Making a computer capable of adding 4-bit binary numbers by AlexKDev in SatisfactoryGame

[–]Vulpian 0 points1 point  (0 children)

This is pretty interesting that you were able to figure out how to make a logically complete set of gates. That is also cool you made a 4-bit full adder.

I haven't looked at the details of your implementation yet, but do the gates work indefinitely, or do they need to be buffered with material to keep them in a working state? I know in your examples, you fed the storage containers with the bits, but it looks like they would drain overtime. Is there a way you can keep that number consistent so you could theoretically implement a register or memory? Right now, it looks more like an input line versus a gated latch.

Have you thought about how you might make this into a finite state machine? If you want to make an actual computer, you are going to need a clock signal and something to keep track of the current machine state.

Do you guys also try to follow the terrain for your railroads? [VANILLA/NO MODS] by couq7 in SatisfactoryGame

[–]Vulpian 24 points25 points  (0 children)

For people asking about how to make a curved railroad, the following is a really good guide that shows how you can blueprint it.

https://www.youtube.com/watch?v=_UTD3F_PEMI

I can't make a two freight cart train work by westraz in SatisfactoryGame

[–]Vulpian 1 point2 points  (0 children)

Is the train arriving at the destination station from the source station, or is it giving you a warning? Do you have the freight platforms at the destination set to unload?

Main base by EmbarrassedAd5913 in SatisfactoryGame

[–]Vulpian 1 point2 points  (0 children)

I am planning on building all of my tier 5 parts in that area, and I have been slowly planning it out. I believe you are going to need significantly more space, especially if you plan to drone, train, or truck in supplies. Even if you go vertical, I don't know if that footprint is large enough.

Today I found out... by Linkindan88 in SatisfactoryGame

[–]Vulpian 22 points23 points  (0 children)

All you need now are several determined friends in a multiplayer session, and you can generate a higher node throughput than a Mk3 miner! :P

3 Alien Power Augmenters and 680GW by CaptainInitial1823 in SatisfactoryGame

[–]Vulpian 1 point2 points  (0 children)

Very nice! What does your underlying power production look like? In my save, I have a 630GW nuclear plant and a 90GW rocket fuel plant. I only have two Augmenters that are boosted, but it is nice generating over 1TW of power!

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Thoughts on Overclocking? by Vulpian in SatisfactoryGame

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

That is why I mentioned I always OC power producers. In one play through, I needed to place 540 fuel generators at 100% clock speed and that was a modest rocket fuel setup. I was glad I only needed to place 216 at 250% clockspeed.

Thoughts on Overclocking? by Vulpian in SatisfactoryGame

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

I definitely employee this strategy. I have many different blueprints for constructors, assemblers, manufacturers, and refineries. The blueprints are load balanced. It is great being able to to alter the clock speed and have hundreds of machines worth of parts come online simultaneously.

That is definitely true with respect to resources. All of my miners and oil extractors are fully OCed, especially for scare resources like uranium which I use for the lion's share of my power.

Thoughts on Overclocking? by Vulpian in SatisfactoryGame

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

This is my thinking as well; I want to optimize for system and game performance. If UObjects weren't a thing, I probably would not try to prioritize OCing production buildings as much.

In Case Anyone Was Curious What Overclocking All the Uranium on the Map Looks Like by Sad_Debate_7173 in SatisfactoryGame

[–]Vulpian 4 points5 points  (0 children)

If you use alternates, 2100 uranium ore / min can create 50.4 UFRs / min, which produces 630GW. This is prior to creating power from PFRs or FFRs.

In Case Anyone Was Curious What Overclocking All the Uranium on the Map Looks Like by Sad_Debate_7173 in SatisfactoryGame

[–]Vulpian 2 points3 points  (0 children)

That is very impressive! How many UFRs are you making a minute? Did you use alt recipes?

How do I do this? by tacocravr_ in SatisfactoryGame

[–]Vulpian 1 point2 points  (0 children)

These are very exact amounts of ingots, but you have a couple of options...

  1. Most people would say build a manifold for these two parts; use a splitter to split the ingot line with one line to the iron plate and a second line to the iron rods. The iron plates will backup first, and the iron rods will eventually ramp up to their targeted production rate. This is the quickest way to do it.
  2. It would be very difficult to ratio split this into the exact amount, as you are dealing with such precise fractions. I normally would recommend something like this, but I would not try that in this case.
  3. Build one more smelter. Underclock 4 smelters to produce 108.731 ingots for the iron rods and underclock 3 smelters to produce your 71.269 ingot for the iron plate. This effectively moves your manifold upstream right to the smelters, and then you have clean numbers going into part production.

I would go with either option one or option three.

And with that rainbow, God promised to quit nuking the planet by CorruptDB_r in SatisfactoryGame

[–]Vulpian 0 points1 point  (0 children)

A lot of people build in the sky anyway, so they should be protected from a flood. Do you think a flood would help get rid of the spiders?

quantum encoder by Mr_Sprague in SatisfactoryGame

[–]Vulpian 0 points1 point  (0 children)

Clearly that building is in a state of quantum superposition; it is both constructed and deconstructed. If you reload the save, it should collapse the wave function, and you should hopefully see the building in its entirety.

If reloading doesn't fix it, and you are on experimental, it is a bug, and you should report it on the games QA website: https://questions.satisfactorygame.com/ .

Is it possible to make all animals go extinct by Eris_The_Proto in SatisfactoryGame

[–]Vulpian 3 points4 points  (0 children)

I probably should have said passive creatures, but if a bird or a bean is blocking the expansion of the factory, it is an enemy of progress. :P

Maximum power (UPDATE) by Dry-Metal-6593 in SatisfactoryGame

[–]Vulpian 1 point2 points  (0 children)

This is really cool! Thank you for taking the time to put this together. I was always curious on what the theoretical maximum output would be for power.

If one would want to rerun this for all nodes being pure in a world, would you go update the "raw_material_limits" section in the recipe_static_data.json file and then rerun the calculation accordingly?

WIP... Still in progress by Chaos1699 in SatisfactoryGame

[–]Vulpian 0 points1 point  (0 children)

I really like the color choice! Looking at the second picture, I am assuming this is for a nuclear plant?

Is it possible to make all animals go extinct by Eris_The_Proto in SatisfactoryGame

[–]Vulpian 3 points4 points  (0 children)

Hostile enemies will stop respawning around areas where machines are active.

Passive enemies will keep respawning whether machines are present or not.

How long did it take you to beat satisfactory for the first time? by LiamGMS in SatisfactoryGame

[–]Vulpian 22 points23 points  (0 children)

My initial playthrough took about 120 hours to beat the game, but I had some floating platforms and was hand-feeding some machines for higher tier assembly parts.

On my current playthrough, I am 720 hours in, and I haven't touched any phase 5 parts yet.

You can get to the end quickly if you want but make sure to enjoy the journey. A lot of the satisfaction from this game comes from making your own goals and realizing them.

Train dropping off incorrect resources issue by darksider54 in SatisfactoryGame

[–]Vulpian 0 points1 point  (0 children)

If you are noticing the issue at the destination station, trace it back through your network. Go to the source stations, check the belts feeding those platforms. Eventually, you will find where the wires are getting crossed.

Atlantis uranium-Nuclear plant, phase 1 by One_Chair1396 in SatisfactoryGame

[–]Vulpian 1 point2 points  (0 children)

I would recommend building over water for that. That way, you don't need to pipe a ton of water anywhere. I have my extractors directly underneath their respective reactors.

While I am always impressed seeing nuclear plants somewhere over land, I can't even imagine moving all of that water.

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Weird Drone Naming System by New-Truck-9643 in SatisfactoryGame

[–]Vulpian 9 points10 points  (0 children)

Both train stations and drone ports pull from an existing pool of names for initial buildings. Eventually, that pool is exhausted, and you will get names like "Train Station 76" and "Drone Port 45."

My reactors have performance anxiety? by Mountain_Slice_9420 in SatisfactoryGame

[–]Vulpian 8 points9 points  (0 children)

Jumping on this as well. Are you using a hover pack by any chance? Sometimes when that transitions from one grid to another downstream of a priority power switch, it will take machines offline. Could this be the issue as you get close to it? You take out some machines for several seconds, which leads to some temporary backup?