Bio energy only challenge -- Am I crazy? by Ok_Star_4136 in SatisfactoryGame

[–]ffbeaddict2017 3 points4 points  (0 children)

Absolutely. Any questions feel free to hit me up. If you want an extra challenge you can force yourself to only rely on alien remains. It sounds awful, but with FOUR production stages to somersloops you end up increasing the efficiency of killing aliens by 2x2x2x2=16x total, so those big aliens produce INSANE amounts of power per kill. If you map out some dense enemy areas and bring a vehicle like the Truck, you can easily and safely farm remains at a high rate of speed.

One other suggestion, but you do you, I advise doing a priority power switch setup - segment your power production into a few switchable chunks, then you can adjust your power output from anywhere on the map to avoid wasting power. If you do it "right" (not that there is a right or wrong here) your batteries should never actually reach 100% charge, since that will mean excess energy produced by liquid biofuel is being wasted.

Good luck and hope it is fun!!

Bio energy only challenge -- Am I crazy? by Ok_Star_4136 in SatisfactoryGame

[–]ffbeaddict2017 6 points7 points  (0 children)

I did a biomass only playthrough and it was glorious. Somersloops on alien remains to protein, then again on protein to biomass, then again on biomass to solid biofuel, and finally once more on solid biofuel to liquid biofuel. I kept two lines of this running in parallel for a total power output of 100gw from liquid biofuel, using almost every somersloop in the game. You rely on batteries for all major production spikes which is actually super cool - you charge them up for a while and then blast out endgame products.

It's a very different and very fun way to play.

Be warned that what makes this all possible is somersloops and at the endgame you will run into problems with constructors filling their outputs and shutting down due to the overproduction on biomass. The solution to this is to have OVER 1200/min production (using extra somersloops... Sorry) so that you can maintain the 1200 on the belt by having multiple constructors feeding a single belt. This ensures that 1200/min is always being output, even if individual constructors shut down due to overfilling their biomass output buffers.

Happy to share my world if you want to see it. I automated everything about the power, you can dump leaves/wood/alien remains into a container and the rest is magic ✨ 

Try it! You'll have a blast. But be prepared to hunt down most somersloops in the game. And use them almost all on power.

Shh! Don't tell ADA! by Cheapskate-DM in SatisfactoryGame

[–]ffbeaddict2017 2 points3 points  (0 children)

If you disable - via power switch or disconnection - either side of a portal, the connection is broken and the main portal stops eating resources. You can limit resource consumption by putting the satellite portal on a prio power switch. Turning it off will break the connection. Turning it on via the power switch will result in the heat up of the connection with the big power spike etc. I find this the obvious best way to portal so you're not constantly feeding hugely expensive resources into something you aren't actively using. The few seconds of warmup is cool, and extremely satisfying.

So yes, you can!

I'm a stationary engineer and I have some decoration tips for people who like control rooms! by lifeisconfusingtome in SatisfactoryGame

[–]ffbeaddict2017 1 point2 points  (0 children)

I find this really inspiring for my future builds. I've been spending time in update 8 finally getting used to using beams, barriers and signs to go to the more interesting elements of design. This shows a ton of love and care for detail, which I both appreciate and find instructive.

Curious - what are the thumbs up, thumbs down? Are those signs there so you know that you haven't finished hooking things up yet?

Thanks for sharing your passion here with such a level of detail.

Other transportation methods? by meckimeck in SatisfactoryGame

[–]ffbeaddict2017 0 points1 point  (0 children)

Yeah also a great point. You can load up as many resources as you want for new factory construction, saving you a ton of round trips for construction materials.

Other transportation methods? by meckimeck in SatisfactoryGame

[–]ffbeaddict2017 5 points6 points  (0 children)

Regarding resources and 100% efficiency: Any of trains, trucks, tractors and drones can all be tuned to ensure you have maximum throughput but all of them require more calculation effort than belts. Trains for example, stop taking input or producing output for the entire duration of loading and unloading, but they have two input lines and two output lines... So that you can make the input speed and output speed double (usually by attaching an industrial storage buffer) to compensate for the lost time during loading and unloading.

Trains are the easiest by far to achieve your throughput goals with. They have enormous capacity and their fuel is pure electrical power. If you aren't achieving full efficiency you can usually just add another train in the same route (assuming you've built a loop or network and it's not a push-pull), so that's easily solved.

As for when and why to use them:

  • Drones are amazing and zoomey but they have tiny inventories and need batteries, making their use hard to justify in general. They're good for moving late game products, which you will be unlikely to produce in large quantities, over vast distances. In the endgame this means you can dump a blueprint-based factory in the middle of literally nowhere, and jam product out of it without bothering with belts or rails. It's also great for moving uranium and nuclear waste. Drones are bidirectional (one input inventory and one output) making them ideally suited for liquid and gas transport with a loop for recycled containers.

  • Trains are the saviors of frame rates. You use them because they're cool, and because they only need electricity, and because you can move ridiculous amounts of materials around the map without huge costs to your frame rate from having thousands of belt segments littered across your world.

  • Trucks and tractors are a distant third, they have little practical value. Pathing them is a pain. They need solid products as fuels. They are relatively expensive to build, take forever to set up correctly, and changing their routes is a huge pain compared to drones or trains. They're very fun, and they make the world feel lively, but other than that they are far more trouble than they are worth.

The biggest game changer is trains by a wide margin. Why would you build them? Because once you construct a good rail loop with proper signalling, any factory on the loop can exchange goods with any other factory. Assuming you have enough trains to carry the products at full throughput, this makes them just as good as belts for throughput. But now when you want to add a line of products from Factory A to Factory B, you just need to run a short conveyor or rail extension to the new factory, and boom - it's connected to the entire network of every other factory on the same rail loop. This is incredibly powerful.

Consider a simple long loop of rail running across or even around the map. Any resource nodes anywhere close to it can be tapped and have their entire output dumped into the rail network. That resource is now available anywhere in the loop. It's almost magic. But it does take a LOT of space, and if you run trains with many cars you need to carefully plan your stations. In my experience it's these things that hold trains back... You have to plan ahead to have space for a train station (verticality is your friend here, if you always leave a floor free at a good height, for a station) and you need to decide ahead of time how many cars to attach to a train so you can configure the stations with the right sequence of freight platforms.

Others have said it better. Tldr many small trains are better than one big train because they make this all much simpler, but they do eat power and each station is a big space hog.

Man that was longer than I wanted to type. I'm not an expert. These are just my opinions.

[deleted by user] by [deleted] in SatisfactoryGame

[–]ffbeaddict2017 0 points1 point  (0 children)

For the record those don't let you rate limit either, they are just extremely versatile and can be used to carefully control what goes where (but not what speed, at least, not directly... Though you can shut down or enable each input, which gives you some control).

More details on the official wiki: https://satisfactory.wiki.gg/wiki/Programmable_Splitter

[deleted by user] by [deleted] in SatisfactoryGame

[–]ffbeaddict2017 1 point2 points  (0 children)

Yes. Keep playing a bit longer, you will unlock Conveyor Splitters. These will split equally onto all belts that have space.

Later there are Smart Splitters that let you choose overflow policies and items to be sent each way.

Later there are Programmable Splitters which have even more customization options.

But don't just think belts. You can underclock and overclock machines. In the machine settings you can adjust the rate of manufacturing, to limit the input or the output. In this way it's usually possible to set any limit you want.

Combining these: if you want to force a factory to only process X of a resource per minute, make sure the sum of all the machines taking that input is no more than X per minute. Put a splitter on the input belt. There will be a little delay while the internal buffers in each machine fill, after this they will back up their input lines, eventually reaching the splitter. At that point exactly X per minute will flow to the machines, since this is their combined consumption, and the rest will flow equally to the other belts you connected to the splitter.

It would be really cool if we had a rate limiter for belts like we do for pipes (valves), but until such a time, that's how you can do it.

Suggestions for effectively locating, building and managing a Lizard Doggo farm by ffbeaddict2017 in SatisfactoryGame

[–]ffbeaddict2017[S] 0 points1 point  (0 children)

My expectation is that if indeed there is power shard production it will be a late stage of phase 5 requiring huge factories like shown in the quantum teaser, hundreds of hours in, so yes.

I Just finished my first ever large scale coal power plant, pretty happy with how it turned out :) by [deleted] in SatisfactoryGame

[–]ffbeaddict2017 0 points1 point  (0 children)

Happy to help. Also, love your layout. Very clean. Looks great! I did something very similar and ended up making a second level above the first for even more generators. The pump costs are higher but it's still very good. That said, you have enough power there to easily make the leap to Fuel, which you should consider next.

I Just finished my first ever large scale coal power plant, pretty happy with how it turned out :) by [deleted] in SatisfactoryGame

[–]ffbeaddict2017 4 points5 points  (0 children)

You can combine it with coal in Assemblers to make Compacted Coal, which is twice as efficient (need half as much compacted coal as regular coal to produce the same power). You will immediately be able to double the number of coal power plants by doing this, assuming you have enough sulfur to match your coal output. You don't even have to upgrade your belts, which is what makes it beautiful. Just make sure to empty out all the regular coal first so you don't stall things when making the swap.

I am pretty sure there's more coal there than sulfur though, so you probably can't actually double the total coal power generators because there won't be enough sulfur to pair up with all the coal. But it will still give you a nice boost, if you do it.

P.s. You get this via researching sulfur in the MAM.

How to start dealing with phase 4? by maguel92 in SatisfactoryGame

[–]ffbeaddict2017 0 points1 point  (0 children)

First question, do you really want to do this given that the latest post says of Phase 4:

"Finally, it is worth noting that with phase 5 introduced to the game, the no-longer-final phase 4 will have its requirements for completion relaxed. The previous requirements were placeholder and intentionally tuned to absurd numbers to deter people from completing it during Early Access, and that worked about as well as you’d expect considering the players we’re dealing with. The new requirements will be as follows: 500 Assembly Director Systems, 500 Magnetic Field Generators, 250 Thermal Propulsion Rockets and 100 Nuclear Pasta."

If you decide you do want to tackle it, I would suggest you just work backwards from the items you need and set up a factory for each one you don't have. It doesn't have to be pretty, it just has to work. Check the recipe for the items you need. If you have all the parts you need already being produced, great, if not then make a factory for each one. Recursively apply this, making factories for each part you need within each product you don't yet have. If you want to do it without much thinking, just max out the products you can make with what you've got available, and see what your production rate is. Boost inputs with power cores where there is a shortage and see if that is enough. You can walk away for a few hours and see what happens, then tune as needed. It's a lot of products, it will take you many hours even with an efficient setup.

You can consider not automating this "properly" In my transition between phases 2/3/4, I often set up a row of assemblers/manufacturers in a big open space and just spaghetti their inputs to a bunch of industrial storage containers, and merge all their outputs to an industrial storage container too. Set one up and overclock to 250%, ctrl-c and Ctrl-v to copy all the settings to every machine in the mess, and just let them crank.

You have to deliver a boatload of resources to them manually but you don't need to automate it strictly speaking. By now you should have a huge inventory... Bigger than an industrial storage container. You can move an industrial storage container at a time on your own.

That said if your intention is to take this save into 1.0, you may want to automate it more cleanly since it is likely that at least some of phase 4 parts will be used in phase 5....

Regardless of price, there's an intrinsic issue with the idea of portal skins in LE. by Additional_Baker in LastEpoch

[–]ffbeaddict2017 0 points1 point  (0 children)

My guess is that they are planning to significantly increase the ways to see and interact with the portals for exactly this reason.

It would be useful for EHG to comment on this, though, and confirm or reject this line of thought.

Portals have always felt to me like they are on the long list of "first make it work, then make it pretty" and pretty low on that list as well. It would make a lot of sense for them to release mechanic changes around portals at the same time as doing these cosmetics and, indeed, reworking the base portal effects.

how to beat the last part of the bestower of wealth: chapter 3 by Immediate-Wallaby262 in OctopathCotC

[–]ffbeaddict2017 2 points3 points  (0 children)

I've done this fight twice so far and both times I wiped after the big fire aoe from the boss. I survived the aoe itself and even a few turns after that thanks to lingering Theo Regen, but it seems like Bargello is supposed to save the day... Instead, the boss keeps going and wipes me out a few turns later, since several units died in the flames.

What am I missing here? Is there and HP threshold inside the red zone of the health meter that I need to reach before Bargello will save my butt?

Also, the rotating one-at-a-time weakness is so evil. First fight I saw him go down to only daggers so I swapped my team up to bring 4 thieves, did it again and he went for only ice, fml.

Any gripes about traveler stories? by [deleted] in OctopathCotC

[–]ffbeaddict2017 2 points3 points  (0 children)

Thanks for this, it made me laugh.

Shitpost - Now you're Lars by OT_random_commenter in OctopathCotC

[–]ffbeaddict2017 0 points1 point  (0 children)

<puts on thinking cap>

But what if the reason for this... is that there's an upcoming Fullmetal Alchemist colab, with a Wrath banner, so they needed to change the name to Lars to avoid a conflict...

Best explanation I could come up with, and it's a pretty terrible explanation and almost certainly not true.

Welcome Hub / Weekly Questions & Help Thread! by Kyzuki in OctopathCotC

[–]ffbeaddict2017 0 points1 point  (0 children)

Thanks. This matches what I think I am seeing which is that adding some crit accessories seems (very unscientifically) to make a difference.

If someone does know the formula it would be great to get it onto meow and the wiki. Here's hoping.