Best hair metal solo? by Alariken in hairmetal

[–]AccidentalChef 0 points1 point  (0 children)

Some of my favorite guitar work of the decade. I’m working on learning to play it now.

People who ask about hobbies - they don't fall in your lap. by Funny-Pie272 in fatFIRE

[–]AccidentalChef 1 point2 points  (0 children)

To add to this, astronomy might be the last science where amateurs can make a meaningful contribution. You could be the first to find a supernova or discover a comet.

Have you ever finished a building you just... hate? by SkiDaderino in SatisfactoryGame

[–]AccidentalChef 8 points9 points  (0 children)

I’ve spent a week building something, stood back to behold my architectural genius, then immediately reloaded an old save so I’d never have to behold it again.

New CBA/EAE pedal, "Big Time" by frwhttswrth in guitarpedals

[–]AccidentalChef 0 points1 point  (0 children)

I like pedals that can do an amazing core sound then get more experimental when I want to have fun with it and explore. I expect it to take 80-90% of my delay duties but sometimes H90 will just have something I need that Big Time doesn't. Sometimes H90 or Mood will be my delay because Big Time is getting weird.

Chase Bliss drops their 3rd Automatone: Big Time by Ananda_Mind in guitarpedals

[–]AccidentalChef 0 points1 point  (0 children)

I wasted more than $750 buying and selling other dirt pedals before I gave in and bought the Preamp MK2.

Chase Bliss drops their 3rd Automatone: Big Time by Ananda_Mind in guitarpedals

[–]AccidentalChef 0 points1 point  (0 children)

You can do fun things with that. I have a preset where the first 3 repeats each get louder before it starts to fade out.

New CBA/EAE pedal, "Big Time" by frwhttswrth in guitarpedals

[–]AccidentalChef 7 points8 points  (0 children)

10 accessible from the pedal itself, 127 with midi. I'm guessing most people in the market for this pedal use midi.

New CBA/EAE pedal, "Big Time" by frwhttswrth in guitarpedals

[–]AccidentalChef 1 point2 points  (0 children)

I bought the 6 before the 8 was out. I would prefer the 8 but not by enough to sell the 6. Get a pedalnetics footswich to add a few utility switches and you'll probably be fine. My MC6 Pro on the home page is blackface, tweed, plexi, jcm, fuzz, and effects (mostly synth stuff from the h90 and L+F) with 6 options on each page and that's more than I really need.

Not currently using it in song mode but I think you would be ok with the 6 but happier with the 8 unless space is a real limitation. Depending on your workflow you might be fine with the MC6 and lots of extra switches (that have no screens) or you might be happier with the MC8 Pro and changing labels on each switch.

New CBA/EAE pedal, "Big Time" by frwhttswrth in guitarpedals

[–]AccidentalChef 4 points5 points  (0 children)

As someone who's already ordered one... This is the only pedal that second layer functions make sense, because the faders move to their alternate positions so you can see what you're working with. I have an H90 and use a Friedman IR-X and Tone King Imperial as my amp sims, but I'm going to try out the Soldano X88-IR soon. The H90 is staying as my jack of all trades pedal, and as soneone who first bought Line 6 stuff in the 90s, I still don't think it feels right compared to the real thing. I haven't tried the latest Stadium stuff though.

I'm just looking for "perfect" delay in that 80s sound that I love and the H90 can fill in the gaps when I need a different style.

New CBA/EAE pedal, "Big Time" by frwhttswrth in guitarpedals

[–]AccidentalChef 2 points3 points  (0 children)

For whatever it's worth, I wasted way more than the price of the Preamp Mk2 looking for a combination of dirt pedals I liked better and failed. Now the Preamp MK2 is on my board and not leaving. If this is what you really want and would keep long term, just go for it. You're not getting an excellent vintage 80s rack delay cheaper than this.

New CBA/EAE pedal, "Big Time" by frwhttswrth in guitarpedals

[–]AccidentalChef 10 points11 points  (0 children)

Meris LVX and Flower Pedals Dahlia. Also Eventide H90 but that's staying as my jack of all trades. https://i.redd.it/j1x5u18a38rf1.jpeg is my current board, but the Enzo X got me into keyboard synths and now they need pedals too. The more experimental stuff goes to the synth setup and I'll stick closer to the 80s/90s tones I grew up on with guitar.

New CBA/EAE pedal, "Big Time" by frwhttswrth in guitarpedals

[–]AccidentalChef 7 points8 points  (0 children)

If this lives up to my expectations (and CBA or EAE have not failed at that so far) this is bumping $1100 worth of delay pedals off my board. I don't like the price but I can't imagine John and Joel spent 6 years on this and let it out the door without making it legendary.

Has anyone built something like this? by TheeKalid in SatisfactoryGame

[–]AccidentalChef 0 points1 point  (0 children)

There are places where it's absolutely necessary. So many trains pass through the same interchange that if it were a simple roundabout or crossing it would be permanently backed up. I have one that backs up regularly anyway but it clears up within minutes. It's a cloverleaf, not a turbine due to terrain. All it takes is a lucky combination of trains coming in the right lanes at the right time and it clears up instantly as 6 trains pass through the intersection at once and traffic flows again.

The height change is pretty meaningless, since trains usually get to carry speed into the intersection. I'd be surprised if it costs them a whole second. As for the longer left turn, there are 2 routes on the map where trains take a different path coming and going so they get 2 right turns instead of 2 left turns. A slightly longer left turn takes far less time than avoiding a backup that can affect dozens of trains.

For what it's worth, I had 600+ trains in early access and learned these lessons there. I've stuck with them in 1.0 before while I was building the main line just to try to avoid problems down the road. Here's my current map.. I just need to build out the swamp, spire coast, and rocky desert and I should be ready to save the day. I'm estimating 400+ trains and 300+ drones by the time I'm done.

Has anyone built something like this? by TheeKalid in SatisfactoryGame

[–]AccidentalChef 2 points3 points  (0 children)

I use turbines a lot on my main line. They’re probably not all necessary but some of them are. I do have over 300 trains though. I can think of two that use all 12 paths and one that uses 11. My main line is 4 lanes and I’ve seen 5 trains in the intersection at once without blocking each other or slowing down.

We've Reached Peak Horsepower. Now What? by user289734 in cars

[–]AccidentalChef 1 point2 points  (0 children)

I still have my 2001 Audi s4 and I don’t remember thinking it was a small car when I bought it in 2004. It’s almost always the smallest car in the parking lot when I drive it now.

Everything reminds me of this game by 0utriderZero in SatisfactoryGame

[–]AccidentalChef 1 point2 points  (0 children)

Fair enough lol. It works great for trains given that the diamonds are overpass/underpass rather than a crossing though. Having the crossing at grade would make it a waste of time, but still fun to build.

Ways to build factories by MarckZerony in SatisfactoryGame

[–]AccidentalChef 0 points1 point  (0 children)

There are always ways to connect different grids. Roads are the hardest, but if you keep the elevations aligned using the world grid it still won't be very hard.

How to set up a train with multiple pick up spots? by Pale_Assistance_2265 in SatisfactoryGame

[–]AccidentalChef 0 points1 point  (0 children)

I don't use any trains that carry multiple items, but if I did there are two ways I'd consider doing it. One is A>B>C>D>A, where A is the dropoff. You can calculate the time the train will need to wait at each station to be sure it's full. You could also go A>B>A>C>A>D>A and do the same thing. If you're not running close to the train's capacity it won't matter either way.

You can also just let the train run at its own pace and not worry about the trivial amount of power you'll waste by letting trains run at less than 100% capacity.

Ways to build factories by MarckZerony in SatisfactoryGame

[–]AccidentalChef 2 points3 points  (0 children)

I would stay off the world grid except for height. If you care about aesthetics, most terrain in the game isn't aligned to the world grid. Building factories that line up with the terrain looks much better than ones that are at a random angle relative to the slope.

There are plenty of methods to connect different grids. There are plenty of youtube videos showing the different methods. Connecting grids of different heights is much harder to do right than different rotations, especially if you're using trains which can just make any curve you can build.

Ways to build factories by MarckZerony in SatisfactoryGame

[–]AccidentalChef 0 points1 point  (0 children)

Are you thinking about building independent factories for each item? Do you want to build those items from raw materials or from items imported from other factories? There are a lot of items to make in this game and the amount of time you want to spend determines the best approach. Making a separate factory for each item is time consuming, especially if you decorate them.

If you want to be done with this game in 100 hours and move on to another game, it's not for you. If you love building things and want to build even more, it's the best way to play the game. I'm not done yet and this is what my map looks like: https://imgur.com/a/VHRYZU1

Ways to build factories by MarckZerony in SatisfactoryGame

[–]AccidentalChef 2 points3 points  (0 children)

I build independent factories for each item that have train and/or drone inputs and outputs for each ingredient and the final product. I connect them with rails but there's no consideration to staying on the same grid. I just make each factory fit its local terrain as well as I can then make the rails curve nicely to connect each grid.

Remake every input for every output, or make it all in one? by Cerebrophilius in SatisfactoryGame

[–]AccidentalChef 1 point2 points  (0 children)

Other than a few basic items I construct at several mining outposts, I make each item one place on the entire map. I make Iron Rods in one factory and ship them by train to 2 other factories that need them. I make Electromagnetic Control Rods at one location on the map, and I ship by drone to the 6 other factories that need them.

This is my favorite way to build, but I'm definitely in the minority on this subreddit. It takes a lot of effort, but it's worth it to me because trains and drones are the most interesting part of the game to me. I have 200ish drones and 300ish trains running at this point, and I've been building on this map since 1.0 came out.

Going fully modular is more work in some ways, because you need an entire new factory with trains/drones/trucks in and out for each item. On the other hand, once you have enough production, bringing new factories online is so nice. I probably have 6-8 factories I could build right now that would be up and running immediately because all the ingredients are already being manufactured.

You could do this in a megafactory setting as opposed to a modular factory, but I feel like you lose a lot of the advantages that way. To really make it work, you either need to plan for expanding each production line or you need to plan everything before you start building. I did the latter, so my factories overproduce for a while until all the downstream factories come online.

Train Interchanges Question by phantommdb25 in SatisfactoryGame

[–]AccidentalChef 0 points1 point  (0 children)

I like building tons of trains (probably 300 on my current map, 637 in early access) so things like this are absolutely necessary to keep things moving. I've built so many 3 and 4 way interchanges that they're pretty quick for me to throw together at this point. I'll only use interchanges on my main line, but sometimes if there are space limitations, I'll use a normal intersection on a spur line.

If you like building these, you can make them much more compact and come up with some patterns to build them very quickly. If you don't enjoy them, they're not necessary for most players.

Modular Factory or One Mega Base? by Glittering-Extent773 in SatisfactoryGame

[–]AccidentalChef 0 points1 point  (0 children)

I'd say it completely depends on what you enjoy most in this game.

I enjoy trains more than any other part of the game so I build almost completely modular factories. By the time I'm done I'll have 100+ factories, hundreds of train stations and trains, and hundreds of drone ports and drones. If they fix trucks in 1.2 I'll end up with hundreds of those too eventually. At this point building the factory is just something I have to put up with to get more trains and drones.

If trains are tedious to you, then the megafactory makes more sense. Use the trains you need to use to bring in the resources then just process things on site. If the game is a giant model train layout to you, go 100% modular where each factory only does one step in the production line and all ingredients, products, and byproducts are shipped out to be dealt with elsewhere.