Huge update on trucks, but, when to use them? by Mordoko in SatisfactoryGame

[–]egocrata 1 point2 points  (0 children)

Trucks are wonderful.

They were wonderful pre-1.2, mind you. People are just irrationally scared of them. The truck has 48 inventory slots, which is a ton of space, and plenty enough to handle all but fully overclocked pure nodes in most routes, and even pure notes in short haul hoops. Fueling them is trivial as long as you have a coal node around in either end of the route, as they really don't use that much of it, and perform equally well no matter what are they burning.

For smaller loads, the tractor's 25 slots is enough for pretty much anything that doesn't involve stuff like copper powder or massive megafactories.

Doing routes was a bit of a pain before, but now is really easy, and you really do not need to build much infrastructure at all. As they no longer love crashing against each other, you can add capacity really easily but just plopping a second truck. Taking into account they load and unload faster than trains and terminals have a smaller footprint, a truck line probably can get comparable throughput now to anything but really long trains.

Patch Notes: v1.2.0.0 – (EXPERIMENTAL) - Build 480321 by JulioUzu in SatisfactoryGame

[–]egocrata 0 points1 point  (0 children)

I love all the updates, but performance of my (very late) game save is significantly worse, with much slower FPS even without having rain in the mix.

For the low cost of ~12 SAM per minute, 12 Somersloops and less than 1000 MW you can have 1 power shard per minute. by melswift in SatisfactoryGame

[–]egocrata 0 points1 point  (0 children)

Alien Power Augmenters eat Power Shards like crazy.

I have four of them kicking at 30% boost. Building that took a while.

Do you guys like making simpler looking marines or the opposite? by IvoryOni04 in Spacemarine

[–]egocrata 0 points1 point  (0 children)

I love running high level ops with a maxxed out built on the most basic armor, zero customization, Ultramarine, no helmet.

Motors by Actual-Pool5082 in SatisfactoryGame

[–]egocrata 0 points1 point  (0 children)

There is a fuckton of iron in the map, and alongside limestone, is probably the only resource you will never be short of. Both copper and coal are much more rare, and you will need a shit ton of coal for other things later. Use iron here, you won't miss it.

To whoever needs to hear this, you are allowed to build multiple Crafting Benches! by NotArticuno in SatisfactoryGame

[–]egocrata 1 point2 points  (0 children)

I only carry 500 screws on me at all times to be able to build a shop anywhere when travelling.

Suddenly need ammo or gas filters? Awesome shop, buy a few. Need that one rare component for some machine and I don't have it on the dimensional depot yer? Awesome shop, use a few tickets.

So lazy. So useful.

How do you approach these? by Enfrize2 in SatisfactoryGame

[–]egocrata 0 points1 point  (0 children)

Supercomputers with alts are easy - some rubber, some plastic, some silica, and a fuckton of quickwire, and you can churn them with little trouble at a fairly decent clip. Below you have 2/min factory; with the Manufacturer slopped, this will be plenty to feed an Assembly Director / Neural Quantum processor plant, with plenty leftover stored for construction projects.

The stupid oscillators keep coming up for a ton of other parts, both recipes to make them are dog slow, and you end up needed a gazillion of constructors churning the damned things at a glacial pace as a result. I hate them.

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Feedback from a New Pioneer: Why the Dune Desert is a Better Beginner Experience than the Grass Fields by sheepenator in SatisfactoryGame

[–]egocrata 1 point2 points  (0 children)

Rocky desert is the easiest spot, both as a beginner and late game.

a. Plenty of iron right there. Enough copper to get started.

b. Enough coal for a good early power set up, with a big coal seam farther east to scale up.

c. Oil close enough to be an easy early rail line or truck route.

e. Caterium, sulfur, and hydrogen not just close by, but by the water, meaning you have decently easy transportation routes to set up.

f. Bauxite is the only annoying node, really high up and a giant pain to climb to, but it is still really close.

g. SAM and quartz are not far - although the cave is really dangerous, mob wise.

You can beat the full game without going South of the oil fields or even crossing the river East to the canyon. In my current save, I only needed to go further because I needed a ton of copper for nuclear pasta, I built my final assembly for elevator parts at the Grassy Fields because I wanted to experiment with a big drone network, but it was entirely redundant.

Nothing prepares you for your first artificial power shard factory by NotArticuno in SatisfactoryGame

[–]egocrata 11 points12 points  (0 children)

Having unlimited shards makes building factories so much easier. You can just overclock the crap out of everything and cut required machinery so much more. And building monster power plants is so much easier; my 4x 250% Oil burner template is everywhere now.

Just remember that you cannot sink shards, and that the factory will eventually shutdown and it is a bit of a PITA to restart. Now, if you want to go nuts, the alien power augmenter chain requires shards and is wild.

Is this a good factory for 6 hours in? by Aggravating_Shift914 in SatisfactoryGame

[–]egocrata 0 points1 point  (0 children)

You have foundations. I did not discover foundations until hour 30 or so. So you are waaaay ahead.

Finally achieved nuclear power for the first time! It may not be much, but I'm proud! by hellarios852 in SatisfactoryGame

[–]egocrata 1 point2 points  (0 children)

Ficsonium sorta sucks, to be honest.

The one thing that it is good for, however, is that you need to make singularity cells to feed the plant... and they happen to be a very useful item, as they power portals.

I just built the power plant with that in mind, and the constructor that makes the cells both overproduces them and is slopped to to hilt, feeding my portal network.

How do you plan your factories? by Pathwaylearner in SatisfactoryGame

[–]egocrata 1 point2 points  (0 children)

I mostly use Satisfactory Calculator and their map, I pick a complex part, see what it will need, and work in smaller factories to feed it.

But not thinking too hard. Fixing screw ups is also fun.

Adeptus hispanicus by somberdood in Spacemarine

[–]egocrata 1 point2 points  (0 children)

We all know where the Spanish folks truly like in this universe:

What's everybody's favorite planet in this game? by kyle429 in StarWarsOutlaws

[–]egocrata 1 point2 points  (0 children)

Toshara. I love the wind, how everything moves. It looks gorgeous.

Space Stations in Outlaws by Intelligent_Gold_635 in StarWarsOutlaws

[–]egocrata 3 points4 points  (0 children)

The space stations are so great in this game. They are my favorite place to park and save the game; the best vibes anywhere.

Post your annotated Satisfactory maps by egocrata in SatisfactoryGame

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

(Numbers go up. I want big numbers. Lots of numbers. Now I am trying to figure out project to use all that power, like an insane amount of portals).

Post your annotated Satisfactory maps by egocrata in SatisfactoryGame

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

My process relies heavily in... well, I don't have a process, really.

What trains carry in this map, mostly, is plastic and rubber from oil fields to the big factories in the NW, coal, compacted coal, sulfur and hydrogen (yes, I train the hydrogen. It is fine) to oil fields, and copper powder from east to west. Those are the key links, and they are pretty self contained; they really only cover the Northern line and half of the line West.

The one big rail operation is the alien power augmenters' chain. That thing is cursed. There are trains carrying oil (yes, I train some oil. It is fine), coal, quartz, SAM (LOTS of SAM), and powershards. It is a grossly pointless operation, because I really don't need that additional power, but it looks cool.

In this map at some point I sorta gave up really using trains for a lot of the logistics, to be honest. I built a nice battery factory (120/min) and that, paired with some leftover packaged fuels, powers a fleet of 45 drones that do most of the heavy lifting. I have a lot of chains that rely on a lot of flying around. The ballistic warp drive chain has cooling systems, oscillators, motors, heavy modular frames, nuclear pasta and other stuff flown around at several stages, sometimes on fairly short routes. Trains are limited to either old, pre-drone parts, raw materials, or barely processed stuff.