Satisfactory

Satisfactory

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MattATasker 9/set./2021 às 19:55
Bio mass generator
Idea: add a way to feed a conveyor into the generator, then it could be automated and more usable.
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Exibindo comentários 1630 de 33
DrNewcenstein 10/set./2021 às 9:22 
You are expected to not go wandering too far away from your base while running it off biomass. That is also part of the progression. You have to stay nearby to micromanage your little factory, hand craft the stuff you need to evolve, and then you can go play with the other kids.
⇧⇨⇩⇩⇩ 10/set./2021 às 10:33 
Escrito originalmente por DrNewcenstein:
You are expected to not go wandering too far away from your base while running it off biomass. That is also part of the progression. You have to stay nearby to micromanage your little factory, hand craft the stuff you need to evolve, and then you can go play with the other kids.


Yes and that is something I find counter intuitive about it. When first playing the game you have no idea where coal is, it might be far away from where you start. So your starting fuel makes you not want to venture far, but you might haveto venture far.
Allowing auto feeding on a resource you haveto manually gather would solve that problem.
Vegas Doc 10/set./2021 às 10:44 
When I was playing with mods, about a year ago, before update 4, there was a mod which did exactly what you're referring to, automatic feeding of biomass generators, you fill up a container with fuel which automatically puts it into the biomass generator.

That being said; you get coal generators at tier 5, which only costs 50 smart plating units to be shipped up by the space elevator, it might seem like a lot at first, but it really isn't, at the next level you'll make 500 of them, 500 versatile frameworks, and 100 automatic wiring units. Each level you obtain more power! so you can make a lot more stuff automatically, that's the main point of this game, being efficient, learning each step of the guided milestones, exploring and finding new resources, new enemies, new beautiful scenery, and most importantly of all, a feeling of accomplishment, you've really done some cool stuff, now the boss gives you a promotion, more responsibility, more work, less time off! ha ha! Happy Pioneering!
⇧⇨⇩⇩⇩ 10/set./2021 às 11:15 
Escrito originalmente por Vegas Doc:
When I was playing with mods, about a year ago, before update 4, there was a mod which did exactly what you're referring to, automatic feeding of biomass generators, you fill up a container with fuel which automatically puts it into the biomass generator.

That being said; you get coal generators at tier 5, which only costs 50 smart plating units to be shipped up by the space elevator, it might seem like a lot at first, but it really isn't, at the next level you'll make 500 of them, 500 versatile frameworks, and 100 automatic wiring units. Each level you obtain more power! so you can make a lot more stuff automatically, that's the main point of this game, being efficient, learning each step of the guided milestones, exploring and finding new resources, new enemies, new beautiful scenery, and most importantly of all, a feeling of accomplishment, you've really done some cool stuff, now the boss gives you a promotion, more responsibility, more work, less time off! ha ha! Happy Pioneering!


Yes I know all that, as I have explained however a new player does not know that when they are first learning the game.
When you are replaying the game its no big deal just beelining coal power, I would argue however that an experienced player would beeline coal regardless of having the ability to autofeed biomass burners because they dont want to spend their time whacking weeds for power.

Manually feeding them only is counter intuitive to the general message of the game that you are supposed to automate things in the game, and it dampens your desire to explore too far from your base. Both automation and exploration would be better to encourage rather than hamper imo.

Pointing towards a mod doesnt really adress the issue. I have the mod manager installed and I know about the mod, I am not arguing this opinion because I want to solve some sort of power issue in a factory Im building right now, my argument is that it would be more in line with other themes of the game to allow building a setup to refine and automatically feed biomass early game, it would allow you to save up some fuel and go on a longer exploration trek without having your factory shut down, and it would still not allow players to judt stay on bio burners because you would still be stuck at manual gathering.
Maehlice 10/set./2021 às 11:22 
If only you could build more than one Biomass Burner.

Imagine it with me: A huge bank of them 7 deep and 7 wide. You could even "float" them to make quick-loading them from underneath a thing.

Then, you could store 2 small containers worth of solid biofuel and have it slow burn for hours -- or even days.

If only ...

/s
⇧⇨⇩⇩⇩ 10/set./2021 às 11:28 
Escrito originalmente por Maehlice:
If only you could build more than one Biomass Burner.

Imagine it with me: A huge bank of them 7 deep and 7 wide. You could even "float" them to make quick-loading them from underneath a thing.

Then, you could store 2 small containers worth of solid biofuel and have it slow burn for hours -- or even days.

If only ...

/s

Wow, its almost as if I already know you can build more than one of a structure, and yet since you didnt adress any of my arguments my opinion remarkably remains unchanged.
I think the early game experience would be better with auto feeding becauce it rewards automating things, promotes exploring and would to nothing to change how much biomass you need to manually gather.

If you bring nothing but sarcasm to the table you wont do anything to sway my opinion and I doubt you are teaching anyone anything they didnt already know.
Regicide 10/set./2021 às 14:59 
Escrito originalmente por morrganstain:
Escrito originalmente por Maehlice:
If only you could build more than one Biomass Burner.

Imagine it with me: A huge bank of them 7 deep and 7 wide. You could even "float" them to make quick-loading them from underneath a thing.

Then, you could store 2 small containers worth of solid biofuel and have it slow burn for hours -- or even days.

If only ...

/s

Wow, its almost as if I already know you can build more than one of a structure, and yet since you didnt adress any of my arguments my opinion remarkably remains unchanged.
I think the early game experience would be better with auto feeding becauce it rewards automating things, promotes exploring and would to nothing to change how much biomass you need to manually gather.

If you bring nothing but sarcasm to the table you wont do anything to sway my opinion and I doubt you are teaching anyone anything they didnt already know.

It feels like this is the first Discussion in my 12 years on Steam that is not rocketing into stupid and childish blaming and name calling. (though there are some sarcastic and not really helpful posters, but well, compared with other discussions..)

For me I totally understand you morrganstain, it would be a nice-to-have feature, no question, especially since I'm in general for the maximum freedom for the player that is possible. He has paid for it, so let him play the game the way he likes. (For Example like Anno 2205, where you have a ton of options to create the game you like, and other games. From Pink Fluffy Unicorn easy to You killed John Wicks dog Hardcore mode!)

On the other hand, like others allready mentioned, not having a belt-fed Bio Mass Burner, doesn't kills the fun or is in any way really an annoyance, since you still can progress easily. So I still doubt dev's will add it, but if so, I would use it, yep :)
Última edição por Regicide; 10/set./2021 às 15:00
Maehlice 10/set./2021 às 18:11 
Escrito originalmente por morrganstain:
Escrito originalmente por Maehlice:
...

/s

... since you didnt adress any of my arguments my opinion remarkably remains unchanged. ... I doubt you are teaching anyone anything they didnt already know.

Well, I wasn't responding to you specifically. But, if you want, I'll gladly teach you something apparently not known to you already.

Escrito originalmente por morrganstain:
If you could fill a container with biomass and hook it up to some burners then you could go on longer expeditions ...

A bank of Biomass Burners allows you to leave the factory for those "longer expeditions". There is no objective need for filling a container and automating feeding.

Escrito originalmente por morrganstain:
If there was automatic feeding you could do some interesting backup power with them, hook a little biomass setup up to some batteries and when the batteries dip below a certain threshold the burners jump in to help keep things running and set upp a warning light indicating that you need to do something about power.

Biomass Burners literally already do this -- except that you don't need batteries. In fact, Biomass Burners and batteries do actual nothing when connected to each other.

(If Biomass Burners are connected to a grid with more production than consumption, they consume zero (0) fuel and produce zero (0) power. Once consumption exceeds production, they function exactly like batteries except in how they consume biofuel versus stored electrical energy.)

    Two replies in and so far two suggestions to change Biomass Burners so they can do what they're already capable of doing.

Escrito originalmente por morrganstain:
... I still had to hand feed the finished product into generators. That just felt counter to what the game was about ...
Escrito originalmente por morrganstain:
... [auto feeding] rewards automating things ...

That's exactly the feeling players are supposed to have, because you know what else rewards automating things? After unsatisfyingly hand-feeding Biomass Burners: automating Coal Generators.
⇧⇨⇩⇩⇩ 10/set./2021 às 23:04 
Escrito originalmente por Maehlice:
Escrito originalmente por morrganstain:

... since you didnt adress any of my arguments my opinion remarkably remains unchanged. ... I doubt you are teaching anyone anything they didnt already know.

Well, I wasn't responding to you specifically. But, if you want, I'll gladly teach you something apparently not known to you already.

Escrito originalmente por morrganstain:
If you could fill a container with biomass and hook it up to some burners then you could go on longer expeditions ...

A bank of Biomass Burners allows you to leave the factory for those "longer expeditions". There is no objective need for filling a container and automating feeding.

Escrito originalmente por morrganstain:
If there was automatic feeding you could do some interesting backup power with them, hook a little biomass setup up to some batteries and when the batteries dip below a certain threshold the burners jump in to help keep things running and set upp a warning light indicating that you need to do something about power.

Biomass Burners literally already do this -- except that you don't need batteries. In fact, Biomass Burners and batteries do actual nothing when connected to each other.

(If Biomass Burners are connected to a grid with more production than consumption, they consume zero (0) fuel and produce zero (0) power. Once consumption exceeds production, they function exactly like batteries except in how they consume biofuel versus stored electrical energy.)

    Two replies in and so far two suggestions to change Biomass Burners so they can do what they're already capable of doing.

Escrito originalmente por morrganstain:
... I still had to hand feed the finished product into generators. That just felt counter to what the game was about ...
Escrito originalmente por morrganstain:
... [auto feeding] rewards automating things ...

That's exactly the feeling players are supposed to have, because you know what else rewards automating things? After unsatisfyingly hand-feeding Biomass Burners: automating Coal Generators.

I actually know that biomass burners only consume what is used, by the time you have batteries however you can also get switches and if burners could be automatically fed they could also be used lategame in combination with batteries to create an even more usefull emergency power supply.

Allowing for automation of feeding would feel rewarding and even after having built something to that effect it would still feel rewarding to not haveto manually gather fuel.
If we apply the logic you use here (burners need to have annoying features to entice people to get coal power) but apply it to something else we can start making arguments for removing portable miners, just get an automated mined it will feel so rewarding when you no longer need to mine by hand. I dont think either of us think portal miners should be removed.

It is possible to have fun early game components without late game components feeling unrewarding.
Shahadem 11/set./2021 às 2:16 
Escrito originalmente por benbennett145:
this defeats the purpose of a biomass generator. its a temporary power source

It's a temporary power source because it's fuel has to produced by hand. But it shouldn't have to be FED by hand. This goes against the very concept of the game. Especially since by that point you already have conveyor belts unlocked that you are using to feed your production buildings into a storage.

Frankly I would accuse the people who are against this of being against both fun and change.
Última edição por Shahadem; 11/set./2021 às 2:16
⇧⇨⇩⇩⇩ 11/set./2021 às 2:28 
Escrito originalmente por Shahadem:
Escrito originalmente por benbennett145:
this defeats the purpose of a biomass generator. its a temporary power source

It's a temporary power source because it's fuel has to produced by hand. But it shouldn't have to be FED by hand. This goes against the very concept of the game. Especially since by that point you already have conveyor belts unlocked that you are using to feed your production buildings into a storage.

Frankly I would accuse the people who are against this of being against both fun and change.

Well... depending on how you are using the word "produced". You can totally automate the crafting part of it, thats one of the reasons I think automated feeding makes sense.
If they really wanted to drive home the message "dont use this fuel any more than you haveto" it should just be something you craft at a work bench.
Allowing us to use belts and fabricators to refine various things into solid biofuel but then you haveto go insert the biofuel by hand is just counter intuitive.
The requirement to manually gather materials should be enough of a motivation to get on coal since it sets an upper limit to how large a factory you are able to build since eventually it will chew through fuel faster than you are able to manually gather it.
Maehlice 11/set./2021 às 6:08 
Escrito originalmente por morrganstain:
I actually know that biomass burners only consume what is used ...

Then why are you suggesting it be changed to do things it can already do (e.g., run for a long time and serve as a power reserve?)

... if burners could be automatically fed they could also be used lategame in combination with batteries to create an even more usefull emergency power supply.

Perhaps you don't mean it so literally, but the wording of your statement makes it sound like Biomass Burners can't already do this. (They can.)

Biomass Burners don't need to be automatically fed to be used as a lategame emergency power supply. As they are now, if that's how a player wants to use them, they're perfectly capable in sufficient quantities.

And, by its nature, "emergency" power is temporary -- which negates any need for automation. (Ideally, you should never need to tap into emergency power, anyway.)




I'm not arguing that allowing automation of Biomass would break the game or halt progression and expansion or not be rewarding or whatever.

I'm saying it does't need anything at all to accomplish the things it purportedly can't do already.

    P. S. - Biomass Burners don't need any change to be satisfying or rewarding. If a player wants to be satisfied by automating their power, there are 3 other lines of technology they can explore to accomplish just that.
    The most rewarding and satisfying feeling I've had to date in this game has come from Biomass. Prior to Update 4, I unlocked every Tier and completed every SE Project using only power from Biomass Burners.
Última edição por Maehlice; 11/set./2021 às 6:23
⇧⇨⇩⇩⇩ 11/set./2021 às 6:26 
Escrito originalmente por Maehlice:
Escrito originalmente por morrganstain:
I actually know that biomass burners only consume what is used ...

Then why are you suggesting it be changed to do things it can already do (e.g., run for a long time and serve as a power reserve?)

... if burners could be automatically fed they could also be used lategame in combination with batteries to create an even more usefull emergency power supply.

Perhaps you don't mean it so literally, but the wording of your statement makes it sound like Biomass Burners can't already do this. (They can.)

Biomass Burners don't need to be automatically fed to be used as a lategame emergency power supply. As they are now, if that's how a player wants to use them, they're perfectly capable in sufficient quantities.

And, by its nature, "emergency" power is temporary -- which negates any need for automation. (Ideally, you should never need to tap into emergency power, anyway.)




I'm not arguing that allowing automation of Biomass would break the game or halt progression and expansion or not be rewarding or whatever.

I'm saying it does't need anything at all to accomplish the things it purportedly can't do already.

    P. S. - Biomass Burners don't need any change to be satisfying or rewarding. If a player wants to be satisfied by automating their power, there are 3 other lines of technology they can explore to accomplish just that.
    The most rewarding and satisfying feeling I've had to date has come from Biomass. Prior to Update 4, I unlocked every Tier and completed every SE Project using only power from Biomass Burners.

Its is something you can do if you build a larger bank of them yes, the suggestion is to allow for a slightly different way of doing it that falls more in line with the general theme of the game. Automation.

You dont "need" portable miners either. You could just go dink dink dink with your little screwdriver untill you have enough to make an mk1 miner, but there is an intermediary step to smooth the transision along a bit.

Its totally fine if you are of the opinion that the game should be as rough and tedious as possible early game, I am of the opinion that this one aspect of the game is servicable but could be better with a slight tweak.
sansee 11/set./2021 às 7:11 
Escrito originalmente por morrganstain:
Its totally fine if you are of the opinion that the game should be as rough and tedious as possible early game,

Around the 1+ hour mark I unlocked the solid biofuel and chainsaw (before anything else), and by then I had already done 2 trips full of leafs and wood ready to be turned further into solid biofuel. Takes a bit more running and handcrafting in the beginning but the reward is much greater, before unlocking Coal. With a few more of these trips I have enough to last me for days, but I expect coal to be unlocked later tonight (and I'm not speedrunning either). Even dry biomass is so much better, and with extra burners you have even more time and that is available from the start.

I've just made a small Caterium base far from the hub. Started with 4 portable miners and 200 solid biofuel. After 3 hours ish from I started fresh, I'm soon looking at a nearly full container of cat wire (4000+) and it haven't burned through 50% of it yet (2x4 MW). I manually fed the first container, unlocked poles mark 2, and filled it up again, and left. I'll come back later, put up an automated miner and then expand this outpost with platforms.

One comes to a point where the benefit no longer is there (30MW vs 75MW) and you must progress for the sake of automated coal, and yes, THEN reap the reward. It's the same with portable miners - they provide a"temporarily" benefit, like if there's a boulder on top of a node (some Cat nodes have it and you want to unlock poles mark 2 fast) or you don't have power there at the moment. No, seriously, handfeeding these bioburners is neither tedious nor rough (it wasn't the first time I tried the game either), they're just fine as-is temporarily energy provider.

You still need to go back and forth throughout the map as long as you play the game...
Última edição por sansee; 11/set./2021 às 7:32
Vegas Doc 11/set./2021 às 7:44 
Has anyone mentioned that the main advantage of biomass burners is that they are portable, it's like camping out in a RV. In other words you could fabricate one at the beginning of setting up a new outpost, after finding a new resource node that you need. In other words you don't have to run a power line back to civilization, but can just make a temporary miner, smelter, constructor, container setup, which uses less than the 30MW power supplied, and 200 solid biofuel will most likely fill the container up until you either have run out of fuel for the generator, have connected it to your power grid, or the container and constructor's buffer are both full. Oh yeah, be sure to put a beacon at the new location so that you can find it. However, I have often used power lines as a kind of "bread crumb trail" to find my way around a new zone without having to worry about getting lost, hooked to civilization, known areas, so lots of times I'm taking my power and civilization with me if I'm on foot.

Or.... the fact that you'd still have to "feed" the container routed to a biomass burner, just not as often because a container could hold more, or you'd still have to feed leaves, wood,
or innards into a constructor at the beginning of the line which is feeding the container which is routed to the biomass burner, so you're still feeding something, but once the coal generator is set up, you can "set it and forget it." The coal node has an unlimited supply of coal.
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Publicado em: 9/set./2021 às 19:55
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