[-] Kelbesq@lemmy.ml 3 points 2 weeks ago* (last edited 2 weeks ago)

I assume that would need to connect horizontally?

Edit thinking about this more: I don't think I want auto connect in this case. The connections need to be slightly different depending on what quality node and whether it's over clocked.

It is a really good idea, and I will likely employ it in other blueprints like this one, just not this one.

29
submitted 2 weeks ago* (last edited 2 weeks ago) by Kelbesq@lemmy.ml to c/satisfactory@lemmy.world

Created blueprints in satisfactory for a modular ore processing tower. The base is a wrapper around a miner, and the floors process 240 ore each. Scales up to 5 floors tall, allowing for 1200 ore/ingots from overclocked pure nodes.

Concept and inspiration came from Yakez42: https://www.youtube.com/watch?v=KmnoLVtGfvg

In the basic setup, each floor connects to the base directly. With 1-3 floors, each floor is balanced input wise.

Each floor has 3 ore inputs, and 1 ore "forward" port. One of the problems with Yakes42's design is that it was before mk6 belts, and thus didn't need more than 3 floors. To support additional floors, I added an ore output to chain additional floors. The forward port ore is also split out before the machine groups lines are split, so half of the incoming ore is forwarded.

Each floor has 3 ingot outputs, and 1 ingot forwarding input. Again, to chain an additional floor.

There is a slight gap in the roof where i have the steel frame floor that allows you to check on the status of a machine if you really need to.

Internally, it's two machine groups of 4. Splitting is done on the logistics floor.

Screen of the miner with it's cover. There is some internal work to connect the miner output to the cover.

To support 1200 and 5 floors, you need to chain 2 floors off of other floors. The bottom floor needs to connect via the middle lift. Floor 2 needs to chain into floor 3, and floor 4 needs to chain into floor 5. Otherwise, you will exceed the lift height (without using other tricks)

It's using what I call "budget" 1:5 balancer that isn't actually that bad for balance. It's a spliter connect 1:3, and then two of the three legs get split 1:2 again. Once branch (the middle) gets 1/3th, and the other 4 get 1/6th of the resources. As soon as the "middle" leg backs up, it is balanced. I kind of hate the design of real 1:5 balancers, and would only use them if I really needed them for something critical. For smelters with 1200/min input, it really doesn't matter except on the initial fill time.

While I really like the look of radar tower on the top, the Lookout tower looks really out of place. I'll probably come up with a cosmetic design. I've been trying to brainstorm on something actually useful to put on top. The only thing I can think of is for a few to have hypertube cannons.

I like how far away I can see the full tower with a radar tower on top.

Next I plan to do floors with Forges. 4 per floors would let each floor handle 300 for iron alloy, and 400 for copper alloy.

33

I've had a problem in several games, and I don't really no where to to being debugging it. It's not like there is any error message. Is it my DE? my distro? drivers? proton? the game engine itself?

I've done some basic web searches, and all of the answers are hyper specific, or "alt-tab just breaks some times".

The actual problem: When I alt-tab, some games will appear to freeze when I tab back in. I've noticed that while I am holding alt-tab and have a non-game window selected, the game is not frozen. As long as have not selected the window I am trying to swap to, it keeps running. It's almost as if the game has inverted it's internal state of whether it's in the foreground are not.

(if it does matter, I am using Gnome on 22.04 PopOS, Nvidia 565 driver, Steam/Proton).

14

I was trying to come up with a compact design mini factories that I could blue print and wanted to see how many manufacturers I could squeeze into a mk3. Along the way, the solutuon I came up with ended up being load balanced. Now that I post-end game, and some of the final products can be really slow, I certainly appreciate being able to not have wait for a manifold to fill.

I started the design with what I am calling a "center feed" pair of manufacturers. Instead of resources coming from the left or right in a manifold, they are fed in between the 2.

I had a similar design before for a 3 input version, but didn't have to solve what to do when splitters on the head of the lifts are too close together. This time around, I just pulled further back and removed the splitters on the lifts.

Next was simply mirroring 2 more manufacturers and feeding the inputs in again from the middle (above the outputs). Now I had a balanced design for 4x. It could also trivially be extended to 6x, although it wouldn't fit in a blueprint.

The final step was to link 3 floors together. The inputs are routed via lifts up the middle floor, and there are split 3 ways. One output goes directly out the back the feed the machines on that floor. The right output goes to the top floor via lifts (easiest to see here), and the left goes the bottom floor also via lifts. The key to getting this to work is to stagger the lifts, and to not care that I we re-ordering which input was "on top" etc. Staggering the lifts usually needed me to build a splitter, nudge it in location, build the lift, delete the splitter, and then connect the lift via belt.

All of the outputs for the top two floors are routed back away from the inputs lifts, and then down to be merged with the ground floor mergers. They were pretty easy to route since there was a lot of room beneath the input splitters.

[-] Kelbesq@lemmy.ml 4 points 1 month ago

On the plus side, a handful of mods are no longer needed.

What mods were you using that you waiting on?

16

I didn't start playing until 1.0, and am wrapping up my first play through. I've complete the main progression, and complete all of the achievements (hopefully that's spoiler free enough). I am probably 95% done with my personal end game goal.

Since I started on the Grassy Fields, I want to try a different starting location. I like the idea of the Northern Forest, as I like the scenery, but it seems like a terrible location to start. I don't want to steam roll the terrain to try to build with the new players tools, and would rather come back later when I can properly build more in harmony with the terrain. I do like the centrality of the location. I like the idea of the Dunes, but it's so far removed from everything else. It seems like a great place for an end game mega factory, or if you want a mega factory from the start. So that leaves mean leaning towards the Rocky Desert. I do like the biome, but I also just recently built a large factory there. I have not really explored or built on the Crater Lakes, Red Forest, or Forest Lake much and want to change that.

I want to give tractors/truck a chance for the early game, and I think that's another point in favor of the Rocky Desert or Dune Desert. I'll likely go back to a real hypertube network, instead of cannons everywhere.

I want to take the game slower, decorate more, load balance more, and use blueprints extensively. I will probably visit a certain cave, grab some hard drives for a certainly terrible early game item, rush some research to get my toys back, rush the mk1 blueprint designer, rush coal, and then dial it way back.

Anyone restarting for 1.1 or doing anything else to change it up?

[-] Kelbesq@lemmy.ml 2 points 3 months ago

Looking at your "long shot" view: I assume each of your towers covers building one item (like module frames)? Do you have the structures themselves as blue prints, or do you build them by hand?

[-] Kelbesq@lemmy.ml 2 points 3 months ago

They have announced it. Some info is here: https://satisfactory.wiki.gg/wiki/Consoles Ive run it on my Steam Deck, but I am not a fan of the controls. I mostly want a console release, because I want better controller support (and thus better controls while using my Steam Deck).

12
submitted 3 months ago* (last edited 3 months ago) by Kelbesq@lemmy.ml to c/satisfactory@lemmy.world

The only info I've seen is "in 2025". I was wondering if anyone knew of any more information.

Edit: This is the only bit I've found this far, and it looks to be a joke: https://satisfactory.wiki.gg/wiki/Future_content#Version_1.1

[-] Kelbesq@lemmy.ml 3 points 3 months ago

I'm coincidentally work on rocket fuel in the same area. Of course, my pipe work looks nowhere near as good as yours! (it probably doesn't help that I have retro-fit the same plant twice with everything still running....)

[-] Kelbesq@lemmy.ml 2 points 3 months ago

I'd rather get lots of info, and have to re-watch, that spend 15 minutes listening to filler/fluff. You are also not talking so fast that I can't understand you, so all good.

[-] Kelbesq@lemmy.ml 2 points 3 months ago

Much appreciate posting here as well as other media, as well as the PeerTube link.

Even if I don't 100% match your style/how you play, you have certainly shaped how I build my world.

Not gonna lie, I sometime have to watch your videos a few times to get everything out of them. You pack a lot of info in a short span of time, and talk relatively fast. The past few vids have been better - some of the compact techniques were very dense. Still, I'd rather replay to get the dense knowledge, than not have access to it.

[-] Kelbesq@lemmy.ml 2 points 3 months ago

So you are only using this for the local networks? How are you utilizing local networks in your rails?

For visibility, you could move the markers to the side rather than the needing look down. If you wanted, you also have a lot of vertical clearance between the tracks that could be reduced.

[-] Kelbesq@lemmy.ml 2 points 3 months ago

Are the light colored ramps with dark side rails for humans (i.e. not ore)?

[-] Kelbesq@lemmy.ml 16 points 2 years ago

Is there anyway to scale an instance by adding more nodes? Not be adding additional instances, but more of a distributed load balancing for a given instance? What about migrating communities to a different hardware instance? What scaling challenges does Lemmy face that something like Mastondon doesn't?

I'm sure there are many folks (myself included) who have technical resources that are not community builders. I'm sure if there if there is a way to spread the load, enough folks want this to succeed to make it work.

12
submitted 2 years ago by Kelbesq@lemmy.ml to c/zelda@lemmy.ml

For those thinking of buying the game, there is a side feature that lets you build crazy machines. While almost completely unnecessary to complete the game, it allows for some pretty bonkers builds.

[-] Kelbesq@lemmy.ml 7 points 2 years ago

Most of my questions are less about the nuts and bolts of setting up an instance, and more about broader topics. Example: can their be a backup of an instance, both for load balancing and for redundancy? Can individual communities be migrated from one instance to another?

15
submitted 2 years ago by Kelbesq@lemmy.ml to c/lemmy@lemmy.ml

This seems like the most relevant community. I have so many questions - some from pure curiosity, and some from actually considering hosting an instance.

[-] Kelbesq@lemmy.ml 7 points 2 years ago

I want to see all the niche game specific subs, or at least how they used to be. Reddit started going downhill recently, with lots of good discussion moving to discord, and subreddits just being flooded with memes. I hate searching for anything on Discord...

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Kelbesq

joined 2 years ago