Thought I'd throw up a temporary section outlining the biggest changes in QoL. Added coal gens general rundown, layout + video Added smelters general rundown, layout + video Elaborated Basics - Efficiency in Building Didn't want to leave people hanging w/o knowing what to expect or not expect. Probably will be updated along with foundries deep-dive at the end of the month. Quick update: I'm slammed with work till end of the month, was hoping to get the pipes section done before clocking out for a while because that one has a lot of little tricks which aren't immediately apparent (I discovered a few of them myself in the past week while experimenting for the guide) but them's the breaks. Probably could just get assemblers/manufacturers out of the way in the meantime. the guide- Pipes have been on the menu as the next guide thingoo for a while, but it does look like it was ultimately accidentally a good idea to hold off and then only tackle that after that update hits. CSS did announce a change to 'fluids' in September October a couple streams back which I guess validated that, just realized today I haven't popped by to update on how that's gonna pan out w.r.t. Just-as-quick-update: lol, been playing the waiting game to see if there was some kind of road-map for the game, so I could just work on guide stuff which isn't going to be in updates FIRST, then the new/changed/balanced stuff LATER just to save on work. sometime soon, probably before the previous bullet points. After weighing in on aluminium, I think it's worth just putting together a much rougher idea of what's currently in the game in case folks want to experience content as-is in Update 3 before it goes away forever, and are looking for pointers. Refinery bounding box dimensions changed in 3.5, which did mix up a few setups I previously had fuel, turbofuel and refinery basics should be safe to investigate now. pipe section is done (although there's some bizarre issues with mk2 pipes at full capacity as of 3.6, just fwiw) I've been weighing the pros and cons on doing stuff now vs waiting till changes and my conclusions are: Here's the deal! Fluid update is out, and there were rumblings of late-game buildings changing in Update 4. Elaborated Conveyor Lifts - more clipping tricks Added U3.6 basic rubber/plastic layout ideas Added some troubleshooting ideas for pipes Added Update 3 Bauxite processing section under Refineries (updates coming to guide but need a week or two to digest u4) Ohm y god water extractors snap now jgkfdjkfdjsfklskfdklklkflk4klfkl3 As mentioned prior, I've gone through the guide and compared it to my experience during a fresh playthrough started on the Experimental branch and earmarked out a bunch of stuff that really, really needs to be updated for U5 and oh my Lord there's so much (over the course of both Update 4 and 5, let's be real) it's going to take quite a fair bit of time, but since the Update 5 hits Early Access today, I threw together a quick temporary section specifically regarding the most important changes for this cosmetics-focused update.ĭropping a quick note to say I started a new run (actually completely skipped update 4, rofl) and am taking notes on which parts of the guide need reworking based on changes and especially soft clearance, (and then proceeding to continue with the TODO list) but there have been a whole slew of alignment bugs and incredibly finicky new features (conveyor floor holes, etc) so I'm waiting for things to settle down before really getting back into updating the guide in case behavior changes by the time it hits EA.īy far the best patch in the history for Satisfactory as far as this guide is concerned though :PĪlso to set expectations, while I'm likely to cover build techniques & dimension for train tracks (radius, tilt, how to connect stuff, etc) I'm not likely to be doing a train signal guide because that's a topic for a couple guides on its own.
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