Satisfactory

Satisfactory

Statistiche:
Satisfactory Mods
It is good to see a lot of new players enjoying Satisfactory and I think it is time for you all to know about what mods are available for it.

https://github.com/satisfactorymodding/SatisfactoryModLoader/releases
< >
Visualizzazione di 1-15 commenti su 21
So just the mod loader then? No actual mods?
Https:/ficsit.app has all the mods available and also has a link to the mod manager you can use to install them
LOL calculator. Press N, there's already one in the game.
I don't suppose there's one to tweak consumption and productions rates? Assemblers and Foundries really need help with getting those numbers closer together.

How about one where you set the machine's efficiency to 100% and it makes the clock adjustments, rather than the other way around?
The in game calculator sucks and does not respect the order of the calculations. I'm also using the one from the mod.

Also, you know the game allows you to tweak the production rates on your own, right?
Messaggio originale di DaBa:
The in game calculator sucks and does not respect the order of the calculations...
Are you sure about that? After toying with it seems to be calculating stuff correctly.

Do you have any examples of where it is wrong?
Messaggio originale di DrNewcenstein:
I don't suppose there's one to tweak consumption and productions rates? Assemblers and Foundries really need help with getting those numbers closer together.

How about one where you set the machine's efficiency to 100% and it makes the clock adjustments, rather than the other way around?

The consumption of parts is actually controlled in many ways and I make a separate post about some good content creators on YouTube that you should follow since you can learn a lot more about the game. TotalXclipse is one such person you should follow since he provides lot of helpful info and should have the answers you are seeking: https://www.youtube.com/channel/UC2SNK_S7tvROHS_KJdIiEFg

Messaggio originale di JebKerman:
Messaggio originale di DaBa:
The in game calculator sucks and does not respect the order of the calculations...
Are you sure about that? After toying with it seems to be calculating stuff correctly.

Do you have any examples of where it is wrong?

I don't think he exactly understand the purpose of the calculator. The calculator is intend to help the player out to determine just how many parts are need to build a certain number of Constructors or any other manufacturing equipment.
https://ficsit.app

I use a lot of mods for this game
Advanced Logistics
Conveyor floor
Daisy chain power cables
Farming mod
Hard drives from computers
MK++
Moar Factory
Refined Power (absolute need this, gives wind mils and solar panels)
Slowitdown
Store Teleporter (absolute need this) gives a teleporter for goods so you don't need to waste the game world by having miles on end of Conveyor betls)
Teleport
Messaggio originale di DaBa:
Also, you know the game allows you to tweak the production rates on your own, right?

What I'm talking about is individual item consumption rate and final production rate for Assemblers, Foundries, and Manufacturers. Some items produce at a rate of 3 parts a minute max, while others are turned out at 10+ a minute. Aluminum is one of the worst: 8 m3 of Alumina Solution at 80 per minute and 2 Silica at 20 per minute.


The Alumina Solution is then consumed at a rate of 4 m3 at 240 per minute; half as much, 3 times as fast as its production rate, which makes it impossible to divide amongst several Refineries.

The Silica is consumed by a Foundry 7 at a time at a rate of 140 per minute, 3.5 times as much at 7 times its production rate, which requires extra Silica coming from Quartz Crystal and at least 2 Constructors to ensure a continuous operation.

Meanwhile, Aluminum Scrap is produced at a rate of 6 at 360 a minute, which is then consumed by a Foundry at a rate of 12 at 240 per minute; twice as much at 1/3rd its production rate.

Aluminum Ingots are then finally generated 4 at a time at a rate of 80 per minute, and consumed by an Assembler at a rate of 8 ingots at 60 per minute.

Those numbers are with the machines at 100%.

Power shards merely create bottlenecks faster. I would also prefer to avoid underclocking machines.

You cannot divide any of this work between multiple machines. You cannot combine any duplicate machines to increase supply of one without generating an exponential excess of another.

And then you have the water to deal with. While that can be recycled into the system (reducing the reliance on a water extractor being overclocked), and/or used for Coal Furnaces or Reactors, that only works if those machines are nearby. Otherwise you can build an Industrial Fluid Buffer Farm and remember to flush regularly.

Hence, if I could tweak individual production rates and consumption rates, I can create a steady, continuous-flow process where nothing is waiting for input.

Right now I have a single Aluminum line, which is fed by a single water extractor OC'd 125%, the first refinery in the chain is OC'd 148%, the next one in line is throttled down to 25%, the Foundry is throttled down to 72%, and the Assembler is running at 80% and still waiting on aluminum ingots every few cycles, while copper ingots are piled up at the mine 500 meters away.
Water is jumped back into the main line.

This is an entirely convoluted setup, which could be fixed by adjusting individual consumption and production rates at the inputs and outputs. Not a single adjustment that governs both consumption and production all at once, which is what the Clock feature does, but being able to increase the rate at which Silica is produced while leaving the rates of Bauxite and Water consumption and the production rate of Alumina Solution where they are, and/or changing the rate at which Silica and Aluminum Scrap are individually consumed by the Foundry. You don't have to tweak the recipe itself (i.e. 12 Scrap + 7 Silica), if you can adjust the individual consumption rates instead.
Messaggio originale di DrNewcenstein:
LOL calculator. Press N, there's already one in the game.

In defense of the calculator mod, it was made before there was a vanilla ingame calc.

The mod dev has just decided to keep it updated as a alternative.
For multiplayer games, which I play the most, if all the players have the mod loader (without pre-communication between the players to confirm the mods being used) is there a mechanism where the modded game or the mod manager communicates between players to either

a - tell the player somewhere that the game "versions" don't match because "such-and-such" mod is being used in the host game?

And/or

b - if the game is being launched by the mod loader is there some kind of detection so that mods automatically get downloaded when a player joins a multiplayer match?
Some people have already mentioned it but just wanna +1 that it's recommended to check out the Satisfactory Mod Manager rather than downloading the mod loader by itself that OP linked!

You can find everything mod related on the modding website https://ficsit.app/
A quick heads up! Just went to download the mod manager from https://ficsit.app/ , as I want the refined power mod. However Microsoft is blocking it as potential harmful to my PC!

Edit. Not sure if its a false positive or not!

Edit 2. Microsoft defender is adamant that the satisfactory mod manager .exe is harmful

I have scanned it with both Superantivirus and malwarebytes and found nothing!
Ultima modifica da matke587; 4 set 2020, ore 0:16
It is safe, it just doesnt have a certificate that costs severel hundreds of dollars to get flagged as being ok
< >
Visualizzazione di 1-15 commenti su 21
Per pagina: 1530 50

Data di pubblicazione: 30 giu 2020, ore 22:10
Messaggi: 21