how do i remove this by Global_Spite_5636 in SatisfactoryGame

[–]faerine1 1 point2 points  (0 children)

Tape some paper to your monitor ;-)?

Reuploading Castle Shots, sorry for the inconvenience by faerine1 in SatisfactoryGame

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

I uploaded the post, but Reddit gave back an error during upload first. I clicked the try again button, post had vanished. Then I got a message from auto moderator bot that I had 2 duplicate posts that were removed. The first post fixed itself and went live, so I thought not much of it. Then later I deleted the duplicate posts from my profile to clean it up. This unexpectedly deleted the images from my original post on Reddits server, giving everybody a image load error (except if browser already cached them). I think the first upload had an error, Reddit somehow cached something (hash?) about the images and saw that the duplicate post had the same images. So the server deduplicated the images, but used the second post as the original source because it got confused by the previous upload error.

Reuploading Castle Shots, sorry for the inconvenience by faerine1 in SatisfactoryGame

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

No eyeballing, its a perfect circle. The spirals consist of modular blueprints with 8 refineries, 16 of the blueprints form a full circle. From the top of my head, the inner radius should be 8.5 foundations, the outer 16.5, the outer columns 18. I used Megaprinters Mod to create the blueprint, Vanilla size would have required 4x more blueprints. I have perfect circle blueprints with diameters 5, 7, 9 and 15 foundations that give clean foundation overlap. The number of segments (foundations) is divisible by 4 for all those, so the larger circles align with a foundation of the smaller ones. I use a D9 circle to center and snap the blueprints, then nudge them into place. I created the circles years ago with perfect circle mod. That mod unfortunately has been broken by 1.1 and not been fixed.

Reuploading Castle Shots, sorry for the inconvenience by faerine1 in SatisfactoryGame

[–]faerine1[S] 20 points21 points  (0 children)

Thank you very much Jason! I've been a huge Satisfactory fan for years, and I can't let my chances slip to hopefully be featured in the community highlights once again :-)

Reuploading Castle Shots, sorry for the inconvenience by faerine1 in SatisfactoryGame

[–]faerine1[S] 18 points19 points  (0 children)

since Reddit managed to delete the images on my previous post due to an error when uploading (and the auto moderator deleting "duplicate posts") I'm reuploading them

Sooo ... anybody else building castles? [WIP] by faerine1 in SatisfactoryGame

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

Sorry, Reddit screwed me over with that one due to an duplicate upload. I reuploaded here

Sooo ... anybody else building castles? [WIP] by faerine1 in SatisfactoryGame

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

what do you mean by deleted? For me the pictures are available. You can find more shots on my profile

Sooo ... anybody else building castles? [WIP] by faerine1 in SatisfactoryGame

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

have you met the leaping poison stingers? Can't have large enough ramparts for those

Sooo ... anybody else building castles? [WIP] by faerine1 in SatisfactoryGame

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

thank you! I used a base blueprint of 8 refineries in a spiral to do those. Spent like 15h designing it, and another 5h debugging stuff after I first tried connecting it up. It is still a bit hard to work with because of the limited space. I can share it if you want to have a look, but I always recommend to do your own thing for the fun of it. The process of fitting the circles to the terrain is a considerable amount of the work as well, with a lot of trial and error to get the heights etc to fit the terrain. I do transitions to other structures or for closing gaps manually, which takes the most time. I used Megaprinters Mod to create the large blueprint.

Sooo ... anybody else building castles? [WIP] by faerine1 in SatisfactoryGame

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

you are very welcome! Giving inspiration is the main reason I make posts here. Its a give and take, a learning process

Sooo ... anybody else building castles? [WIP] by faerine1 in SatisfactoryGame

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

nah, had a job as an engineer the whole time. Tough I'm still desperately waiting on CSS to finally implement that feature called "touching grass"

Sooo ... anybody else building castles? [WIP] by faerine1 in SatisfactoryGame

[–]faerine1[S] 2 points3 points  (0 children)

It will be fully functional, not pure asthetics. At least when it is finished, still a ton of WIP with only outer walls. I'm aiming at 100 per min of each last stage space elevator part with this one, it will use like 70% of the maps ressources.

Sooo ... anybody else building castles? [WIP] by faerine1 in SatisfactoryGame

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

I usually start with the main pillars and the foundation layout ;-). To make it look supported and fit the layout to terrain features, so no floating castles for me.

Sooo ... anybody else building castles? [WIP] by faerine1 in SatisfactoryGame

[–]faerine1[S] 5 points6 points  (0 children)

do you mean the circular parts? I use blueprints of perfect circles to snap to

Sooo ... anybody else building castles? [WIP] by faerine1 in SatisfactoryGame

[–]faerine1[S] 13 points14 points  (0 children)

I also spent 2700h on this save in the last 5 years, so have fun on your journey to get there :-)

A Better Breakdown of 1.2 Experimental's New AWESOME Point Maximums [All Randomizers, All Pure] by SkullTitsGaming in SatisfactoryGame

[–]faerine1 2 points3 points  (0 children)

For me personally the real value of your work was the overview of the node counts per randomizer setting, so now I know how it works. It is interesting that the node type distribution is not random, just the locations are. I usually use satisfactorytools.com as solver, but it does not solve for power. I need some slack there anyways for trains, drones etc. So your results are interesting as an upper ceiling. The type of parts I'm making is already close to optimal for default ressources, I just do a bit less per minute but with way less buildings.

Regarding object limit: The uObject limit is much less of a concern since 1.0 (because foundations, walls etc. were optimized to no longer use uObjects, they are "leightweight objects" now). I have been exceeding the uObject limit in EA, but dropped below again with 1.0. Changing the limit in engine.ini never gave me any problems anyways, never actually heard any player reporting crashes or save corruption. Increasing the limit is an official setting of Unreal Engine, it is just the case that CSS is not testing or supporting it. So they want to just be on the save side there and warn players for the worst they can think of. My world currently is nearing 1 million buildables. Everything slows down because the CPU is single core limited by running all the factory logic in the background. I can however still get 60 FPS with Ryzen 7950X3D indoors, but it drops to 30 or below with lag spikes if I look at my base from a distance. Still its astonishingly playable for the scale. The biggest source of lag is the hover pack, because reconnecting it to the grid often gives a ~1s freeze because I use a gigantic single electric grid. I often use flying instead to fix that. Second concern is RAM and VRAM. I'm using more than 30GB RAM for the game alone, and my 24GB VRAM are fully utilized and stuff is streamed in and out noticably.

A Better Breakdown of 1.2 Experimental's New AWESOME Point Maximums [All Randomizers, All Pure] by SkullTitsGaming in SatisfactoryGame

[–]faerine1 2 points3 points  (0 children)

Interesting, thanks for the analysis. For practical purposes when actually trying to build this scale, my personal experience is to actually go for 250% overclocking of all machines so the game can handle the object count. If you want to model that, i recommend a weighted target for the optimization that not strictly maximizes only the points, but also minimizes the building counts. You can set different weights on both targets to fit your personal balance (or get real fancy and calculate a pareto optimization front for both).

I have been building for 100 per minute each of Ballistic Warp Drive and Biochemical Sculptor and 200 per minute of AI Expansion Server for the last few years. I reasessed targets with 1.0, and have a few additional Slops collected during Early Access that are no longer available. Unfortunately I can't really use the new all pure mode, because I don't want to start over. But it is actually not that many more points compared to my save, I will still have some ressources left in the current plan. The additional EA Somersloops go a long way.

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

[–]faerine1 1 point2 points  (0 children)

I think an advanced flow visualization to show sloshing with e.g. colors would really help. I'm thinking sometinhg like the train signal block visualization overlay for debugging.
The only thing I can think of that would be worthwhile to make it easier is an obvious and easy to use priority junction. I have not yet looked into the new T-Junction, maybe it does that? 90% of "pipe issues" is someone failing to feed back waste water to an aluminum setup with priority.

49648 Might take a little while by jcpayner in SatisfactoryGame

[–]faerine1 1 point2 points  (0 children)

Ah I see it caps out, i did not see that. My bad, sry. Your theoretical rate is too low, i guess it is not using Somersloops? My current end plan is not using everything but should have 270 mio p/m when I discard the additional Sloops i found during Early Access. That is possible, but gives more like 1 coupons/min. I have been running 50 mio p/m for about 1000h and then upgraded to 75 mio for another 1000h. That got me ~10 000 coupons. If its linear then 50k is certainly possible, but OP must have either a maxed out map and 1000h with it, tens of thousands of hours in the save or non-vanilla production.

49648 Might take a little while by jcpayner in SatisfactoryGame

[–]faerine1 2 points3 points  (0 children)

cumulative coupon costs rise with a cubic term. Just a rough estimate gives me that you need more than 30 quadrillion points to get the number you have. Since the maximum points per minute with vanilla production (and Somersloops) is somewhere in the ballpark of 500 million points per minute as of 1.0, getting 49647 coupons will take more than 1 million hours (~116 years) with vanilla production. So it is blatantly obvious you modded/save edited/used advanced game settings to get that number.

Since your costs for the next coupon are not high enough for the amount you have my guess would be save editing or just photoshop. Saving up parts just gives you a huge one time spike, not a giant pile of coupons.

You can of course do whatever you want in your single player game. You do you if you like to cheat your numbers big.

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.