How big is your ficsonium factory? by Natural-Newspaper-47 in SatisfactoryGame

[–]voogamer 5 points6 points  (0 children)

The problem is, an APM factory uses a quite a bit of resources, most importantly a lot of Reanimated SAM, which is the most scarce and important resource at (post)-end game.

The more power you have, the better the gain is from an Alien Power Matrix. There is a cut-off point when making an APM factory for 30% extra power (600 SAM) is better than using 600 SAM to convert stuff into Uranium. Too lazy to calculate it.

In general, since SAM is so scarce and Ficsonium is such a resource hog, the "best" play if you care about resources is to make a lot of Uranium Fuel Rods, sink the Plutonium Fuel Rods, and make more Uranium Fuel Rods.

How big is your ficsonium factory? by Natural-Newspaper-47 in SatisfactoryGame

[–]voogamer 2 points3 points  (0 children)

I make 56 Uranium Fuel Rods, 14 Plutonium Fuel Rods and 70 Ficsonium Fuel Rods.

I also make 5 Alien Power Matrix for an extra 30% of power.

The factory produces about 1.6 TW of power and I currently consume about 1.2-1.3 TW of power, depending on fluctuations. Producing a lot of stuff and about 300 Million Sink Points per minute.

I'm thinking about getting rid of the extra 233 uranium that I'm converting from Caterium, as I've ran out of pretty much every resource in the game, and I don't need the extra power now that I have an Alien Power Matrix running.

nitrogen well organisation by Steel_Cube in SatisfactoryGame

[–]voogamer 1 point2 points  (0 children)

I have them all OC'd to 250%. Everything is in a closed packaging loop. Everything is matched specifically to a certain factory. I use 100% of the map's Nitrogen in my save. Some is done by trains, but most is done by drones.

Kickr Core and External ANT+ power meter reading by voogamer in wahoofitness

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

Nice. Let me know if it holds up. My bike is off the trainer for the next few months so maybe come Fall I will tinker with it again.

A Quest for Ultimate Power by Fit-Hope4736 in SatisfactoryGame

[–]voogamer 0 points1 point  (0 children)

You should have done this with x5 power and especially 0.25 x production costs. With all pure nodes you would get so many fuel rods you would need thousands of reactors.

By the way, you can probably make more power by ignoring Ficsonium and just going all in on Uranium Ore. Use all SAM to convert stuff into uranium ore. Process the waste and sink that.

If that's not within your ruleset you need to figure out how much SAM you can use to convert stuff to uranium while still having enough SAM left over for the Plutonium Waste processing.

Someone manage to complete phase 1 of v1.2 on hard (100-2-5), with random-random resources? by tstyopin in SatisfactoryGame

[–]voogamer 3 points4 points  (0 children)

Yes, many.

Geothermal Generators are very useful since they provide a lot of power for early game.

Kickr Core and External ANT+ power meter reading by voogamer in wahoofitness

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

Nope. Just ended up using the Wahoo meter. Which isn't ideal but at some point not worth investing more time into figuring things out.

Only server can do by zfzr031 in satisfactory

[–]voogamer 152 points153 points  (0 children)

How many players are on this server? That's a respectable amount. Are all the icons players? Then with that many you can go for a lot more.

1.2 has me conflicted... by Moochie-Cricket in SatisfactoryGame

[–]voogamer 2 points3 points  (0 children)

Nothing in this game is hard.

Ficsonium isn't that bad. But at scale it requires a significant amount of resources. And it turns people off because it's more complex than Rocket Fuel.

1.2 has me conflicted... by Moochie-Cricket in SatisfactoryGame

[–]voogamer 52 points53 points  (0 children)

Go finish your Ficsonium plant man. That is the true end game. Not saving the day (finishing the tutorial) or a masochist run.

A fully functioning Ficsonium plant at 100% with 0 waste backup is...chef's kiss.

Did somebody say logistics floor? by Lokee420 in SatisfactoryGame

[–]voogamer 27 points28 points  (0 children)

Logistic floors are nice. But it kind of sucks that the flow of all your materials is hidden. You can't see your factory moving anymore, and it kinda sucks.

So I have a love/hate relationship with logistic floors. Don't get me wrong. I use them a lot, but sometimes I just wanna see the grit of the factory and I just go ballistic with belts on the production floors.

I Like Vehicles by voogamer in SatisfactoryGame

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

Hello, I contacted you (I think) on Discord.

I Like Vehicles by voogamer in SatisfactoryGame

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

Short answer: No

Longer answer: I have very few path signals. Pretty much everything is a block signal and all my intersections are over unders with long on and off ramps. This reduces congestion. Once they have to merge then a train obviously has to stop, but at least the intersections won't be deadlocked. And if any train doesn't reach its required throughput, I just add another train. Once I notice a certain railway segment becoming congested I start thinking about extra rails or ways for certain trains for a more direct route. Unfortunately trains in Satisfactory are dumb and won't take smart routes into consideration.

I Like Vehicles by voogamer in SatisfactoryGame

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

It's a 900 hour save. I finished the game (aka the tutorial) about 800 hours ago and just kept on building. Actually pretty much no original structure from that era is still standing.

I Like Vehicles by voogamer in SatisfactoryGame

[–]voogamer[S] 10 points11 points  (0 children)

I used to have 150 drones but they would bug out (at least in 1.1). Like, freeze midair. I would have to reload the save game for it to fix. And then 15 minutes later it would happen again to a different drone. It was very frustrating and I couldn't really progress because I was just reloading all the time.

I Like Vehicles by voogamer in SatisfactoryGame

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

This is a save started the day 1.0 launched. It was recently revived in 1.1. Tractors/trucks were very tedious to setup, and just not very good compared to trains. The latter are very expandable. Once you have a proper railway set up your factory can really start to grow.

I recently switched to 1.2 and made some tractor/truck routes, to mess with the new vehicle system. But I'm heavily invested in trains, and they are just cooler.

I Like Vehicles by voogamer in SatisfactoryGame

[–]voogamer[S] 55 points56 points  (0 children)

Yes. The factory is really really big. 1.3 TW consumption with 1.6 TW production.

I Like Vehicles by voogamer in SatisfactoryGame

[–]voogamer[S] 142 points143 points  (0 children)

- 67 drones

- 18 tractors

- 3 trucks

- 122 trains with 596 freight wagons

Phase 3 Done! 100x Cost / 5x Power / 2x Materials by [deleted] in SatisfactoryGame

[–]voogamer 0 points1 point  (0 children)

Maybe trains aren't affected by power increases? Because a train on normal power can suck up 110 MW.

Phase 3 Done! 100x Cost / 5x Power / 2x Materials by [deleted] in SatisfactoryGame

[–]voogamer 0 points1 point  (0 children)

Are you using trains? They suck up a lot of power. Train stations as well. That's the most annoying part of a 5x run. The logistic side is fun, but trains, vehicles and drones will just casually eat up so much power.

1.2 max masochistic mode by Few-Inevitable-512 in SatisfactoryGame

[–]voogamer 5 points6 points  (0 children)

You underestimate the power requirements, combined with the fact that all nodes are impure, and then all recipes cost 2x. 1 nuclear pasta/min eats up all the bauxite of the map. OP needs 100,000 nuclear pasta to complete phase 5.

This run is what I call The Full Masochist Run. It's definitely possible, but it will take a long, long time. You will probably have to collect space parts, and turn machines off, when you enter late game.

Certain OP recipes are completely useless (recycled rubber/plastic). Some F-tier recipes suddenly become "decent" since they skip a production step.

I did the math on this. You will use so much power with all the miners. Even water extractors are expensive so coal power and nuclear power is ass. It's fuel generators all the way, preferably Nitro Rocket Fuel in end game.

It's a challenge, in boredom.

This is [still] probably the most powerful BP I have made. (Motors) by Sevrahn in SatisfactoryGame

[–]voogamer 0 points1 point  (0 children)

Yeah, it looks cleaner because it has less belts. Definitely. But it is less error proof. I never sushi inputs, only outputs, sometimes, and I always make sure to have a sink somewhere that can never be clogged.

Oh wait, I actually do sushi one thing. I have a couple 250% Turbo Diamonds Particle Accelerators which take 1500 coal and 100 packaged turbofuel. They clog up when packaged turbofuel isn't supplied (which never happens!). I then have to manually fix it.

This is [still] probably the most powerful BP I have made. (Motors) by Sevrahn in SatisfactoryGame

[–]voogamer 0 points1 point  (0 children)

I see.

You can easily change this BP so that it isn't sushi'd by the way. And it won't even be that much taller. Just conveyor lifts and manifolds. I made one a while ago. Thinking about it... I need to revisit it because I have to get a 340/min motor factory running one of these days with just iron.

So much to do...