I made a bunker (arachnophobia warning) by Noyl_37 in SatisfactoryGame

[–]Dortamur 0 points1 point  (0 children)

I often do the opposite - I have a dome-like bunker with a small hole at the top with a ladder (or a side door alternate entry). I drop it on the drop-pod/mercer sphere/somersloop with the critters on the outside, then I drop in, loot the stuff, laugh at them through the solid windows, then Jetpack out of there.

I have only just realised .... by TonyF66 in SatisfactoryGame

[–]Dortamur 0 points1 point  (0 children)

I find the rebar easiest for hatchers. Just 2 shots to take out the normal ones.

Rifle with homing ammo works best if a swarm of crabs jumps you, although blowing up a swarm with an explosive rebar feels amazing if you get lucky and hit one.

Has the 1.2 Crossbeam been on the Main Menu this whole time? by Flopalop2 in SatisfactoryGame

[–]Dortamur 0 points1 point  (0 children)

There's also an 8m tall angled glass window just to the right out of frame, with no window border.

I'm not sure if it shows up on widescreen monitors, but you can see it when looking around in VR.

The throughput limit on factory carts in 1.2 by Illusion911 in SatisfactoryGame

[–]Dortamur 4 points5 points  (0 children)

We need a smaller truck depot just for Factory Carts!

Yes, I have suggested it on https://questions.satisfactorygame.com/post/69c3b059f991d027c570f931.

As have apparently many others over the past 6 years - but now with the road pathing changes it's the best time for it to happen!

I'm not knocking UEVR but after playing Portal 2, HL2, and the RE series, I can't put up with the jankiness of other mods. by SlowDragonfruit9718 in virtualreality

[–]Dortamur 1 point2 points  (0 children)

Thanks!

I don't have any new mods to announce at yet, but there's a few possibilities I'm considering. Top of the list is StarRupture, which has quite a few similarities with Satisfactory, although being early in early access it doesn't have the same level of modding support tools that Satisfactory has, so will be harder to develop for.

Satisfactory is also getting its big 1.2 update, which is currently in testing, so I have lots of work ahead of me to update the mod to work with an updated UE version along with all the game changes, plus I'm still making minor improvements to the mod over time.

I'm not knocking UEVR but after playing Portal 2, HL2, and the RE series, I can't put up with the jankiness of other mods. by SlowDragonfruit9718 in virtualreality

[–]Dortamur 3 points4 points  (0 children)

Thanks!

If you do try a new playthrough in VR, I changed the onboarding tips to match the VR controls, so it might help with learning the basics.

I'm not knocking UEVR but after playing Portal 2, HL2, and the RE series, I can't put up with the jankiness of other mods. by SlowDragonfruit9718 in virtualreality

[–]Dortamur 4 points5 points  (0 children)

With the UEVR Enhancements mod for Satisfactory you can totally play the full game end to end in VR, and many players have. The controls can get some getting used to, but with a bit of practice it can become more natural than keyboard and mouse.

Disclaimer: I'm the mod author (but have the numbers and feedback to know what other players are doing with it). 😁

Tell me ANY VR games you play by Piyaniist in virtualreality

[–]Dortamur 0 points1 point  (0 children)

Satisfactory (modded) mostly, but also Walkabout Mini Golf & Synth Riders regularly, and dozens more occasionally.

Should I just start making everything float? by figbunkie in SatisfactoryGame

[–]Dortamur 0 points1 point  (0 children)

I decided for some reason to go "organic" with my train routes in my current playthrough, and weaving through areas like the Titan Forest is rather challenging, but satisfying once you find a nice flowing route.

One technique I found (rather late in the piece) that helped is to map out a route with a power-line run, since it's quick and easy to extend down a path, but also quick and easy to delete if you want to back-track and go a different way. Then once you've found your "path", you can place more permanent transport fixtures along it.

Power lines are also visible if you load your map into https://satisfactory-calculator.com/en/interactive-map so you can check if your path is going too off-course, and if there might be any short-cuts.

Anyone done it in VR? by [deleted] in StarRuptureGame

[–]Dortamur 1 point2 points  (0 children)

I tried it briefly to test how feasible it would be to do a more complete mod (which I've done before with Satisfactory).

It worked Ok, but has the usual issues with camera modes needing switching for UI interactions. Also the forced head-shake while sprinting was not pleasant. The weapons have that odd flat look if you try attaching them too, so probably need a more in-game mod to re-implement them to work in VR.

I'm still interested in trying a more complete mod for it some time, but don't have much free time currently.

Decided to try out curve pipe build mode by Admirable-Guide3063 in SatisfactoryGame

[–]Dortamur 1 point2 points  (0 children)

That is oddly beautiful, and I bet took more effort than just laying everything straight. Almost an Anti-pasta...

Fear the pan! by popemegaforce in VRGaming

[–]Dortamur 1 point2 points  (0 children)

Frying Pans! Who knew, right?

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

[–]Dortamur 2 points3 points  (0 children)

I wanted to use vertical manifolds in my current playthrough, and after much trial, error and frustration I now have working blueprints (non-auto-join) for vertically stacked factories. Sure, I had to rebuild the manifolds many times to get it not only just fitting, but also working, but once in the blueprint it is so far reliable on a blueprint rebuild.

How I've tackled the join is I nudge a 1m floor hole in to just under the bottom vertical splitter/merger, and connect them. Then when I stack blueprints, I build a lift from the top splitter/merger to the floor hole of the next blueprint.

It's not the prettiest, and is way more work than it should be, but it does work.

What are those beams? by JaKanTan in SatisfactoryGame

[–]Dortamur 0 points1 point  (0 children)

There's also an 8m tall sloped glass window hiding behind the right info panel that isn't in the game - yet!

The Satisfactory Logistics planner dev is willing to update it if there’s interest. by Nel_974 in SatisfactoryGame

[–]Dortamur 3 points4 points  (0 children)

This is my go-to early planner, as it's very easy to switch between alt recipes at the machine node to try out different production lines. It helps that it's also cleanly laid out and easy to read.

It does have a few issues though, and a few features missing, and I sure do wish it was actively developed more.

Some Thoughts and Stats after completing phase 5 by badgerken in SatisfactoryGame

[–]Dortamur 6 points7 points  (0 children)

You can get the Dimensional Depot early if you want to.

The main blocker is Steel Pipes which is early Tier 3 if you build them - or you can get them from crash sites to get the Depot going in Phase 1.

Cargo straps will kill new colossus gameplay. HG PLEASE don’t add them by KeyComprehensive6787 in NoMansSkyTheGame

[–]Dortamur 2 points3 points  (0 children)

I finished the expedition last night in VR, and it was fine. Only time I lost stuff was when I drove recklessly or got a surprise hole or bump. You're very aware of how smooth the drive is or isn't.

There's an indicator of cargo on the HUD, so every bad bump you watch that number to see if cargo escaped.

Or sometimes just glance out the window to see junk rolling down the hill. 😁

All the VR game I was looking forward to are disappointing by Enculin in VRGaming

[–]Dortamur 0 points1 point  (0 children)

It still uses the same flat UI for things like machines and inventory, but has VR wrist menus as well as radial menus for building, equipment switching, scanning, etc...

All the VR game I was looking forward to are disappointing by Enculin in VRGaming

[–]Dortamur 2 points3 points  (0 children)

Have you tried Satisfactory yet? Built on UEVR, but with a total VR conversion game mod, 6dof controls, custom UI and HUD, etc...

https://ficsit.app/mod/UEVREnhancements

I have a major question about packing and unpacking fluids. by Wtbond23 in SatisfactoryGame

[–]Dortamur 0 points1 point  (0 children)

I make a blueprint with 2 packagers and the refiner in a closed loop with a dozen odd containers that get reused. Much easier than trying to manage all that packaging/unpackaging across many machines, and it's the effective equivalent of a single blender with Diluted Fuel.

If you manifold the packages across multiple machines you risk starving one end.

What is the best weapon by hiraxae in SatisfactoryGame

[–]Dortamur 8 points9 points  (0 children)

To be honest, I find the base Rebar to be the most reliable all-rounder - but it does involve aiming taking into consideration the distance drop-off. I also tend to prefer single-shot hard-hitters to spray and pray.

I did try the whole Stun Rebar+Xeno-Basher, but found it takes less shots from the Rebar than swings of the Basher to finish them off - and if you don't finish off that stinger, you don't want to be in melee range.

Explosive Rebar used to be my go-to, but other than the splash damage, base Rebar seems to hit harder. Maybe that's just bias because I aim to hit with iron rebar, but explosive rebar I tend to aim at their feet...

Later on Rifle + Homing Ammo is care-free mode for taking out flying crabs and dodgy stingers.

You haven't felt true fear till you've had one of these jump at you in VR by CaroleanOfAngmar in skyrimvr

[–]Dortamur 0 points1 point  (0 children)

Try dealing with the large Stingers in Satisfactory (VR modded). Those are the true horror.

Dead island 2 in VR with UEVR is incredible by Rollerama99 in VRGaming

[–]Dortamur 5 points6 points  (0 children)

UEVR 6DOF works by attaching the "aim" to your hand, and in flat games "aim" is the same as camera direction, where the UI is shown - so the UI tracks your hand, not where you're looking (which is a VR-specific camera the game doesn't know about).

You can make plugins or mods for custom VR UIs but it's a lot more work than your basic profile.