this post was submitted on 21 Oct 2024
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Satisfactory

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No, I didn't actually just build this power plant today, this was from like 4 weeks ago. I did however add the power augmenter, and the walkway leading to it.

Figured now would be a good time to show it off.

This probably would have been a great build to do with blueprints, but I actually built it all by hand. At the time, I was just aiming to do something that hugged the curve of the cliff, and this is what came out. Plus, I didn't have the designer unlocked at the time, and I was honestly still a little offput by my prior experiences with blueprints. It took a few YouTube videos and sessions in creative mode to really come to terms with the quirks of using blueprints effectively.

Overall, this facility has 20 power generators, and should be able to handle up to 750 coal/min, for 3,750MW of power. At the time, I didn't think I could fit any more generators in here, since the curve deadends at a sharp corner of the cliff, and I didn't want to make the curve any sharper. Revisiting now, though, I've got a few ideas about how to extend the facility to add another 6 "buildings" and get up to 32 generators, for a full Mk6 belt of 1,200/min.

My lazy solution for placing the signs here made me laugh. I couldn't use the blueprints I've used for the rest of the walkway inclines, because the foundations to place them on would be far underwater. And deriving the correct fit and angle for these signs originally was VERY tedious. So, I just snapped my way over from the closest already-placed incline segment, and somehow it worked perfectly.

The other thing I did today was retrofit all the tubeways and their blueprints, to try and solve an issue I've been having.

This is the version of a walkway/tubeway I was using in my last save, before 1.0. Largely the same, but without the walls and ceiling.

This is what I've been using so far after 1.0. My main goal, aside from looking more interesting, was to solve the problem of not being able to walk across junctions without being sucked into a tube, and instead having to parkour over them.

My idea to solve this was to hang the tubes overhead, and make sure the entrances were high enough to walk under, without being sucked in, but low enough that all it takes to get in is a jump.

This worked pretty darn well, but I introduced two different issues.

A) When coming out of downhill tubes, I get slammed into the walkway hard enough to take damage. Sometimes a near-fatal amount.

B) I'm now FORCED to stop at every junction, walk forward, and jump again, to re-enter and continue on. Prior to 1.0, the entrances being straight-on meant I could just do nothing, and let myself be shot from one tube section to the next, unless I want to stop or take a turn, in which case all I had to do was slow down when approaching the junction I want to take.

I played around with a few ideas for just angling the entrances differently, but ultimately it was straight-facing entrances that were the only ones that worked. I also needed to pull them farther than 8m apart, since now that they're elevated, the player will fly farther before hitting the ground.

This is what I ended up with, and I was able to get this swapped in across all the existing tubeways.

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[–] [email protected] 3 points 2 weeks ago* (last edited 2 weeks ago)

Wrt tubes:

You only take damage from vertical velocity, not horizontal velocity. So if you can configure the tube so you hit a wall, you take zero damage.

For my tube networks I space the entrance of two tubes about 3/4 of a foundation apart, above the head of walking distance, so you're thrown from one into the other, but you can slow down and get out if you really want to.

In recent designs with priority power switches, you can make stations with the entrance and exit tubes hooked up to a priority power switch. Then you go to the priority power Network turn off the tubes where you want to stop, you get flung through the network, you hit the off entrance at extreme velocity, but it's all horizontal so that's okay. And you fall gently to the ground. The benefit of this is you can incorporate hyper cannons to give you insane velocities, since you don't have to manually speed up or slow down.

https://hackertalks.com/comment/5288866 Here's one possible design, though it has an abundance of entrances. A hypertube on the top to accelerate up, and the power switch is to the two tubes in the center, so that the stop can be a destination, but you can still hop in and go up and down. The design here was for lots of back and forth movement

T-AB-T.

The power switch would turn off a and b

But for your design, I imagine ---A-B--- would also work just fine

[–] [email protected] 3 points 2 weeks ago

I'm so jealous. No matter how hard I try I can't make anything even half as beautiful 🥹