They scale just fine. Plus, they have no ongoing fuel or electricity costs.

  • Noxy@pawb.social
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    1 hour ago

    valid.

    I have a small tall stacked belt system I wish I had more broadly built out, but at least I have a tiny segment of it to grin at

  • lemmelemmy@feddit.org
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    20 hours ago

    I played this game like crazy during covid. Then decided to do a start from scratch, some update broke my automated card and stopped playing it. I still wanna get back but not sure if it’s similar or have much better quality of life changes

    • baguettefish@discuss.tchncs.de
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      18 hours ago

      the recent ish updates have been very quality of life heavy, though if you can wait for a stable 1.2 release then you’ll have even more quality of life

      (right now trucks are kind of mediocre to useless, and 1.2 fixes them completely)

  • OwOarchist@pawb.socialOP
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    2 days ago

    Yes, I did this entire run with no trains, no vehicles of any kind. And also no nuclear power. And, honestly, I think it’s better that way. Saves a lot of unnecessary trouble.

    • charokol@lemmy.zip
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      42 minutes ago

      Most of my world is criss-crossed with a complex network of floating conveyor belts that don’t in any way adhere to any principles of physics, but I did also create a train network for a couple products, and built a nuclear power plant, just for the challenge

      • OwOarchist@pawb.socialOP
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        19 hours ago

        Is there a Satisfactory speedrunning community?

        Because ‘efficient’ depends what you’re optimizing for. (And in my eyes, the most obvious goal to optimize for would be to complete the entire project as quickly as possible.)

        • Dultas@lemmy.world
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          14 hours ago

          I watched some speed runs several months back. I don’t recall them bothering with trains.

  • Alcoholicorn@mander.xyz
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    2 days ago

    The issue isn’t that they don’t scale, its that running 40 high conveyor belts across the map looks so bad and feels like you’re doing somethjng wrong.

    I like stacked conveyors for individual factories tho.

    Shame I can only see the thumbnail because pawb banned vietnam.

    • OwOarchist@pawb.socialOP
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      2 days ago

      running 40 high conveyor belts across the map looks so bad and feels like you’re doing somethjng wrong

      But it’s so efficient!

      • Alcoholicorn@mander.xyz
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        2 days ago

        It doesn’t cost any electricity to run, but it isn’t so efficient in time or or resources to expand. I do use it a little tho.

          • OwOarchist@pawb.socialOP
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            19 hours ago

            Honestly, it’s a waste of time to try and collect every single slug you see. You really only need a few.

            IMHO, they’re only really useful for speeding up resource extraction from mines. For everything else, it’s better to just build more machines than to overclock the existing machines. Better to build two machines, rather than overclock one for double production. So the slugs are only useful for machines that you can’t simply build more of, either because there are limited places on the map you can put one (like miners) or because you’ve painted yourself into a corner with your factory design and don’t have room to add more.

            • Laurel Raven@lemmy.zip
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              13 hours ago

              I stopped bothering to collect them in my current playthrough when I hit 500 power shards, enough to fill the fully upgraded dimensional depot, which was pretty easy by making the shards in a constructor with a somersloop.

              Same way I make alien DNA capsules, though that process quadruples the output instead of just doubling it.

              Later, you can make them automatically, so there’s really no point in collecting even as much as I did.

              Anyway, extraction is the best place for overclocking, but sometimes it does make it easier to smooth out output without adding several additional machines. Not something to just do everywhere through

      • Alcoholicorn@mander.xyz
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        2 days ago

        They’re not so bad. It would be cool if you could set up and simulate signalling from a centralized view, and you often have to make round-abouts and sidings absolutely massive to fit the longest train that might use it, but I mean they work.

        • warm@kbin.earth
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          2 days ago

          I wish they would just run on consistent schedules and not block the storage when loading and unloading. For a game about logistics, it falls short all over. It’s spaghetti code held together with duct tape. It’s fun, but so many problems.

          • Captain Aggravated@sh.itjust.works
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            1 hour ago

            For low volume cargo, it’s usually not a problem. For example, I manufacture computers at the Desert Advanced Manufacturing Node in the rocky desert, and I ship them by train along with five other products also made at the D.A.M.N. to the PRoject Assembly Tower to be made into adaptive control units and to the Super Heavy Industry Terminal to be made into Radio Control Units. In both cases they just get belted straight to the machines that take them because those machines won’t realistically consume an entire train load before the train returns.

            For high volume cargo, I handle it like this: I make plastic at the West Heavy Oil Resource Extractor, 60 refineries worth. Each row of 10 refineries is belted into an industrial storage container with one MK4 belt, and then that storage container is belted into a single freight platform with two MK4 belts. The same is done at the D.A.M.N. to unload the train there for manufacturing computers, supercomputers and such. The same is done at the Aluminum Swamp Site to handle the massive amounts of silica the plant consumes as well as the huge number of aluminum casings produced, which are shipped to the S.H.I.T to be made into…everything made there, directly or indirectly, from fused frames to nuclear pasta.

            I call that technique a “buffer box.” The storage container won’t block when the station is loading or unloading a train, and it can be fill the platform or be filled from the platform twice as fast as the belt from/to the factory. I then plan each freight platform as if it can carry the same throughput as the belt that feeds it.

            I will sometimes split the box/platform connections, connect Box 1 to platform 1 and 2, Box 2 to 2 and 3, and so on, and then box 6 to platform 6 and 1. Sometimes at the load end one end of the train or one specific box or something will end up feeding faster than others so that’s a way to balance it, so I don’t end up with 5/6ths of my A.S.S. totally backed up with the remaining 6th struggles to meet demand.

            A quirk of industrial containers: They sort of work as mergers and splitters. They don’t guarantee proportional bandwidth the way actual mergers and splitters do; you might see one of the two belts going into a container feeding while the other is backed up, or one of the two coming out of a container full while the other is empty, but since we’re connecting the side with 2 belts to the same platform it doesn’t functionally matter in this use case.

              • Captain Aggravated@sh.itjust.works
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                43 minutes ago

                All of the petroleum coke necessary for operating the A.S.S. is belted in on a single Mk5 belt from that impure oil well near the southern edge of the swamp, designated the Automated Swamp Site Heavy Oil Liquid Extractor. The A.S.S.H.O.L.E. is also where the S.H.I.T. gets all of its gas, from the nitrogen well in the nearby dangle spires.

        • warm@kbin.earth
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          2 days ago

          I love trains, I dont love the randomness of Satisfactory ones!

            • warm@kbin.earth
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              1 day ago

              They dont have consistent speeds. They can take 60s to make a journey, then 59s to make the same then 62s. They should use their variable power, to keep a consistent speed, making deliveries predictable, when the game revolves around pm calculations, it falls short on this.

              • WolfLink@sh.itjust.works
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                1 day ago

                If that level of variability is dropping your throughput you should add another train or more cars.

                The way I view it is the train has a max throughput that is <total capacity of all cars> / <worst case time to complete the circuit> which is generally pretty high compared to belts. If the train is the bottleneck, you can simply add more cars or trains to boost the top of that ratio. I am to keep the theoretical throughput of my train system above what I actually use so there is some buffer.

                • warm@kbin.earth
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                  24 hours ago

                  I’m not saying there isnt work arounds, I’m saying that it’s impossible to achieve peak efficiency, a train might randomly run slower and it might deliver at 1199.99pm instead of 1200pm, that happening just one time has cascading effects on the whole production chain.

                  Trains that share the same lines that were previously spaced out to avoid interferring, will suddenly be queuing. If you prefer this jank and randomness, they could leave a toggle in and then update it to be consistent otherwise. I should be able to make an actual timetable and carefully weave trains, it would look so cool seeing trains not need blocks because they are on a schedule and all dodge each other.

                  Same for fluids too, give me less annoying predictable fluids instead of someones attempt at “realism”, put a toggle in for the diehards to keep the current one.