sunyudai
SMSatisfactory Modding
•Created by Beef on 11/20/2024 in #help-using-mods
Resource Roulette - Buildable Resource Nodes conflict
Hey, awesome!
TBH, I'm not going to have the chance to play again for another week and a half anyway, it'd be more for anyone else in that situation.
13 replies
SMSatisfactory Modding
•Created by Beef on 11/20/2024 in #help-using-mods
Resource Roulette - Buildable Resource Nodes conflict
13 replies
SMSatisfactory Modding
•Created by Beef on 11/20/2024 in #help-using-mods
Resource Roulette - Buildable Resource Nodes conflict
Oh, and thank you, the mod is a delight!
13 replies
SMSatisfactory Modding
•Created by Beef on 11/20/2024 in #help-using-mods
Resource Roulette - Buildable Resource Nodes conflict
Yep, understood! Why I wasn't bothered by the old nodes converting to limestone.
I also have to wonder if SMM's weirdness with borking the install might have been a factor too, so I wouldn't put to much of a priority on this unless you get anotehr report.
It was weird how SMM and the game were reporting different isntalled version numbers.
13 replies
SMSatisfactory Modding
•Created by Beef on 11/20/2024 in #help-using-mods
Resource Roulette - Buildable Resource Nodes conflict
So, current save does have both installed. I've not found an All Minable node, and I've checked a few places that I know they spawn by default. I suspect they aren't spawning with Resource Roullette installed, but haven't done due diligence to verify that yet. (Nor have I explored terribly far in this save, working on phase 2 now ;p.)
13 replies
SMSatisfactory Modding
•Created by Beef on 11/20/2024 in #help-using-mods
Resource Roulette - Buildable Resource Nodes conflict
They were gone - the minors on top of them remained and read 'invalid' where the output rate and quantity text normally goes. (but I did notice the greyed out output icon was correct for what they were, e.g. the caterium minor had a caterium logo but read 'invalid').
I've seen that 'invalid' text and missing nodes happen previously, when removing Andre's "All Minable" from a save. (speaking of, would love if the nodes from that mod were compatible, but that's off topic)
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Side note - only nodes that were placed after Resource Roulette was installed vanished. Nodes placed by Buildable Resource Nodes before Resource Roulette was installed all turned into impure limestone nodes. Not a huge issue, but should be noted.
13 replies
SMSatisfactory Modding
•Created by Tani <3 on 10/16/2024 in #help-using-mods
[Fluid Extras] Pipeline balancer, math question
TBH, I never noticed those arrows before.
12 replies
SMSatisfactory Modding
•Created by Tani <3 on 10/16/2024 in #help-using-mods
[Fluid Extras] Pipeline balancer, math question
In principle, that should be fine, but pipes sometimes get wonky at 600 flow rates due to floating point errors and cause machines to underperform even when the math is good.
You can mitigate that by ensuring that pipes fill to 100% before turning on downstream devices, but IME it's better to just keep consumption rates below 600, or use parallel pipes at 300.
Regardless, back to your setup: what would happen is both pipes would initially fill at the same rate, 525 each, until the right side overflows due to more fluid coming in than going out, which would cause the remainder to go to the other pipe, eventually resulting in balance. (again, assuming the floating point error doesn't strike)
12 replies