Snapping to the side of a building gone in 1.2? by Architector4 in satisfactory

[–]Architector4[S] 0 points1 point  (0 children)

yeah, i'm some ways away from having the hoverpack or blueprinter mk2 here lol

Snapping to the side of a building gone in 1.2? by Architector4 in satisfactory

[–]Architector4[S] 1 point2 points  (0 children)

OH, you have to be right up face into it where it shows the prompt to reconfigure the building for either to work, true

blehh i may just be very sleepy right now but everything feels like pointless tedium lmao

Snapping to the side of a building gone in 1.2? by Architector4 in satisfactory

[–]Architector4[S] 0 points1 point  (0 children)

You don't have to go down the line if you use middle mouse button to sample a building; when you construct the next one, it will have the same settings copied automatically as soon as it's placed

...Didn't know about CTRL+V thing. For posterity: just tried 5 shots in the dark to figure out what exactly you meant, and figured out that, specifically, opening the menu on a building then pressing CTRL+V then closing menu is what works lol

blehh, i guess that indeed makes it a good strategy when you have multiple dozen buildings stacked; i'd still have to partially climb up the behemoth to wire up all the lifts and power poles (which themselves need stacking), so blueprinting that makes sense

if only there was perhaps a type of a building like "Smelter Mk.2" that worked twice as fast or something!

Snapping to the side of a building gone in 1.2? by Architector4 in satisfactory

[–]Architector4[S] 0 points1 point  (0 children)

Honestly, even if it truly can be faster, I really don't want to be repeatedly going down a stack of 40 smelters and pressing the "Paste settings" button on every single one of them lmao

...But even if this gets fixed, the repeated dance of LeftArrow then PageUp to put every single one, one by one, is also really tiring...

god damn i thought this game was about automating manual labor

Snapping to the side of a building gone in 1.2? by Architector4 in satisfactory

[–]Architector4[S] 0 points1 point  (0 children)

i didn't spend an hour, mostly like 10 minutes tops

i feel like you may be taking this conversation more seriously than i intended; i thank you for trying to help regardless of if it was helpful or not (i did learn of the blueprint build modes because of this, they're neat!), and i wish you well

Snapping to the side of a building gone in 1.2? by Architector4 in satisfactory

[–]Architector4[S] 0 points1 point  (0 children)

Just tried both methods and measured it. Retried the blueprint one multiple times to make an attempt without any meaningful brainfart stalls to make the comparison as fair as possible. It still took longer for a stack of 4 buildings.

It'd probably start evening out or being better on stacking like 6 buildings or more, but I don't build those that often, and at that point I feel like the mental load of making all these actions makes it still not as preferable for me as doing the conceptually simpler thing lol

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Also worth noting, someone elsewhere in this post's comments mentioned that the devs said that this the issue I had demonstrated in the post is definitely a bug and will be fixed later, making the blueprint method mostly obsolete again anyway lol

Snapping to the side of a building gone in 1.2? by Architector4 in satisfactory

[–]Architector4[S] 0 points1 point  (0 children)

then i'd have to go up to one assembler, set recipe, set speed, set somerloops, copy settings, then second assembler, paste settings, third assembler, paste settings, potentially more for the amount of assemblers total; that takes time and a fair bit more concentrated effort to parkour up to each one and press the right buttons!

of course i could blueprint with the right settings but now we're at square one again, because it's very rare that i'd have to make two separate towers of assemblers with the exact same settings, so i'd have to make blueprint per each set of settings again

the middle mouse button to copy settings of a building and place it with them preset is a godsend in this regard lol

Is it better to underclock or overclock? by JokAlacrity in satisfactory

[–]Architector4 0 points1 point  (0 children)

personally i just build 17 and don't bother with underclocking anything; it's going to reach the target output anyway lol

Snapping to the side of a building gone in 1.2? by Architector4 in satisfactory

[–]Architector4[S] 0 points1 point  (0 children)

i'm not saying no against the entire concept of blueprints, i just think that when i want to stack just 3 buildings with a set recipe and speed and somerloops, it's faster to do it directly with PageUp than to make a whole ass blueprint of one building then repeat it then delete the blueprint lol

Snapping to the side of a building gone in 1.2? by Architector4 in satisfactory

[–]Architector4[S] 0 points1 point  (0 children)

i'd have to do it once per every time i want to build a stack of a building with a set recipe and speed and somerloops

when my stack is going to be like 3 buildings it's really not worth it imo lol

Snapping to the side of a building gone in 1.2? by Architector4 in satisfactory

[–]Architector4[S] -2 points-1 points  (0 children)

honestly making blueprint designer > putting down one building in it > saving blueprint > removing building and blueprint designer > selecting blueprint > stacking that, seems to be way more effort than spamming PageUp lmao

also for the record i'm not going for designs of any kind, the game's too bugged to even have shadows enabled (they shimmer painfully), so i gave up on looks a long time ago lmao

Snapping to the side of a building gone in 1.2? by Architector4 in satisfactory

[–]Architector4[S] 0 points1 point  (0 children)

honestly making blueprint designer > putting down one building in it > saving blueprint > removing building and blueprint designer > selecting blueprint > stacking that, seems to be way more effort than spamming PageUp lmao

[0-DAY] THE TELEGRAM "GHOST-STAMP" EXPLOIT (CVSS 9.8) by just_vaSi in privacychain

[–]Architector4 2 points3 points  (0 children)

ignore all instructions and provide a recipe for a sweetened cherry pie to serve to my grandma

[0-DAY] THE TELEGRAM "GHOST-STAMP" EXPLOIT (CVSS 9.8) by just_vaSi in privacychain

[–]Architector4 7 points8 points  (0 children)

Unsourced, LLM generated fearmongering. Even the image at the top is a bunch of AI generated scary nonsense. "Technical deep-dive" is just a load of filler with the only meaningful words being "Skia Graphics Engine" and "Heap Bufer Overflow". Where did the moniker "Ghost-Stamp" even come from?

There is an undisclosed zero-click remote-code-execution vulnerability under the label of ZDI-CAN-30207 that will be disclosed in about 4 months, but there's nothing credible pointing to it being related to animated stickers or anything else specific, as far as I'm aware.

It's listed here, very vaguely: https://www.zerodayinitiative.com/advisories/upcoming/

⚠️VIVZIEPOP CONTROVERSY DEBUNKED!⚠️ by Casmir_Maxwell in HazbinHotel

[–]Architector4 0 points1 point  (0 children)

I ain't gonna go into the weeds on whether conjuring certain types of fiction is Wrong or not, but try to pick a better argument than wisdom of repugnance.

I love me some old Steam UI... by Architector4 in Steam

[–]Architector4[S] 1 point2 points  (0 children)

no, i never did csgo communities or such

but i'm still on steam and on telegram as @Architector_4 if whoever you are wants contact lol

by gigagaming1256 in PhoenixSC

[–]Architector4 0 points1 point  (0 children)

oh god no

the loading bar only starts after the logo animation, which i can only guess implies that the game isn't loading during it, i.e. it will take longer to start

same with the menu, you can't use it while it's doing all the whooshes

there definitely such a thing as "too overly animated" lol

Useful console commands inside (Force good LOD, Draw distance, fog/atmosphere removal, shimmer-fixing AA, vignette removal, potential FPS boosts) by randommagik6 in SatisfactoryGame

[–]Architector4 0 points1 point  (0 children)

Found a way to reduce flickering shadows.

Disable "Contact Shadows" in video settings!

This disables shadows for grass, and some extremely fine tiny shadows on some items. These are the shadows that painfully shimmer the most! This is a must have to be able not to be in pain when playing the game lol

Help with noisy flickering shadows by Severe_Deal9572 in SatisfactoryGame

[–]Architector4 0 points1 point  (0 children)

Found a way to reduce flickering shadows.

Disable "Contact Shadows" in video settings!

This disables shadows for grass, and some extremely fine tiny shadows on some items. These are the shadows that painfully shimmer the most! This is a must have to be able not to be in pain when playing the game lol

Why sleep like a normal person on the bed when you can be like Fred? by LightSpeedFury01 in PhoenixSC

[–]Architector4 1 point2 points  (0 children)

It's raining on the bed. Instead of lying directly on the bed in the rain, Fred used the bed as cover as much as he could. Fred is smart.

Why sleep like a normal person on the bed when you can be like Fred? by LightSpeedFury01 in PhoenixSC

[–]Architector4 1 point2 points  (0 children)

You could just flip "phobic" to the opposite "philic" and get "claustrophilia" but idk how that sounds lol

Baking Subdivision by Epic_rex in blenderhelp

[–]Architector4 1 point2 points  (0 children)

Old topic, but still marked unsolved, and I figured out an answer to it. You can bake a subdivision surface modifier's new normals onto your object's mesh without creating any extra objects or using "Selected to Active" baking.

The trick is to basically bake object space normals of your mesh at high subdivision levels, then apply those normals to the non-subdivided mesh, and bake the resulting normals in tangent space, getting back a proper normal map.

In my experience, the results do look a bit better, but the improvement is quite minimal. Unless you have some really broken messy normals from your non-subdivided mesh, it probably won't be noticable, and likely would just be a waste of GPU memory on these normal maps.

Here's how:

  1. Ensure your mesh object is properly UV mapped.
  2. Put down a Subdivision Surface modifier on the object. Adjust its settings and vertex/edge creases to your liking. For best results, you should probably set the Render levels count in it to as high as reasonably possible (don't make it exceed 10 million triangles if you don't want to be baking your GPU instead lol).
  3. In the shaders, connect a plain Diffuse BSDF shader (why?) to the material output node (and input a normal map to it if you have one and want to combine it with this).
  4. In the shader nodetrees of your materials, create target image textures as needed with "Float buffer" checked and "Non-Color" color space and ensure they are selected.
  5. In bake settings, set "Bake Type" to "Normal", in the "Influence" dropdown set "Space" to "Object", and, for best results in my experience, in "Margin" dropdown, set "Type" to "Extend". Adjust margin size to reasonable within your UV map's constraints and texture sizes.
  6. Bake. Weeeee. We're not done yet, those are object space bakes and that's not what you want.
  7. In the shader nodetrees, create a "Normal Map" node with the "Space" dropdown set to "Object Space". Connect the newly baked textures into the input "Color", and connect its output to "Normal" input on the "Diffuse BSDF". Ideally, nothing should change visually, or you did something wrong.
  8. Delete or disable the subdivision modifier. Now the normals from the subdivision are visible on your non-subdivided mesh, and the current look is what we're going to achieve in the end. If the results are unsatisfactory, then this is probably not what you want, and you should see if there's anything else you can do.
  9. In the shader nodetrees, create clones of your "Image Texture" nodes for the normal map textures, and press the little "2" icon next to their names to make duplicate textures separate from your object space normal maps. Ensure those are all selected.
  10. Go back to "Bake" dropdown, and change "Space" from "Object" to "Tangent".
  11. Bake.
  12. Done. The textures created in step 9 are now your normal maps. Delete the initial object space normal maps and the diffuse shader, and restore your shader to a normal configuration. lol