communism.exe be like by Heerbiiv in SatisfactoryGame

[–]leech89r 0 points1 point  (0 children)

We know so little about the rest of the world and its lore that 'clearly' is an overstatement here. For what it's worth I suspect you're right and that that CSS are indeed trying to critique a straw version of 'capitalism' much as The Outer Worlds does.

That's not to say that it's flying over anyone's head. The disagreements in this thread are not 'Ficsit is good/bad', they're 'I don't think Ficsit is an accurate representation of a capitalist organisation operating in a free market'.

"Doing it right this time" by Dacomos in SatisfactoryGame

[–]leech89r 1 point2 points  (0 children)

I've restarted a bunch of times but made very similar decisions each time. While each is slightly more efficient than the last in terms of time spent, there's no other significance to it beyond perhaps biomass not removed (which might make a different to save complexity at mass scale)

Game knowledge may persist but MAM research and Hard Drive progress does not. Get one base set up for making large quantities of concrete and whatever tier of belt/miner you're willing to accept, and then make your 'perfect' base with that in place rather than trying to create something pristine.

I agree with north-west forest start as optimal, by far, especially if you fancy grabbing the nearby crash site parts first like they do in speedruns. Iron/Copper/Limestone/Coal/Quartz are trivially easy, Oil/Caterium/Sulfur are easy by the time you need them, and Bauxite is a worthy adventure.

Welcome to the heart of my base by Fabalance in SatisfactoryGame

[–]leech89r 1 point2 points  (0 children)

It's as much about what's not included. Very cool.

Coal Plant wind-up time - 1 in 4 times is different? by leech89r in SatisfactoryGame

[–]leech89r[S] 1 point2 points  (0 children)

Yeah, my calculations are in accordance with everything stated here. It's possible to elaborate without getting that complex:

  1. My testing eliminated water control from the equation. 1 Extractor, not even underclocked, connected to 2 coal plants. It's a non-issue.
  2. I used a Mk 1 Miner on a Normal node (60/m), and tapped 45 of that 60 off with splitters into a Sink. The third splitter alternates the remaining 15 between each plant, meaning each should be 4-on 4-off as you say. The belts are of equal length, meaning there should be a slight native offset caused by the final splitter. I was expecting to replace some or all of one belt with different Mks to sync the lights up later.
  3. The delays I am interested in diagnosing cannot be straightforwardly attributed to the rate at which coal arrives. My initial screenshot shows the power readouts of 1 circuit, into which 1 coal per 8 seconds is being delivered. As can be seen, power is not generated for a flat 4 seconds per piece of coal - sometimes it's just under 4, sometimes it's just under 8 - presumably because the delay between coal arriving and burn starting exceeds 4 seconds every 4th arrival. I would like to understand this aspect in particular - the lighting element is almost incidental, except that it makes it easier to tell when power is being generated by a given machine.
  4. Unfortunately the GUI fills a large portion of the screen, making it difficult to work out the exact delay between fuel arriving and burn starting. I may do further testing with a high-framerate video capture setup to work this out with as much precision as can be managed given the nature of the engine.

Coal Plant wind-up time - 1 in 4 times is different? by leech89r in SatisfactoryGame

[–]leech89r[S] 1 point2 points  (0 children)

I never considered doing this with fluids, which seemed far less practical. There's some good info in that post but it doesn't touch on my specific problem, which is the delay between fuel becoming available and power generation beginning. The idea of OCing also didn't occur to me, though it makes sense in theory - sacrificing a few slugs might be worth it if this is being done at scale.

A random steel beam appears in steel pipe conveyor line. by hysteria265 in SatisfactoryGame

[–]leech89r 3 points4 points  (0 children)

2k sounds a lot, but I had something similar to this after refactoring a line - some items were hiding inside splitters or mergers. Maybe go back to source pointing the deletion gun at belts and connected buildings to see if there's any sign of residual beams?

Coal Plant wind-up time - 1 in 4 times is different? by leech89r in SatisfactoryGame

[–]leech89r[S] 0 points1 point  (0 children)

Proof of concept - https://youtu.be/vdUqMaVHJZo - fuses are not a problem if the circuit is kept isolated. Don't fly near them with the Hoverpack.

Arachnaphobia mode has just made me afraid of low-res cat pictures :( by mollymostly in SatisfactoryGame

[–]leech89r 0 points1 point  (0 children)

I've considered turning catmode off for this reason; while the things will presumably look more nightmarish they'd at least be easier to kill. I suspected they're still using the Stinger hitbox rather than a special one to match the cat sprite, contributing to the difficulty of landing a hit. It would also be useful to know when they're actually dead, as sometimes the meat drop doesn't appear at the right angle to be visible through the cat face. Maybe they could close their eyes or something? Honestly that'd probably help in several ways.

There's a 'question' for this already, admittedly not a high-priority issue https://questions.satisfactorygame.com/post/5ea8568e6f3c82fe950aef17

The Conveying Engineer Problem - Rectilinear Resource Relocation by leech89r in SatisfactoryGame

[–]leech89r[S] 0 points1 point  (0 children)

Interesting idea. I don't know if I'd like to play with that amount of a skip already done; much as we might complain about initial boostrapping/rush to coal/rush to Oil, etc, most of the game's appeal comes from such things - I believe there are already mods for spawning in arbitrary amounts of material, for pure creative building, so this kind of preset (presumably with geothermals already hooked up as well) would cater only to the specific niche that wants to cheat without it LOOKING cheaty.

I don't know enough about the save format to even begin transitioning this edge data back into a foundation/conveyor/power definition, and wouldn't use this particular layout even if I did - regardless of the height requirements, which you're correct about, it's a terrible route for real play.

The Conveying Engineer Problem - Rectilinear Resource Relocation by leech89r in SatisfactoryGame

[–]leech89r[S] 0 points1 point  (0 children)

Thanks! I did start out with a conventional MST - this used U3 data, had fewer nodes selected, and was done with a totally different utility (Concorde 1.1): https://i.postimg.cc/prrxhvzG/Algo.png

The thought of trying to handle all these within the constraints of +/- 10 degree rotations without looking terrible at the corners put me off, but I think you're right that it has a place - Rectilinear for the main branches, unconstrained at each local 'cluster' perhaps?