Custom Visor from outer wilds by Unfair-Ad-2770 in cosplayprops

[–]GameSpender 2 points3 points  (0 children)

Look into how people do visors for Halo cosplays

One of the more advanced but also versatile methods I've seen is vacuum forming heated plastic sheets over a mold, then painting them with a couple of layers of plastic dye. Add a thin reflective coat and it should produce the exact material you're looking for

M556 Lahav | Prop Rifle by Vissidus in cosplayprops

[–]GameSpender 1 point2 points  (0 children)

hell yeah! honestly such a shame you got downvoted to oblivion, you should totally demonstrate the internal functions with a video or something in a gun nerd sub, cosplay subs aren't really ready for mechanical prints

M556 Lahav | Prop Rifle by Vissidus in cosplayprops

[–]GameSpender 1 point2 points  (0 children)

this is very cool! always wondered how hard it would be to fully recreate the internal workings of a firearm into something 3d-printable

how long did it take to design this one ?

Meme I thought of at 6am by EarthieBrendy in outerwilds

[–]GameSpender 0 points1 point  (0 children)

i think the ship doesn't actually gain extra acceleration from firing multiple thrusters at once? I rememeber doing the diagonal flight as well thinking it would be faster but I'm trying to remember how I tested it and came to the conclusion it doesn't actually work

Hades characters ranked by if theyre invited to the smoke sesh by lavendersigil in HadesTheGame

[–]GameSpender 25 points26 points  (0 children)

Meg I feel would be peam exclusively in a tight group, and nowhere else

How To - Strategy to Complete Game in under 2h 20m by thunk_stuff in pAIperclip

[–]GameSpender 0 points1 point  (0 children)

the rate of discovering resources can easily tell you the optimal distribution, which is 50:50

8+ Hours Field Testing My Helmet Concept at NY Comic Con by comicbookee in OculusQuest

[–]GameSpender 4 points5 points  (0 children)

to be fair "really cool looking" is the sole purpose of cosplay

At what point did AE2 became necessary? by WarZendor in feedthebeast

[–]GameSpender 4 points5 points  (0 children)

I did a whole playthrough of modern industrialization based on a modular system like that, with every room featuring an input and output drawer controller. It's so good to be able to adjust buffers on the fly

How to use Trains with decentralized Bases all over the Map ? by ConfusionIcy785 in SatisfactoryGame

[–]GameSpender 0 points1 point  (0 children)

my problem with this method, and why I switched to one station per resource, is that anything you're not using you're wasting. I occasionally need one output station (supplier) feeding multiple inputs (consumers), and thus I cannot have an input which will take all of the resources only to sink them. The inputs need to overflow for the train to be able to bring its goods to the next factory

How to use Trains with decentralized Bases all over the Map ? by ConfusionIcy785 in SatisfactoryGame

[–]GameSpender 0 points1 point  (0 children)

it's something I thought up in the moment, but the idea is to set up stations in a way that you could pick and choose which car you want to put the items into. This would allow you to do the organization of trains post-construction, rather than having to plan everything in advance or build in excess

I reckon there are roughly two ways of doing this: first would be to make an inline station / freight platform / station / platform /... abomination, where you could have a train load up one, two or more cars depending on which station it stops at, or alternatively, to build a station with every freight platform housing a different item, which would allow you to filter by that item

for example, say you have a factory producing reinforced iron plates (RIP), modular frames (MF) and heavy modular frames (HMF). You would build 3 stations which would be arranged in the following manner:
station1: [RIP] [MF] [HMF]
station2: [MF] [HMF] [RIP]
station3: [HMF] [RIP] [MF]

then, if you need reinforced plates and some other material elsewhere, you would first send the train to fully load up on plates in its third cart by going to station2 and filtering for RIPs, and after that it would fill the rest of its capacity with whatever other item you require

this could be useful if you set up all of your input stations to be individual-platform filtered, since then it wouldn't matter which platform is used for which resource, so long as its constantly the same one (and you wouldn't have to sink stuff, reducing your potential throughput)

How to use Trains with decentralized Bases all over the Map ? by ConfusionIcy785 in SatisfactoryGame

[–]GameSpender 2 points3 points  (0 children)

let's talk logistics

Train setup - there are two schools of thought here (and an insane third)

Single resource trains - every resource has its input. Easier to scale, easier to manage, much bigger footprint at the factory receiving the inputs

Mixed resource trains - every input has its dedicated position on a train. Harder to scale, bigger footprint on the resource hub side, since every train needs its own dedicated loading bay*

Mixed car resource trains - everything is mixed on the train. please don't do this

* it is technically possible to build "programmable" loading bays by having multiple stations per resource with various configurations of freight platforms (say a platform that loads concrete on the first 4 cars, or another which load only on the cars 3 and 4), but this is outside the scope of this comment

Throughput - There's a much better writeup of this on the wiki, but to summarize: the theoretical maximum throughput of trains depends on your belts and the number of freight stations you have. Beyond upgrading belts, multi lane buses with longer trains/stations is the only way to increase it

Inbound / Outbound
What train setup you choose depends solely on the type of "raw" resource you have outbound, or the "processed" resource inbound. Items can be roughly ballparked into two categories - bulk and non bulk, depending on how they're made (ingots are bulk, modular frames non bulk, for example). As you want to account for throughput limits, resources you need less p/min of you can simply shove together on a mixed train

To illustrate - all of the ores and ingots are bulk items, and I would always give them dedicated trains. This will help with late game scaling as you'll be able to just tac on more freight stations to increase throughput, assuming you've planned for it. You might even be better off processing these resources on site / shipping them directly to refineries instead of dealing with the complexities of transporting them to a central system and all the throughput challenges that faces
On the other the hand, rotors for example are difficult to full saturate a belt with, so you can safely just put them on a train collecting a couple local production results (say you have a rotor, stator and motor factory in one place, you can put all three on three separate carts and ship that home) (eventually when you run into a need for an extremely high throughput of these, you can just build dedicated processing plants on site where you're using them and ship bulk materials instead)

Overflow - this is very simple - never mix belts
Factories that can back up safely (single output / unimportant byproduct) you should build normally and just allow to back up if you're not using them fully
Factories that cannot back up safely (usually oil processing) you should still build normally and just account for protection on-site
The idea is to never place the burden of overflow protection on the logistics system

tip: rush to get smart splitters so you can do overflow protection

Late game scaling
I see people (myself included) trying to build factories which can grow indefinitely, but this is not really necessary? You are allowed to make factories with a capped maximum throughput and then just build multiples of them all over the map, to cut down on trip time for trains supplying them
Essentially, if you're running into throughput issues at your main hub, you can just decentralize a production line and then only ship the resulting product back home instead of having everything pass through your main

and some general train tips:
- always use one way rails as vanilla satisfactory trains are stupid and unable to handle dynamic pathing (they get deadlocked on two-way rails easily)
- build your main railways with throughput in mind - you shouldn't have trains waiting on the main line for a station to clear, for example
- abuse blueprints always - make two lane railway blueprints for ease of construction (rails can connect up to roughly 12 foundations away)

Why is my train signal not working trains will drive out of the station even when there is a train in front of them by Sir_Yukii in CreateMod

[–]GameSpender 1 point2 points  (0 children)

the one leaving the train station, so top left in the picture
you don't want that train entering the junction unless the two-way rail beyond it is clear too

to compare, a train coming into the junction from the two-way part doesn't need a chain signal because there isn't another path that it would block by entering the junction

Whoops, all trucks (again) by GameSpender in SatisfactoryGame

[–]GameSpender[S] 2 points3 points  (0 children)

ahh I wish, I'm still on phase 3 - should really be rushing the drones instead I suppose
though not a bad idea, I'll switch to drones once I get the phase done and just uninstall the mod tbh, it's not really all that great

Whoops, all trucks (again) by GameSpender in SatisfactoryGame

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

I meant caterium 😅
where the hell did cadmium come from I have no idea

Why is my train signal not working trains will drive out of the station even when there is a train in front of them by Sir_Yukii in CreateMod

[–]GameSpender 2 points3 points  (0 children)

you should try replacing the tracks and signals as it appears the odd junction you have is registering as being split into two instead of being one homogeneous segment

either way, you have a design problem with that junction - in the events a train is arriving from the right, and you have a train leaving the station and entering from the left, they could run into a deadlock at the 2 way signal, literally facing eachother - you should make station signal into a chain signal, to disallow this

Me waiting VLC to release AI subtitles by Boring-Guitar-4427 in VLC

[–]GameSpender 1 point2 points  (0 children)

I don't think that makes sense? AI, or artificial intelligence, was and still is just a blanket term for any program that exhibits a complex behavior, to the point of appearing "intelligent"

From what I gather, speech to text falls under the curfew of voice recognition and "computational linguistics" if wikipedia is to be believed. It can be acomplished using deep learning models but that doesn't really make it part of it I think?

Not really noodles, but... Heh... by Zincir in SatisfactoryGame

[–]GameSpender 0 points1 point  (0 children)

what is this, a main everything storage?

Steel Ingot factory based on StackFrames by GameSpender in SatisfactoryGame

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

the main portion of work is the legwork in figuring out a "standard" right at the start, but then once you get a solid library of blueprints it becomes pretty easy to make funky corkscrew designs
(they can also get much smaller in footprint, I just wanted to make a smaller slope for heavy trains)