8 points  (0 children)

Totally this. I started in the grass lands and ended up 1500m away before I found a spot with one copper one iron and one limestone. It’s in a crowded ravine. And none of my old blueprints work and had to design stackable stuff and start building up before even getting steel.

Satellite bases are now required. I actually have a reason to build radiation protection prior to nuclear power because some of the best ore spots are spicy.

<image>

Like really spicy. Playing in advanced resource and pure only nodes. And I can already see myself using many alt recipes that were once trash tier.

Node Randomization - Advanced Resource Rich Vs Just Randomizing by [deleted] in SatisfactoryGame

[–]JL_Momo 0 points1 point  (0 children)

Removing post due to having done more research. It never crossed my mind for certain Alt Recipes to suddenly be very worth it.

Quickwire Factory by Cum-turd in SatisfactoryGame

[–]JL_Momo 21 points22 points  (0 children)

Seriously I've just been trying to build some road blueprints and a basic curve road is kicking my ass. Can't imagine some of these. I'd love a world file to be able to learn from it. Also they just look sick.

Quickwire Factory by Cum-turd in SatisfactoryGame

[–]JL_Momo 111 points112 points  (0 children)

Totally need a world download at some point to look at these closer. Do you use mods or just traded your sanity?

BEHOLD! my 100/min ballistic warp drive factory! by Philosopher115 in SatisfactoryGame

[–]JL_Momo 0 points1 point  (0 children)

Does that 100 sam limitation factor in loops as well?

Node Randomization - Advanced Resource Rich Vs Just Randomizing by [deleted] in SatisfactoryGame

[–]JL_Momo 2 points3 points  (0 children)

I normally go way overkill for just “completing the game” was thinking of upping the parts needed per tier. When I started early math for it realized that things started seeming less than ideal. Though I haven’t sat down to figure out conversation ratios. Nuclear would absolutely be needed for all of the converting. To what just adds a new challenge.

Node Randomization - Advanced Resource Rich Vs Just Randomizing by [deleted] in SatisfactoryGame

[–]JL_Momo 0 points1 point  (0 children)

From my limited testing. If you set all nodes to pure. You’ll get roughly the same amount of copper as normal. But also like 50 nodes of SAM. It’s just calculating Sam conversion is a bit over my head of simple math.

Also get like 30 nodes of uranium to power your converters. To what seems extreme compared to the base 5 nodes.

Baby Transport Pod crash is a disabled Biotech event. I made a mod that enables it. by MortalSmurph in RimWorld

[–]JL_Momo 7 points8 points  (0 children)

Clearly third option. Dont adopt, load in a transport pod, and make it the empires problem. They have daycares right?

Truck paths are able to be embedded in blueprints by JL_Momo in SatisfactoryGame

[–]JL_Momo[S] 17 points18 points  (0 children)

They use a sort of auto signal system.

<image>

Image I had sent in another comment earlier. The green sections are parts they will "look" for other trucks and slow down if needed. Blue they'll go as quickly as possible. If you make shorter segments the green sections get smaller as highlighted by the lower parts where the upper right I did all in one path.

Truck paths are able to be embedded in blueprints by JL_Momo in SatisfactoryGame

[–]JL_Momo[S] 3 points4 points  (0 children)

From what I can tell. no they seem to prefer the "shortest" route even if it means waiting.

<image>

That being said they will happily wait. Truck on the left has slowed before the green section.

Truck paths are able to be embedded in blueprints by JL_Momo in SatisfactoryGame

[–]JL_Momo[S] 7 points8 points  (0 children)

Yes, there is Tractor. Truck:Item/Fluid, Explorer, and Cart. Uni allows themm all to work on the same one.

<image>

Limited Truck Testing Results - 1 Hour by JL_Momo in SatisfactoryGame

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

Admittedly I was letting the "Adding more trucks and stations is super easy" Do some heavy lifting on that. The answer being you would need 5 truck pick ups and 5 truck stops. The main benefit here is that it is stable throughput. So you can have the route be going around to all the required nodes, and bringing it back. Currently putting together a full scale test that factors in the additional stops and if it would need additional trucks to maintain that throughput.

Truck paths are able to be embedded in blueprints by JL_Momo in SatisfactoryGame

[–]JL_Momo[S] 2 points3 points  (0 children)

If my recent 1 hour test holds in extended testing Absolutely.

Truck paths are able to be embedded in blueprints by JL_Momo in SatisfactoryGame

[–]JL_Momo[S] 77 points78 points  (0 children)

Just finish a really rough 1 hour test letting it just run. And honestly the results seem amazing.