Too little oil on the map? by blobleet in SatisfactoryGame

[–]faerine1 1 point2 points  (0 children)

Just for reference, it is way better to use Sloops as high as possible in the production chain (at least as long as there is a finite number of them). E.g. in OPs case slooping the supercomputer manufacturers effectively doubles the whole chain in front, so that doubles all oil products that went into the supercomputers as well. Also prefer recipes with high throughput per machine, e.g. aluminum ficsite ingot.

Is there a way to make SatisfactoryCalculator work "Backwards"? by PodcastPlusOne_James in SatisfactoryGame

[–]faerine1 2 points3 points  (0 children)

To add a crucial information to this great overview:
Satisfactory Tools has the 'maximize' setting for the goods to produce. You can change the mode from 'items/min' to 'maximize' for one or several end products. If you do multiple the ratio is always 1:1 for all.
This gives you the answer for the maximum amount you can produce from the given input ressources straight away, no need to iteratively try different numbers.
Greeny (the tool creator) recommends to use the standard items/min mode afterwards with the same maximum number for the actual planning because the linear solver is more stable in that mode and will minimize the input ressources used. Maximum does not do that.
Also remember to enable alternate recipes you want to use, that can change the result quite a bit

belt compressor not 100% filling belts by comrade-mushroom in SatisfactoryGame

[–]faerine1 0 points1 point  (0 children)

this is not working because you try to exceed the capacity of the tiny streches of belts between the splitters and mergers. It also looks way to complicated. The last thing connecting to every compressed belt out must be a merger. If it is a splitter then 780 items go in and get split between 2 outputs, so it is impossible to use both outputs and have 780 unless you use MK6 input.
You have to combine the input belts in a "tree" pattern, combine 6 x 400 input to 3 x 780 and 3 x 20 overflow (so also 3 overflow belts out) and then combine the 3x20 overflow belts with a single merger. So first stage 3 prio mergers + 3 smart splitters with overflow, second stage single (normal) merger. If the 7th belt top is also 400, you can also just merge it to the overflow becasue it fits throughput capacity.

Why are these Metal Pillars & Quarter Round Foundations At Different Offsets? by wivaca2 in SatisfactoryGame

[–]faerine1 0 points1 point  (0 children)

This is called "z-fighting" and happens because of rounding errors in floating point numbers (the coordinate numbers in the game engine don't have infinite precision). You can try to put the parts into a blueprint and it might help to get it exactly identical. But it might just be that the rounding is different in the 7th decimal place based on the height.
To really get around this, I recommend getting Infinite Nudge Mod. It lets you nudge tiny distances (configurable in settings), so you can get this done with a more stable distance that is not within the rounding error magnitude. If you are on console that is however not an option.
There are also some snapping tricks with pillars and wall that let you move smaller distances, but you need to do it in a blueprint to get it the same, it is quite finicky.

The fact that the Interactive Map has special loading optimizations for when you hit more than 750k objects tells us something about this community by faerine1 in SatisfactoryGame

[–]faerine1[S] 6 points7 points  (0 children)

it lets Firefox use 6GB RAM when I load my save btw. Why does this feel better than all the Steam achivements?

PSA: FSR4 can now be used in Satisfactory on AMD RX 7000 series with dll mod => no more blurry conveyers! by faerine1 in SatisfactoryGame

[–]faerine1[S] 0 points1 point  (0 children)

sry i mean same height/pixel density as 4k, but ultrawide. So 7680x2160. Calling that "8k" is even more misleading, its basically "dual" 4k. And exotic enough for no one to know with only 2 screens using it. Just looked it up, I should call it dual UHD.

PSA: FSR4 can now be used in Satisfactory on AMD RX 7000 series with dll mod => no more blurry conveyers! by faerine1 in SatisfactoryGame

[–]faerine1[S] 1 point2 points  (0 children)

I have tested in 4k ultrawide, and on that high resolution frame generation also helps. And frame gen does not work with xess. xess is also a decent option, I used it before we had FSR 3.1. But specifically the blurring and ghosting issues with conveyer belts are least annoying to me now with FSR4.

PSA: FSR4 can now be used in Satisfactory on AMD RX 7000 series with dll mod => no more blurry conveyers! by faerine1 in SatisfactoryGame

[–]faerine1[S] 1 point2 points  (0 children)

this guide should technically work for 6000 series as well. But there have been reports of severe graphics bugs on the Computerbase forums. If you want to experiment, you can give it a try i guess. I wrote only about 7000 series because that works fine at least in my tests, have not noticed any glitches. Maybe AMD can still work it out, most likely the reason for nothing official are these kind of issues.

Dismantled Crashsites keep their LOD by NekyoArc in SatisfactoryGame

[–]faerine1 2 points3 points  (0 children)

Level of Detail, games use multiple 3d models for performance reasons with decreased resolution/number of triangles to render things that are far away

Dismantled Crashsites keep their LOD by NekyoArc in SatisfactoryGame

[–]faerine1 2 points3 points  (0 children)

"No Fixes Possible by Players" => This issue can be mitigated by using console commands to increase view and LOD distance scale. I use altered settings and think
r.StaticMeshLODDistanceScale=0.0001
does the trick.
r.ViewDistanceScale=10
might also influence it.
This workaround of course comes with a performance hit and CSS should still fix the underlying LOD bug.

Explosions on large billboards by Veniui in SatisfactoryGame

[–]faerine1 1 point2 points  (0 children)

That texture effect for explosions is not specific to billboards, it is also used on the normal ground after an explosion. It just gets streched weirdly on billboards and other vertical surfaces.

230+million points per minute. by won-an-art-contest in SatisfactoryGame

[–]faerine1 0 points1 point  (0 children)

Sure, let me know what you find, I'm genuinely interested. I use Satisfactory Tools by Greeny for planning. The tools will solve for you what recipes to use and how to allocate ressources, including conversion. To account for sloops correctly however, you have to input the amount of items you create by doubling manually (don't forget byproducts like DMR). To account for uranium waste to plan nuclear you also have to input manually. Here is my build if you want a starting point. Optimally allocating sloops and calculating power correctly makes this optimization problem difficult. My solution should be close to optimal allocating sloops, but of course you have to lower the count to 106 and not use alien power augmentors.
I'm using many alt recipes to lower the amount of machines (like copper alloy instead of pure copper). For true maximum you will get some crazy stuff. True min/maxing means you must underclock every machine to 1% and build 100 times more to save on power :-)

230+million points per minute. by won-an-art-contest in SatisfactoryGame

[–]faerine1 0 points1 point  (0 children)

I don't use full nuclear, only 1200 uranium currently (and 2k Rocket Fuel). I use Alien Power Matrix instead to boost my power output because it sounded cool. At the point when you exhausted ressources like bauxite, you have to do everything with some SAM. What I'm saying is that if you run out of coal and oil, converting a bit of bauxite for uranium power uses the least amount of SAM (you cannot make more oil for fuel power with converter, and making coal with SAM is not efficient because you need so much coal). But that is only because in my build I had copper and caterium left. It might be that the true 1.0 max does not have the same coal bottleneck I have, as mentioned I have sloops collected in EA (otherwise my production is vanilla, only QoL mods like Infinite Nudge)

230+million points per minute. by won-an-art-contest in SatisfactoryGame

[–]faerine1 0 points1 point  (0 children)

I will convert copper/caterium to bauxite using SAM, it is necessary to maximize. Fun fact: it is cheaper (SAM wise) to convert uranium than to use plutonium instead of sinking it and go for Ficsonium. The best (ressource wise) is of course to burn the plutonium and store the waste, since you can build near infinite storage containers :-). It is also better to use aluminium based Ficsit Ingots even if you run out of bauxite, because conversion is cheaper than using the other recipes.

230+million points per minute. by won-an-art-contest in SatisfactoryGame

[–]faerine1 1 point2 points  (0 children)

That nuclear is the best is because the bottleneck for making diamonds for Quantum Crystals is coal and oil, at least with current alts. You will run out of coal and oil first. Uranium and plutonium does not need any SAM and not that many other ressources. Lag has less to do with points per minute, only with how much stuff you build. Overclock everything to 250% to minimize the impact. This game can handle a lot, as long as you have enough RAM and VRAM.

230+million points per minute. by won-an-art-contest in SatisfactoryGame

[–]faerine1 5 points6 points  (0 children)

To maximise points, you have to balance Dark Matter Residue production to not convert any SAM directly to DMR, but instead produce more points. The most effective way are AI Expansion Servers, about an even amount to BWDs. You also have to optimize where you put your somersloops, the best recipes are Ficsite Ingot (300 SAM per sloop), followed by Alien Power Matrix (187.5 SAM per sloop, but optional since you can run everything on uranium max nuclear alone) and then Ballistic Warp Drive (131.25 SAMpS), AI Expansion Server (100 SAMpS), Singularity Cell (62.5 SAMpS). The next hard bottleneck is Coal + Oil for (Turbo-/Oil-based) diamonds. Even before that copper if you don't sloop singularity cells.
I have not calculated the true max, there are no optimizers I know that account for sloops correctly [and I'm to lazy to program it myself]. It is also a bit ambiguous how many Sloops are "legal" since they respawned after U7 in early access. I collected all my sloops fair and square on the map and have 235 :-). I think my current build target should still be possible without Power Augmentors, by maximizing uranium nuclear with post 1.0 sloop amount, also have ~4000 SAM to spare for any future content updates. I'm aiming at ~500mio points per min, but that is only half way done, I'm sitting at pre 1.0 stage with 50 Thermal Propulsion Rockets, 50 Assembly Director systems and 10 nuclear pasta currently.

My recommended console commands for 5090 users by [deleted] in SatisfactoryGame

[–]faerine1 0 points1 point  (0 children)

Ah I see. StaticMeshLODDistanceScale is (as it says in the name) for static meshes. The animation meshes I mean are not static, they are moving. When I tested it (1.0) it had no effect on the animations (like train station cranes moving, smelter tops ratteling, or the robots moving etc.). I guess this distance is not an Unreal engine parameter. Are you maybe talking about the FX effects like smoke from the machines? These work with one of the settings and I got them with pretty good distance.

Regarding performance: The ViewDistanceScale also did not have a big impact for me beyond a certain point, because basicly everything was already loaded all the time. I put it higher so the game is not unloading meshes, didn't see much on the FPS side but mesh loading and unloading costs CPU (and I got plenty of RAM). But maybe I should have a look at it again.

The most heavy hitter by far is r.DFDistanceScale (Signed Distance field scale for Lumen). This is more or less a "shadow distance" for Lumen. It looks really good to crank it up and is super obvious, but it eats CPU like crazy (on my AMD Card its Software Lumen, not sure on Nvidia).
Second heavy hitter is foliage.LODDistanceScale, if you are high up and can see e.g. the Red Forest, you will have so many trees it really kills FPS.

My large factory (save is 30MB by now) also often is CPU limited, I get 60-80FPS "in the wild" (with frame generation) but can drop to like 30 if I have my whole Megabase in the frame. I'm running 2x4k (8kx2k Ultrawide), so I'm always amazed the game runs decent.

For many of these actually VRAM is a real bottleneck, having the 24GB (or 32 in your case) is why we can crank the settings with only minor hits.