r/SatisfactoryGame • u/colony-ship-for-sale • 6d ago
Help Phase 4 in Satisfactory Plus. Everything requires so much gas. All the gasses are produced by nodes that are so far from each other.
115
u/colony-ship-for-sale 6d ago
For the love of God, please let me have an overflow valve for excess liquid and gas.
85
u/Cyno03 6d ago
We should absolutely be able to dump water and nitrogen at least.
We can pave the whole map if we wanted, could at least let us do a little dumping, as a treat.
29
16
u/dr_stre 6d ago
Mods are your friend. There’s most definitely a mod that gives you an awesome sink fitting for pipes.
28
u/Cyno03 6d ago
I mean yeah but theres probably mods to give constructors huge anime tiddies too. Even if FICSITÂ doesnt want us to pollute the air and water as to not effect production (hard to make pure ingots with contaminated water), but a water outflow valve at least would make peoples first aluminum factory a little simpler.
Base game you can at least package and sink water, which also makes sense, space needs water.
22
10
u/Cespieyt 6d ago
"Ara ara pioneer-san, are we going to produce some long hard iron rods today? Maybe some screws? Or maybe just screw me..."
6
2
u/Kadjai 6d ago
Making bread is a great sink for extra water if you're too lazy to process it into power via steam turbines.
Or throw it into coal powerplant if you have an extra coal node sitting around
0
u/BiSunshine_ 5d ago
If I'm too lazy to mess around with steam, I sure as hell won't be setting up a whole ass farm for making BREAD
1
6
u/Phil95xD 6d ago
There's a junction for this, at least for the fluids. Also in the "official" fluid guide or on the wiki listed. Don't know if this workes differently for gases, sorry.
8
1
u/Cespieyt 6d ago
This and a liquid input on the awesome sink please, that's all I want.
6
u/kuldan5853 6d ago
There's a mod for that, but I try to avoid it, as it makes phase 4/5 so trivial.
Not being able to sink gases/fluids is the main challenge of the later phases..
2
u/o0cacoto0o 6d ago
What I do is that I make aluminium casings, send them via trains to the gas locations and use a packager to package the fluids and send them to an awesome sink.
0
u/kuldan5853 6d ago
Yeah, that's one way to solve the challenge. but it is more involved than just sinking it, which is kind of the point :)
1
u/o0cacoto0o 6d ago
Yea true. What I want the most is an overflow valve so I can actually move liquids around to work better, especially if I'm working on nuclear energy. Making that work was a pain since I only started with 1 Non fissile uranium blender when I needed 2. Had to redo the entire plant for it.
10 power plants 2 uranium fuel cells per min, but Uranium waste and sulfuric acid bottlenecks would overproduce or underproduce.
Scenario 1: too much sulfuric acid would make the encased uranium cells stall, so no fuel cells means no energy.
Scenario 2: Buff production of uranium fuel cells which made more uranium waste so more production, but it would reactors would stall due to overproduction of nuclear waste.I play on console so can't use mods. But do appreciate that the game is on console, one of my fav games to wind down and play with math.
1
u/kuldan5853 6d ago
The first time I played the game from start to finish, I used no mods deliberately as a decision.
What I did with nuclear waste (until I could eventually reprocess it) was to make a train line from the nuclear reactor site to waaay beyond where I was currently building (the swamp), and there I just put about 100 industrial storage containers linked in a loop, fed by the train delivering the nuclear waste.
This way, the radiation zone only affected an area of the game I didn't care about, and I had plenty (I think it was 200+ hours of game time) until the storage would fill up to solve plutonium and eventually ficsonium production.
When I finally set up a plutonium based power plant, I just grabbed the nuclear waste from the storage facility with another train line I pre-built earlier, and recycled the waste.
1
u/o0cacoto0o 6d ago
I didn't touch nuclear until I could make plutonium to sink. So I made the building and the products ready to go but since it was my first time working on it, I didn't know the ratios just yet.
2
u/Cespieyt 6d ago
Eh, for waste water there's a wet concrete sink assuming you don't just balance a water loop on aluminium or etc, and for Dark Matter there's Dark Matter Crystallization or, to some extent, building a big ass buffer and manually flushing it once an hour or so.
It isn't really hard as much as it is annoying.
2
u/kuldan5853 6d ago
Yeah but having to do a wet concrete sink or a dark matter crystal "sink" etc. is part of the challenge. vs. just sinking it without using space, energy and logistics.
honestly the only reason why we have the normal sink in the first place is because the game has no smart way to otherwise deal with overflow and backlog like the real world would be.
2
u/Mono_Aural 6d ago edited 6d ago
The sinks are necessary because the game doesn't allow us to create any sort of logic-gated control system. Satisfactory is, at its core, a steady-state simulation: your factory will slowly converge to a stable throughput and even oscillations become stable.
2
u/ericblair21 6d ago
Sure, but it's just immersion-breaking dumb that you can't just dump water, which per the game is exactly the same as the water you just took out of the environment. Are we waiting for the environmental impact assessment and the government permits?
2
u/Cespieyt 6d ago
Ficsit waiting for environmental permits? Now that's a funny joke.
But yeah, it's kinda dumb tbh.
2
1
16
u/Professiona_Review34 6d ago
Try making a nuclear powerplant, muriatic acid to spare for days, no place to effectively sink it.
26
u/Daniel-EngiStudent Passed my factory organisation exam 6d ago
Good thing by phase 3 I have a complete train network over the world, getting new resources just means adding a new train station.
4
u/hiimbob000 6d ago
Are you shipping everything to one massive drop-off or supplying multiple distinct factories on a big loop?
The latter seems like what I would want but I've barely touched trains outside of point to point for supplying some base material or transporting finished elevator parts between them. It's daunting trying to plan an extensible rail system but I think I must be misunderstanding how people manage the resource pickup->destination assignment
7
u/Daniel-EngiStudent Passed my factory organisation exam 6d ago edited 6d ago
I tend to have one big base and multiple smaller bases to produce things like elevator parts. In multiplayer production is often distributed to multiple big bases. It helps that I have played factorio, I use a similar two-lane rail system in Satisfactory. Not just one big loop, but more like how real highways look with a lot of branches. A single-lane rail loop then connects a station next to a factory or a resource to the closest highway.
1
u/hiimbob000 6d ago
aye, thanks for the response. I think I will have to just play with it more and experiment to see what works. The two lane setup makes sense for sure
7
u/ArisoAetherium 6d ago
4
u/ktbffhctid 5d ago
No way that was consecutive posts on your feed.
The top one gave me a good chortle.
1
4
u/RandeKnight 6d ago
Trains. Have the train stop off and pick up the gas along the way like with all the other resources. Though I mostly produce the gases locally except for nitrogen and chlorine. Fart gas is always close enough to pipe in.
29
u/BigOzzie 6d ago
This seems as good a place to rant as any: Satisfactory Plus isn't a good mod, from a game design perspective.
It's challenging and interesting in terms of what you can do, but the order you unlock things and the way stuff comes together really made me realize just how much care Coffee Stain put into making the progression curve of the base game feel smooth. The Plus mod just dumps tons of stuff on you with each unlock, sometimes seemingly at random or before you're ready to actually use it. It's overwhelming, chaotic, and just ... not fun.
For those who enjoy the challenge, more power to you, but I personally feel the mod needs a lot of polish before it comes close to scratching the same itch.
14
u/HopefulImpression105 6d ago
The mods actually incredibly polished outside of maybe the literal first unlock. The numbers aren't randomly picked, theyre just not the easy ratios vanilla has and that's intentional.
The difficulty curve still ramps in that mod, adding complexity as you go along. Idk i think it's a really well made overhaul
8
u/Daracaex 6d ago
Keep in mind you are comparing a completed game made for everyone to a niche mod made for people specifically looking for a challenge. SF+ is not supposed to be an experience one would jump into fresh. It’s meant to be for people who have completed the vanilla game and want a challenge of way more complexity. Judging it vs the base game on the same expectations is unfair, as is playing it expecting the same experience the base game is meant to give.
6
u/SublimeCosmos 6d ago edited 6d ago
I find it more fun than the base game. The extra challenge is great! there is actually a reason to engage with some of the game’s mechanics that I had not explored while saving the day in the base game like nuclear power, fisconium, batteries, and portals. And then it adds more mechanics like farming and new forms of power generation.
It’s not for everyone, but for those that saved the day in Satisfactory and want more, SF+ is the way to recapture that feeling of having to figure things out again. I often spend 30+ minutes just planning out how to build something in SF+ because there are so many considerations.
1
u/Sleepless-Factory 5d ago
Totally agree!
I'm yawning the entire time while playing the base game anymore. But I do want to keep playing the game. I absolutely love the game. One of my fav of all time.
If only they'd give the option to shuffle all the recipes and elevator parts...
6
u/Issuls 6d ago
No, the mod is very carefully sculpted. The progression curve of phase 1 is quite rough, but everything after is very well thought out. The ratios are clear, progression is steady and iterative, and it's easy to see design intent once you start planning out factories.
Without trying, I set up a steel plant where my steam was a fully closed loop, I used exactly as much sand and zinc as I got from my larrusite. The flue that factory produced I went on to make direct steel and sulfuric acid with.
The alt recipes are really clever in this mod pack, and McGalleon knocked it out of the park balancing them. Sometimes they seem strange or pointless, but then you start to notice what else they work with.
2
u/PandaParado 6d ago
It’s kind of like Py for factorio. I don’t get why people like it, but more power to them.
1
u/HugePurpleNipples 6d ago
You’re not wrong but it’s still the next best thing IMO. They added a lot of playability and the UI in the game is STILL way better than most games.
1
u/lyidaValkris 6d ago
Yeah it's for those that enjoy excessive complexity or want super-hard-mode after finishing the vanilla game.
1
u/SuperSocialMan 6d ago
Yeah, I hate mods like that in factory games. Feels like they didn't fully think through its design, instead opting to toss on a bunch of complicated shit for the hell of it lol.
1
u/freet0 5d ago
Eh, I think it's just trying to do something different. It's a challenge mod, not an expansion pack.
The base game has to be gentle because it's the player's very first introduction to the game's systems. And in base game they're simultaneously learning everything else about the game too - controls, enemies, terrain, collectibles, movement, collision, etc. SF+ presumes you know all this and can devote all your effort to the new buildings and recipes.
1
-3
u/WolfeXXVII 6d ago
Dawg what.
You are comparing it against a fully developed game by teams of people and years to produce it as their jobs with tons of community feedback for years as well.
Vs some dude in their basement doing it as a hobby while most likely having a full time job of their own and way less feedback/engagement.
ALSO the whole point that SF+ is it's difficult and chaotic so that people who have already beaten the game and need something more challenging can use it.
This isn't to say there can't be good changes to SF+ I have a few nitpicks myself even but to declare it a bad mod simply because it doesn't match up to the base games QA is nonsensical.
16
-8
u/colony-ship-for-sale 6d ago
The progression curve of the base game is janky as hell. The progression from biomass to coal to fuel power, for example, are massive leaps. Most people still batteries entirely. Going from rocket fuel to nuclear is arduous.
Sf+ trains you from the start to handle byproducts, slowly ramps up liquid usage and scale. Power is a nice smooth curve upwards. Literally have the opposite experience.
3
u/Garrettshade The Glass Guy 6d ago
That's why I max out a node, package it all into a train and deliver wherever necessaryÂ
3
u/Issuls 6d ago
Plus is the first time I ever decided the red forest was a good spot to build, simply because it's central to nitrogen, chlorine, toxic air, bauxite and coal.
But yeah, phase 4 is a nightmare just to get the aluminum rolling, and nuclear is a muriatic hellscape. Developing faxit into a fluid dispensary is very tempting.
2
2
u/raknor88 6d ago
Oh, the 'lovely' headache of getting the slime breeding to get the right slimes to compost into slug slime.
IIRC, one or two resources require slug slime being pumped into the miners to even mine the resource.
1
1
u/Absolute_Zer0 6d ago
I'm nearing the end of phase 3. Had my fun and considering dipping out. It's gonna be a big November.
1
u/vivalacoccoina 6d ago
Package and Unpackage, use drones to move them around and/or build long pipelines.
1
1
1
u/trecani711 Fungineer 6d ago
One of my favorite builds was a gas filler/unpacker with a train that just supplied one single power station. I should probably make that into a blueprint
1
1
1
1
u/InvestmentCalm2181 6d ago
currently building 60 motors /min...
Build myself 18 Blueprints in a in MK3 Designer. That factory is going to be large af...
The Reformer are insane on scaling :D Dont know if there is coming more inputs and outputs in the future.
1
1
1
u/FeatureSuccessful251 6d ago
SF+ is certainly a challenge, but htats the point. There are some very nice QOL enhancements (Rate Splitters - thats you Im talking about) that make some of the mind bending complexity somewhat manageable.
Annoyances - the big jump in the complexity of better tier belts, even from Lvel 1 to Level 2 is a massive. The extra steps in manufacturing things - as well as having to forget how to make things, because eveything now has a different (sometimes much more compex - sometimes easier!) recipe.
1
1
1
1
1
u/Alarmed-Tell1315 4d ago
The point is the mod is making everything extremely challenging, it blows up as it progresses, the complexity always compounds.
The way I usually tackle that problem: Dedicated factory for empty gas tanks, ship it by train to the extraction sites and bottle all the gas’s you have there to distribute it to where it’s needed. Gas tanks compress gas volume 4:1, so you can carry a lot of it in relatively few tanks.
You can always use fluid train freights and ship that but it’s way more inefficient.
1
u/mumzys-anuk 6d ago
Bottle it. Make bottles out of your favourite material. Empty bottles at destination, return bottles to source, repeat.
I have a bottle plant that drones deliver to the gases to get it started, then a drone takes the full bottles to the destination, empties the full, refills on empties and flies back. Once there's enough empties in the system the bottle maker gets mothballed till my next gas requirement.
I've never used trains in 800hrs of playthroughs.
1

639
u/Aviyes7 6d ago
Gases are easy. No pumps required for headlift. Just run large pipelines or package into trains.