diff options
| author | Owen Jacobson <owen@grimoire.ca> | 2022-04-02 11:25:47 -0400 |
|---|---|---|
| committer | Owen Jacobson <owen@grimoire.ca> | 2022-04-02 11:25:47 -0400 |
| commit | 0bf1171c39d686b511ae6c5d40b8320296416cd4 (patch) | |
| tree | 660d1430763b40ede1c38249cff5c75507b511bd | |
| parent | b8c2f62f77944090da038c382eb01a3eccc0a7c2 (diff) | |
Correction: AWESOME Sinks were in U3
| -rw-r--r-- | docs/satisfactory/way-of-building.md | 14 |
1 files changed, 3 insertions, 11 deletions
diff --git a/docs/satisfactory/way-of-building.md b/docs/satisfactory/way-of-building.md index 284d1e8..eddf279 100644 --- a/docs/satisfactory/way-of-building.md +++ b/docs/satisfactory/way-of-building.md @@ -1,5 +1,7 @@ # A More Satisfactory Way of Building +_Correction: This essay originally attributed the AWESOME Sink to Update 4._ + In 2020, [Aphyr] wrote _[A Satisfactory Way of Building]_, exploring the the idea of pattern languages through the forces and consequences imposed by Satisfactory. In the intervening two years, the developers have released two major updates to the game, adding entirely new systems, adding new ways of responding to the forces and tensions in the game, and tweaking (or in some cases, completely reworking) the existing systems and tools. [Aphyr]: https://aphyr.com/ @@ -38,8 +40,6 @@ Second, we have significant changes to the game that require some revision to th * **Soft clearance** allows belts, buildings, foundations, and other structures to intersect with greater freedom, making some highly compact designs possible (if you can tolerate clipping) and increasing the range of artistic expression available (even if you can't). -* **The AWESOME Sink** provides an infinite item sink that can be connected to conveyors anywhere in the factory. - Third and finally, we have changes that may be significant, but which require no additional consideration given the range of Aphyr's proposed pattern language: * Lights, @@ -67,7 +67,7 @@ Following from this, the pattern terminology developed under [Factories](https:/ The [Factory Connections](https://aphyr.com/posts/351-a-satisfactory-way-of-building#factory-connections) section is likewise very general, and easily applicable even with the changes to the game. **Backpressure** is probably the _only_ viable way to automate resource allocation in the absence of complex signalling and logic tools -**Immiscible Materials** remains extremely good advice (to the point that both the Satisfactory Discord and the official subreddit advocate strongly against "sushi belt," or mixed-material-belt, designs, on the premise that they will always deadlock eventually). **Load Shedding** is necessary to address this - the AWESOME Sink makes this easier to implement, but doesn't change the places where it's appropriate to have it. +**Immiscible Materials** remains extremely good advice (to the point that both the Satisfactory Discord and the official subreddit advocate strongly against "sushi belt," or mixed-material-belt, designs, on the premise that they will always deadlock eventually). The [Special Sites](https://aphyr.com/posts/351-a-satisfactory-way-of-building#special-sites) portion likewise holds up well. In the intervening two years, **Shopping Malls** and **Home Base** have become standard fare for factory-building games. Building these sites near a **Transit Hub** is an essential improvement, and players continue to feel immense pressure within the game to connect special sites to the rest of the factory via accessible, reliable transit systems. @@ -183,14 +183,6 @@ There's a synergy between this and another change. The addition of floor holes a As an alternative to a core, route vertical connections through floor holes at or near the edge of each floor, in the **Comfortable Margins** around the zone itself. Edge lifts can be located flexibly around the margin, as required by the design of the zone and any integration with the zones above and below it. -## Loads And Where To Shed Them - -In Update 3, the game provided no way to sink load. Any load shedding needed to be done either by consuming the offending parts, or by dumping them into storage and manually emptying it out periodically. **Not A Place Of Honor** reflects this - it provides a general rule for _any_ load shedding, with a special consideration for nuclear waste. - -In Update 4, the developers added the AWESOME Sink, a building which consumes most solid components and destroys them, giving the player points to redeem for tickets (and unlocks) as a byproduct. An AWESOME Sink runs at the rate of the belt that feeds it, and can consume as much as you can throw at it, making it ideal for load shedding. **Not A Place Of Honor** is now only appropriate for items that cannot be shredded - nuclear waste, in other words. - -AWESOME Sinks are very bulky, but that bulk is easily addressed using patterns found elsehere in Aphyr's original essay and requires no special consideration. - ## Power Management Power switches and power storages interact with Aphyr's pattern language in a few interesting ways, and deserve some treatment of their own. |
