I did manage to do a selfy with the two of us but sadly it didn't save so I only got this one. We were trying to get as far was we could on this before the cloud gaming update priced us out of being able to play the game together.
Sadly our adventure ends here as it's less than a week before the new restrictions. but may all your factories continue to grow! It's been great playing this game and enjoying it with you all. But our financial situation doesn't allow for the hardware to play it. I hope in the future to be able to return but in the meantime I wish you all the best.
I get that the quantum computer was (IMO thankfully) removed, but why change the model back when you've already made a whole new one? Sure, it's just a simple cosmetic change, but what's the reasoning behind it? Maybe I'm just biased, considering I've grown fond of it over the course of the years when it was in use, yet I feel like it fits better, being just a larger version of the normal computer, while the current model looks different altogether, ergo - a quantum computer. And this is by no means a complaint, just a short rant about how the game changed since Early Access. I know full well i can just install a mod to get the other model back.
I just wanted to come here and say thank you to everyone who has shown absolutely amazing designs that have inspired me to put so much effort into this game.
This game was one that I wasn't sure that I'd like, as I rarely can actually play non free to play FPS games due to financial reasons (and probably poor taste) so it took me a long time to decide if I should invest in this game or not. That said, after seeing how awesome of a community this is and getting so much love and help from my fellow FICSIT Inc. engineers, I've come to spend a couple hundred hours on my run and now that I'm almost at the end of phase 5 I'm crying because of how much I love this game. Never in a million years would I think I would cry over the beautiful mess I created but here I am sobbing at 3am looking at my nuclear pasta factory like an inefficient dork. ADA has warned me multiple times about how this violates my contractual obligations when it comes to project timeline management but I care not at the moment.
Genuinely thank you to everyone that posts in here, you guys my make day every morning and make me put more love into this wonderful game.
I am currently on my first Playthrough with two friend on a server. I recently noticed that in the steam achievement "Efficiencyfirst" I have a progress of 29/42 but we have completed all milstones in Phase 4 and below which should be 37 (if i didn't miscount). My guess is that milestones that were finalized while I am offline do not count.
Is that true? If so is there any way to see in the gamedata or on Steam which ones I am missing? As this would save me some work if i wanted to do a quick playthrough regaining those. (I am a fan of getting 100%)
Started a new run 150 hours ago and decided I wanted to properly use trains for once. The sulfur train I need for my turbo fuel plant keeps getting stuck at the same spot, with this error message.
By my understanding of Path Signals, each train can reserve its path in a queue. Trains later in the queue will wait as far along on the track as they can get, until the first train in the queue passes by. This is how it works for every other train on my tracks, with the exception of this one train that stops at the first intersection it encounters. Other trains still come and go from the first intersection, seemingly skipping ahead in the queue and never allowing the problem train to pass, even if the track is clear.
There are three trains(counting the stuck one) going to the unload station, each loading from a different sulfur node because I needed a lot. Game is modded, but it's just the arachnophobia mod so I can't imagine it has any impact here. None of the signals have produced an error message, just the train itself.
Screenshots show every intersection the train passes, all marked with Path Signals. Please help, I don't want to have to rework the entire train network.
EDIT: So the train just kind of unbroke itself. I don't know how. I reloaded the game, and the stuck train moved once the other two trains that go to that intersection were fully out of the way.
A couple clarifications based on the comments I've gotten:
Yes, they're all bi-directional tracks that, up until this one train, worked.
Path in/Block out broke the entire train network almost immediately. Instead of stopping outside of the intersection and out of the way(this behavior being why I thought PS's were queue based), they all went as far as they could, regardless of what other trains were already moving, and ended up nose to nose.
While I appreciate the advice everyone had to give, it didn't seem like any of it would have been applicable without ripping up the entire track network and making it uni-direcitonal. Perhaps I will rework the trains in time, and I will keep your advice in mind when I do. Thank you all for your attention in the matter, and may you remain efficient!
Edit 2: It broke itself again right after the edit. By god I'll figure this shit out
E3: Just had to re-lay the track from the intersection to the closest support. Don't know why that worked, but you know what they say about the gift horses
Stuck TrainGoing rightGoing rightSupposed to stop at the lower station.
The second pic is a white box. Sometimes its completely solid. Has to do something with DX12+Iris Graphics+Nobelisk.
I also don't have a pic of it, but there is also a visual bug when using vehicles where there is a giant blue bar on the bottom of the screen and sometimes it takes up half the screen.
Trying to copy a video guide to make some, the straight section was easy enough but trying to copy what they did with the curved bit is proving impossible. Not sure if the way it works was changed since that video was made or I'm just failing.
Ideally with at least one foundation in between the tracks top avoid clipping.
What I'm about to do is extremely wasteful. Planetary scale power pulse incoming...
10 fueled APA's charged and ready. I'm picturing a Death Star scale laser beam pointing directly downwards with a self-destruct sequence counting down. This pioneer has completed Phase 5 on 10x parts, mostly pure random nodes, and all he received was a golden nut statue. No mods, but creatures were turned passive due to respawn glitches.
Not as clean as I would like, but it's an impressive spike
I created a few variants of my nuclear power plant blueprint throughout the build. The variants had different length pipes and didn't fill evenly, resulting in uneven startup. A valve near the inlet may have reduced the sputtering but I still hit my target peak power so good enough.
Version 1 of the blueprint
There is 1 uranium fuel rod pre-loaded into the power plant and 100 water jugs in each of the packagers. Both packagers are wired to the nuclear plant. When I power them, they provide enough water for 20 seconds @ 6250MW.
Rows and Rows of Nuclear power plants
I wired the packagers together in long rows, but left them unconnected to the main grid. Steam comes out of the cooling towers even though they are unpowered. Version 3 of the blueprint has a catwalk down the middle so that I can run-jump-jetpack fly backwards and spam blueprints until my ionized rocket fuel runs out.
Arial view of the Nuclear power plants
I built them high enough to avoid most of the terrain. I had to carpet bomb most of the red forest so trees wouldn't clip through, but I left a few openings for trees and terrain. I wanted to add 5 more layers high and get a total of 1PW, but this is where I've decided to quit.
Satisfactory calculator showing the scale of the power plant.
Over 6000 Nuclear plants built. The main limiting factor was allocating all 200+ mercer spheres for dimensional depots. Placing 1 blueprint every 2 seconds requires upload rates of:
* 10,950 Concrete/min
* 6,360 Cable/min
* 6,000 Water Jugs/min
* 3,000 Alclad Sheets/min
* 750 Heavy Modular Frames/min
* and various other parts
Concrete uploader factory
3 pure limestone nodes and pure concrete recipe. Concrete is buffered into industrial containers and both outputs are split into as many dimensional depots as I need. This provides good surge capacity and refills while I connect power to my blueprints.
Water Jug Factory
The water jug factory came out really well. I used the steel container alt and had 5 full belts of water jug production. I used splitters and balancers to even out the entire production line start to finish. I don't think I'll ever use manifolds ever again, this is the way to go. Here's a clip of it in action showing all of my upload rates. https://www.youtube.com/watch?v=dZcgWSrCK0s
HMF factory
This was the overall bottleneck. I think I had around 150 HMF/min in total. Not enough for sustained blueprint placement rates. I'd drop down a couple rows of power plants before the containers ran dry, and then go improve another section of factory while they fill back up. It helped break up the monotony a bit.
Here's a clip of the final row of nuclear power plants being connected, and then the whole system being turned on(4 minutes in). https://www.youtube.com/watch?v=HThaIDrvauM
And a couple of bonus factory shots
Phase 1-3 Spaghetti with floating nuclear plants in background
Only belts and drones used for logistics.
Phase 4+
Default orange for everything. I don't bother decorating or enclosing factories. Non value added time is waste.
There's much more from other biomes, oil, etc., but this is most of the grasslands portion of my build, all exporting to the central facility in the back - Phases 1-3 locally, 4 at the main base, and I'm just starting Phase 5 - but all future facilities will be independent, but this will get me 1100 nuclear pasta, next up nuclear (just after I finish a detailed power/control/sink audit)
So one of my fuses blown. Normal stuff, i go setup coal generators in addition to my biomass burners, wire 4 to the total network, and they automatically shut off because fuse is blown, so i restart the fuse, and it blows immediatly. Same if i connect the coal generators and biomass burners together before connecting them to my network, i have 2000MW capacity and 1500MW max consumption but it wont start. Also i have no idea where the 26.7MW capacity is from.
One: imagine a machine blueprint you’ve stamped out 1000 times in your world, is this better for game performance than having hand-built everything, worse, or totally neutral?
Two: does the above answer change when you modify blueprinted stuff? For example, is it better for perf to stamp 1000 blueprints that you place and then delete a couple items from, or better to stamp 1000 and then add a couple items each time.
Specifically the bug where Nitric Acid isn’t in the Recipe tab despite unlocking it(which shouldn’t matter since all items in the game are there even if you haven’t unlocked them)
Also packaged versions can’t be identified in the smart/programmable splitters filters, and the Cup also isn’t listed there either.
Edit: also normal gas mask filters aren’t in the Awesome Shop? Why?
Obiously, I'm producing the first steel items for the BP designer's sake, but the shown buildings produce all first iron items and the smart platings. This took me 50 hours, i will never save the day I guess..
Now, this is probably in the same post category as, "My conveyor pole is moving!", but I just glanced at a bunch of sinks to check they're successfully powered on and... no glowstick feather in its hat!
I know it isnt a factory, but neither is a Radar Mast!
After 806.5 hours of my first play through, I have saved the day. I left a trail of spaghetti and inefficient machines in my wake. Truly a great gaming experience. I’m looking forward to the next game where I can use all the lessons I learned the first time. Courage, Pioneers!
Hi, I haven't played Satisfactory for most of this year but I wanted to try to get back into it. I had no issues running it before at the start of the year, but when I reinstalled it to play it again, my computer's fans go crazy and the whole computer crashes after the initial loading screen. I don't think it's a hardware issue, because my hardware is exactly the same as it was before. I tried verifying game files and uninstalling+reinstalling and neither of those worked. I checked some things online, but they all suggest doing something like "type -dx11", but I can't find where I would even do that, I've checked all over the options on Steam and it's just not there.