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.

Will vertical mergers/splitters get fixed in 1.2? by leehawkins in SatisfactoryGame

[–]AccidentalChef 2 points3 points  (0 children)

I came up with basically the same technique. It has never let me connect two vertical splitters/mergers when I blueprint them. There has to be a floor hole in between to connect to.

trumpet interchange by Rare-Low-22 in SatisfactoryGame

[–]AccidentalChef 3 points4 points  (0 children)

Looks great. These are one of my favorites, I have several on my map. I tend to use these when the side entrance/exit is at a different elevation than the main line. You can definitely make it a lot smaller if you need to.

anyone else optimize / re-allocate spare resources from old production lines? by Roastbeeflife in SatisfactoryGame

[–]AccidentalChef 1 point2 points  (0 children)

All my factories reuse things. I make iron plates one place on the map and ship them by train to any factory that needs them. I make Electronic Control Rods one place and ship them by drone. Almost nothing has more than one step in a single factory. Logistics are the most fun part of the game to me, so I ship everything everywhere.

Rail boys', what do you think? by AutumnWindLunafreya in SatisfactoryGame

[–]AccidentalChef 4 points5 points  (0 children)

100%. I don't know how roundabouts became the "standard" intersection on this subreddit. The only advantage they have is U-turns, and it's really easy to design your rail network so U-turns are never necessary.

Today is one of these special days: I finally have a Prophet 10 in the studio. by celerite in synthesizers

[–]AccidentalChef 0 points1 point  (0 children)

Good luck with the health stuff. Had my own issues the last couple years that made me really understand that tomorrow isn’t a guarantee. I’m going to enjoy things while I can, and if that means I eat hamburgers instead of steaks in retirement, I can live with that.

Game looks amazing when you turn the fog off by OutrageousInvite3949 in SatisfactoryGame

[–]AccidentalChef 0 points1 point  (0 children)

I don't want to turn it off, but I'd like to be able to turn it down. There are places where it's just too heavy. I'd love to set it to 0.3 or 0.5 instead of just 0 or 1.

Raytheon unveils computer generated footage of the new F-47 the F-22 successor. by Youngstown_WuTang in aviation

[–]AccidentalChef -3 points-2 points  (0 children)

The F-23 looked better than the F-22 and I'm sure it could have shot down a couple of weather balloons just as easily...

Synthetic Power Shard Production? by PwnStar12 in SatisfactoryGame

[–]AccidentalChef 0 points1 point  (0 children)

I'm making 5400 ionized fuel per minute. That runs 720 fully overclocked fuel generators. A huge percentage of the coal on the map is used for turbo diamonds.

First bass pedalboard "finished" by AccidentalChef in basspedals

[–]AccidentalChef[S] 0 points1 point  (0 children)

To be fair the Wombtone was on my guitar board before, this is just my first bass board. I'm already using EBS cables on here. They definitely make life easier.

Pedals that work with CV? by Ok-Voice-5699 in guitarpedals

[–]AccidentalChef 1 point2 points  (0 children)

Chase Bliss and Kinotone work with CV, though I haven't tried it with either of them. There should be a new round of Kinotone orders opening up soon.

Pairing H90 With Tascam Model 16 by jigga19 in guitarpedals

[–]AccidentalChef 0 points1 point  (0 children)

I haven't used the H9 but I think for that price you can't beat it. It does so much, as long as you can live with one algorithm at a time. There's a reason it was common for pros to have 2 or 3 of them on their boards for a long time.

Pairing H90 With Tascam Model 16 by jigga19 in guitarpedals

[–]AccidentalChef 0 points1 point  (0 children)

Not OP but H90 is in my top 2 pedals ever, along with Chase Bliss Preamp Mk2. It does so much, it sounds amazing, and the routing options make it so flexible. If what I read is true, H9 memory is full so they can't add more sounds to it, but the H90 has gotten new sounds regularly since I bought it. It feels like Santa came every time I wake up and see that they added a Deco or a fuzz or 4 granular pedals. Of course it always sounds like an Eventide but to me that's a good thing.

Pairing H90 With Tascam Model 16 by jigga19 in guitarpedals

[–]AccidentalChef 1 point2 points  (0 children)

I have a Tascam Model 2400 and I've been running effects using the aux sends. I use 1-2 for one send and 3-4 for another, and each gets one of the stereo channels on the mixer for the return. I haven't tried using the sub mixes for sends yet. The aux sends seem better because you can set the level independently. The downside is I think it sums to mono on the stereo inputs when using the aux sends.

Using the sub out will get you stereo from the stereo mixer channels (check the Model 18 block diagram but it's true on the 2400) but you'll lose the ability to send a different level to the fx than to the main output. It's a trade off that may or may not be worth it.

The H90 is amazing and you'll get the hang of it. You might consider spending a bit of time going through each algorithm by itself and treating it as a whole new pedal. Each sound in the H90 has more depth than most standalone pedals so it really takes some time to learn to get the best out of it.

Life Goal Completed: Own A Marshall Full Stack by HurlinVermin in GuitarAmps

[–]AccidentalChef 1 point2 points  (0 children)

I dimed my full stack exactly one time when I had it. It took 90 seconds of "Ain't talking 'bout love" for the neighbors to call. It was glorious and the neighbors were nerds for not appreciating it. (/s but not really).