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Hi. With 1.2 out I’m considering another foray into the game.

Has anyone tried playing with randomized nodes? Curious to hear your experience and what settings you went with.

I’m wondering if it would end up being just a wild amount of transit logistics to get things where they need to be. But … maybe that’s okay?

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BOM like the above screenshot, but a much smaller version that uses Display Signs mounted on a Wall

+ Much smaller version that uses Display Signs; less expensive to build in early-to-midgame (Quartz + Plates, vs Billboards needing Crystal Osc. + Encased Beams)

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(April Fools from CoffeeStain yesterday)

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cross-posted from: https://pawb.social/post/42021231


Dating path:  Liz the Doggo 🦎

Dating path: Liz the Doggo 🦎


Dating path:  Vulka 🔥

Dating path: Vulka the Spitter 🔥


Dating path:  Iniko the Flying Crab 🐞

Dating path: Iniko the Flying Crab 🐞


Dating path:  Ava the Non-Flying Bird 🦜

Dating path: Ava the Non-Flying Bird 🦜


FICSIT Relational Database (included in the M.A.M.)

FICSIT Relational Database (included in the M.A.M.)


Itch.io game download link (real)(not fake)


SPECIAL THANKS TO ARTIST 🎨Ellizary, for her incredible Anthro-pomorphizational talents (and patience) 👏💕

Artwork: Ellizary

Text & graphic design: PHR (me :P)

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Plus, rain is back, and playing on controller will be easier now too.

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submitted 4 months ago* (last edited 4 months ago) by [M] to c/satisfactory@lemmy.world
 
 

If you want to try it 1.2 on Experimental

Note that Experimental means NOT STABLE, expect bugs and issues. If you don't like that, stay on the standard stable branch.

Before Switching, BACK UP YOUR SAVES. Saves are incompatible with previous versions so you will not be able to go back, and additionally as with any unstable product it can corrupt your saves.

New Features in 1.2 (Spoilers for Video)

  • Farm Toilets - Spawnable toilets which act as respawn points!
  • Vehicle pathing - Vehicles can now be pathed similar to how trains have tracks, using splines Fluid Trucks & Stations
  • WEATHER - Rain, Window, and Strong Winds! Weather was previously removed due to engine issues, but it's back!
  • NODE RANDOMIZATION - New game modes featuring randomization of name nodes, changing required amounts for space elevators, etc.
  • Daisy Chaining power from one factory to the next
  • Zoop Signs
  • New photo mode features including Selfie mode
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BACKUP YOUR SAVES

DateMarch 17!
****

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I'm only 60 hours in, but i just found out that multiple generators connected to a power pole increases its capacity - i assumed poles were capped at 75Watts.

Found this out after bringing over a whole bunch of power poles from one side of the map to my oil factories im building.

Then found out coal generators can run on petroleum coke and i didnt need to bring power over from my coal factories.

Dam i love this game lol

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Turbofuel plant (programming.dev)
 
 

This should solve my power for a while. Turbofuel is really nice. Clean burning, too!

Pro tip: Power shards increase power consumption exponentially for machines, but linearly for generators. That means that a generator at 250% overclock is exactly the same as 2.5 generators at 100%. This saves a lot of space with turbofuel. In the bottom right you'll see 25 generators. Without overclocking I would've needed 63 of them. I have been judicious with my power shards, so this was nice.

I was really satisfied with this picture. You can see pretty much all of the build in one shot The only thing you can't see is the sulfur extraction.

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Oops.

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Aethus is "Satisfactory through the eyes of Diablo", in the eyes of this critic, who has now been turned into plant food.

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I'm grinding the phases (new to the game) and I've been spending so much time making sure every build is neat and looking how I want it - but seeing the new stuff I'm unlocking, I've got the feeling that I shouldn't have tried so hard coz I'm probs gonna have to upgrade everything.

Is the the loop of the game to rebuild once I've unlocked better versions of smelters etc or am I playing it wrong?

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I'm really surprised there doesn't seem to be a modded (or vanilla) splitter that lets you set the output ratio for each side. I saw one that lets you configure the rate of output, but I'm not sure if it's updated. Regardless, a simple thing like "this side gets 1, this side gets 3, this side gets 0" would be so useful for building manifolds that don't take forever to balance and other stuff.

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When a building is on and running, the light is green. When the building is overclocked (and maybe whenever it has a power shard) the light is bluish white. This is useful to find buildings with power shards! Is there a mod to make the light change to a color based on under clocking?

It shouldn't really matter, because seeing what a building does requires opening it anyways, but I still think this would be nice.

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cross-posted from: https://lemmy.zip/post/56845936

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On to the next build.

I'm really not sure how I want this to shake out, except for one single idea: I want the "road" to turn 90 degrees and run partway through the middle of the building. Just cause that sounds kinda cool.

So, here's a rough outline of that, with as much foundation space laid down as I could place, without clipping into ground or other non-removable obstacles.

Actually, there was ONE other idea I had, and that was that I shouldn't have independent machine lines (I.E. line of furnaces, line of constructors, etc.). At least not fully. That's because for the 2 products I'm making, I need both Foundries and Constructors, and the number of each that I need is ALMOST equal. So, I actually want all of these machines to be 1:1 paired.

From that, I realized... I haven't built machines stacked on top of other machines in a LONG time.

So, yeah, I'm gonna build Foundries stacked on top of the Constructors they feed to. I built out a few little prototype ideas of what that might look like.

Ultimately settled on this. Just a standalone elevated platform above each set of Constructors, supported by pillars, and with catwalks for traversal. Very tightly-packed, as it turned out.

Also need a line of Iron Ingot Furnaces to feed both sets of Solid Steel Ingot Foundries, and at this point, I realized that if I elevate those as well, that leaves me with plenty of space to fit Storage Containers and Dimensional Uploaders underneath them. So, that reduces the footprint of the whole building quite a bit.

With those all laid down, I added some interconnecting catwalks, and a main staircase to get up to them, at the back.

Some close-ups of the center structure.

And since the Steel Pipe line of Constructors is shorter than the Steal Beam line, that leaves a perfectly-sized corner of the building to fit the overflow sink. I decided to go ahead and cut open the main floor to have it sit on the maintenance floor, and make this the maintenance access point as well.

Wide shot.

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submitted 7 months ago* (last edited 7 months ago) by to c/satisfactory@lemmy.world
 
 

Hi- I could really use some help. I got rid of Windows at home and switched to CachyOS. All my steam games are working really well, but unfortunately I got Satisfactory from the Epic store. I've spent way too much time trying to find a way to get Epic game store installed on Linux and working.
There are many guides out there (none officially from Epic) with many different hacks to get it running, but all seem to be either out of date or AI slop. I was able to get the windows version of the store sorta working though wine, but I couldn't get it to download/install anything. I tried asking on a Satisfactory discord and was hold to "just re-buy it on Steam". I know it doesn't seem like a lot to many of you, but I can't just buy the game a second time. switching back to windows is not an option either.

Is what I'm doing even possible (Satisfactory on Linux on Epic)? If so, is there any up to date instructions on getting the Epic store installed in a way that actually works?

EDIT.. thanks everyone.. great community. I am working and making factories again

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Satisfactory wrapped 2025 (www.youtube.com)
submitted 7 months ago by to c/satisfactory@lemmy.world
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And that's the Iron Plates factory finished. I sorta "rest of the owl"d it, but there's still plenty of room for glamor shots.

Nighttime.

Logistics floor.

Main floor.

Also, the Iron Ore mines that I left 'till the last minute. The ones I showed before are actually for the next factory. Only the two sliver-colored ones here are for this factory.

Nerd docs, as usual.

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So, first factory to build up here is just Iron Plates. I think there's enough room here between the walkway and the big plateau.

Don't have enough room above the ground, from where the walkway is placed, to lower the bottom floor, so I had to build the machine floor a little higher, to leave enough room for logistics underneath. Thus, we get a little staircasey entrance.

And it's just Iron Plates so.... that should be all we need.

Logistics.

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