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And that is exactly what they are good for: Overflow protection. Meaning that your lines can run at 100% without backing up and possibly causing issues there.
It's however a natural component for overflow protection as mentioned so tickets will rack up just by progressing through the tiers.
You will quickly get all the tickets "needed" for useful stuff like foundations, railing and floor/wall holes which of course isn't really needed since everything just happily clips anyway.
If you're not getting enough coupons anymore, maybe focus on a single high-end product like turbo motors.
Then again, from following your other posts, it sounds like you may have blown all your "easy" coupons on materials and random stuff, so you might actually be at such an exhorbitant cost now that it's impractical at all.
In that case, just use the SCIM to edit your map and to give yourself all the awesome store unlocks you would've had anyway.
I have two that are essential though, both related to power.
One is sinking excess polymer resin from my turbofuel power plant. That resin is usually fully used to make plastic and rubber for a nearby Fused Modular Frame factory. But when that factory fills its final storage container and backs up the resin, I don't want my 260 fuel generators to stall.
And one is sinking plutonium fuel rods, recycled from uranium waste from my nuclear plants.
For example:
I have a pair of sinks at my "hall of storage bins" eating overflow from the incoming resources to keep the system from backing up.
I have a sink eating empty containers at each of several facilities that produces fuel and feeds it to generators because I'm too lazy to bother recycling them at this point; I'll deal with them when/if I get around to turbofuel at those facilities.
I have a a container connected to a sink at the HUB so I can discard unneeded resources between projects.
I have a pair of sinks eating quartz, just because I'm not currently doing anything with those nodes and I like coupons.
I have a sink eating unused space elevator parts, because why not?
I have a sink eating the computers that don't fit into a pair of industrial storage containers, because those resources aren't doing anything else so they might as well earn me coupons.
The more I think about it, the more I realize I'm probably throwing 300-400 MW at sinks... but I don't actually care, because that's a tiny fraction of my power generation.
If nothing else, I can eventually just drop a shop and buy a stack of resources to handcraft whatever trivial things I forgot to bring with me to the new building site that's 20 minutes from any storage that has those items. If I recall correctly, the price per coupon does eventually cap at something like half a billion points.
Edited to add:
A few weeks ago, I was laughing at someone who was "addicted" to buying resources from the shop in the early game; I still don't recommend that course of action, because it doesn't take very long at all to get to the point where it takes hours to earn enough points to get a single coupon, and those unlocks are way shinier than any resources could be.
I watched Francis John buy a stack of rotors from the shop really early in his playthrough on YouTube, and cringed. I understand why he did it (rushing coal power), and it probably saved 30 minutes or so for him to do it that way in his playthrough and with his playstyle, but as a general rule I believe that to be a horrible habit.
I'm also fairly certain that was the only time he bought resources instead of unlocks, or at least the only time he showed us that he did so.
All of that being said, worst-case scenario is "leave your computer on overnight, discarding something shiny to get more coupons". It's not like you're penalized for treating Satisfactory as an idle game.
Awesome sinks just simulate the unending demand of a galactic market you don't have access to (project assembly?) for the main purpose of keeping lines moving. Its quite frustrating to play without some of the awesome shop unlocks. The ladder for example or scaffolding/catwalks wall mounts for power ect. As soon as you have spare power and resources, go for it. I think i delayed using them when i first started playing thinking it was something for late game. its not. Also the 'game' of the awesome shop is spending those early tickets wisely. Some other items are ticket sinks to me.
I have separate factories all over the map and on each of their roofs, I have a sink and a drone port. Drone port for items to be send back to the hub and sink to take care of overflow afterwards.
This helps with constant power and I know my factories are always producing.
However, I did run duel power lines to all factories. One of the lines is dedicated and linked to all the sinks with a power switch at the hub...in case I see I am running on batteries and need to extend the power network :)
Some of that is intended for future use. Ready for update 6.
The current state of my game is "you just landed on a planet that has power and you can build trains and you need a bunch of complex machinery to advance good luck have fun".