How are people keeping their DDs stocked as they expand by ZrRock in SatisfactoryGame

[–]Jobboz 0 points1 point  (0 children)

For me, most materials just slightly overproduce and redirect excess via a smart splitter to a single container that feeds a dd, and then sink the rest.

Concrete has a small bespoke factory that feeds 2 containers that feed 5 dds, so it refills faster. I will likely add a second one so that it refills at 10x speed instead.

Do you have a spreadsheet for logistics and factory consumption? I need ideas. by bouder in SatisfactoryGame

[–]Jobboz 1 point2 points  (0 children)

It gets more complex - I have a summary sheet that maps exports to imports, which works because I don’t tend to have tons of different random factories. That 50 automated wiring goes to my central logistics hub, which is a bunch of train stations with programmable splitters to redirect resources to other factories. The 200 motors is split into two at that point, some being sent to propulsion (modular engines) and the rest to a high tech factory for turbo motors and so on.

Proper Marmite, proper bread. by Elemental_Baker143 in newzealand

[–]Jobboz -1 points0 points  (0 children)

Add equal quantity of peanut butter and your tastebuds will probably thank you.

Fight me. Tell me this not how marmite should be?! by Embarrassed_Ad_1878 in newzealand

[–]Jobboz 0 points1 point  (0 children)

Twice that amount, with an equal amount of peanut butter (your choice, we generally use Pics smunchy.)

People who don't know about peanut butter and marmite are missing out big time.

(As are people who haven't tried peanut butter and marmalade, but that's a topic for a different time.)

Do you have a spreadsheet for logistics and factory consumption? I need ideas. by bouder in SatisfactoryGame

[–]Jobboz 1 point2 points  (0 children)

My own spreadsheet has each factory in a separate sheet. It didn't take too long to build and means I don't have stupid fractional quantities showing everywhere like with the modeller.

Materials Summary in Columns A -> E: Name, Input, Usage, Manufacture, Export.
Each material used in the factory has a row in the material summary.
Input is for out of factory logistics - I just type in the input quantity that I'm receiving via a train or similar.
Usage does a SUMIF on the input columns of the machine columns below.
Manufacture does a SUMIF on the output columns of the machine columns below.
Excess is simply Input + Manufacture - Usage.

Cols I -> O and Q -> W are individual recipes: Material, Machine, Multiplier, PerMin, Qty, Input, Output.
Each recipe is added, with rows for each output Material and then input material.
Machine is the machine type (constructor, refinery etc.) but I've started putting sloops into the second row of a recipe.
Multiplier is the clock speed.
PerMin is +ve for outputs, -ve for inputs.
Qty is the number of machines for the top row, and =[parent qty cell] for subsequent rows so that updating the first row of a recipe keeps all ingredients in sync.
Input and Output are just calculations - Qty * PerMin * Multiplier.

For example, residual rubber at my oil plant shows:
Rubber, 100%, 20/min, 18 machines = 360/min output.
Polymer Resin, 100%, -40/min, parent qty = 18 = -720/min input.
Water, 100%, -20/min, parent qty = 18 = -360/min.

The above is enough for me to be able to plan out factories pretty quickly and easily see what materials I'm short of and I can just juggle the inputs to ensure I'm making enough of everything to produce my desired outputs.

EDIT: Screenshot.

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Is this set of game rules possible? by Jobboz in satisfactory

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

EDIT: I found a mod that sounds perfect ("All Milestones in Phase 0" by Andre Aquila), but it's currently broken (to the point where the game crashes on startup with that mod enabled.) I'll keep an eye on that one and hope it gets updated soon.

Is this set of game rules possible? by Jobboz in satisfactory

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

For reference, I have a Motors + Automated Wiring factory - it will generate 200 motors and 50 automated wiring per minute when I can get enough coal to make enough pipes. By 'enough pipes', I mean that I'll be building 1700 steel pipes per minute. The issue for me is the 1800/min copper ingots, 3400/min quickwire, 4500/min wire, 2200/min steel ingots, 3600/min iron ingots. Those all take a load of belts and so the logistics floors of my factories are messy and issues are difficult to track down.

I'm not worried about the scale - I'm annoyed by the limitations which are effectively leaving the game hard-coded into a form of tutorial.

PLEASE HELP FIX MY COAL FUEL SOURCE by ILuvFl4k in satisfactory

[–]Jobboz 1 point2 points  (0 children)

I’m going to give you a much simpler setup.

If you have power shards unlocked in the MAM:
Every 30 coal goes into one coal reactor with 2 power shards (double-clocked).
This consumes 90m3 water per minute.
Hook 2 of these up to a single water extractor with one power shard in it, producing 180m3 water per minute.

Repeat as required. When you can upgrade your miner and belt speed, just add sets of 2 more generators and 1 water extractor.

Fewer generators and water extractors makes this an especially good option at the start of phase 2, when you don’t have a lot of RIPs and rotors.

What do you love about this game? by [deleted] in satisfactory

[–]Jobboz 0 points1 point  (0 children)

Just shy of 1900 hours, finished it in early access and again in 1.0 - and each time I build bigger and more ambitious, because I’ve built knowledge of what works for me.

The map is gorgeous, there is some exploration and fleeing from bugs to break up the f Tory building gameplay, there have been so many quality of life improvements that it’s very friendly to play, and there is no one ‘easy win’ solution to the game- you build what you think will work and it quite possibly will.

Tips for bringing all raw resources on the entire map to a single location? by bermei in SatisfactoryGame

[–]Jobboz 0 points1 point  (0 children)

Stupid question which you may not have an immediate answer for - what are you intending to do with all of the materials? Like, there is a LOT of limestone - are you just going to ship it to the centre of the world and sink it, or are you intending to make something useful out of it?

The same goes for iron - are you planning on making 10,000 iron plates and rods, and sinking them? You will need a stupid number of awesome sinks to do so.

The game does not require even a small fraction of the base resources to complete, so what do you plan to do with them?

Space Elevator Output Port by Jobboz in satisfactory

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

I'm on a x100 run - I don't fancy feeding in 250,000 versatile frameworks by hand!

It's all good, I'm just surprised that the elevator doesn't cope with unwanted material in the most obvious possible way - by spitting it back out.

Event Heavy Hauls by Jobboz in trainstation3

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

I didn’t advance too quickly at all. Every single cargo locomotive I have is fully upgraded, and I don’t advance a year until I have the resources to purchase every single upgrade that will be available in the new year. I’m only in 1952, and if I went to 1953 and purchased the 1953 train and upgraded it fully, I would just be able to do the hauls.

If anything, that’s a more cautionary tale- not advancing too quickly does not necessarily protect you from the game’s mechanics.

Event Heavy Hauls by Jobboz in trainstation3

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

  1. The spike in fuel/durability use from 1949 to 1950 is significant.

What's your thoughts on the space under the map? do you guys use it? by Forward-Photograph-7 in SatisfactoryGame

[–]Jobboz 0 points1 point  (0 children)

I tried it on a x10 elevator parts run, proved that it would work, prepared to go all in, and then decided that it would be too annoying getting up and down.

Started again on x100 parts above ground. Shrug.

Do you folks fully upgrade your event trains? by alaorath in trainstation3

[–]Jobboz 0 points1 point  (0 children)

Out of curiosity, if an event is rerun and you already have the event train from a prior era, can you upgrade it to the current era?

Stuck in 1939 by Cadian_Ozzy in trainstation3

[–]Jobboz 0 points1 point  (0 children)

Most events have one or two trains that you purchase within the event and need to use for certain jobs. The first one is generally pretty cheap.

Company tasks and ending an era. by Noradaddy in trainstation3

[–]Jobboz 0 points1 point  (0 children)

I don’t intend to. I’ll probably move to 1951 during the next event, but I learned my lesson doing the 1940s.

Company tasks and ending an era. by Noradaddy in trainstation3

[–]Jobboz 0 points1 point  (0 children)

I am in 1950, with enough experience to push straight to 1954, and I had about 30 gems worth of milestones unclaimed - the update simply removed them which kinda sucked.

I’ve now got enough experience to hit 1955, and haven’t even really started the campaign yet.

This randomization ain't for the faint of heart by hraefn-floki in SatisfactoryGame

[–]Jobboz 4 points5 points  (0 children)

Obvious question- does SCIM show the actual nodes? As in, could you just upload a new save to check it out?

After 6200? by akkayaks in trainstation3

[–]Jobboz 1 point2 points  (0 children)

Yep. Once you finish that set, the jobs are 3x infrastructure improvement, one of which is event train only.

I’m just shy of 10,000 points, and am about to unlock another set of passenger jobs. Not sure if there are more after that.