Satisfactory

Satisfactory

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Auto signage on factories
The constructors, assemblers, etc should come with a sign included that automatically sets the sign to what they're currently creating.
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Showing 1-15 of 36 comments
Casey Ryback Feb 22, 2022 @ 11:06pm 
Meh....that would looks annoying as hell when you have anywhere between 10-50 assemblers in two lines. It's better to just put custom signs in front of the line of assemblers to explain what it is doing.
curtyuiop Feb 23, 2022 @ 2:44am 
With a name like Reesespenises, I can't blame you.
Last edited by curtyuiop; Feb 28, 2022 @ 9:53pm
Samtana Feb 23, 2022 @ 3:40am 
Originally posted by Reese's Penises:
The constructors, assemblers, etc should come with a sign included that automatically sets the sign to what they're currently creating.

Can't say I haven't had a similar thought, but you'd have a ridiculous amount of extra objects to render and a large amount of wasteful redundancy.
K'senia Feb 23, 2022 @ 4:06am 
Everyone probably creates differently, but I have buildings dedicated to each product. Not hard to put a sign on the building indicating what that building is producing and even the total amount its creating.
umop-apisdn Feb 23, 2022 @ 6:28am 
Originally posted by K'senia:
Everyone probably creates differently, but I have buildings dedicated to each product. Not hard to put a sign on the building indicating what that building is producing and even the total amount its creating.

At first, I was confused by this terminology, and thought you must be really early in the game... then I realized the word "building" in this context indicated a structure containing all of the smelters, constructors, assemblers, etc. (rather than the smelters, constructors, etc. themselves).

Good morning, I'm going to go get some coffee.
Last edited by umop-apisdn; Feb 23, 2022 @ 6:33am
Aven Feb 23, 2022 @ 7:27am 
Originally posted by Reese's Penises:
The constructors, assemblers, etc should come with a sign included that automatically sets the sign to what they're currently creating.

It's a waste of resources, both in hardware usage and visual real estate.
Originally posted by Casey Ryback:
Meh....that would looks annoying as hell when you have anywhere between 10-50 assemblers in two lines. It's better to just put custom signs in front of the line of assemblers to explain what it is doing.

Disagree.

Originally posted by curtyuiop:
With a name like that, I can't blame you.

I don't understand.



Originally posted by Samtana:
Originally posted by Reese's Penises:
The constructors, assemblers, etc should come with a sign included that automatically sets the sign to what they're currently creating.

Can't say I haven't had a similar thought, but you'd have a ridiculous amount of extra objects to render and a large amount of wasteful redundancy.

If you think those signs are a "ridiculous amount of extra objects" you should upgrade your potato.



Originally posted by K'senia:
Not hard to put a sign on the building indicating what that building is producing and even the total amount its creating.

Nope, but placing signs everywhere on factories is very tedious and boring.

Originally posted by Aven:
It's a waste of resources, both in hardware usage and visual real estate.

Again - upgrade your potato. If those tiny little signs are affecting your PC that much, your input is entirely useless here.
Aven Feb 23, 2022 @ 11:51am 
Originally posted by Reese's Penises:
Again - upgrade your potato. If those tiny little signs are affecting your PC that much, your input is entirely useless here.

Performance aside, all those signs are just visual clutter. You don't need a label on every producer when simply looking at the output tells you what it is producing. You could also color code your producers, letting you know, even from a good distance, what a building is producing without even needing a sign.

There are tools available in the game to address the specific issue that you are having without having to clutter everyone elses' factories with a deluge of useless visual information.
VirusSlayer Feb 23, 2022 @ 7:36pm 
I would just like a area to be able to clip a sign to a producer the same way I can easily clip a sign to a storage container.
Originally posted by Aven:
Originally posted by Reese's Penises:
Again - upgrade your potato. If those tiny little signs are affecting your PC that much, your input is entirely useless here.

Performance aside, all those signs are just visual clutter. You don't need a label on every producer when simply looking at the output tells you what it is producing. You could also color code your producers, letting you know, even from a good distance, what a building is producing without even needing a sign.

There are tools available in the game to address the specific issue that you are having without having to clutter everyone elses' factories with a deluge of useless visual information.

You can't look at the output if you're storing it right after producing it. Especially if it is consumed fast and produced slow.

Color coding each building is tedious and boring.

I don't give a ♥♥♥♥ about other people's games, lol. If it upsets potato PC owners like you then they could EASILY implement an option in the game to disable auto-signage.

Unless...your poor potato PC couldn't possibly handle the extra computing power required to render the text in the option menu?
Casey Ryback Feb 24, 2022 @ 12:15am 
Originally posted by Reese's Penises:
Originally posted by Aven:

Performance aside, all those signs are just visual clutter. You don't need a label on every producer when simply looking at the output tells you what it is producing. You could also color code your producers, letting you know, even from a good distance, what a building is producing without even needing a sign.

There are tools available in the game to address the specific issue that you are having without having to clutter everyone elses' factories with a deluge of useless visual information.

You can't look at the output if you're storing it right after producing it. Especially if it is consumed fast and produced slow.

Color coding each building is tedious and boring.

I don't give a ♥♥♥♥ about other people's games, lol. If it upsets potato PC owners like you then they could EASILY implement an option in the game to disable auto-signage.

Unless...your poor potato PC couldn't possibly handle the extra computing power required to render the text in the option menu?

It's not so much that people's PC's can't handle it, they are just trying to say it's extra processing for no gain (in other words your idea sucks).

Each to their own but you can tell by everyone's reaction that they don't like your idea lol
Aven Feb 24, 2022 @ 6:51am 
Originally posted by Reese's Penises:

You can't look at the output if you're storing it right after producing it. Especially if it is consumed fast and produced slow.

Color coding each building is tedious and boring.

I don't give a ♥♥♥♥ about other people's games, lol. If it upsets potato PC owners like you then they could EASILY implement an option in the game to disable auto-signage.

Unless...your poor potato PC couldn't possibly handle the extra computing power required to render the text in the option menu?

So, long story short, you want the devs to change the model of, and add more code to, every producer in the game because you are too lazy to click a mouse button to color something, too lazy to properly use signs yourself, and too lazy to properly build your storages?
umop-apisdn Feb 24, 2022 @ 6:55am 
It should be fairly obvious at this point that everything "Reese's Penises" is saying is solely to get a rise out of us... and it appears that they're doing a bang-up job.

Stop feeding the troll; if it starves, maybe it will go find a different bridge to sleep under.
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Date Posted: Feb 22, 2022 @ 10:15pm
Posts: 36