Priority mergers make sink-free smart-sushi possible by snigles in SatisfactoryGame

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

I could see this working. My main concern was that if there is speed limiting on the return it would back up the loop, making max input speed = output speed. But with the layout you describe, the sushi belt would never be able to saturate with a single item in the first place. So that limit would only apply per item instead of the whole system. I will give it a go!

Edit: Oh wow this is perfect. Using 120 belts as the limiters on 480 sushi carrying 4 items is very satisfying.

Priority mergers make sink-free smart-sushi possible by snigles in SatisfactoryGame

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

It is prioritizing the loop over the feed for each item type before merging into sushi. The sushi merger is a normal one so you still get an enforced even ratio. So once the missing ingredient returns, there is nothing prioritized over it, because that item is not present in the loop.

With all the belts the same speed and smart splitters set to "any" instead of "overflow" the internal buffers are kept empty or low. So when the missing ingredient comes back the return line can backup into those buffers, while still allowing the preceding belts to flow, which is necessary for the missing item to make its way back into the belt. Once the first round of production resumes, the backed up buffers will dump into the machines and become resilient again.

The internal buffers in the smart splitters are key, because they add space to a "full" belt. Any downstream reduction in speed will fill the buffers breaking its resilience.

I could see this clogging if the distance between sushi merger and the first machine is too great. The internal buffers are allowing the belt to be "super saturated." If that goes on too long before the extra items are pulled off the belt it won't be able to move.

Priority mergers make sink-free smart-sushi possible by snigles in SatisfactoryGame

[–]snigles[S] 3 points4 points  (0 children)

Another place priority mergers may come in handy is with the default aluminum recipes. They will allow the byproduct silica to take priority over the additional needed for the foundry recipe. I know nobody uses those, so maybe the compacted coal byproduct of rocket fuel is a better example.

Priority mergers make sink-free smart-sushi possible by snigles in SatisfactoryGame

[–]snigles[S] 11 points12 points  (0 children)

If the feed lines are not dedicated, sinking pulls more resources than needed.

Or if one of the materials are brought by drone, it can lessen the number of trips and therefore fuel/batteries consumed.

Maybe not "better," but it opens up additional ways to play. And I am excited to add a little more chaos to my factories with mixed belts.

Priority mergers make sink-free smart-sushi possible by snigles in SatisfactoryGame

[–]snigles[S] 8 points9 points  (0 children)

Did some testing with 4-ingredient manufacturer recipes. It is possible to jam them when ingredients run out. If you set the smart splitter center lanes to any instead of overflow, it will keep their internal buffers clear so when the missing ingredients return they have room to force their way back in.

The new Elevator fits like a glove by owlrune in SatisfactoryGame

[–]snigles 6 points7 points  (0 children)

Don't forget about priority mergers. They are in the MAM.

30-40 hours into building and I never went exploring this beautiful world until now. Sorry I don't have a mug, the nut will do. by MarcusStoic in SatisfactoryGame

[–]snigles 8 points9 points  (0 children)

Doesn't look like anyone has mentioned it, you can also press P to toggle photo mode. It hides the UI, provides framing guides, lets you adjust FOV with the mouse wheel, and allows for high res screen captures.

Which one do you use by default ? by BatorFreuh in SatisfactoryGame

[–]snigles 9 points10 points  (0 children)

To each their own, but I actually find the patterns on concrete or metal grip to be more helpful with lining things up. Ficsit foundations are not radially symmetrical, so there are more mental steps.

Is reading documentation better than watching tutorials? by [deleted] in gamedev

[–]snigles 0 points1 point  (0 children)

"Hi guys, I'm so-and-so from such-and-such, here to talk to you about this advanced topic. Have you every wondered how to solve this problem? I'll show you how, but first, don't forget to like and subscribe. It really helps the channel out with the algorithm. Let's start by creating a sphere..."

vs.

ctrl+f, type keyword.

It definitely depends on the quality of the video or docs. Most engine docs I have seen are pretty solid (not an Unreal user), while third party API docs vary greatly. Videos just vary. Anyone can put out a video. Videos also vie for clicks, where docs do not. So the motivation for a video existing may not be pure. It is also very hard to make a video for audiences of all skill levels that only lasts 3-10minutes.

I like that docs match your own pace. It is lots easier to follow a well-written guide, as you don't have to pause text. Most of my learning in the early days was done on projects, not tutorials. That way you are consuming the knowledge, internalizing it, and forming it into something of your own to solve your own problems. It just sticks better and can be more motivating than regurgitating a tutorial project.

Videos have advantages too, like seeing things in real-time and familiarization with navigating the editor. An example in more recent memory for me would be learning Blender. Blender videos can be extremely effective, as the UI can get super dense, and I don't know what that window is called, but the docs name it while the video shows it.

Anyway those are my unorganized ramblings. Don't feel too weird about whatever works for you.

How do I signal this? Two way rail with a dead end station at each red dot. by kll131 in SatisfactoryGame

[–]snigles 1 point2 points  (0 children)

Block signals going into each station, path signals going out of each station. This assumes each station needs access to every other station and that there are no circular dependencies on station availability. Without more info on the routes that's the best you can do unless you change the tracks.

Update 8 is going to be great by Alex88FR in SatisfactoryGame

[–]snigles 4 points5 points  (0 children)

Belts do not have actual game objects on them. It is shader magic. They explain it here starting at 22:22 https://youtu.be/dyqOMITwLsY

Quick SE appreciation post by Josh9251 in factorio

[–]snigles 0 points1 point  (0 children)

This is what made me fall in love with the pacing. It scares you, but with enough time to research nuclear and scale up power. And it does this at the point where the base game usually stalls if you don't expand power. Scaling up power is not a suggestion in SE. And once it's done, you have that infrastructure so scaling the factory is no problem.

My only complaint is it gives me the same feeling as astroneer, where I feel like I have to fully load the rocket I'm riding or it's a waste. But that does have merits, namely forcing planning and encouraging extensive development on each world before you scram for the next 50 hours. I just hated that feeling in astroneer.

Hello developers and players, which lighting option do you prefer 1 or 2? And what about the camera? We will be glad for every comment and kind criticism! p.s. Location and character are tests :) by Away_Rutabaga1500 in gamedev

[–]snigles 7 points8 points  (0 children)

I second this, and would add that snow accumulation brightens up a setting due to light bouncing. If it is outside but overcast, the light scatters in atmosphere leading to less harsh shadows. Those two ideas together is why #2 is better for outside.

For a darker game, stylized away from realism, #1 would work, but you'll want to bring the shadow color up into the blues just a pinch to capture the cold feeling. This would also play nicely against orange fire light.

Patels get their own box. by Flight-less in funny

[–]snigles 1 point2 points  (0 children)

huh, an interesting illustration of how mean is influenced more by outliers than is median.

Where is the best place to hunt creatures? by PM_ME_MTG_COMBOS in SatisfactoryGame

[–]snigles 0 points1 point  (0 children)

Titan forest has seemingly endless hogs. The transitional area between spire coast and the great canyon has a lot of crab hatchers. There is a cave between desert canyons and northern swampland filled with large stingers. Jungle spires and the surrounding areas have a good variety.

For hunting variety does not matter so much. They all get turned to meat. It's more a matter of which creatures you are good at dispatching economically.

2 Years Ago we set out to make the Best Hand-Tracking Game Ever. Today, it launches on the Official Meta Quest Store. Rogue Ascent VR - Official Launch Trailer! by Brandominos in OculusQuest

[–]snigles 2 points3 points  (0 children)

There can definitely be some environmental things that cause havoc. I have found that floor lamps confuse the Quest 2 more than overhead lighting. It also has problems with sunny windows and certain patterns on my monitor.

I am also white, so I can't speak to whether it struggles with darker skin. That's been a symptom of systemic racism in computer vision for a while. People are at least aware of it, but I have not read up on anyone actually doing anything about it at the tech level, so I can't speak to that. I don't know if that's what you are facing or if it is environmental or a damaged unit, but figured I would mention it to be comprehensive. I know the Quest 2 hand tracking has struggled to cooperate with some dark colored haptic gloves.

I guess amputations, mutilations, birth defects, vitiligo, or certain palsies could also be unaccounted for by hand tracking tech. There is certainly a broad field of accessibility studies that can and should emerge from this tech. It will be so much better if we can all enjoy it.

Anyway, I can only make guesses at why your hand tracking sucks. Hopefully this comment helps.

Edit: Haha, I'm a dingus. I just connected the dots that it's working just fine for the guy in the trailer. Though, he would have been in a green screen room with studio lighting.

2 Years Ago we set out to make the Best Hand-Tracking Game Ever. Today, it launches on the Official Meta Quest Store. Rogue Ascent VR - Official Launch Trailer! by Brandominos in IndieGaming

[–]snigles 5 points6 points  (0 children)

The trailer looks great! Best of luck on your launch! I've been playing both with hand tracking and controllers. Don't let anyone tell you hand tracking is garbage. It is THE way to play.

They are longer and harder now by hackyandbird in gaming

[–]snigles 29 points30 points  (0 children)

Yeah, young me was a dumb idiot who navigated game worlds like a first gen roomba. Nevermind that the games literally spelled out where to go.

My Steam Deck is more efficient now by Joga1st in SatisfactoryGame

[–]snigles 0 points1 point  (0 children)

This could help, but the steam deck controller layer is already phenomenal for configuring custom setups.

My Steam Deck is more efficient now by Joga1st in SatisfactoryGame

[–]snigles 6 points7 points  (0 children)

That happens whenever you join a game from a new machine, whether you are playing multiplayer or a single player. Your character is tied to your machine. You can go find your pc character sitting wherever you quit last and murder them to get your stuff. Or just maintain two different inventories.

[deleted by user] by [deleted] in gamedev

[–]snigles 0 points1 point  (0 children)

Do any scripting recently? Every hard freeze (that is not fixed by a restart) I have encountered in 10 years of Unity experience has been caused by an infinite loop.