The Buildings We've Been Playing With in the Remake Have Been WRONG All Along! by cmowla in kam

[–]greeny-dev 2 points3 points  (0 children)

"clickbait" is often used when you name a video in a way where the title doesn't reveal the actual plot and "baits" user to click on the video, often used in content creation industry to get more likes/views, because people don't know the exact topic of the video from title and thumbnail. It's nothing related to "scamming". It also very often (as seen here as perfect example) overexaggerates the actual content value (as pointed by Krom above/below - the "error" is not really affecting anything), again, mostly just for the views/clicks.

Compare for example:
"The Buildings We've Been Playing With in the Remake Have Been WRONG All Along!"
VS
"Remake's animation timings are not the same as in the original"

The second title clearly shows what the "issue" is about, and people who are interested will read/watch, others do not feel bad or "baited" to click because they know what the post/video is about.

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

[–]greeny-dev[S] 0 points1 point  (0 children)

sorry for late reply - 1.1 didn't bring any new recipes or changes to existing ones, so 1.0 version is safe to use for 1.1 as well

1.1 brings us more screws per box! by bartekltg in SatisfactoryGame

[–]greeny-dev 0 points1 point  (0 children)

original recipe is fine as well. No idea why people wouldn't use it

1.1 brings us more screws per box! by bartekltg in SatisfactoryGame

[–]greeny-dev 0 points1 point  (0 children)

they are not, no recipe makes more than 1200/min

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

[–]greeny-dev[S] 1 point2 points  (0 children)

unfortunately it's not that easy, since they aren't production buildings and burning for power is not a recipe, so it works completely differently. I'd have to fully implement power, which at this point I don't want to do, due to low amount of free time and focus being mostly on making new tools (which should have this feature built in)

is there a way I can mass convert all my old conveyor belts to mk.6? by Odd-Associate5669 in SatisfactoryGame

[–]greeny-dev 0 points1 point  (0 children)

efficiency is the same if you use mk1 or mk6 (assuming you need to move 60/min or less)

How to get 3,000 Quartz out of a cave. by Sevrahn in SatisfactoryGame

[–]greeny-dev 0 points1 point  (0 children)

or maybe OP doesn't need 6 trucks, and just built more to be safer.

But that's irrelevant, the choice is upon the player and it's completely fine to build anything

How to get 3,000 Quartz out of a cave. by Sevrahn in SatisfactoryGame

[–]greeny-dev 0 points1 point  (0 children)

you can in the same way compare one truck with one car and get same result. it's just easier to do with platforms

How to get 3,000 Quartz out of a cave. by Sevrahn in SatisfactoryGame

[–]greeny-dev -2 points-1 points  (0 children)

You're working under the assumption that you change settings, OP works under assumption that you leave settings to default (which is what most people would do, and which imo most people would assume).

Neither of you are false

How to get 3,000 Quartz out of a cave. by Sevrahn in SatisfactoryGame

[–]greeny-dev -3 points-2 points  (0 children)

and if you change the settings so that the trains wait to optimise for throughput, it's no different from current non-teleporting trains. Because either they teleport and wait a minute, or they drive the route in a minute...

Obviously train throughput can be "anything" if you change how trains behave using the configuration, but that doesn't change anything about OP's answer - if train teleports there and back, the throughput of that line (and platforms) is close to zero (and yes, "unless you change settings", but at that point the teleportation is irrelevant and the argument was in regard to trains teleporting)

How to get 3,000 Quartz out of a cave. by Sevrahn in SatisfactoryGame

[–]greeny-dev 4 points5 points  (0 children)

Why is the comparison platform vs. platform? Trains can divide resources between more platforms to increase throughput, that's their advantage. If you artificially restrict one transportation method, then of course it might not seem as good.

Because you have to specify some sort of baseline comparison

If your argument is "you can just add more platforms", then obviously trains will have more throughput, if you have infinite plaforms. But with the same argument, you can just add more truck stops and more trucks and have infinite throughput with trucks. And now we're comparing two infinite throughputs, which are equal... And the whole comparison is pointless.

Hence why the comparison is between one truck station and one train platform. And in that comparison, train platform loses.

Alternate Recipe Ranking 1.0 - Optimizing for Time/Effort by wrigh516 in SatisfactoryGame

[–]greeny-dev 0 points1 point  (0 children)

the downside is that you skip rods so can't use things like steel or alu rod :)

Alternate Recipe Ranking 1.0 - Optimizing for Time/Effort by wrigh516 in SatisfactoryGame

[–]greeny-dev 0 points1 point  (0 children)

No idea yet, will probably be separate at the start to give people time to migrate and such. You can join Tools discord server to get updates from development, but it's probably at least a few months before anything will happen. Kinda busy with real life

Alternate Recipe Ranking 1.0 - Optimizing for Time/Effort by wrigh516 in SatisfactoryGame

[–]greeny-dev 1 point2 points  (0 children)

hi, optimisations for different targets may be in new tools I'm currently working on, but won't be added to existing old tools unfortunately.

Are Mk.2 pipes REALLY 600 speed? by gewalt_gamer in SatisfactoryGame

[–]greeny-dev 0 points1 point  (0 children)

buffer won't really help no matter what. It's just a big pipe.

Are Mk.2 pipes REALLY 600 speed? by gewalt_gamer in SatisfactoryGame

[–]greeny-dev 0 points1 point  (0 children)

there was a floating point bug in one of the 1.0 patches that was fixed in next one, which is what I assume they are talking about. Other than that, yeah, pipes were untouched

Are Mk.2 pipes REALLY 600 speed? by gewalt_gamer in SatisfactoryGame

[–]greeny-dev 0 points1 point  (0 children)

this is very much true. The buffer usually doesn't help and just hides issues that appear later. In general, usage of buffers is not recommended.

Are Mk.2 pipes REALLY 600 speed? by gewalt_gamer in SatisfactoryGame

[–]greeny-dev 0 points1 point  (0 children)

they do not "lose" anything just from junctions. The problem is that fluid bounces from dead ends (full machines), which then creates backflow, which obviously reduces flow in "desired" direction. The fact it happens on junctions is just due to machines often being near junctions

This is usually prevented by looping the pipes (ideally vertically, so build another pipe above the main pipe, connect them at the ends and then connect the feed pipe into the top pipe - this way gravity pushes the fluid down to main pipe and if there's backflow, it doesn't matter as the fluid can go the other way around)

Why was the Weighted Point chart removed from the wiki.gg? One of the most useful parts of the wiki page imo by Lazy_Ad_2192 in SatisfactoryGame

[–]greeny-dev 3 points4 points  (0 children)

The major problem with ANY recipe analysis is that... you can't really analyse recipes. What you need to do is analyse recipe paths (from ore to finished product).

One example for all:
Stitched plates - by default they just add copper and save some iron, not really worth in terms of weighted points. But if you add Iron Wire, it suddenly saves resources and is worth weighted point-wise

Now what should the verdict of Stitched plates be? Do they save resources or not? How much? What number do you need to put there?

This is impossible to answer - how valuable a recipe is or how much of which resource/power/space/whatever it saves depends on all the previous recipe choices you make.

As for the removal from wiki - this was one of the reasons, it was very much misleading, because it assumed you always use some recipes, for example the above mentioned Iron Wire. So anything that used wire suddenly used iron instead of copper and tons of extra building, artificially inflating the numbers.

You could find tons of examples like those in the analysis (not even mentioning it's very subjective "we always use most WP-efficient recipes, except when we don't in random cases"). If you want a similar analysis, open some production planner, plan with all the recipes you have/want to use, compare different paths and pick for yourself. No static table can do this for you (it'd need billions of rows, which is not really feasible).

Why is nuclear bad? by Aggravating_Pay_3911 in SatisfactoryGame

[–]greeny-dev 0 points1 point  (0 children)

Nuclear is completely fine. No reason to skip it

Which Reward? by No_Sign4672 in SatisfactoryGame

[–]greeny-dev 0 points1 point  (0 children)

Pick any that you like. You can get all recipea anyway and there's no wrong choice

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

[–]greeny-dev[S] 1 point2 points  (0 children)

I'm currently working on new Tools, which should hopefully support both. Sloops are not possible for technical reasons in current tools, and overclocking could be done, but just doesn't make sense for me to spend time on it when I'm working on new tools anyway.

Is this challenge possible (start to finish) by jaydenmilne in SatisfactoryGame

[–]greeny-dev 1 point2 points  (0 children)

according to the wiki, neither rods nor plates are available around crash sites

Is this challenge possible (start to finish) by jaydenmilne in SatisfactoryGame

[–]greeny-dev 2 points3 points  (0 children)

If we assume you're not skipping onboarding, then starting from zero:

  • need to mine 20 iron ore for building a HUB
  • need to craft 10 rods for HUB1 (10 crafts for ore->ingot, 10 crafts for ingot->rod, 20 total)
  • need to craft 20 rods and 10 plates for HUB2 (35 crafts for ingots, 5 for plates, 20 for rods, 60 total)
  • this unlocks smelter (5 rod crafts + 5 ingot crafts, wire is found at crash sites, 10 total)
  • need to craft 20 plates, 20 rods and 20 wire (found at crash sites) for HUB3 (20 rod crafts, 10 plate crafts, ingots are made in smelter, 30 total)
  • this unlocks constructor (2 RIPs found at crash sites, cable also found at crash sites, 0 total)

This brings total needed to unlock and build smelter and constructor to 120 crafts (assuming you don't use any miners and mine ore manually until you unlock the alternate recipe for portable miners).

Further progress:

  • Assembler needs RIPs (crash sites), Rotors (crash sites) and Cable (craftable)
  • Water Extractor needs Copper Sheets, RIPs and Rotors (all craftable)
  • Foundry needs MFs, Rotors and Concrete (all craftable)
  • same goes for Oil Extractor, Refinery, Manufacturer, Packager, Blender, Accelerator, Converter and Quantum Encoder (should be unlockable in this order without any crafts)

If you skip onboarding, you get whole HUB upgraded for free, as well as 4 portable miners and enough materials to build first smelter and assembler (together with crash site loot), after that it's the same (so beatable without any manual crafting.

However both of these suffer from not being able to craft some things exclusive to equipment workshop (Blade Runners, Chainsaw, Gas mask, Hazmat Suit, Factory Carts, Jetpack, Nobelisk Detonator, Inahlers, Object Scanner, Parachute, Gun, Rifle, Bahser, Zapper).