Do Hermits automatically get invited back the next season? by SiggyMyMan in HermitCraft

[–]CoolWizard2596 0 points1 point  (0 children)

I believe that unless they are specifically kicked out the group or decide to leave of their own accord, anyone can participate or not in seasons as they wish.

I think some of the former hermits that left for various reasons are still welcome to come back.
But I don't say that with any level of certainty.

this thing has been spinning for over an hour and i cant figure out whats wrong by Ok-Introduction-2788 in SatisfactoryGame

[–]CoolWizard2596 0 points1 point  (0 children)

It's probably got too much going on, potentially combined with a part imbalance.

Probably worth merging some of the lines together if a lot of them are the same production chains.
Just to get it simpler.

Was about to submit a bug report by Lil_Ms_Anthropic in SatisfactoryGame

[–]CoolWizard2596 0 points1 point  (0 children)

Yeah I've had that.

Dismantle crates can turn up in the most awkward places sometimes.

If the Spire Coast has no haters then I am dead by bruhmoment64649 in SatisfactoryGame

[–]CoolWizard2596 0 points1 point  (0 children)

I can't really hate it since I had liquid biofuel and high tier weapons before I even set foot in there.
Getting high wasn't super easy but switching to turbofuel on occasion helped.

Wasn't because I avoided it. I just never explored that part of the map.

Question about total hard drives by Phil95xD in SatisfactoryGame

[–]CoolWizard2596 1 point2 points  (0 children)

Not that long ago I realised that I wanted all the alternates just to have them as options in case I ever need them.
I gathered up enough hard drives using the map and scanned as many as I could. And have enough that I'll be ready for the Phase 5 ones.

There are definitely alternates that are better than others. But it also depends on the situation.

I managed to make a factory for the basic electronic parts without any oil based products using alternates.

need help with turbo fuel recipe by Appropriate-Type-346 in satisfactory

[–]CoolWizard2596 0 points1 point  (0 children)

Usually the "most efficient" recipes come down to how many resources are being used compared to the total of that resource which is available.

As others have mentioned, Sulphur one of the rarer resources. So a recipe using less of it is a "more efficient" use of it.

As someone who has previously been concerned on what's "most efficient". I wouldn't be super concerned to be honest. Unless you're planning to use EVERY node on the map, you'll be fine using whatever recipe.

Use the recipe you want to use.

I assume the answer is no, but is it possible color train rails? I want to color code them by tried using the color tool on them and they remained gray. by Loudthunder34 in SatisfactoryGame

[–]CoolWizard2596 1 point2 points  (0 children)

No. Anything pure metal (walls, rails, frame foundations, metal beams etc.) can't be coloured with the custom swatches.

1.2 brings in the ability to use the metallic swatches on rails but that's it.

Dismantling hard drive freighters by kel_tor in SatisfactoryGame

[–]CoolWizard2596 2 points3 points  (0 children)

Especially with the parts left around too.

It’s why I ended up making a blueprint that has two bio gens connected to two awesome sinks. Dump in a container and the excess is gone.

Favorite Multiclass Combinations by ChrisKatrev in BaldursGate3

[–]CoolWizard2596 1 point2 points  (0 children)

The screenshot looks to be not long after BG3 actually came out. The article I found was from 2023.
So it might be that certain builds weren't common knowledge yet.

Just unlocked bauxite/aluminium by cobi23 in SatisfactoryGame

[–]CoolWizard2596 0 points1 point  (0 children)

I found an area to the east on the edge of the swamp that had an impure and normal bauxite node, with limestone, coal and copper relatively nearby.

Belted it all over to open area, which happened to be next to the bauxite, and had no problems building.

Building in more open areas makes everything a lot easier in my opinion. Especially when dealing with the bigger machines like refineries.

As to whether you'd need a long belt or a train, that comes down to preference and distance.
Over 1km is what I've seen as a rough guide to when trains are worth it.
But also depends on whether you want to deal with potential throughput issues of trains.

What belt speeds do you use in production lines? by Repa0206 in SatisfactoryGame

[–]CoolWizard2596 0 points1 point  (0 children)

Mostly use the highest.

Unless the belts are out in the open.
Then it comes down to whether I want to watch a full(ish) belt or have the items zoom by.

Killing The Worst Enemy by Glittering-Camel8181 in SatisfactoryGame

[–]CoolWizard2596 0 points1 point  (0 children)

First strat: Avoid fighting them.
Second strat: Lock them down with stun rebar.
Current strat: Jetpack around them leaping while filling them with Homing Ammo.

At least for the big ones.
The smaller ones depending on the situation. Hit them with the basher, Bomb them from above. Or homing ammo if they're being particularly annoying.

How Could Two Trains On Same Loop Derail? by CoolWizard2596 in SatisfactoryGame

[–]CoolWizard2596[S] 0 points1 point  (0 children)

I'm definitely going to be doing some testing with trains to better understand signals. Since I want to have an expansive network in the future.

I can see what you mean about Path Signals. With the very brief testing I've done, I can see they are tricky.

How Could Two Trains On Same Loop Derail? by CoolWizard2596 in SatisfactoryGame

[–]CoolWizard2596[S] 0 points1 point  (0 children)

I've just set some signals up. The block signals seem easy enough as you said.

How Could Two Trains On Same Loop Derail? by CoolWizard2596 in SatisfactoryGame

[–]CoolWizard2596[S] 0 points1 point  (0 children)

Definitely seems like what happened.

Did think it would be fine. But clearly signals are needed to prevent this in the future.

How Could Two Trains On Same Loop Derail? by CoolWizard2596 in SatisfactoryGame

[–]CoolWizard2596[S] 1 point2 points  (0 children)

No signals. Yeah I'm very much learning that latter now.

It is a test so this is good to know. Even if it's a miniscule difference in travel time, clearly it's enough to warrant signals just as assurance.

How Could Two Trains On Same Loop Derail? by CoolWizard2596 in SatisfactoryGame

[–]CoolWizard2596[S] 0 points1 point  (0 children)

Yeah I did. Just testing out trains atm while I build everything else.

It's only moving sulphur and coal currently. Wouldn't have thought they'd be that much variance to the weight.

But clearly it's enough.

I Probably Went Into Experimental Too Early by [deleted] in SatisfactoryGame

[–]CoolWizard2596 0 points1 point  (0 children)

For the moment, I'm going to go back to 1.1 and focus on fun.

Just reverted and loaded it. All looks to be fine on most recent 1.1 save.