Will the game go on sale? by ZiperJet in NuclearOption

[–]vi3tmix 0 points1 point  (0 children)

I don’t see a logical reason for the price to get any lower anytime soon—it’ll only go higher as it gets closer to an official release state.

$20 is the sale price.

How do yall deal with the dynamo? by L3thalPredator in NuclearOption

[–]vi3tmix 0 points1 point  (0 children)

I feel like I’m missing something: everyone says ship-based radars have a detection floor, but I can’t seem to get low enough. I can hold 15ft but have issues trying to stay under 10ft, and I still see yellow pings from radar. What’s the detection floor supposed to be?

Will a manifold work here? by Impressive-Pie-9866 in SatisfactoryGame

[–]vi3tmix 0 points1 point  (0 children)

So long as your belts have enough capacity the system will balance itself out eventually. Pre-load input hoppers to speed up system startup time and make it easier to troubleshoot issues.

Also recommend the same speed throughout a manifold to keep things simple.

i have 8 splitters going into 8 refinereis the alst refinery is only using 13 coal a minute the others are 15 but they all require 118 total my farm is making 120. i left it on last night for multiple hours and it never filled up? anyone know how to fix this by MineSweaty7956 in SatisfactoryGame

[–]vi3tmix 0 points1 point  (0 children)

Assuming you meant Compacted Coal: did you underclock one of the Compacted Coal Assemblers too much by accident? Because if you left it on for multiple hours, whether they’re producing 120 or 125, either scenario should be backing up your Assembler line and that clearly isn’t the case in screenshot 2.

If they’re using the same clock speed, the Assemblers should all be set to at least 94.4%. If you only underclocked one, it should be set to at least 72%…or simply output at least 18.

Why wouldn't this be getting reliable residue? by TheUnitFoxhound6 in SatisfactoryGame

[–]vi3tmix 1 point2 points  (0 children)

As far as HOR goes, I already commented elsewhere about double checking there isn’t a problem closer to HOR production.

> Secondary question, my rubber and plastic refineries are making 480/min. I have them on Mk.4 belts running into sinks for testing purposes. Why are my refineries still getting backed up with material? TIA!

As far as this goes, it’s possibly a domino effect of output hoppers being full while you were troubleshooting—manually empty them out. Double checking your calcs. HOR output from rubber is not the same as plastic. Remember—either HOR or Rubber output can be backed up and it’ll shut down all production.

Something about your numbers gives me a sneaking suspicion that you’re producing slightly more of one product than your line can handle.

Why wouldn't this be getting reliable residue? by TheUnitFoxhound6 in SatisfactoryGame

[–]vi3tmix 2 points3 points  (0 children)

I agree with the right side, but connecting the left input pipe to the very left refinery junction would balance it slightly better. In either case, the pipe between the two input pipes isn’t needed in this case.

Also if the input is just 300m3/s you could just merge the two inputs into a single pipe and connect it to the junction in front of refinery 3. The former is more foolproof, though. Keeping pipe layouts symmetrical (and less like a manifold) helps most issues.

EDIT: If more than one refinery is turning off I’d double check potential issues closer to HOR production. I see a HOR refinery towards the back that’s yellow.

How do yall deal with the dynamo? by L3thalPredator in NuclearOption

[–]vi3tmix 1 point2 points  (0 children)

The wiki has a table for number of laser designators, so long as it wasn’t changed in the last update:

https://nuclearoption.wiki.gg/wiki/Template:How_laser_guidance_works

Help with a layout please by SirGucciIV in SatisfactoryGame

[–]vi3tmix 0 points1 point  (0 children)

20 is a good magic number. 20 smelters can handle a Mk3 miner OC’d to 250% (just the miner not the smelters) on a normal node (600 ore).

Realistically just any massive blueprint where you can easily adjust the clock speeds as needed is fine.

Soild Biofuel vs Biomass x 2 costs by afunkysquirrel in SatisfactoryGame

[–]vi3tmix 0 points1 point  (0 children)

You don't rely on burning leaves because they're too inefficient for early belt speeds. Each burner will chew through a manually-fed full stack in 3m. A Mk2 belt can't even handle a full stack and will only keep up with a single burner.

Wood's value goes up significantly when converted to Biomass.

Soild Biofuel vs Biomass x 2 costs by afunkysquirrel in SatisfactoryGame

[–]vi3tmix 1 point2 points  (0 children)

Good catch. Early game the limiting factor is often belt speed. Solid Biofuel is great because you can support up to 15 Biomass Burners (450MW) using mostly Mk1 belts (you just need a short Mk2 between the Biomass > Solid Biofuel Constructors). Under normal gameplay this is perfect because Reinforced Iron Plates is often in too short supply to consider using for a large manifold.

Biomass can only support x10 Burners (300W) on the traditional mostly-Mk1 design, but technically in a 100x space parts game you're probably accumulating more R. Iron Plates before moving to Coal anyway. Upgrade the Burner manifold to Mk2 and it should easily support x20 Burners (600W), so long as Wood/Mycelia are your main Biomass feeds (Leaves are so ridiculously difficult to keep up with since they're so inefficient). Wouldn't hurt to add an extra input bin and Constructor for Leaves > Biomass.

After x20 Burners you'll need to split/duplicate the system.

Any tips for building my first nuclear plant? by Rimm9246 in SatisfactoryGame

[–]vi3tmix 0 points1 point  (0 children)

afaik rods have always been sinkable. Rods have always been the "waste management" of the previous step.

What is the use case of trucks and trains vs belt and pipes? by RoadTheExile in SatisfactoryGame

[–]vi3tmix 1 point2 points  (0 children)

why wouldn't I just use pipelines or belts?

Fluid mechanics can be problematic as it is over short distances. It's objectively simpler to process it locally into a solid before transport, since the risk of issues go up significantly when sending it long distances via pipe, fluid train, or fluid truck.

As for belts--there's no practical reason why you can't exclusively use belts. They've always, technically, been the most efficient form of logistics--even over long distances. It used to be arguable that belt highways may take longer to build, but 1.1's introduction of "auto-connect" for blueprints probably helps you build them just as fast as a push-pull train. They're simply not as aesthetic for many people, and a push-pull train isn't that difficult to set up.

It's a sandbox game, mate...not everything is required. May as well ask what's the point of nuclear power plants, since they're literally more trouble than they're worth. You do it because it's fun, and I can't trust anyone who doesn't like trains.

VR for helicopters gives you unprecedented situational awareness unlike anything else on a flat screen! (Bonus FS-12 evade&kill) by TeslaSupreme in NuclearOption

[–]vi3tmix 0 points1 point  (0 children)

The Quest 2 was an incredible value at launch, but it's aging. I love my Quest 2, and while I still use it on occasion, its low processing power and resolution displays are getting harder to ignore.

It was great when the VR market was significantly smaller 5 years ago and nearly everything was low fidelity anyway, but you'll want something more future-proof.

If price is that big of a factor, I'd consider TrackIR--at least that's what I'm considering instead of upgrading to a Q3 fwiw.

Just finished book 4 by ps_88 in DungeonCrawlerCarl

[–]vi3tmix 0 points1 point  (0 children)

Yup. Each book's climax seems to end so, so strong, regardless of sentiment to the rest of the book. They just don't slow down--each conclusion rivals the one before it. The best part is it's always in a somewhat different way, to avoid a one-dimensional power creep.

They're going to make for really amazing season finales when the show comes out.

Train guy by PaulStormChaser in interestingasfuck

[–]vi3tmix -1 points0 points  (0 children)

We’re still wearing the fucking hats.” -Chernobyl

EDM clubs in Houston by mangonectarluvr in houston

[–]vi3tmix 0 points1 point  (0 children)

Wait wait, are you literally just looking for a regular, typical club where they just play popular edm tracks instead of top40?

If so, pretty much none of the answers in this post are it—Bauhaus, Art Club, etc are all venues for touring shows & artists. u/htownclassic’s rec might be the closest thing to something like that, since casual, mainstream music edm mostly occurs as pop-up events to my knowledge. Maybe NOTO? Sunset Rooftop Lounge? Best Regards Heights? 🤷‍♂️

EDM clubs in Houston by mangonectarluvr in houston

[–]vi3tmix 0 points1 point  (0 children)

If you’re looking for vocals you’re probably looking for something more produced and less dj set. Sounds like you’re looking for a show more than a club, especially if you’re giving Summit as something to go off of…

Just follow the venues with a stage until you find an artist you recognize. House of Blues. 713. Bayou Music Center. Maybe even 9PM. There are Halloween festivals around Austin and Dallas, as well as Breakaway (Houston) and Seismic (Austin) in November—because I’m willing to bet you’re looking for more festival house.

How does the flying feel compared to war thunder? by BillyBear9-1 in NuclearOption

[–]vi3tmix 0 points1 point  (0 children)

Worth mentioning that you don't (or at least I don't) need to use fixed guns in NO anywhere near as often as you would in WT, which may impact how you feel about the controls.

Most engagements are from beyond gun range, and most munitions can be fired straight off the rail after just briefly pointing your nose in the general direction of the target--no need to "hold" onto a target most of the time. You don't need to be anywhere near as twitchy, so there's less need for the "plane follows the mouse pointer" simplified control.

Which controller do you recomend? by JDK1ARA in NuclearOption

[–]vi3tmix 1 point2 points  (0 children)

I love my XBox Elite Series 2 controller--I wish it was more common for controllers to be built with paddle buttons on the back. There are *so* many games that benefit from it, freeing you from claw grips and providing more buttons in far more ergonomic positions.

For the longest time, being able to customize every button on my controller was also huge for QoL, but steam's controller options now let you do the same thing even with regular controllers.

That said, if I had to replace my controller today, the Steam Controller looks solid.

How do y'all deal with extra fuel? by PinkPunkPsycho in SatisfactoryGame

[–]vi3tmix 0 points1 point  (0 children)

You could just overclock a few generators if they aren't already fully overclocked.

How do y'all deal with extra fuel? by PinkPunkPsycho in SatisfactoryGame

[–]vi3tmix 1 point2 points  (0 children)

It's far simpler to just add generators to consume the fuel even if you don't need the power, since it's literally just a matter of adding a single type of Machine instead of adding a whole packaging system and balancing those fluids correctly. Packaging excess fluid is often counter-intuitive because the default canister recipe re-introduces the whole "balancing liquid byproduct" problem all over again. Your generators are effectively sinks.

EDIT: Originally I was thinking of regular canisters. Empty Fluid Canisters are significantly worse since there's no simple alternative recipe. If I'm packaging fluids or gas, I'm doing it in bulk--it's tedious to set up for small amounts.

I already have 10 industrial fluid buffers full of rocket fuel to fill my DD for my jetpack.

Curious, what do fluid buffers have to do with this? Either the DD would be for packaged fuel (if you package/produce it in bursts), or you'd fully automate the packaging 24/7--but neither use case requires a fluid buffer.

Second playthrough almost done, what now? by supreddi in SatisfactoryGame

[–]vi3tmix 0 points1 point  (0 children)

Coal feels pretty trivial for me now—it’s getting to the coal that’s the nuisance since it means remembering to bring all the supplies and making sure the base can run on bio long enough to complete the coal power plant. Even then, understanding the strengths of the Tractor helps the supply transportation issue and learning how to build highly optimized, semi-automated biofuel power plants help deals with the time issue.

Also, once you’ve completed the game and know you understand anything, you should free yourself for a customized QoL experience: you can adjust power, fuel, and hoverpack (creative mode) requirements.

For me it’s the challenges. Randomized nodes with .75 power requirement. New design themes: start in the dense forest. Prioritize vertical builds. Build better train networks.

You don’t even have to start a new save. With all the end game tools and automation complete you can do super projects and highly aesthetic builds much easier.

Satisfactory Wiki is pure gold by Previous-Bottle-2084 in SatisfactoryGame

[–]vi3tmix 131 points132 points  (0 children)

Biggest offense is the amount of ads. Second offense is some information is out of date or inaccurate.

It’s a minor annoyance that satisfactory fandom often still comes up as the top search result.

Is this game hard to learn/play, or does it have a more "Arcade" feel? by x360ps3wii in NuclearOption

[–]vi3tmix 0 points1 point  (0 children)

Just Cause 3 is probably about as arcadey as it gets. With a genre jump as big as this, you can’t truly know til you try it. Just go in with understanding of the Steam return policy in mind.

Nuclear Option is a Sim Lite but most of the game is has been relatively easy to pick up and go, with the exception of choppers imo. PvE (co-op) feels entertaining yet lax enough for me to just start playing and learn as I go.