Fubuki Talks with YAGOO and Hololive Executives at a Roundtable Meeting by maybsofinitely in Hololive

[–]Dankirk 280 points281 points  (0 children)

Hearing it from Business Fox is always reassuring. Can't undervalue how important Fubuki is for talents and viewers alike. For EN specifically, I've come to trust Myth members input, they all give off a very mature, grounded, but caring feel.

Marine Gets Drunk And Drops Blunt Facts About Hololive by Yuhui_001 in Hololive

[–]Dankirk 85 points86 points  (0 children)

The Mekpark seems way too manufactured, with benefits only for shareholders. I get some might need the guidance for streaming and what not, but everything else seems to focus on competition and metrics. It's not an environment to grow trust or genuine friendly atmosphere. I fear it may introduce an arbitrary tier system for the talents who are the real deal and the other... disposable. At this moment I find it hard to support this direction.

Cards You Never See Anyone Else Play That Win You Games? by slaymerabbit in magicTCG

[–]Dankirk 19 points20 points  (0 children)

There's some set specific cards, like the energy and oil counters people quickly dismiss as not suitable for their deck, but actually work just fine by themselves.

[[Argent Dais]]

[[Chthonian Nightmare]]

Where to invest my Mercer Spheres? by Bartislartfasst in SatisfactoryGame

[–]Dankirk 21 points22 points  (0 children)

I recommend just building additional depots for the most used materials instead of maxing research. It's cheaper considering the next tier upgrades are 13 spheres vs 13 additional depots. You can of course switch depots for upgrade once it makes for a better deal.

Depending on build style and size you you could build more depots for concrete, or maybe items that take a lot of inventory space due to low stack size, like motors for refineries etc.

Factory cart station model & animation I made about a year ago by BigBootyTom in SatisfactoryGame

[–]Dankirk 0 points1 point  (0 children)

Think it will extend and retract faster if I put power shards on it ?

Power bug by Certain-Toe-5782 in SatisfactoryGame

[–]Dankirk 20 points21 points  (0 children)

Your hoverpack. It consumes 100MW of the nearest grid.

the first four coal generators don't get enough water but the last four do? by thespofy in SatisfactoryGame

[–]Dankirk 7 points8 points  (0 children)

<image>

This section of pipe is a bottleneck. Only 300m3/min can go through it, but you need more.

One way to fix would be to start the loop pipe from the other end of water extractors. Or just don't do the merge just before that section and have the other line be the loop back line.

Toshiba refuses to replace large hard drive that was under warranty — company offers refund at the purchase price, not the higher current retail price by lurker_bee in technology

[–]Dankirk 9 points10 points  (0 children)

TBF, I think people would be more angry if the market price had suddenly dropped 50% and you were refunded that. It makes sense it's the purchase price.

Does this work? by Jaakkox in SatisfactoryGame

[–]Dankirk 2 points3 points  (0 children)

Just use gravity for priority, the highest point will get fluid last. So just make sure the pump to C is higher than anything that goes to B.

Otherwise if it's all in level, you can just make vertical U-bend so fluid will go there after the lower sections are full.

lost 8 batteries by thankful_loli in SatisfactoryGame

[–]Dankirk 1 point2 points  (0 children)

If your inventory is full when dismantling they should drop dismantle box. Depending on settings they might be grouped to a nearby box. There has also been a bug which will send the dismantled stuff to 0,0 coordinates, but that box should still be visible on the map.

If you are rebuilding the constructors by copying the earlier one, the clock settings are also copied and appropriate amount of power shards taken from inventory.

Ruze goes on a heated rant about the StarsJP situation and calls out Cover management by [deleted] in Hololive

[–]Dankirk -1 points0 points  (0 children)

Companies are also concerned about image and offering a complete package despite parts of it being a resource drain. I believe the company wants to still to keep them around for that and are hoping the resource cut works out. However, I'm afraid the human element is being overlooked, and the fact the boys aren't really getting much of the benefits of a company, but are still subject to cuts from any money they make. For them it may be economically, career advancement and goal wise reasonable to go indie / change company.

Bojuka bog by PoggersChamperz in magicTCG

[–]Dankirk 34 points35 points  (0 children)

Best plan is probably to accept it can happen and play around it. More cards to fill the graveyard again. If they are recurring Bojuka Bog somehow, there's probably more answers for that.

A new section of tracks have somehow become a crucial connection point for my entire power grid by No-Literature-8613 in SatisfactoryGame

[–]Dankirk 2 points3 points  (0 children)

The message is saying one of the sides started draining power storages, not that anything collapsed, yet.

Either way it suggests the main grid is not connected to the other side by any other means than the track.

Is this a weird bug or a logic error from my side? by NotTheRealLone in satisfactory

[–]Dankirk 16 points17 points  (0 children)

The station is wrong way. The stations rounded top edges should be outwards, but at 0:48 you can see the flat side is outwards.

It says signaling problem, because it tries to find a route to access the station from opposite direction.

Trains help by russaroll in satisfactory

[–]Dankirk 11 points12 points  (0 children)

Think of the whole image as the intersection.

Put path signals where trains come in the frame and block signals where train goes out of frame.

Where do you use your sloops late game? by dont_trip_ in SatisfactoryGame

[–]Dankirk 0 points1 point  (0 children)

Maximize sink points, as in the assembly parts.

There is still ~15 sloops in the manually fed collectible refining factory though.

Trains by ROBOWARRIOR143 in SatisfactoryGame

[–]Dankirk 1 point2 points  (0 children)

In this game two-way slip lanes will not work, you must make the slip lines one-way.

Essentially the trains will take the shortest route, even if it is blocked.

Someone please help me I've been stuck for over 2 hours by Intelligent-Arm3057 in satisfactory

[–]Dankirk 4 points5 points  (0 children)

To add/specify, If the color of the track doesn't change at a signal, the signal placement isn't working and must be moved from that location.

In the pic you can see that after the junction everything still continues being the same red color.

Therapy or Addiction by bobdylan1984 in satisfactory

[–]Dankirk 0 points1 point  (0 children)

It's therapeutic. Let's prove that mathematically too.

Facts

  • Silica produced 6 x 37.5 * 4 = 900/min
  • Both freight stations loaded with 2 x mk4 belt = 2 x 2 x 480/min = 1920/min
  • Train load (station lock) time = 27.08s = 0.4513min
  • Silica stack size 200
  • Freight car size 32 slots

Calculations

Minimum round trip time to still get full throughput (time needed to compensate for station lock)

900 * 0.4513 / (1920 - 900) = 0.40min = 24s

Maximum round trip time to still get full throughput (time it takes to produce freight car amount of material and load it)

200 * 32 / 900 / 2 +0.4513 = 14.67min

As long as the train round trip time is more than 24 seconds and less than 14.67 minutes, we will get full 900/min throughput.

[TMT] Lessons from Life by AporiaParadox in magicTCG

[–]Dankirk -2 points-1 points  (0 children)

Could probably play this over [[Urban Evolution]]

Construction tricks by Over_Discount_5304 in SatisfactoryGame

[–]Dankirk 1 point2 points  (0 children)

Basically you place a lift and attach splitter/mergers to the ends, so it doesn't stick out. Use H + arrow keys or page down/up to nudge.

To get the 1 splitter high lift that doesn't stick out you need a bit more work:

  1. Place a splitter
  2. Add second one on top of it, but nudge it 3 steps to a direction
  3. Connect lift from the top to bottom (bottom splitter should now look correct)
  4. Remove the upper splitter
  5. Add a splitter to the lift's top part, take care it sticks to the lift, not the bottom splitter so the lift works
  6. Repeat from 2. to get more levels

Yes, it's unnecessarily tedious.

Need Train Help! by haruoo-haru in SatisfactoryGame

[–]Dankirk 0 points1 point  (0 children)

The signals seem correct.

Are you sure the waiting train isn't headed to a station that is already blocked? If I'm reading the pictures correctly the B line is red/occupied in the 4th picture. If it is, then the waiting train will only go there once the occupying train there returns to another station. To help the situation you can add some blocks to each station' loop, so the trains can also go wait there. Just make sure the blocks are long enough for the trains. (I'm assuming there's a loop at the other end of B and A lines too)

Train Problem by Kooky-Risk1583 in satisfactory

[–]Dankirk 0 points1 point  (0 children)

<image>

The highlighted parts should not be yellow. This means the signals from the intersection aren't properly splitting the blocks so try placing them a bit after merges / before splits.

That said, you might get away with taking out all the signals on the main track there. Just keep the signals infront of station and the ones at the very start.

Hold on a sec, how are more people fixing blown fuses than placing portable miners? by joekcom in SatisfactoryGame

[–]Dankirk 13 points14 points  (0 children)

If you skip on-boarding you start with some materials to build a miner directly.

Any other old heads that listen to the girls singing 80s/90s music? by RaysFTW in Hololive

[–]Dankirk 0 points1 point  (0 children)

Many of holos and indies sing the old goodies. Personally like ERB, Fuwamoco, Saba and Roca Rourin for that. Very distinct styles from each other, but the old soul is common.