Satisfactory

Satisfactory

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M-A-R-C-E-L Nov 28, 2022 @ 5:48pm
Miner Mk.3 (250%) ≠ conveyor belt Mk.5...
The miner has a production rate of 1200 units/min on 250%, but the best conveyor belt currently can unfortunately only transport 780 materials per minute.

This is of course very unfortunate, please improve in the next update or patch on experimental version?! :UDG_Heart:

While I' m talking about it, I understand the sense behind scaling the production, but what about machines Mk.2; Mk.3 [...] etc.?

ps. All in all, the experimentl version also stutters a lot in large factories with many machines since the last update.
In the Early Access version CL#209551, the appearance of the Xeno-Basher in hand is a bit buggy. I think there was a wrench charm hanging there before, it's just pixel mess now.
Last edited by M-A-R-C-E-L; Nov 28, 2022 @ 10:05pm
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Showing 1-11 of 11 comments
Die Hand Gottes Nov 28, 2022 @ 8:17pm 
You mean MK3 miner that could deliver up to 1200 but there are mods there are also MK5 miners.
But the problem with the MK3 miner and only MK5 conveyor belt is also known to the developers and have no solution yet will probably boil down to the fact that the MK3 miners will be slower with larger than MK5 conveyors have the developers apparently problems probably on slower PC because I use a mod that has up to MK10 conveyors with 3000 P/MIN and no problems but I have never needed for MK3 miners I never had to overclock one so that I do not get along with MK5.
Am also not a friend of overclocking I prefer to build more machines underclock them and save power at the same output amount what I would have with fewer machines and overclock.
M-A-R-C-E-L Nov 28, 2022 @ 10:04pm 
You are right, of course, I made a mistake. I meant a Miner Mk.3. And yes, I have already searched for it and found many who have encountered the problem. But I don't really want to play with mods.
I never had performance issues before, only since the last 1-2 updates. Funny I have finished the factory in which it strikes me the most, months ago. So it can rather not be because of that.
M-A-R-C-E-L Nov 28, 2022 @ 10:10pm 
Originally posted by Die Hand Gottes:
[...] the problem with the MK3 miner and only MK5 conveyor belt is also known to the developers and have no solution yet will probably boil down to the fact that the MK3 miners will be slower with larger than MK5 conveyors have the developers apparently problems probably on slower PC [...]

Maybe if you reduce the total given amount of items. Nobody needs 1,200 coal to get energy from it. Maybe you should make it harder to get the resources and make the production more efficient. Then you would need less of everything and would have the same effect.
In this case, you could reduce the speed to 500 items and adjust the consumption of the generators. These could consume only perhaps only 5 compressed coal instead of 15.
It would be just as hard to manufacture, but the assembly lines wouldn't get any faster.
Die Hand Gottes Nov 29, 2022 @ 3:00am 
Yes with U7 I also have massive FPS losses I hope they get that fixed soon U6 ran much better.
Something is coming either they will somehow manage to add a MK6 belt eizufügen the MK3 miner reduce or the gets a second output as with the trains you can fill or unload two MK5 conveyor belts.
At the moment there are only faster belts per mod
but as I have already mentioned most are underclocked or not fully utilized by me you do not need to use only one node at many places there are several that you can tap
Man's Best Friend Nov 29, 2022 @ 9:02am 
You're unlikely to see any improvement to belts unless they solve a much larger problem. Specifically, somewhere above 780/min load or unload speeds, the game starts losing items, and it only gets worse the faster you go. Certain buildings do feature dual inputs/outputs for the same storage (industrial containers, vehicle stations, train stations) but attaching two mk5 belts will not reliably transfer all items.
Die Hand Gottes Nov 29, 2022 @ 12:49pm 
I have read that often that fast conveyors lose items so I tested it with me not even the MK10 items lose
I think that is computer dependent mine is probably strong enough
but as I have already written the miners are rather weakened.
I think they also want to keep the game to a certain requirement.
Otherwise who can use the mods.
M-A-R-C-E-L Nov 29, 2022 @ 4:28pm 
It seems that priorities have changed. Since the update a few minutes ago, I can't even manage to connect any less conveyor lifts to my belts. Even conveyors that already work no longer do when I destroy them and replace them exactly the same way. :questionNV:
Die Hand Gottes Nov 29, 2022 @ 8:56pm 
Update 0.7.05 has unfortunately destroyed some things
there must first be an update 0.7.0.6 and that urgently
for me it is currently unplayable
M-A-R-C-E-L Nov 30, 2022 @ 3:16pm 
Originally posted by Die Hand Gottes:
[...] for me it is currently unplayable

For me, too, unfortunately. I'm not a fan of seeing anything of the conveyor belts above ground, which is why I put almost all of them underground. I put raised ceilings in my factories and run everything down through the floor. Unfortunately, the floor pass-through doesn't work anymore. It always tells me that the lift has already been placed there "invalid placement", although there is nothing there.... :steamsalty:
Namaride Nov 30, 2022 @ 3:44pm 
The mk3 miners are to me mostly usefull to get back some powershards. Its not the most efficient way of spending nodes but still..
Before i used a impure and normal node both max overclocked using 6 shards. This gave me 450pm. Now im using 1 normal node with mk3 miner at 200% to get 480pm and only need 2 shards.
Having 1 impure at 250% and 1 normal at 200% is exactly a 780pm mk5 belt.
Vectorspace Dec 1, 2022 @ 12:32pm 
As others have said, the reason there is no mk6 belt is that above 780/min the game cannot calculate the item movements fast enough and items can be lost.

I think it's due to rate of change of inventories. Items move individually along conveyor segments, which means Items enter and leave belts 1 at a time. To drain an inventory at 780/min, that means to subtract 1 item, 13 times every second. Any faster than that and the game engine cannot always keep up. At 1200/min, that would be 20 individual subtractions per second, over 50% higher.

The devs have acknowledged this is an issue for mk3 miners @250%. They have not settled on a solution, but they have said on stream that adding a second output to the mk3 miner is something they are considering.

I suspect the reason they haven't done that already is because simply adding a second output does not fix the core issue - because even though with two mk5 belts each is only drawing 600/min, so 10 subtractions per second each, they still subtract from the same inventory so it's still 20/sec. So some re-engineering of the miner's code would still be needed.
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Date Posted: Nov 28, 2022 @ 5:48pm
Posts: 11