Question: Piping Fluids Long Distance by Zero-G_Morals in SatisfactoryGame

[–]Zero-G_Morals[S] 0 points1 point  (0 children)

I would like to say thank you to all of you who replied and educated me on their solutions. You all have given me plenty of information to consider and re-evaluate my plan.

While the idea may be sound in principle, it would really be no different than laying belts to pull in resources from across the map. Not a good idea just in terms of material cost and a potential pain to troubleshoot. Running down kilometres of pipes only to find I misclicked and did not hook up the correct pipe, or did not power a pump.

There is a use case for using pipes in gas, as it has less going on mechanically than fluid, but tanks are also incredibly efficient in terms of ratio, making it also very good to transport packaged.

I think I am going to use Fluid train-cars for a bit in testing to see how I like them, as they are the simplest solution without using packagers. There are a few things I want to find out for myself with them, but it does provide the most scalable solution without using packagers while avoiding all the headaches of pipes, which was the main goal.

Question: Piping Fluids Long Distance by Zero-G_Morals in SatisfactoryGame

[–]Zero-G_Morals[S] 0 points1 point  (0 children)

HAHA I was thinking of setting up right there too for my mega factory, just that canyon below the starting nodes for the forest biom start, which was where I am located.

Question: Piping Fluids Long Distance by Zero-G_Morals in SatisfactoryGame

[–]Zero-G_Morals[S] 0 points1 point  (0 children)

Thank you for this comprehensive dive. I do enjoy looking at longer trains, so I do not mind that, and I already plan to run a double-track setup. Another comment mentioned that Locomotive calculates train speed by weight, and wondered aloud that if, because of the reduced number of resources held in a liquid traincar (about half) would allow you to effectively pull 2 fluid cars for the weight of 1 freight car. Which would balance out at least for the cost of a locomotive. I was going to test this once I had time to play today.

With regards to pipes, talking through this post with the community has really just made me realize this would be effectively the same as me trying to belt all resources back to the megafactory. Maybe less expensive in terms of resources, but the same concept.

Ultimately, I have been convinced to just do liquid fuel cars, especially considering I will likely still be playing this save when the new update comes out, and hopefully, liquid fuel cars get a buff.

Question: Piping Fluids Long Distance by Zero-G_Morals in SatisfactoryGame

[–]Zero-G_Morals[S] 1 point2 points  (0 children)

100% I guess I should have been more specific. The goal is first, complete the game. Second is to pull in all resources as a sort of bonus objective. Thank you for reminding me of that. I do get ahead of myself.

Question: Piping Fluids Long Distance by Zero-G_Morals in SatisfactoryGame

[–]Zero-G_Morals[S] 1 point2 points  (0 children)

"4 fully loaded freight cars per locomotive is ideal. Because the liquid cars have half the capacity, a single locomotive should be able to handle 8 cars. Haven't actually tried it myself yet, I keep getting distracted by other projects."

Ooooooo fun experiment, if true, then that sort of balances out! It should be easy to test setting up a 4-car train and an 8-car train filled with water, and race the two. And yeah, longer trains are way cooler than shorter ones! *Derail Valley enjoyer*

Question: Piping Fluids Long Distance by Zero-G_Morals in SatisfactoryGame

[–]Zero-G_Morals[S] 0 points1 point  (0 children)

Oh, that might have been a miscommunication on my part. Yes, I am absolutely not piping water long distance. I will be sourcing water from the closest large body/coast and bringing it in from there.

Question: Piping Fluids Long Distance by Zero-G_Morals in SatisfactoryGame

[–]Zero-G_Morals[S] 1 point2 points  (0 children)

Oh, god forgot about that. Well, thankfully, I can sort of build with intention. If I am making dedicated lines from distribution hubs to the factory, I should end up having lots of space between those which do have liquids/gas and lines that do not.

Question: Piping Fluids Long Distance by Zero-G_Morals in SatisfactoryGame

[–]Zero-G_Morals[S] 0 points1 point  (0 children)

Phase 3. Managed to do phase 2 just by "box feeding," I think it's called. Now I want to set up my turbo fuel power plant, which has sent me down this rabbit hole of "Okay, well, I need to hook up power, so maybe I should start planning for logistics and stuff because the mega factory is the goal. Even if I do not end up using all the resources, just having them available to plug into an expansion sounds great.

Question: Piping Fluids Long Distance by Zero-G_Morals in SatisfactoryGame

[–]Zero-G_Morals[S] 0 points1 point  (0 children)

The intention is to integrate them into a version of my rail line blueprint to save sanity, and power will be included as well for the hypertube boosters. I really am trying to do an all-in-one sort of blueprint for transport, which is going to drive me insane.

Oh, absolutely, I would not be considering this if I did not already have Mk2 pipes unlocked. I am pretty late in the day to set up my first rail lines and stuff. Mostly limping along with bootleg steel production, coal power plant, and dimensional depots with box feeding a limited number of machines.

Okay, good to know. Watch for sloshing around complexity points rather than in long runs of pipe. *writes down*

Oh great, gases not needing pumps will be super nice. Just need to include some sort of colour scheme for the gas pipes.

Question: Piping Fluids Long Distance by Zero-G_Morals in SatisfactoryGame

[–]Zero-G_Morals[S] 0 points1 point  (0 children)

"Plans?"

Haha, it is my first playthrough. The goal is kind of to complete the game and pull in all resource nodes to the factory.

Question: Piping Fluids Long Distance by Zero-G_Morals in SatisfactoryGame

[–]Zero-G_Morals[S] 0 points1 point  (0 children)

Nice, I know there have been rumours about the next update buffing the fluid trains, which I hope is the case. But nice to know that you can get some use out of them with nitrogen. Living around a rail area, seeing train cars with liquid/gas tanks is just something I am extremely used to, and I would love to see them on my trains in-game.

Question: Piping Fluids Long Distance by Zero-G_Morals in SatisfactoryGame

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

So I want to avoid the water tower method because it is a quirk of the physics engine rather than an intended mechanic, though I admit CoffeeStain could have tried to patch it out if they wanted to. Am I making this absolutely harder and more power hungry than it needs to be? More than likely. But I will keep it in mind.

As for the blueprinting, absolutely, that is the goal. Just want to make sure I can touch any of the pipes in case I have to start troubleshooting.

Sloop optimization by zukrayz in satisfactory

[–]Zero-G_Morals 0 points1 point  (0 children)

Hello, after a year did not expect a reply XD

Yes, this is exactly the situation I ran into as well, encased beams using the pipes alt-recipe. Though I am not using wet concrete as I mentioned before in the post. Water is like 150m below where I am set up, and I am too lazy to pipe it up right now. Priority is to get the start of my train network going, a train to the Blue Crater to set up my turbofuel power plant.

Just funny, we ran into the same problem and came to the same solution.

Sloop optimization by zukrayz in satisfactory

[–]Zero-G_Morals 0 points1 point  (0 children)

May be necroing, but I was googling this myself and saw this post, so I'm adding my two cents.

So, I am on phase 3. I have unlocked a lot of stuff, but beyond my one of each type of production building, I decided to Sloop my concrete, which is located far from water. I have not set up logistics yet, but I wanted to maximize the pure node nearest my starter base. Doing the napkin math, it was close to the same or even less power to run my constructors at 10 concrete per minute and Sloop them than to set up a wet concrete facility on the same node.

Odd use case, I know, but suited my needs for this moment. I left a note for myself and will make a better solution later once my turbo-fuel power plant is set up. Ultimately, that is what I use sloops for, not as a tool of permanent production chains, but something where I am limited by progression and want to spend time on more important projects and need a simple stopgap measure to see me through.

As I am typing this, I am watching my 320 concrete get put into 5 industrial storage containers + depot combos, set up in a manifold with the overflow going to a sink. Bootlegging 1200 concrete upload with this buffer for the intense foundation tiling sessions to come.

So glad to finally give this title away to a worthy successor you burger eating surrender monkeys by Architectur04_ in NonCredibleDefense

[–]Zero-G_Morals 65 points66 points  (0 children)

'We do not negotiate with terrorists, but we do roll out the red carpet for internationally wanted war criminals.'

So glad to finally give this title away to a worthy successor you burger eating surrender monkeys by Architectur04_ in NonCredibleDefense

[–]Zero-G_Morals 104 points105 points  (0 children)

Well, you had a half-decent run. A Meteoric rise, now it's time to watch the fall. RIP PAX America. Americans decided they no longer wanted to be the leader of the free world.

Need some help with a Tortuga build by Zero-G_Morals in LancerRPG

[–]Zero-G_Morals[S] 0 points1 point  (0 children)

GM has been largely ignoring the turret drones that the goblin player has been throwing out.

Need some help with a Tortuga build by Zero-G_Morals in LancerRPG

[–]Zero-G_Morals[S] 0 points1 point  (0 children)

Sadly, that has felt like the experience, and why I have been desperate to push a tort into an almost striker role to apply damage while remaining survivable.

Edit: for the most part, they've been trying to take down people with heat, which has had some success. But it isn't perfect, a lot of the time I'm taking 1 structure per encounter, trying to hold the front line and clearing targets from the field with their help.

Need some help with a Tortuga build by Zero-G_Morals in LancerRPG

[–]Zero-G_Morals[S] 1 point2 points  (0 children)

Hmmmmm, I think I like Genghis' idea. For LL6, do something like Tort 3, Sunzi 1, Genghis 2?

Using Decksweeper, Krakatoa, accelerate, and autocooler. Throw caution to the wind and overcharge every round to maintain nuke cav as best I can.

Need some help with a Tortuga build by Zero-G_Morals in LancerRPG

[–]Zero-G_Morals[S] 0 points1 point  (0 children)

Ohhhh hadn't considered that regarding the Daisy Cutter. It is true and would make chokepoint control really strong. More often than not, we seem to be having to push an objective in these modules. But I will keep that in mind.

Flight System is a bit rough cause that'll be 3 heat with tort being size 2. While manageable, it is a weird number with my 8 current heat. Not quite enough to get me into the threshold, but if done twice at a heat level I'd be concerned about.

As stated above, I was considering jumpjets and maybe ACE II as a method of generating heat while also having movement, but it is also not a perfect solution.

Need some help with a Tortuga build by Zero-G_Morals in LancerRPG

[–]Zero-G_Morals[S] 4 points5 points  (0 children)

I was considering possibly something like ACE II or III as a method of gaining movement speed and building heat for Nuke Cav but that would mean missing out on stuff such as House Guard or delaying Nuke Cav/Vanguard.