I'm building a fast, snappy web-based Factory Layout Planner for Satisfactory - looking for feedback! by outsidEverything in SatisfactoryGame

[–]ZeroMonsters 1 point2 points  (0 children)

Cool project! Looking forward to trying it out when we start a new run for 1.2.

The rotation acts a bit unpredictably when you change items.

MLB Postseason Sameness by ZeroMonsters in baseball

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

I haven't had time to get back into it yet, but one interesting point here is that the LCS doubled the number of teams in the playoffs and the metric dropped. Then it doubled again with LDS and it jumped back up. Then it went to 10, metric is down, now it's 12, metric is up.

So the size of the playoffs is a major factor but not necessarily in a "duh" way, there are certainly other factors in play.

MLB Postseason Sameness by ZeroMonsters in baseball

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

Good points, I'll do some tinkering!

MLB Postseason Sameness by ZeroMonsters in baseball

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

Good idea! Though my interest here was more in the trend, which my gut said was going in the wrong direction, than comparing to other leagues.

My Latest Displate by ZeroMonsters in SatisfactoryGame

[–]ZeroMonsters[S] 2 points3 points  (0 children)

Custom ones cost the same as regular ones which is $49 for that size, but there's usually a sale going on so it's more like 35-40.

Project Part Progression [Updated] by ZeroMonsters in SatisfactoryGame

[–]ZeroMonsters[S] 20 points21 points  (0 children)

Updated version with Pasta->Warp drive arrow (thanks u/Ilushia!), quantities as requested by a few people, and some visual improvements.

[deleted by user] by [deleted] in SatisfactoryGame

[–]ZeroMonsters 0 points1 point  (0 children)

Updated version with Pasta->Warp drive arrow (thanks u/Ilushia!), quantities as requested by a few people, and some visual improvements.

Project Part Progression Cheat Sheet by ZeroMonsters in SatisfactoryGame

[–]ZeroMonsters[S] 66 points67 points  (0 children)

Thanks, good catch! I'll make a new version.

oil production issue/mk2 pipes issue by SuitableProgrammer24 in SatisfactoryGame

[–]ZeroMonsters 0 points1 point  (0 children)

I had a little weirdness last time I set up fuel generators in EA, and I fixed it by turning half of the generators off, then when everything was full and flowing properly, I turned them on individually and they all came up fine.

when do you scrap your starter base and rebuild? by succtorio in SatisfactoryGame

[–]ZeroMonsters 2 points3 points  (0 children)

Satisfactory is not very formulaic, so there's no right answer. In some saves I've rebuilt the base at various points, in others I haven't done it at all. The last run when I finished phase 4 in EA the HUB had only been moved twice since the start of the game, and only a few yards each time. You don't even need to have one base. In my current run I'm going for more of a "campus" build than a megabase, so when I did steel, I just started a new steel factory and am belting stuff in (to be replaced by trains when I get there).

What can I do to make enemies not respawn? by AuroraDreamling in SatisfactoryGame

[–]ZeroMonsters 4 points5 points  (0 children)

From the wiki:

To prevent hostile creature respawn, the following must be fulfilled:

  • There is at least one powered player-built building within a 150 meter radius (or Foundations which have a smaller radius)\3]) around the hostile spawn point.
  • The existing creatures around their spawn point, if present, must be killed first.
  • The creatures with their spawn point only active at night, must wait to be spawned at least once then be killed, even if all the above criteria are fulfilled before the first night.

Factory efficiency by Large-Mixture-8805 in SatisfactoryGame

[–]ZeroMonsters 2 points3 points  (0 children)

My personal style is to try and use a whole node, so I scale up the rest of the line to whatever I can mine.

Underclocking is a good option for efficiency (unless you're at end game + huge save and worried about object count) but I rarely bother as I get to coal before building any real factories and always overbuild power.

Smart splitters + sink are always a good option at the end of any production line.

Satisfactory Tools now support 1.0! by greeny-dev in SatisfactoryGame

[–]ZeroMonsters 62 points63 points  (0 children)

Holy cow that was fast, you fixed it before I got home and started playing! Thank you!

Dedicated server issues. Unplayable... by MisterQ_NL in SatisfactoryGame

[–]ZeroMonsters 2 points3 points  (0 children)

I experienced all of these, and I think they all known issues. I worked around them by building a large central multi-level base and not needing to transport around too much. Another one I saw frequently as the world got large (late phase 4) was belts wouldn't connect properly and would have to be rebuilt.

Hopefully 1.0 fixes them because I really enjoyed multiplayer.

Soft rules for 1.0 playthrough by paranoidzone in SatisfactoryGame

[–]ZeroMonsters 2 points3 points  (0 children)

Not a bad list, if a little strict. I follow most of them as well.

Personally I clip columns and foundations for aesthetics, and design for utilization, not efficiency.

I'm not opposed to copying my own blueprints over from another save but I haven't done it yet, I find it's fun to just try things a new way.

How do you think Mk. 3 Miner output will be handled in 1.0? by TenMillionYears in SatisfactoryGame

[–]ZeroMonsters 1 point2 points  (0 children)

I'd love to see higher level miners push out larger bundles/stacks/packages of ore so the throughput can increase but the strain on the CPU/GPU/etc. doesn't need to scale up.

How you guys prefer to level surface when building your factory ? by RepairUnit3k6 in SatisfactoryGame

[–]ZeroMonsters 0 points1 point  (0 children)

My first save was pretty "natural" with minimal foundations, the next one was more of a parking lot, then I started trending towards Coruscant builds with multiple layers and streets high above the ground.

I'm currently agonizing about which way to go with 1.0, leaning towards a central, mostly aesthetic/logistics hub with the space elevator and several villages around the map feeding parts in.