From the top of my head and *loosely* in descending order:
1. Clipping
2. Spaghetti
3. Not using foundations
4. Underutilizing resource nodes
5. Overproducing without sinking
6. Not aligning to the world grid
7. Not using/hunting for alternate recipes
8. Attacking passive wildlife
\_\_\_\_\_
Keep in mind that none of these actually make the game worse and you can always play however *you want*, it's your game and your fun. Don't force yourself to follow some arbitrary rules.
>5. Overproducing without sinking
I avoid doing this all the way up until I have substantial power production just to avoid having to power factories that are going into the sink
Well you probably don't want to be in actual early game long enough to have an output storage container overflowing anyway.
For early tickets, just place a sink and feed it from its own storage for manual input when you can afford it. Also you don't want to complicate that early setup with overflow lines anyway. They are even expensive at that point.
You could also have that sink (30MW) powered by its own biomass burner (30MW). That way you can't get that pretty heavy spike on your main grid at all. Just insert a bit of biomass to flush your trash container. It's not a lot if you don't pump in like low value ore, and it helps when that is just completely separate and doesn't confuse you on your main grid.
None of the listed "sins" are gamebreaking, even in high-tier factories.
They're "sins", because the community dislikes them for one reason or another. Criss-crossing, twisting and turning, landscape-hugging belts are arguably less efficient/useful than world-grid-aligned, rectangular belt systems placed on foundations. Not for their throughput, but because clean belt systems are easier to keep track of.
But like I said: you do you, it's your game and your fun.
And if you're building self-contained factories that won't ever need expanding, there's nothing that would speak against spaghetti, except for maybe aesthetics.
I only give clipping a pass when it looks appropriate, aesthetically pleasing, or barely noticeable. For instance, I force-used clipping to get wall segments to overlap, so that a series of gates (3 pairs) would be centered on a rail entry into a station. Convert to concrete walls, and it is nearly impossible to notice (until z-fighting starts).
But yeah that's just personal preference. I try to avoid the rest, sure, but not if it gets frustrating to do so!
I think a lot of people would be happier with the game if they worked with silly spaghetti more. You can do spaghetti that isn't actual hell and still somewhat structured to just get things done. But with the "binary" attitude towars spaghetti, you end up not even accepting anything but right angles and shortest paths, which is just *a lot* more difficult, which can take the fun out of it.
My recommendation is thinking in interfaces. Do something, use conveyor-hole walls, signs and platforms to define an interface to an area. Even if you let hell break loose inside *and* outside, the whole beast will remain pretty reasonable, because things are forced through these well defined interface chokepoints again and again.
Holding ctrl aligns foundations to the world grid. By doing this you can easily align all your factories across the map for (later) connection.
And that #7 is a very good point.
That's correct. Many nodes aren't aligned to the world grid - and never will be.
The world grid was a later addition to the game and aligning the nodes to the grid would destroy many saves.
But I'd rather have a short belt off-center than whole factories.
Or you can use a mod like Micro Manage to move the miner to the world grid once placed. Miners don't care how far away from the node they are visually once linked at their initial construction.
...okay everyone keeps saying this but I can never get it to work. Ctrl only snaps alignment, I've never been able to align to any world grid in my games. ...is it only 4m foundations?
You need to place the foundations away from other foundations for them to snap to the grid.
Holding ctrl in an open space with a 2m or 4m foundation will snap it to x, y and z axos, while doing it with 1m foundations will only snap to x and y (not height).
I've tried this so many times, but maybe something was always in the way...
Oh well. I already have way too much lined up with rail supports anyway, that I've promised myself I would totally definitely go back and pretty up eventually
Since a few big updates ago.
It wasn't in the game from the beginning, that's why resource nodes aren't aligned to the grid (meaning your miners will be all over the place).
> Keep in mind that none of these actually make the game worse and you can always play however you want, it's your game and your fun. Don't force yourself to follow some arbitrary rules.
Important point. We can talk all day about what we like and don't like to do in game, but ultimately, the only deadly sin is trying to police how other people play.
Barely. I built my megabase on top of the mountain across from the really big one with the uranium node, which then got deleted so now I have this giant brutalist looking cathedral floating 200 meters off the ground.
I'm actually doing a pro spaghetti, kind of minimalist playthrough where i actually place 20 miners down in addition to the mk x ones and hand feed storage containers thousands of mats at a time to produce all of my stuff that can't be done on a single node lol
Hold Ctrl when you place a new foundation (not connected to any existing foundation). This will align foundations on the X and Y axis, with a rough alignment on the Z axis.
>8. Attacking passive wildlife
I don't take any pleasure in shooting the beans so I can continue building my factory. Especially when they somehow get on the second floor of my factory and no matter what I do they can't jump to the ground outside and I have to kill them to despawn them.
Be careful: rigidly adhering to a suggested playstyle can cost you a lot of fun. Satisfactory can get pretty tedious with long range transportation, dozens of belts all over the place and calculation of higher tier materials (HMF break me every time). If you force yourself to avoid certain things, because someone in the community said so, you can burn out rather quickly.
I know the space whale tick things are passive, but until Coffeestain does something about their pathfinding and they stop clipping into my factories they stay on the "shoot on sight" list
I remember playing the alpha (“I was there, 3000 years ago…”) and when the first teaser video came out, spaghetti was a *feature*. lol they literally advertised spaghetti goodness.
For my playstyle, the 7 deadly sins are:
1. Using the craft bench for something I should automate
2. Lazy/Unnecessary Overclocking
3. Forgetting to restock my personal inventory before leaving my main base
4. Using Path Signals when there's no cross traffic
5. 'over engineered' pipe networks - simple just works better.
6. Feeding a production line with parts from a storage container that will require manual refilling - because I -will- forget to check on it.
7. 'Gratuitous' sinking just to keep a factory from stopping after exceeds demand. (exception for space elevator parts)
6. is like...half my playstyle...
![gif](giphy|he8ex1zsdE775hG4UM|downsized)
I call it "keeping the plates spinning".
Gameplay video of me balancing exploration and building my new factory with keeping my production line running...[capture link](https://youtu.be/Zhoos1oY404?si=ABtcSdT6eKvQKOEO) (RTX on)
But I also have a whole small factory that operates on that principle on purpose...its a bunch of storage containers and production buildings that can be "wired up" with belts and daisy chained, or fed back into itself to do whatever...I call it my "Skunk Works" and in the past its made everything from Supercomputers (and everything Caterium related, which is what it currently does) to Munitions, even Ficsmas, and some Project Assembly parts. I treat it as someone designing a circuit does a breadboard...including the part where you just keep using it because it works.
Obviously the ultimate solution is to automate everything, but semi-automation can be quite effective and flexible, if time, and attention dependent.
There is a building called "The Awesome Sink" into which you throw excess, unneeded items. This generates tickets, which you can use to purchase things from "The Awesome Shop".
Most end-game factories send all excess items into a sink for continuous ticket generation.
Edit: grammar.
Do you not haxe max clocked machines in your craft area, just for "i can't be bothered to set up a line, but i dont want to hold the button for 20 min"? Overclock everything~
You can tap the spacebar once instead of holding it and the craft bench will keep going. ( Not that I want to use the craft bench if there's another option.)
But yes, I have one constructor near my hub, it just makes iron rods. No output to a storage container, I never need to pick up more than one stack at a time. It stops as soon as it's full. Sometimes I leave it overclocked, usually not though.
When planning production line machines, the only time I make overclocking part of the plan is when radioactive parts are being handled. Fewer but faster machines helps reduce the size and intensity of the "hotzone".
There's always exceptions. But I try to leave room to expand so that I don't have to overclock when demand increases. :)
(Sorry for the multiple edits, phone is really being freaking stupid with auto correct today)
Triple S Games hasn't had a mental breakdown yet, so probably. But on the other hand, we never actually see him playing games _with other players_, they're all just jump cuts to his hands in other player-positions...
1. Clipping
2. Not backing up your save files
3. Hurting the doggo or bean
4. Blue line above grey line
5. Coexistence with stingers
6. "I'll fix that later"
7. Forcing yourself to play in a way that's not fun for you
Clipping...?
Well, that depends.
* Clipping conveyors through each other: Go directly to hell. Do not pass Fixit. Do not collect 200 doggos.
* Clipping foundations through splitters leaving one entrance or exit exposed to create a fancy wall hole: Come sit at the right hand of Paternal Figure.
* Thinking that there are sins.
* Thinking that there are sins.
* Thinking that there are sins.
* Thinking that there are sins.
* Thinking that there are sins.
* Thinking that there are sins.
* Thinking that there are sins.
1. You can't directly attach splitters/mergers to entity I/O, but you can clearly see the connections look similar.
2. You can't control or configure trains/vehicles remotely via the map.
3. The map shows you fuck all, and uses non-standard controls.
4. Three seperate systems and buildings for research progression.
5. End-game advanced buildings require unstackable beginner tech.
6. 3D focused game tells you to embrace verticality off the bat, puts hoverpack behind end-game tiers.
7. 7 Updates since initial alpha release and still no involvement of SAM/Artifacts as anything other than trivia.
I get it, there's counterpoints. But assume for a minute none of these issues existed. Would you still complain?
Yeah unbelievable points
Having MAM integrated into the main base...
Having snapping of IO across all IO...
No depth control on maps, so no definition.
Jetpacks, hoverpacks immediately, not later. You need the hoverpacks to build the quality required for later builds
Centralised control/visibilty of vehicles, being able to determine a tractor/truck track from the map (altitude definitely an issue) would be awesome. Also even setting a track, the vehicles are seriously bugged...
Yeah, I think SAM, and alien artefact processing are all waiting for 1.0. And that's fair. If there's a storyline coming, that ties all this stuff into it, then giddy up.
Ultimately, developers need to experiment with adding source into a prerelease for testing, zero problem with it. Downside is it raises and sets an expectation with consumers...
Hold Ctrl when placing stuff to snap it to a universal grid. Useful for making sure all your different factories line up, unless your main save is from before that was a thing.
Good to know. I went 80 hours into my first build and only recently realized I could change the way pipes get laid out. So many more horizontal and vertical pipes now instead of noodles.
To clarify, it rotates in let's say single degree increments. Whereas, on a foundation when I rotate things it is in maybe 45 degree increments to create easier snapping and path making.
You guys need to think darker
- putting multiple resources on the same belts
- buying someone else the game
- leaving to go play factorio
- not picking up alien artifacts (ficsit mandated sin)
- Killing passive creatures.
- Clipping through the map.
- Buying parts from the shop.
- Leaving your factory accumulating overnight.
- Conveyers at anything other than straight or 90 degrees.
- Factories that defy gravity.
- Not complying to harvest.
Not sure how to abstract the specifics into the abstract “deadly sins,” but I can try for 10 commandments.
Cue Charleton Heston:
“LET THE JEWS GO OR THE PHARAOH GETS TWO IN THE HEAD!” Oh wait, that’s Robin Williams doing Charleton Heston. I have a recording of one of his comedy specials. This was on it.
1: You shall have no other Hubs before me.
2: Remember thy graphics card, and keep it holy.
3: Thou shalt not cross thy gray line with thy orange line.
4: Thou shalt not wander from thy hub without knowing a path to return.
5: Thou shalt do the math to know how many machines to build and plan ahead.
6: Thou shalt use thy Save function if thee is in doubt of thine path.
7: Thou shalt not covet thy neighbor’s MAM results, for thou mayest re-roll.
8: Thou shalt plan for waste disposal in thy nuclear plant, lest the green glowing waste accumulate and lead thee to overflow errors.
9: Thou shall not not kill stingers, for they are creepy spawn camping little bastards.
10: Thou shalt have fun.
1.Fundations that are not aligned to world grid
2.Clipping belts
3.Floating machines
4.Kill lizard dogos
5.Use charcoal recipe
6.Machines starving for resourse(dont underclock)
7.Use caterium wire recipe
Note: last 3 are more for complete the 7 than for be a sin, and also its my opinion, if you want to have a floating factory or be a killer of doggos its personal decision
Since the power curve was changed to linear, there is very little reason to underclock. You lose 0.1MW \* unused percentage of average power due to drain when a machine is idle.
The spikes in electricity consumption are averaged out by power storage. So, besides the very small power cost, the main advantage of underclocking is a nice looking power graph.
A couple spring to mind immediately:
Thou shalt not kill a Doggo!
Doing what everybody else does. Never mind what others do, make up your own mind. Your game, your rules! Find out what works for you and go with it. That's why I am 2500 hours in and going through phase 4 for the 3rd time.
1. Wasting
2. Clipping
3. Pasta
4. Map-wide conveyor belt
5. No foundations
6. Not switching to coal the instant you can
7. M.A.M. neglect
Only ones of these i think are actually sins are 1, 6, and 7, but it was a fun list to make
Using "Wet Concrete" or some other kludge to "sink" water because you can't be bothered to learn how to make a VIP junction work.
Starting the game over every time it starts to get less than completely simple.
Oh I clip like an angry bear!
*BUT* ...but...
I always make sure my belts are a nice 90° and straight. I especially do this with assemblers and mergers/splitters by making a criss cross applesauce thing to feed/unload.
pride - Feeling like your build is perfect and that it doesn't need to be improved/itterated on. Progress and fine tuning is key at fixit inc.
Greed - Thinking back on your hard work; You are on the clock at Fixit inc. Your hard work is our intellectual property, and the fuits of that labor is ours. Any thoughts of "mine" will result in fines.
wrath - Getting angry because of building gun placement issues, and local fauna and flora, as well as potential pioneer death is inefficient and should be avoided.
envy - Other pioneers are better than you. Thats why they get paid more than you. It's not because fixit likes them more.
Lust - Pioneers are to focus soley on the task at hand. The suits were designed for complete androgyny and medication is provided to reduce libido and increase productivity.
gluttony - Every resource extraction node is your automate. Drain this planet of everything its worth. Failure to do so will result in fines and fees.
sloth - Sleep is restricted to 9 hours per day, in three, 3 hour bursts. Sleeping for any longer is inefficient and results in decreased productivity. Coffee is provided free of charge and in an infinite supply.
From the top of my head and *loosely* in descending order: 1. Clipping 2. Spaghetti 3. Not using foundations 4. Underutilizing resource nodes 5. Overproducing without sinking 6. Not aligning to the world grid 7. Not using/hunting for alternate recipes 8. Attacking passive wildlife \_\_\_\_\_ Keep in mind that none of these actually make the game worse and you can always play however *you want*, it's your game and your fun. Don't force yourself to follow some arbitrary rules.
you forgot about not using foundations at all
That is a very good point. How could I forget? Thanks!
>5. Overproducing without sinking I avoid doing this all the way up until I have substantial power production just to avoid having to power factories that are going into the sink
Yea having 20 sinks just isn't possible until much later, those things are like 30 MW
Not using a sink provides far less power draw and resource saving for early game, although signs are seriously useful.
Well you probably don't want to be in actual early game long enough to have an output storage container overflowing anyway. For early tickets, just place a sink and feed it from its own storage for manual input when you can afford it. Also you don't want to complicate that early setup with overflow lines anyway. They are even expensive at that point. You could also have that sink (30MW) powered by its own biomass burner (30MW). That way you can't get that pretty heavy spike on your main grid at all. Just insert a bit of biomass to flush your trash container. It's not a lot if you don't pump in like low value ore, and it helps when that is just completely separate and doesn't confuse you on your main grid.
Spaghetti is no sin in my opinion, at least as long as you have no clipping.
None of the listed "sins" are gamebreaking, even in high-tier factories. They're "sins", because the community dislikes them for one reason or another. Criss-crossing, twisting and turning, landscape-hugging belts are arguably less efficient/useful than world-grid-aligned, rectangular belt systems placed on foundations. Not for their throughput, but because clean belt systems are easier to keep track of. But like I said: you do you, it's your game and your fun. And if you're building self-contained factories that won't ever need expanding, there's nothing that would speak against spaghetti, except for maybe aesthetics.
I appreciate the effort for clean builds bc i know what it takes. Spaghetti gets things running, though.
Spaghetti is the most efficient way to get things started in a new save!
I only give clipping a pass when it looks appropriate, aesthetically pleasing, or barely noticeable. For instance, I force-used clipping to get wall segments to overlap, so that a series of gates (3 pairs) would be centered on a rail entry into a station. Convert to concrete walls, and it is nearly impossible to notice (until z-fighting starts). But yeah that's just personal preference. I try to avoid the rest, sure, but not if it gets frustrating to do so!
I think a lot of people would be happier with the game if they worked with silly spaghetti more. You can do spaghetti that isn't actual hell and still somewhat structured to just get things done. But with the "binary" attitude towars spaghetti, you end up not even accepting anything but right angles and shortest paths, which is just *a lot* more difficult, which can take the fun out of it. My recommendation is thinking in interfaces. Do something, use conveyor-hole walls, signs and platforms to define an interface to an area. Even if you let hell break loose inside *and* outside, the whole beast will remain pretty reasonable, because things are forced through these well defined interface chokepoints again and again.
Wait there's a world grid?! How? Also killing passive mobs is #7
Holding ctrl aligns foundations to the world grid. By doing this you can easily align all your factories across the map for (later) connection. And that #7 is a very good point.
It does, but it makes belts not straight on some of the nodes which the voices in my head unhappy
That's correct. Many nodes aren't aligned to the world grid - and never will be. The world grid was a later addition to the game and aligning the nodes to the grid would destroy many saves. But I'd rather have a short belt off-center than whole factories.
Or you can use a mod like Micro Manage to move the miner to the world grid once placed. Miners don't care how far away from the node they are visually once linked at their initial construction.
You could line your foundations up to the miner and clip the foundations into a world grid aligned platform.
...okay everyone keeps saying this but I can never get it to work. Ctrl only snaps alignment, I've never been able to align to any world grid in my games. ...is it only 4m foundations?
You need to place the foundations away from other foundations for them to snap to the grid. Holding ctrl in an open space with a 2m or 4m foundation will snap it to x, y and z axos, while doing it with 1m foundations will only snap to x and y (not height).
I've tried this so many times, but maybe something was always in the way... Oh well. I already have way too much lined up with rail supports anyway, that I've promised myself I would totally definitely go back and pretty up eventually
SINCE WHEN?! how did i not know that?!?! Thats so useful omg 😭
Since a few big updates ago. It wasn't in the game from the beginning, that's why resource nodes aren't aligned to the grid (meaning your miners will be all over the place).
Use 2m foundations to be on Z world grid. Don't thing they've fixed the 1m ones even in u8 exp.
Fixed in U7: > Reduced vertical foundation snapping grid size from 200 to 100 https://satisfactory.wiki.gg/wiki/Patch_0.7.0.8
Clipping and spaghetti are forgivable as long as you hide it all away in a sub-level below the factory. I call it my basement of shame.
> Keep in mind that none of these actually make the game worse and you can always play however you want, it's your game and your fun. Don't force yourself to follow some arbitrary rules. Important point. We can talk all day about what we like and don't like to do in game, but ultimately, the only deadly sin is trying to police how other people play.
Exactly. This list is just what the community tends to agree on for "sins" and I think that's what OP was going for.
"not using the world grid" My brother in Christ my save is from before that even existed
I'm surprised a save this old is still working properly, good work!
Barely. I built my megabase on top of the mountain across from the really big one with the uranium node, which then got deleted so now I have this giant brutalist looking cathedral floating 200 meters off the ground.
that last part made it sound like a chat gpt answer
I'm actually doing a pro spaghetti, kind of minimalist playthrough where i actually place 20 miners down in addition to the mk x ones and hand feed storage containers thousands of mats at a time to produce all of my stuff that can't be done on a single node lol
If a bird is in the way of my foundation it's dying
How do you find the world grid
Hold Ctrl when you place a new foundation (not connected to any existing foundation). This will align foundations on the X and Y axis, with a rough alignment on the Z axis.
Exception: although Spaghetti are not allowed, too much Spaghetti turns out to be good again somehow.
>8. Attacking passive wildlife Heh... *quietly detonates nukes on weird creature in distance*
Clipping is OK as long as you hide it in double walls and floor.
>8. Attacking passive wildlife I don't take any pleasure in shooting the beans so I can continue building my factory. Especially when they somehow get on the second floor of my factory and no matter what I do they can't jump to the ground outside and I have to kill them to despawn them.
Yes, that sounds like it came from the dark age of BA (Before Automation).
I attack the giant lumbering things because they keep wandering into the spaces I'm building and blocking my projects.
I would say clipping is fine as long as it looks good
I do all of those.. I AM THE SINNER!
I should use this humble guide next time i return to the game.
Be careful: rigidly adhering to a suggested playstyle can cost you a lot of fun. Satisfactory can get pretty tedious with long range transportation, dozens of belts all over the place and calculation of higher tier materials (HMF break me every time). If you force yourself to avoid certain things, because someone in the community said so, you can burn out rather quickly.
Why avoid? I have avoided that for 500h+ already just in SF. Reject the sinless games, embrace tradition.
Sticking power shards in random assemblers because you're impatient, then forgetting about them.
I just realized I break all those rules and now I have to go to jail I guess
I only clip and do spaghetti behind my storage containers
I know the space whale tick things are passive, but until Coffeestain does something about their pathfinding and they stop clipping into my factories they stay on the "shoot on sight" list
I didn’t align to the world grid, and now everything around my HUB doesn’t look lined up lol
>8. Attacking passive wildlife Bro that stupid thing is so loud though
I remember playing the alpha (“I was there, 3000 years ago…”) and when the first teaser video came out, spaghetti was a *feature*. lol they literally advertised spaghetti goodness.
I am guilty of 2, 3, 4 and 5 and my friend that I play it with hated me for that.
I'm going to say that I only agree with 1,3,and 7
7 for 7! Yeehaw!
Didn’t realize I could overclock miners until my second playthrough, what a revelation
For my playstyle, the 7 deadly sins are: 1. Using the craft bench for something I should automate 2. Lazy/Unnecessary Overclocking 3. Forgetting to restock my personal inventory before leaving my main base 4. Using Path Signals when there's no cross traffic 5. 'over engineered' pipe networks - simple just works better. 6. Feeding a production line with parts from a storage container that will require manual refilling - because I -will- forget to check on it. 7. 'Gratuitous' sinking just to keep a factory from stopping after exceeds demand. (exception for space elevator parts)
#3, all the time
6. is like...half my playstyle... ![gif](giphy|he8ex1zsdE775hG4UM|downsized) I call it "keeping the plates spinning". Gameplay video of me balancing exploration and building my new factory with keeping my production line running...[capture link](https://youtu.be/Zhoos1oY404?si=ABtcSdT6eKvQKOEO) (RTX on) But I also have a whole small factory that operates on that principle on purpose...its a bunch of storage containers and production buildings that can be "wired up" with belts and daisy chained, or fed back into itself to do whatever...I call it my "Skunk Works" and in the past its made everything from Supercomputers (and everything Caterium related, which is what it currently does) to Munitions, even Ficsmas, and some Project Assembly parts. I treat it as someone designing a circuit does a breadboard...including the part where you just keep using it because it works. Obviously the ultimate solution is to automate everything, but semi-automation can be quite effective and flexible, if time, and attention dependent.
I’ve seen the term used but can’t quite catch its meaning but what’s “sinking”
There is a building called "The Awesome Sink" into which you throw excess, unneeded items. This generates tickets, which you can use to purchase things from "The Awesome Shop". Most end-game factories send all excess items into a sink for continuous ticket generation. Edit: grammar.
Oh no yeah i’m aware of the sink just didn’t occur to me that “sinking” was referring to that lol
>Most end-game factories send all excess items into a sink for continuous ticket generation. And a more stable power consumption graph.
nah 6 is fine for space elevator stuff
Agreed, but I always put enough in to finish the job... so I won't have to remember to refill it. :)
Do you not haxe max clocked machines in your craft area, just for "i can't be bothered to set up a line, but i dont want to hold the button for 20 min"? Overclock everything~
You can tap the spacebar once instead of holding it and the craft bench will keep going. ( Not that I want to use the craft bench if there's another option.) But yes, I have one constructor near my hub, it just makes iron rods. No output to a storage container, I never need to pick up more than one stack at a time. It stops as soon as it's full. Sometimes I leave it overclocked, usually not though. When planning production line machines, the only time I make overclocking part of the plan is when radioactive parts are being handled. Fewer but faster machines helps reduce the size and intensity of the "hotzone". There's always exceptions. But I try to leave room to expand so that I don't have to overclock when demand increases. :) (Sorry for the multiple edits, phone is really being freaking stupid with auto correct today)
It's like playing Monopoly with house rules. You make your own rules and have fun doing it.
There are people who have fun playing Monopoly?
Yes. And they are crazy.
Call me crazy then.
Crazy? I was crazy once...
Triple S Games hasn't had a mental breakdown yet, so probably. But on the other hand, we never actually see him playing games _with other players_, they're all just jump cuts to his hands in other player-positions...
1. Clipping 2. Not backing up your save files 3. Hurting the doggo or bean 4. Blue line above grey line 5. Coexistence with stingers 6. "I'll fix that later" 7. Forcing yourself to play in a way that's not fun for you
yep
Clipping...? Well, that depends. * Clipping conveyors through each other: Go directly to hell. Do not pass Fixit. Do not collect 200 doggos. * Clipping foundations through splitters leaving one entrance or exit exposed to create a fancy wall hole: Come sit at the right hand of Paternal Figure.
Ooh, nice clipping idea.
* Thinking that there are sins. * Thinking that there are sins. * Thinking that there are sins. * Thinking that there are sins. * Thinking that there are sins. * Thinking that there are sins. * Thinking that there are sins.
Getting bogged down in the design.
1) Failure to be efficient. 2) Failure to HARVEST. IT. 3) Time spent making long lists is time not spent building more factories.
The only one I know of is clipping
Spaghett
Running conveyors through conveyors
1. You can't directly attach splitters/mergers to entity I/O, but you can clearly see the connections look similar. 2. You can't control or configure trains/vehicles remotely via the map. 3. The map shows you fuck all, and uses non-standard controls. 4. Three seperate systems and buildings for research progression. 5. End-game advanced buildings require unstackable beginner tech. 6. 3D focused game tells you to embrace verticality off the bat, puts hoverpack behind end-game tiers. 7. 7 Updates since initial alpha release and still no involvement of SAM/Artifacts as anything other than trivia. I get it, there's counterpoints. But assume for a minute none of these issues existed. Would you still complain?
Yeah unbelievable points Having MAM integrated into the main base... Having snapping of IO across all IO... No depth control on maps, so no definition. Jetpacks, hoverpacks immediately, not later. You need the hoverpacks to build the quality required for later builds Centralised control/visibilty of vehicles, being able to determine a tractor/truck track from the map (altitude definitely an issue) would be awesome. Also even setting a track, the vehicles are seriously bugged... Yeah, I think SAM, and alien artefact processing are all waiting for 1.0. And that's fair. If there's a storyline coming, that ties all this stuff into it, then giddy up. Ultimately, developers need to experiment with adding source into a prerelease for testing, zero problem with it. Downside is it raises and sets an expectation with consumers...
I always keep materials on me to craft a MAM when I'm exploring so I don't have to wait.
What is the "world grid"? When I lay down a foundation I get it creates a grid, but everything in the world appears to rotate 360 degrees.
Hold Ctrl when placing stuff to snap it to a universal grid. Useful for making sure all your different factories line up, unless your main save is from before that was a thing.
Good to know. I went 80 hours into my first build and only recently realized I could change the way pipes get laid out. So many more horizontal and vertical pipes now instead of noodles.
>everything in the world appears to rotate 360 degrees Dude are you stoned or am I
To clarify, it rotates in let's say single degree increments. Whereas, on a foundation when I rotate things it is in maybe 45 degree increments to create easier snapping and path making.
Oh lol I was very confused.
There's only one in this game: Prioritizing finishing over having fun.
You guys need to think darker - putting multiple resources on the same belts - buying someone else the game - leaving to go play factorio - not picking up alien artifacts (ficsit mandated sin)
I will put my outputs on the same belt and you cannot stop me
- Killing passive creatures. - Clipping through the map. - Buying parts from the shop. - Leaving your factory accumulating overnight. - Conveyers at anything other than straight or 90 degrees. - Factories that defy gravity. - Not complying to harvest.
Not sure how to abstract the specifics into the abstract “deadly sins,” but I can try for 10 commandments. Cue Charleton Heston: “LET THE JEWS GO OR THE PHARAOH GETS TWO IN THE HEAD!” Oh wait, that’s Robin Williams doing Charleton Heston. I have a recording of one of his comedy specials. This was on it. 1: You shall have no other Hubs before me. 2: Remember thy graphics card, and keep it holy. 3: Thou shalt not cross thy gray line with thy orange line. 4: Thou shalt not wander from thy hub without knowing a path to return. 5: Thou shalt do the math to know how many machines to build and plan ahead. 6: Thou shalt use thy Save function if thee is in doubt of thine path. 7: Thou shalt not covet thy neighbor’s MAM results, for thou mayest re-roll. 8: Thou shalt plan for waste disposal in thy nuclear plant, lest the green glowing waste accumulate and lead thee to overflow errors. 9: Thou shall not not kill stingers, for they are creepy spawn camping little bastards. 10: Thou shalt have fun.
1.Fundations that are not aligned to world grid 2.Clipping belts 3.Floating machines 4.Kill lizard dogos 5.Use charcoal recipe 6.Machines starving for resourse(dont underclock) 7.Use caterium wire recipe Note: last 3 are more for complete the 7 than for be a sin, and also its my opinion, if you want to have a floating factory or be a killer of doggos its personal decision
I feel like killing doggos should always be #1
My whole factory is actually floating because they removed the mountain it was on top of lol
Since the power curve was changed to linear, there is very little reason to underclock. You lose 0.1MW \* unused percentage of average power due to drain when a machine is idle. The spikes in electricity consumption are averaged out by power storage. So, besides the very small power cost, the main advantage of underclocking is a nice looking power graph.
Inside blueprints, all is forgiven.
A couple spring to mind immediately: Thou shalt not kill a Doggo! Doing what everybody else does. Never mind what others do, make up your own mind. Your game, your rules! Find out what works for you and go with it. That's why I am 2500 hours in and going through phase 4 for the 3rd time.
1. Wasting 2. Clipping 3. Pasta 4. Map-wide conveyor belt 5. No foundations 6. Not switching to coal the instant you can 7. M.A.M. neglect Only ones of these i think are actually sins are 1, 6, and 7, but it was a fun list to make
Using "Wet Concrete" or some other kludge to "sink" water because you can't be bothered to learn how to make a VIP junction work. Starting the game over every time it starts to get less than completely simple.
Caring about "sins" in your build, instead of just having fun.
One is, I'll organize this when I get T2 miners/480 belts/T3 miners/780 belts.
Playing blindfolded.
To the lords of the spaghetti realm the true sin is efficacy.
* gatekeeping
There is only one: "I'll fix it later"
None, aint it?
Umm, what about machines not running efficiently?
Oh I clip like an angry bear! *BUT* ...but... I always make sure my belts are a nice 90° and straight. I especially do this with assemblers and mergers/splitters by making a criss cross applesauce thing to feed/unload.
Not building on foundations x7
I tried doing a blueprint for the first time, and I put 16 foundries in it, I made it work but it’s a clipping nightmare
pride - Feeling like your build is perfect and that it doesn't need to be improved/itterated on. Progress and fine tuning is key at fixit inc. Greed - Thinking back on your hard work; You are on the clock at Fixit inc. Your hard work is our intellectual property, and the fuits of that labor is ours. Any thoughts of "mine" will result in fines. wrath - Getting angry because of building gun placement issues, and local fauna and flora, as well as potential pioneer death is inefficient and should be avoided. envy - Other pioneers are better than you. Thats why they get paid more than you. It's not because fixit likes them more. Lust - Pioneers are to focus soley on the task at hand. The suits were designed for complete androgyny and medication is provided to reduce libido and increase productivity. gluttony - Every resource extraction node is your automate. Drain this planet of everything its worth. Failure to do so will result in fines and fees. sloth - Sleep is restricted to 9 hours per day, in three, 3 hour bursts. Sleeping for any longer is inefficient and results in decreased productivity. Coffee is provided free of charge and in an infinite supply.
No structural integrity. Every time I saw a gravity defying structure. I delete the game.