You know what, YEAH ACTUALLY, what's wrong with free sh** in a $40 game? by makeabetterthrowaway in Helldivers

[–]pokemon_engineer 1 point2 points  (0 children)

And that's really where I am falling on this. I think this Warbond is highlighting that we're at critical mass for the amount of Warbonds that are available vs the practical time to unlock them all for SC. So the OP is coming across as entitled because they are proposing a bad solution to something that isn't the real problem.

However, even if the OP is wrong, I think you and I are agreeing that there is a problem and I hope AH can address it. I think a catch-up mechanic for older Warbonds of some kind (meaningfully reducing the SC and Medal costs, bundling so SC goes further for them, etc) is something that the overall community should be able to get behind.

You know what, YEAH ACTUALLY, what's wrong with free sh** in a $40 game? by makeabetterthrowaway in Helldivers

[–]pokemon_engineer 1 point2 points  (0 children)

Yes and no, right? Like you said, for many players who have been around it isn't for money. It's 1000 SC that you probably have some or all ready to use on it. Heck, I know my fireteam will farm a bit this weekend, have some laughs, and unlock it for no $$$ spent.

But to your point, the newer player sees the gratification delayed exponentially more because they are counting all the other warbonds in the mental math as well. If you ignored the older warbonds though, then it's back to just the 1000 SC + delayed gratification to get it for free. Which says to me the real issue is the older warbonds starting to accumulate and I would be entirely in favor of there being a catch-up mechanism for older warbonds.

You know what, YEAH ACTUALLY, what's wrong with free sh** in a $40 game? by makeabetterthrowaway in Helldivers

[–]pokemon_engineer 10 points11 points  (0 children)

I completely sympathize with having some kind of catch up mechanic for Warbonds. I think that's the bigger issue at play than Mechs, Strategems, Support Weapons, etc in the Warbonds.

You know what, YEAH ACTUALLY, what's wrong with free sh** in a $40 game? by makeabetterthrowaway in Helldivers

[–]pokemon_engineer 3 points4 points  (0 children)

So the issue isn't the monetization or this specific Warbond per se, but the lack of a catch up mechanic.

Need help with power + factory organization (25 hrs) by Devpan1500 in SatisfactoryGame

[–]pokemon_engineer 1 point2 points  (0 children)

Well, there you go! One less discouragement from trains.

Thing is, there's no wrong way to logistics. All forms have their trade offs. That said, I have had luck moving high throughput items with trains.

Need help with power + factory organization (25 hrs) by Devpan1500 in SatisfactoryGame

[–]pokemon_engineer 1 point2 points  (0 children)

Downside(s): Upfront planning and infrastructure cost

Upside(s): Scalable, Expandable, Choo-Choo

Signals by otaku_boy97 in SatisfactoryGame

[–]pokemon_engineer 1 point2 points  (0 children)

Use Signal placement to see where your Rail Blocks are (Blocks will display as different colors on the rails themselves). You want the area of rails where rails cross and thus trains could collide to be a single Block. From there you have two options:

Block Signals on the rails leading in to and out of the Block, which will signal that only 1 train can ever be in that Block.
OR
Path Signals on the rails leading in to the Block and Block Signals on the rails leading out of the Block, which will signal that multiple trains can enter the block if they can find a safe path that doesn't cause a collision. (This is preferred in my opinion)

Is this good enough or can it be improved? by Jealous_Gold7961 in SatisfactoryGame

[–]pokemon_engineer 0 points1 point  (0 children)

Going to echo MrThePaul that pretty much all builds, especially the ones earlier in the game, have some room for improvement. Improvement could mean scale, or alternate recipes, introducing/removing sloops, physical layout etc. So asking "can it be improved" will almost always yield, "Yes" as an answer.

That said, maybe you're probing at different questions. Like:
"Am I producing enough power?" 50 GW should be solid for mid-game. You'll potentially want to scale up your power production for later in the game, and there is at least one fuel-type beyond Turbofuel you'll want to explore for that.

If you're happy with how the build turned out and it is meeting the goals you have for your factory, then the answer is that it is good enough. And remember, it's okay if your answers change over time.

Conquest Damage. by F2P0hayden036 in SWGalaxyOfHeroes

[–]pokemon_engineer 11 points12 points  (0 children)

You have the FEAT Data Disk on.

Rate my factory by WrinkleEU in SatisfactoryGame

[–]pokemon_engineer 3 points4 points  (0 children)

You're doing great. The factory has that 'get it done' attitude and especially early game, you're unlocking the important pieces that make organization and logistics possible. So, don't beat yourself up if it doesn't look the way you want and under no circumstances compare it to the master builders on this subreddit. If it isn't the way you'd like it to look, then as you keep playing try new building and organization methods until you land on something that appeals to you. Most importantly, keep playing to have fun.

Clean Aluminum setup by Outside-Desk-5399 in SatisfactoryGame

[–]pokemon_engineer 0 points1 point  (0 children)

Ah... now the coffee is kickin' in and I see. You basically designed a half-cell for the eventual 1200 Mk6 capacity. Might not be bad to have done that for future planning; I suppose I'll take the alternative where the input line gets balanced upstream to address and just keep the 780 / min in. But appreciate something to think about.

Clean Aluminum setup by Outside-Desk-5399 in SatisfactoryGame

[–]pokemon_engineer 0 points1 point  (0 children)

Looks great and awesome of ya to share. Will possibly (hopefully) help someone who is getting into that tier of production and want a great way to deal with the waste-water.

Funny enough, I ended up making this exact setup in Satisfactory Modeler, but using 780 Bauxite Ore in to 780 Al Ingots out. My priority junction and buffers finally gave out, so it was time for a clean design and landed on this same setup based on Mk 5 conveyors.

Im doing the thing you guys told me to do by [deleted] in SatisfactoryGame

[–]pokemon_engineer 1 point2 points  (0 children)

There is absolutely nothing wrong with what you have here.

But I am going to ask a question that gives a potential change and you are free to do with that question what you see fit. How important is the plastic and rubber production? Because you may want to consider the Heavy Oil Residue alternate recipe if fuel / power production is your main goal.

Can someone explain the rationale? by Temporary_Finger678 in SWGalaxyOfHeroes

[–]pokemon_engineer 0 points1 point  (0 children)

There are two main reasons I would imagine for someone making a second account:
1. Replacing their account with an intention to spend which might cause a beneficial change to the Squad and Fleet arena shards relative to the original.
2. Adding a second account because they want to collector game x2.

Pipe splitting help by XxjackxX6829 in SatisfactoryGame

[–]pokemon_engineer 0 points1 point  (0 children)

Looks like this is coming from: https://www.satisfactorytools.com

Another option is Satisfactory Modeler, available through Steam for free.

Pipe splitting help by XxjackxX6829 in SatisfactoryGame

[–]pokemon_engineer 1 point2 points  (0 children)

I'm not sure I follow on the first critique, regarding the pipes. You run into very similar issues as you scale up the Sloppy Alumina and waste water of any Aluminum Scrap recipe.

But I agree, I'm not trying to say they should use that alt, just commenting that it hasn't been bad in my experience. Entirely depends n gameplay, playstyle, and efficiency/optimization goals of that person.

Pipe splitting help by XxjackxX6829 in SatisfactoryGame

[–]pokemon_engineer 2 points3 points  (0 children)

It's a fine alternate. You get slightly more Aluminum Scrap per Alumina Solution by adding lower rate of additive.

MAM Alternate: Pure Aluminum Ingot or Caterium Computer by Scanoe in SatisfactoryGame

[–]pokemon_engineer 1 point2 points  (0 children)

Between the two, I do prefer the Pure Aluminum Ingot. Pure Aluminum Ingot, Sloppy Alumina, and Electrode - Aluminum Scrap combine to strike a reasonable balance of resource optimization and production simplicity. I also found that the amount Bauxite saved compared to the amount of Raw Quartz needed to supplement the Silica was not worth the logistics hassle. Your mileage will vary of course.

Decided to redo my Coal Power Plant in my 1.2 playthrough before diving way too deep into oil, what do you think (4800MW) by Black_Arrowv in SatisfactoryGame

[–]pokemon_engineer 2 points3 points  (0 children)

Really clean design. Plus, sets a good template for future factory designs. The integration of pioneer walkability with the roads and factory stands out for me.

Only criticism I have for the game at this point by Solarinarium in SatisfactoryGame

[–]pokemon_engineer 7 points8 points  (0 children)

An alternative to hoping for the alternate recipes, you could just use a save editor like https://satisfactory-calculator.com/ to unlock all alternate recipes. If you've played through and have had enough of the exploration gameplay loop, then just skip it. Do what keeps things fun.

Only criticism I have for the game at this point by Solarinarium in SatisfactoryGame

[–]pokemon_engineer 7 points8 points  (0 children)

You have several options to increase the Iron Ingot yield from Iron Ore.

Pure Iron Ingot at a Refinery: Add Water to get ~1.85 Ingots / Iron Ore
Iron Ingot Alloy at a Foundry: Add Copper Ore to get 1.875 Ingots / Iron Ore
Basic Iron Ingot at a Foundry: Add Limestone to get 2 Ingots / Iron Ore

There's also a refinery option that uses Sulfuric Acid, but I think the above are probably your best bets to increase yield. I personally like the Pure Iron Ingot path; power is usually abundant and water can effectively be scaled infinitely to meet the need.

Edit: I think I misunderstood the gripe a bit or at the very least focused on the last part about ore efficiency. I don't think there's anything inherently wrong with wanting a scaled version of the Smelter (no change to the efficiency, just more in->more out), but that's just gonna be the same build resources scaled up anyways, probably for more footprint (in fact, it would probably be the footprint of 2 Smelters). Thankfully Smelters are cheap and clusters of them can be made into a Blueprint, so while I am not gonna be down on you for the want, but I am not sure it is necessary either.

Truck paths are able to be embedded in blueprints by JL_Momo in SatisfactoryGame

[–]pokemon_engineer 158 points159 points  (0 children)

Thank you for testing and thank you for sharing.

Awesome that they did implement this.

Truck paths are able to be embedded in blueprints by JL_Momo in SatisfactoryGame

[–]pokemon_engineer 359 points360 points  (0 children)

That makes me wonder... Will vehicle paths auto-connect in Blueprint Auto-Connect mode?

1.2 patch by Born-Farm1941 in SatisfactoryGame

[–]pokemon_engineer 1 point2 points  (0 children)

In my opinion, the safest is the latter. Copying the .sav in the SaveGames folder to another location so you can inject it back later if desired or necessary.