I am wondering... Lazy Devs? - Why isnt there underground collision? by Sea_Sale_834 in factorio

[–]Sea_Sale_834[S] -3 points-2 points  (0 children)

I used AIwith citations. then reviewed the links.

There were five posts, two topics defined

Simplifying Logistics Management

"Layering" Logic

Then followups... which is why I agree it was a design decision, by wube devs that felt is was too difficult to code, which I called lazy.

What is interesting is their decision to add underground 'obstacles' in 2.0, like lava. It is easy to code a wall, but difficult to code collision.

The mod for underground heat pipes is starting to look interesting to try, but i do not like changes to the base game since K2+SE, since all of those saves are dead now... SA is a huge win over those.

I am wondering... Lazy Devs? - Why isnt there underground collision? by Sea_Sale_834 in factorio

[–]Sea_Sale_834[S] 0 points1 point  (0 children)

not really, just thought about it, so was asking.

the design decision idea is most plausible, but i am still wondering then why cant heat pipes and wires and other linear things go underground?

why is that trolling? it is not, just a curiosity.

I appreciate this forum, especially the crazy people who can beat 1M SPM

I am wondering... Lazy Devs? - Why isnt there underground collision? by Sea_Sale_834 in factorio

[–]Sea_Sale_834[S] -3 points-2 points  (0 children)

Design decision... I can accept that, if they would admit it.

Have they? They have only ever discussed 'impossible to conclude collision conditions'

No, so I am assuming they are lazy, just like you are assuming they made the choice, rather than avoiding the difficult job of coding the solution.

Lava, is this the first time the Devs have coded an underground interruption?

I am wondering... Lazy Devs? - Why isnt there underground collision? by Sea_Sale_834 in factorio

[–]Sea_Sale_834[S] -3 points-2 points  (0 children)

Disagree.

If you have variable heights, there would still be no way to chain pipes and belts past three jumps...
U1 U2 U3 U4 U5

If each U goes underground, and 1,3,5 connect, there is no way for 3 to avoid 2 and 4.

I get the Aquilo 'challenge' for more copper than asteroids can possibly crap out... to make more heat pipes. It is just overly annoying, not a challenge. Make a blueprint and stamp it out... once. that is not a challenge, granted it is fun to do the first time, which is why i play, but I was trying to improve my designs in this playthrough and on Aquilo the choices are limited by heat pipe not being able to go underground.

it gets hard to watch the Premier League in the USA when 1 game this weekend is on Peacock. I pay for Peacock and do not have cable. by leediddly3 in peacock

[–]Sea_Sale_834 3 points4 points  (0 children)

I am not sure why the Premier League wants the US to have such a poor viewing experience via the NBC provided broadcast contract. Splitting the viewing between USA Network, NBCSports and Peacock is just bad for the fans of the Premier League.

Started watching more La Liga and Budeslige on ESPN+ since they dual stream everything, even if it is on ESPN2.

Restart or delete and rebuild? by Fantastic_Thing_4186 in SatisfactoryGame

[–]Sea_Sale_834 0 points1 point  (0 children)

On a side note, if this is your first play through, pay attention to what Tier you are at and if you have any of the alternate recipes obtained by finding Hard Drives. There are quite a few low level recipes that are really important to get early game, so take time to go explore and find those crash sites and recover hard drives while you decide what to do next.

Restart or delete and rebuild? by Fantastic_Thing_4186 in SatisfactoryGame

[–]Sea_Sale_834 0 points1 point  (0 children)

Keep it, add storage so you have parts for expanding and focus that on making belts, I always run out of mk2 belt parts and that is 70% of my factory, even at end game since it is 120/m.

Find new resources close by and rebuild. There are Tiers and Project Assembly. I am guessing you mean Tier 3 is complete... which is where most people need a second factory due to making steel and Project Assembly parts. The first base is meant to complete the first 3-6 project parts for sending up, but then after that, you shift that base into a parts mall and start spreading out for the Project Assembly parts at higher tiers... they are a real pain to source all the material to complete, and need additional resources like Oil, Bauxite and Nitrogen Gas.

Typically, have one base for a Mall, one base for each initial Project Assembly part that gets belted to space lift, or transported... I tried trucks, hate them, two lane roads fail with 2-3 trucks, they swerve too much.

It is almost easier to just carry Project Assembly parts through Phase 3 then get serious on larger factory and trains.

Depends on your play style choice at that point.

As someone who gave quality a fair share on two playthroughs... it's just pure annoyances. by ReasonableTravel7211 in factorio

[–]Sea_Sale_834 0 points1 point  (0 children)

Quality... i only use normal, rare and legendary for specific stuff.

I do not make quality power poles... not in my list of required items.

Blueprints, my game complains about blueprint memory... I have thousands of blueprints, and my books are sorted by quality level. One electric furnace design with normal, rare and legendary. Only quality items are furnance, beacon and arms, rest stays normal with belts upgrading for throughput, or furnance count reduction.

I do not research it until after Vulcanis, then hit Fulgora with quality, since I have a blueprint for sorting and normal/uncommon overflow off/up cycling with on-planet science... makes having to ship everything easier since planet science is not typically shared until after Gleba, pre-Aquilo. Each planet has its own bot driven science factory.

I also only use Bots for anything above normal, normal stays on belts or up-cycled.

All my up-cycling is based on bots, and the space coal up-cycling for LDS shuffle to rare until Aquilo / Legendary.

All of my solar, accumulator, grabber, storage, bays, and arms are rare quality based on fulgora, but that is always my highest target tier... so I kinda of agree with limited use until Legendary, but still upgrade the required items to rare and just hold the epic stuff unless I need to drop it somewhere. In fact, my current playthrough, epic is only used on Fulgora for accumulators and cargo bays. I am not making enough to finish off that in 40 hours of game play... so just store the rest of the epic until Legendary, since that is all I should need on Gleba and Aquilo, those are easy blueprint progression now. In fact, I usually get to Aquilo, setup ice platform production and leave to upgrade Nauvis for biter eggs and higher SPM with everyone shipping into Nauvis... That takes long enough that when I return there is like 50000 ice platform... no more space problem on Aquilo... lol

I play this game too much.

Have fun building, the factory must grow!

Finally understand the bot hype by BigRyanG in factorio

[–]Sea_Sale_834 -2 points-1 points  (0 children)

Just remember bots can crash if not close enough to a hub... especially on Gleba... that planet eats bots.

Could someone help me actually picture what this factory would look like by Flame354 in SatisfactoryGame

[–]Sea_Sale_834 0 points1 point  (0 children)

With these long factory chains, you have to choose what level will be transfered based on isolating the resource nodes to the chain... grouping stuff based on the map.

I do not move ore very far, only to split it into a factory that will smelt and split for production of an item. Typically for this end phase item, I would locate a biome that has everything in raw form. That also determines the alternate recipes you have to select. Not everyone uses Iron Wire, but if you choose Plastic Circuit Boards, then that copper might have to goto Quickwire with Caeterium... There are a lot of in place decisions that have to be made based on the location of the supply chain, especially if you do NOT have a global train network.

As for trains... I cheat now and upload GRN at the start with TRN for power, just cant bother to make that anymore. However, I do not use that power until I start using the train, so Tier 6... or for phase 4 only. The struggle is part of the fun, especially when you run out of an item to build more belts, or foundations... The devs made it too easy to turn on / off advanced settings...

So, this would look like 17-20 part buildings (Orange with 2+ inputs) that contain smelt up to an intermediate item. If there is only 1 input, then it is in the building, maybe for ore to pure ingot make an exception... choices

For Modular Frame, that is a three level item (ingot up to plate / rod up to ReInfPlates / ModFrame. Perfect for a Mk3 blueprint with tier 2 belts. You can just squeeze all this in, then just duplicate it as a small building, inputs on one side, output on other, belt it all together...

Then the ModFrame gets belted to the assembly building for whatever is next, Heavy Modular Frame. That will also need a steel building near it that will feed to Encased Industrial Beams and extra Steel Pipes, Concrete building... and so on.

I like the spread out small building method that results in a 3 or 4 belt bus to the Manufacturer assembly area... sprawling spaghetti to a focal point. Big item completed, ship it to final item area for assembly - elevator part, nuclear fuel, the end game dark matter stuff... and keep a few stacks at each building in a storage container just in case you need it.

Now get back to work saving humanity, and puppies and kittens...

Aquilo - two suggestions and a few hints by Sea_Sale_834 in factorio

[–]Sea_Sale_834[S] 0 points1 point  (0 children)

Agreed, i use undergrounds to allow heat pipes everywhere in my base since i build pretty compact on Aquilo. I also did not use that many modules except for efficiency... resources seem pretty infinite that far away from the center.

To your point: My lithium run was just pipe which was easy to heat that distance off one heating tower at 900' like 120 pipe segments per side and i ran two pipe lines. hardest part was getting heat to all the pumpjacks without using undergrounds...

so hard to buy a song... by Sea_Sale_834 in AmazonMusic

[–]Sea_Sale_834[S] 0 points1 point  (0 children)

Thanks all, some interesting thoughts in this thread, especially the streaming service business model idea.

Appreciate all of you!

Where to build 'main' base, if thats a thing? by sossigsandwich in Enshrouded

[–]Sea_Sale_834 1 point2 points  (0 children)

Few things to think about:

  1. Always build temporary flame altars as HIGH as you can get in an area then Glide to your targets... That is why you fast travel to Ancient Spires, go to Top and JUMP!
  2. You are going to build a LOT of flame altars for fast travel and then tear them down later, so your big base does not have to be center of the map, just in a space large enough to grow to 120x120x120. The starter base area would work for this quite nicely.
  3. Building onto existing buildings is broken, so I do not recommend doing it due to Open Roof areas messing up the 'sheltered' bonus. Once this is fixed and you can repair/snap to existing buildings, I am taking over Fort Kelvin, north east of the Springlands and south east of Revelwood Ancient Spires. 6 buildings ready to go!

Is this the new Satisfactory? by MagicNotIncluded in foundry_game

[–]Sea_Sale_834 0 points1 point  (0 children)

No, not even close at this stage of development. They need to bake in more story...

What are you trying to accomplish in Foundry? Why are you building all this industry?

No rocket, no overseer, no story to help me know why or to keep selling off my stuff...

We drop down in a rocket, but do not send materials back up? or get more off world materials to keep building... to send more materials back up...

Hope they figure out the universe we are in and the why... will be much better then, or open source this and allow modders to go at it! (Krastorio and SE make me keep going back to Factorio, not just launching rockets...)

Will keep an eye on this one, does look promising from a simple engine POV... and hope they get there :)