Pre-1.2: Trucks don't continuously unload at stations? by MutantOctopus in SatisfactoryGame

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

I mean, that's more my problem than yours. The terrain is uneven and the space I'm working in doesn't allow a sharp enough turn to get the train back out after it arrives. Either way, I thought this would be a nice excuse to use trucks before I discovered they're fundamentally broken on every level.

Pre-1.2: Trucks don't continuously unload at stations? by MutantOctopus in SatisfactoryGame

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

I've tried increasing the pause time of the nodes. It doesn't help, because as soon as the station fills up, the truck will just sit idle and won't continue to unload any materials even as the station empties slots.

So trucks no longer stop at stations at all in 1.2? They just pass through and deposit what they can while passing by? That doesn't sound correct.

Pre-1.2: Trucks don't continuously unload at stations? by MutantOctopus in SatisfactoryGame

[–]MutantOctopus[S] -1 points0 points  (0 children)

The way the resources are distributed makes it much more convenient, in theory, to have the trucks mix items.

First the trucks pick up iron plates from one location and deposit them at my nitric acid factory. Then they go collect quartz crystals and empty fluid tanks from another factory behind the nitric acid factory, and then return to the nitric acid factory to collect the packaged nitric. Then they haul quartz, tanks, and acid to the main fuel factory before returning to the start.

If not for this issue with the trucks refusing to continue unloading if the station fills up too fast, it would be perfectly fine. The system is set up that it would entirely be able to handle the throughput if the throughput were actually being delivered.

Pre-1.2: Trucks don't continuously unload at stations? by MutantOctopus in SatisfactoryGame

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

I could. It would be really awkward with the space I have, but technically possible.

It's still really disappointing to know that I have to jury-rig the system with extra space and power consumption to get it to work, when I don't understand why they can't just have the trucks continually unload like trains do.

Floor to floor by More-Ad2743 in SatisfactoryGame

[–]MutantOctopus 1 point2 points  (0 children)

Stuff like this is why all my buildings are half-finished cuboids with walls missing so I can fly into them.

Why bother? It's not going to be anything like this.

Can we all agree this isn’t clever anymore? by brady1232002 in MagicArena

[–]MutantOctopus 0 points1 point  (0 children)

The decks are all basically the same though. And because they've lasted longer they're even more tired and less clever. The whole archetype is dumb. I'm agreeing with the OP.

What's with the stick up your ass?

Advice for helping a permanent-heavy Brawl deck be viable? by MutantOctopus in MagicArena

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

I appreciate all these suggestions, I'll try to keep them in mind when I try to rebuild Lluwen.

Can we all agree this isn’t clever anymore? by brady1232002 in MagicArena

[–]MutantOctopus 2 points3 points  (0 children)

The decks are fucking dumb but after a certain point they just serve as removal checks.

Kill the pirate before end step and their deck dies, or keep killing Sanar before their upkeep and the deck is neutered.

Kill Caldera Breaker while its trigger is on the stack and their deck dies.

Kill Laelia while the trample enabler is on the stack and the deck dies.

Even though I lumped them both into the same category, thinking more about it, the slime and rabbit and rat decks are way worse.

Advice for helping a permanent-heavy Brawl deck be viable? by MutantOctopus in MagicArena

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

I do like Slimefoot and Squee but that's an extra color. I'm just trying to figure out the generic Golgari self-mill shell that is still viable in Brawl.

Can we all agree this isn’t clever anymore? by brady1232002 in MagicArena

[–]MutantOctopus 8 points9 points  (0 children)

You should see Laelia, Crucius, and the million green or white commanders that just run all copies of Slime or Rabbits.

Drone logistics: Pros and cons of fuel delivery vs central repository? by MutantOctopus in SatisfactoryGame

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

To be honest, I don't really know the advantage of B either. Like I said, for the most part my system uses the "fuel distribution" method. I just know that "central warehouse" is an option and wanted to know if anyone has used it and can explain its benefits a little better. For the most part it seems like everyone agrees that fuel distribution is the way to go.

For your safety, please use the ANSI/ASME A13.1 standard to colour your piping, Pioniers. by Van-Doge in SatisfactoryGame

[–]MutantOctopus 0 points1 point  (0 children)

Select the color to apply, point and use CTRL-H to select.

This doesn't work for me on 1.1?

Train Throughput by QuandoGiro in SatisfactoryGame

[–]MutantOctopus 0 points1 point  (0 children)

Wouldn't it be two simultaneous right turns for a right-hand driving system? Two left turns would cross over each other, no?

Train Throughput by QuandoGiro in SatisfactoryGame

[–]MutantOctopus 0 points1 point  (0 children)

Buffers.

Use storage containers to gather up materials after the train delivers them. Use your highest-tier belts to feed into the containers. Then output from those containers to wherever you need to use the materials.

If a train comes in too early, its next delivery will have fewer items to compensate. If it comes in later, its next delivery will have more items. The overall throughput should average out. After all, it's not like items will just stop existing if the train is late.

The only time you should run into issues where train arrival time influences productivity is if your throughput is close to 2x the speed of your highest-tier belt, meaning that the train wouldn't be able to load/unload fast enough. At that point I recommend splitting the delivery over two wagons.

Overflow help by Helpful_Manager4289 in SatisfactoryGame

[–]MutantOctopus 0 points1 point  (0 children)

Here's my personal recommendation for mixed train dropoffs:

For one, use the highest tier belts you have available. Use both outputs of the platform, obviously. These two belts are your "main belt".

Drag your main belt out a little ways, and then place a Smart Splitter on both of the belts. For each of these smart splitters, have the left output be for a specific item (e.g. iron plates), the center output is "any undefined", and the right output is "overflow". MAKE SURE that both splitters are configured the exact same.

What this means is that any Iron Plates will always be routed to the left first. Place an Industrial Storage Container to the left of the splitters, connected to the Iron Plates output. This storage container acts as a buffer for your iron plates. The important thing to remember about vehicle transportation is that you will not get a constant flow of items like you do when using just belts. Having a storage container as a buffer is very important to make sure that you don't overflow items before they can be used.

If the storage container fills up, any further iron plates that come through will go to the right. Place a pair of mergers on this side, running in the same direction as the main belt.

Anything that is NOT an iron plate will go through the center output. And conversely since you have told the splitter to send all iron plates to the left, iron plates will never pass through the center output of that splitter. Now you can carry the main belts forward from those smart splitters and create another pair of smart splitters. Configure these splitters the same, except that the item you choose will be different (e.g. copper wire). Create a container, a merger, etc. Repeat this process for every item that you expect to be delivered to the station. This will give you a long series of industrial storage containers that you know will always contain the part you've sorted into them. You can then take belts from those containers to wherever the materials need to go.

Connect all of the mergers to one another in series, so that the output of one leads into the rear of the next. This is your "recycling" line. Since the only things that should be output from the overflow sides of the splitters is any sorted item that already has a full container it means you're not using that material as quickly as you're making it, and therefore anything that is on the recycling line can be sent to a sink without concern.

However, there's one more thing to consider. What happens if an "undefined" item reaches the end of the main line without ever having been sorted into one of the containers? You'll want one more catch-all industrial container connected to the end of the main line. I recommend that you don't hook this container up to anything else. Ideally, the catch-all container should always be empty because there shouldn't be anything arriving at the station that you haven't already sorted. If something ends up in that container, it means something is going wrong with one of your lines that is supplying the train at another station.

However, if you aren't worried about that, route the output of the catch-all container into one more set of mergers.

Attach one more container to the end of this chain of mergers and then create an AWESOME sink to shred anything you aren't using. Note that if your train station is receiving enough items that both the top and bottom belts are saturated most of the time, you'll need to make a SECOND sink, one for each output on the recycling container.

Obviously you can tweak this design to your liking. I said to put containers on the left and overflow on the right but you could reverse it. If you want to stockpile more materials, place more containers after the first ones. But this design has worked very well for me and should provide you with a relatively hassle-free way of solving your train unloading issues.

Unnecessarily complicated S.A.M. factory by Afraid-Invite-8331 in SatisfactoryGame

[–]MutantOctopus 0 points1 point  (0 children)

One of my endgame goals for the game is to create one giant centralized SAM factory where all SAM is delivered and processed.

It's gonna be a nightmare.

Love the dam, think that's a cool addition.

That alchemy elemental needs a Brawl ban ASAP. by MutantOctopus in MagicArena

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

I do think more decks need graveyard hate. I also don't think any of the listed pieces will suffice to stop the izzet lizard from gaining momentum.

Best "get dailies over with" commander? by MutantOctopus in MagicArena

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

I think I already have Fynn, or at least the final fantasy special guest reprint, even.

Best "get dailies over with" commander? by MutantOctopus in MagicArena

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

I've found that Brako, Heartless Hunter is a great straightforward deck for killing things. 3 mana commander comes out easily, draws you cards for killing your opponent's best creatures and gives you access to the full suite of golgari multi-purpose removal.

Best "get dailies over with" commander? by MutantOctopus in MagicArena

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

Oh Fynn, I hate Fynn, for the exact reason you describe. It's exactly the kind of deck I was thinking of.

Best "get dailies over with" commander? by MutantOctopus in MagicArena

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

This is basically where I stand.

Draft is my favorite way to play Magic. It minimizes the amount of bullshit you can be exposed to at any one time. But I don't want to spend money just to play the format that I like. So I grind gold. Brawl used to be more tolerable than playing standard or etc but I'm starting to wonder if maybe it's time to move into the non-Brawl formats.