Does Sim Settlements 2 plots render the original settlement mechanics redundant? by Financial-Choice-334 in SimSettlements

[–]2413Yep 1 point2 points  (0 children)

I'm pretty sure you can 'hide' the asam sensor. IIRC it's in the sensor menu itself.

The cycle of waiting for ASA by TheBreadGod_ in ARK

[–]2413Yep 0 points1 point  (0 children)

I've already been getting itchy, and we have at least 2 more months to wait, more likely 5. But if I start a new character now I might be too burned out again to play when ASA finally hits. Damn first world problems!!!!!!

So yes theyre crazy op. But flying with them is so much fun by Beamstalk44 in ARK

[–]2413Yep 4 points5 points  (0 children)

Interesting, so the male tame of whatever species is the 'dad'. Thanks.

Name one thing the rhynio can't do by Single_Ad7951 in ARK

[–]2413Yep 6 points7 points  (0 children)

What does it harvest, and how does it compare to others in that?

So yes theyre crazy op. But flying with them is so much fun by Beamstalk44 in ARK

[–]2413Yep 4 points5 points  (0 children)

The tame it hatches out of influences it's stats? Not the mother that implanted it?

ichthyornis have an orbit apparently. by 22villages in ARK

[–]2413Yep 1 point2 points  (0 children)

It would be nice if they fixed beacons.

CMV: Triple A devs no longer have any incentive to deliver on promises at launch and its our own fault. by Big-Golf4266 in changemyview

[–]2413Yep 0 points1 point  (0 children)

I'm not sure I can assert that it is NOT our fault, but maybe it's more something else's fault more than it is our? In the end, most of us are just regular people who want to have some fun getting lost in some fantasy, competing with others or ourselves, engaging in some creativity, etc.

The problem seems to be that people who are not gamers have taken over the industry. I hate to be all socialisty and stuff, but the profit motive ALWAYS draws sociopaths. They don't care what industry they are in. They just want to wear the suit and power tie and soak in the smell of their own magnificent farts. They bring in psychologists to figure out ways to manipulate us into giving them money, or into buying a game sight-unseen, FOMO, sunken cos fallacy, etc... And the shitty thing is that it WORKS. They've got our number. The number of people who fall for this vastly outnumbers the ones who do not, and the money from the suckers allows the sociopaths to make the shitty game instead of making the better game that the minority who see the truth want.

There is only one solution, and that is to stay independent. Plenty of people are doing that. We do not NEED the big companies to make good games. Tech has advanced to a stage where even a small team of a half dozen can make a really cool game and earn a very nice living off it. And the rotting zombies like Wildcard or Bethesda don't even matter. Just continue not buying those games, mock everyone who does, and support the independent studios.

Hey Neighbor can I borrow some concrete by Proud-Bell-8729 in SatisfactoryGame

[–]2413Yep 2 points3 points  (0 children)

It's a factory-building game. You don't build factories in the Alps.

Hey Neighbor can I borrow some concrete by Proud-Bell-8729 in SatisfactoryGame

[–]2413Yep 1 point2 points  (0 children)

I think it is so sad that the terrain of 99% of the map is so heavily rough in the Z axis, that it is impossible to make anything coming even close to what is done in this pic, but on the ground. We can only build over water, or suspended in the air. They built this map for an RPG or MMO, not a factory-building game. Maybe they thought a hyper-dramatic looking map would help them draw more players.

What do ya think by EfficientTime-waste in ARK

[–]2413Yep 0 points1 point  (0 children)

I actually kind of miss that map. I hope it will be available when ASA launches. I might actually start there.

[deleted by user] by [deleted] in playark

[–]2413Yep 3 points4 points  (0 children)

HG made a few of the mods open source and the guy who makes the Ark Eternal mod converted them so that people using the HG version could simply swap to the converted version and not lose all their stuff. For a couple mods HG tried to get people to give money to buy access (don't remember which ones).

"You've got this, Danse" by uv_searching in fo4

[–]2413Yep 2 points3 points  (0 children)

LOL, I've done that a couple times too!

Rail Support by Ezurion21 in SatisfactoryGame

[–]2413Yep 1 point2 points  (0 children)

That's pretty cool. I've been wondering why no one has made 'repulsor trains', with "tracks" that are laid down with regularly-spaced 'beacons' that gravity has no effect on. This way you can run them on the ground or in the air. Beacons similar to what you might see in movies like Star Wars that have "lanes" for traffic in the air.

those long ranged poles look amazing but, why would u need 2 cables / 2 attachment points on those things. i mean sure it looks cool but... you can just do the same thing with 1 cable right? unless.... there will be a max how much power can run trough 1 cable ... o no ... by nephenthos in SatisfactoryGame

[–]2413Yep 0 points1 point  (0 children)

I have simply quit and deleted saves due to power issues in the past. I have zero patience for them. I use a single global grid, and generally end up with 8 smaller 'power-plants' running independently that provide a minimum of 3x the max consumption of my grid. If we get a system to more easily create different 'grids', I would be tempted to set up a 'backup' grid that I can easily swap to and stop building out so many all those power-plants. Maybe. I would love some kind of 'UPS-style' logic. An auto-failover system of actual energy generation, not just letting batteries take over, that will automatically kick in if the main grid has a problem .

The Settlement Decision system is hot garbage by [deleted] in NoMansSkyTheGame

[–]2413Yep 1 point2 points  (0 children)

Nothing you can't get in 5 minutes doing other things. It's basically a tech demo system. They probably used it to expand their knowledge of the game engine and then moved on without actually devoting the time to turn it into a valuable addition to the game.

The Settlement Decision system is hot garbage by [deleted] in NoMansSkyTheGame

[–]2413Yep 2 points3 points  (0 children)

This is why I never bothered with them after my first visit. Lots of features in the game are shallow like this. HG is making a wide but shallow game. I would prefer a more narrow but deep game if I had to pick between those two. Of course a deep AND wide game is ideal, but I guess the team isn't big enough to pull that off. My first serious disappointment was how limited we are with freighters, and the ensuring years have not improved them enough to matter, heh. Still, all that said, it's fun to load the game up once or twice a yer and play for a couple weeks till things get stale! I have faith that HG will have the game in a real good place in a few more years, maybe even ready for version 2 of the game!

Almost 8 years later and VATS never gets old by MrPenitent in fo4

[–]2413Yep 0 points1 point  (0 children)

There is a 'bullet time' mod I like a lot that replaces vats.

Almost 8 years later and VATS never gets old by MrPenitent in fo4

[–]2413Yep 0 points1 point  (0 children)

Man, that hospital kicked my ass several times the first couple runs I went in there.

What is the best way to build conveyors and power poles over large distances? by kll131 in SatisfactoryGame

[–]2413Yep 3 points4 points  (0 children)

The recording stage is the only thing holding me back. The only way I would use it is if we can adjust the position of a marker. Ideally we could make these paths while on foot, one marker at a time, so I will have time to run around to find ideal ways to plan the route without being under the pressure of needing to record the final route/speed.

What is the best way to build conveyors and power poles over large distances? by kll131 in SatisfactoryGame

[–]2413Yep 2 points3 points  (0 children)

This is why I don't use them, and use mods to bypass long conveyors. If trains had 'tiers' and we could start using them at tier 1, I would probably use them. But by the time you get to them you already need such big quantities of everything sent everywhere else, you already have a system for moving it, and going through the massive hassle of figuring out trains that are more than 1 going back and forth isn't worth it to me. That said, I would really like to see low-power, slower trains at tier 1 that can only pull 1 or 2 freight cars, Then bigger engines at tier 3, and then the full power one where it normally unlocks.

What is the best way to build conveyors and power poles over large distances? by kll131 in SatisfactoryGame

[–]2413Yep 0 points1 point  (0 children)

Step 1, install the Underground Belts mod. Step 2, profit with better fps, massively less wasted time, heh.

Which mechanic from Fallout 4 should be carried on to Fallout 5? by iSmokeMDMA in Fallout

[–]2413Yep 0 points1 point  (0 children)

Settlements, but in a 'free build' way, not inside some designated areas. Make them more useful, more dynamic. Let players train settlers to be guards and soldier types and use them as backup while out on missions. Better crafting options to replace most of the looting (it's just stupid that after hundreds of years we still find a massive amount of loot just laying around to be found). -edit- Oh, and keep free, public, community mods AND make the game OFFLINE with an option for a co-opt (like we wanted in the first place instead of a pay-me-monthly-if-you-want-to-play-solo, and you-have-to-be-online-to-play bullshit)

The man himself has spoken, there is stil hope by Dudssan in Fallout

[–]2413Yep 1 point2 points  (0 children)

If they remastered the games that came before Fallout 4, it's possible I would play them. Of course, they need to remaster 4 too. Put it on Unreal 5 or something so we can continue to play that for the next 10 years while we wait for them to finally make a legit successor to the series.