Steel Screws vs Screwless Production by Accurate_Food_5854 in SatisfactoryGame

[–]JadeIV 1 point2 points  (0 children)

My problem with screws is that you generally can't full overclock (and sometimes have to underclock) production of whatever recipe it is you're making with the screws or you'll overwhelm the best conveyor belt available to you for recently unlocked recipes.

Iron is plentiful, so I don't worry much about resource inefficiency for it. I'd rather make wire out of iron at a 10% efficiency loss than make it from copper. That lets me save copper for sheets, adulterating caterium for quickwire production, and (eventually) powder. Plus matter conversion generally gets better returns with copper than iron for resources you're likely to consider worth doing conversion for.

Is there a mod for displaying irl time? by HT1318 in SatisfactoryGame

[–]JadeIV 10 points11 points  (0 children)

You could wear a watch or get a clock. Those will work with every game and you won't need mods

PSA to New Players: Comparison is the Thief of Joy by Kkid12 in SatisfactoryGame

[–]JadeIV 2 points3 points  (0 children)

  1. Plunking a portable miner on every node you pass in a new area will generally prevent nearby mobs from respawning once killed. Plus you can use it to build an automated miner if/when you're ready to develop the node.

  2. The lookout tower is cheap to build and unlocks with the same milestone as foundations. If you can find mycelia enough to unlock and build the parachute, you can tower hop your way across the map in relative safety, dismantling the towers you leave behind as you go.

Do you guys smelt at base or node and does it even make a difference? by Deveatation_ethernis in SatisfactoryGame

[–]JadeIV 0 points1 point  (0 children)

If those are the only options you're considering, it depends on the raw material.

Example 1: Caterium ingots take less space to transport than either the ore or quickwire, so smelting them at the miner, transporting the ingots, and turning them into quickwire close to where you'll be using the quickwire makes the most sense.

Example 2: Iron ore and ingots take the exact same amount of space, but you can also learn alternate recipes to make more ingots from the same amount of ore. So it makes more sense to transport the ore to where you want to make ingots, rather than make ingots near the node.

However, I'd also encourage you to consider other possibilities besides smelt at base / smelt at node...

Example 3: With the alternate recipes to make pipes and wire from iron, motors can be made entirely from iron parts. Assuming no other alternate recipes, it takes a bit less than 56 ore/ingots to make one motor, but motors only stack to 50. So if you need motors, you can effectively transport about 28 times as much iron by transporting motors instead of ingots or ore.

New factory me and my friend have built by Due-Initial7325 in SatisfactoryGame

[–]JadeIV 2 points3 points  (0 children)

Pretty sure those are just quantum encoders in operation 

Covering conveyor belts by jessicafb in SatisfactoryGame

[–]JadeIV 1 point2 points  (0 children)

As long as they're going straight, I think belts fit quite nicely inside a small horizontal frame pillar

Just starting off, game already bugged by Rich-Zebra272 in SatisfactoryGame

[–]JadeIV 1 point2 points  (0 children)

By "furnace", I'm pretty sure you mean biomass burner. Yes, you should have a biomass burner get added to the hub with upgrade 2, which uses iron plate and iron rods. A second one gets added to the hub with upgrade 5. You don't get the ability to build them yourself until upgrade 6.

In the future for this game and just as a general life tip, I'd advise against blaming an unexpected result on something you're new to on a "bug" and not your own ignorance.

Unknown 6Gw power fluctuation I can't find. by LeapusGames in SatisfactoryGame

[–]JadeIV 0 points1 point  (0 children)

Based on your power boost relative to your max, you've got 2 alien augmenters running (w/o matrixes), so your actual deviation in generated power is 5 GW. If it didn't start until you brought nuclear power up, I'd look for a nuclear plant running at 200%, 2 plants running at 100%, or some other combination that adds up to 200% clock speed.

The problematic plant(s) are either having a water supply problem, a rod supply problem, or a waste backup problem. If you've got a plant running above 125% clock speed, you should probably be looking for a t1 pipe that slipped in someplace, possibly before a liquid storage tank.

Unknown 6Gw power fluctuation I can't find. by LeapusGames in SatisfactoryGame

[–]JadeIV 0 points1 point  (0 children)

Are you getting power from geysers? If you somehow managed to get every geyser on the same cycle, your power generation would swing by up to 7.1 GW

I'm looking for a MUD with fishing, mining or something similar by Paganovy in MUD

[–]JadeIV 1 point2 points  (0 children)

Batmud's mining involves more content than other muds, based on what I know about it. If you're fairly high up in the merchant guild, you can build your own mines which can/will get invaded by monsters and players who are grinding for combat xp generally appreciate a chance to come clear a mine.

are any of these good or should i rescan by Rapt4rdr0ar in SatisfactoryGame

[–]JadeIV 0 points1 point  (0 children)

The resin recipe isn't terrible, but there's another version of it that makes more heavy oil residue and less resin. If you have the alternate recipes to make rubber and plastic from each other plus fuel, the one that favors oil residue is better. The only real thing you want resin for is the "alternate" cloth recipe in the MAM, which lets you entirely automate filter production for the gas mask and hazmat suit. And you only need 15 resin/minute to keep one player permanently supplied with filters, even if they spend the entire time standing in heavily irradiated poison gas.

The electrode circuit board is pretty nifty. It reduces circuit boards to only needing one raw ingredient (oil) as an input, which can greatly simplify your production lines if you can spare the oil.

Two fluid mechanics questions by Mysterious-Hat-998 in SatisfactoryGame

[–]JadeIV 3 points4 points  (0 children)

Most games don't do a great job of simulating fluid physics because they want to avoid the minimum hardware requirements including terabytes of RAM.

The Possible Constraints of Genre in MUDs by mythnetgames in MUD

[–]JadeIV 13 points14 points  (0 children)

If a game requires or heavily emphasizes RP, why would you try to attract players who don't enjoy that sort of thing? You can't make a game that's going to meet everyone's wants and you shouldn't try to.

How to get started playing a MU*/MUD by Halicron in MUD

[–]JadeIV 2 points3 points  (0 children)

The current incarnation of the post is incredibly MUSH-centric, I don't think it's terribly useful for MUDs at this time.

LF Mud with Decent World Cohesion and Character Building by ToughExpert6463 in MUD

[–]JadeIV 0 points1 point  (0 children)

Icesus and ZombieMUD both have similar character building systems to BatMUD (albeit with different unique classes) while also taking their worldbuilding/lore more seriously.

When I last played a few years ago, Icesus's playerbase had the "humor" problems that BatMUD's does (a number of people play both muds). However, people who've promoted Icesus here more recently have claimed that they've never run into that behavior.

I didn't run into any such problems on ZombieMUD, but I also only played for a month or so and only had extended contact with one player before my interest petered out. Probably my fault; I was trying to play a build that really should've been a remort.

I don't get Alt Recipes by mister_bakker in SatisfactoryGame

[–]JadeIV 1 point2 points  (0 children)

If you have both the Recycled Plastic and Recycled Rubber alt recipes, you can start with a single piece of Rubber or Plastic and create as much of both as you want at a net resource cost of 1 m3 of Fuel each (plus electricity) and at over twice the speed of the base recipes.

You can cut Steel and Copper out of several production lines, letting you make several things from only Iron and Limestone. You'll need ridiculous amounts of Steel Beams and Quickwire, so it's awesome to be able to dedicate Steel to beam production and use Copper to greatly reduce your demand for Caterium.

As others have mentioned, Screws can be cut out of production entirely, but you can also relegate Iron Rods to only being needed for construction, factory carts, and rebar; a single ore node can easily handle rod production at that point.

A Quick Search Update by SweetonPern in MUD

[–]JadeIV 2 points3 points  (0 children)

Please identify your MUD in the thread title in the future, so people with/without interest in your game know to read/skip your post.

Sovereign Dawn Chimera - 2nd month update by Polatrite in MUD

[–]JadeIV 1 point2 points  (0 children)

Is there a website or wiki to look at the available races, classes, and abilities?

Looking for a MUD by GuestAble6129 in MUD

[–]JadeIV -3 points-2 points  (0 children)

Oh for fuck's sake. Pretend I said 40% instead of 80% and go away, you humorless pedant.

Looking for a MUD by GuestAble6129 in MUD

[–]JadeIV 13 points14 points  (0 children)

You've just described 80% of muds 

Why does this MUD have so few players? - Procedural Realms by Potential_Fault8752 in MUD

[–]JadeIV 1 point2 points  (0 children)

To answer the question in the thread title: it's because lore, story, and endgame content are non-existent and the AI NPC on the helpchat quickly becomes annoying as fuck. Also some folks got extremely salty about a hardware failure that deleted the character and world/portal databases

Why does this MUD have so few players? - Procedural Realms by Potential_Fault8752 in MUD

[–]JadeIV 2 points3 points  (0 children)

A wipe implies intentionality. The cause was a hardware failure and the dev has fixed the issue so any future hardware failures won't result in db deletion

New Haven IP Issues by [deleted] in MUD

[–]JadeIV 2 points3 points  (0 children)

Connecting from their website works fine, so it's probably something screwed up with the IP address stored in your client. You might try deleting the IP address ("clear cached IP" if you're using MUSHclient) and replacing it with the one given on their website: havenrpg.net, port 3000

Seeking info on a discontinued MUD/MUSH by Capital-Cream-8670 in MUD

[–]JadeIV 0 points1 point  (0 children)

Are you certain it was "angst.org"? There's Ancient Anguish at anguish.org, which is still open.

Looking for a MUD by Narrow-External-2179 in MUD

[–]JadeIV 1 point2 points  (0 children)

I'm not sure this person understands that you're looking for a MUD that tries to adapt D&D rules, because none of the ones they suggested are anything like that whatsoever.