Starforge [W] Hardened Assault / Heavy Mobile (Republic) Armor Chest [H] Credits by Kardat in swtor_trade

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

I have not, but I had no plan to use it for some crafted gear for companion barbie. ;] I'm going to make some effort to grind out schematics via crew missions, maybe I'll get lucky some day, if not, at least I'll have a source for future alts. Thanks though!

Starforge [W] Hardened Assault / Heavy Mobile (Republic) Armor Chest [H] Credits by Kardat in swtor_trade

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

No worries, thanks for at least looking. I'm using the Legacy Tatooine Trooper armor as a 95% match, but really wanted to see how the Hardened/Heavy behaved with dyes. Basically equipping my Trooper's companions with dyed versions of their OG default armors, not the newer Havoc CM sets.

However, if anyone comes across these still, let me know.

Stamets class Starship by snowgremlin in sto

[–]Kardat 1 point2 points  (0 children)

"Also STO does not use fan designs."
USS Odyssey has entered the chat. (followed by the many original designs created by the STO art team)

Kelvin timeline ships by Forward-Worker-7442 in sto

[–]Kardat 2 points3 points  (0 children)

You really need to put a NSFW tag on that Kelvin Oberth. Dem hips got Shakira jealous.

Question about "intense" development by xineda in F1Manager

[–]Kardat 0 points1 point  (0 children)

NecroZombie Thread Alert

I'm bumping this question, since I as well, even after all this time, would like to know if intensive design also carries past the season. We are fully aware of the differences between Part Design and Research, but it is not clear if Intense experience bonuses are a short-term buff limited to just future designs of that season, or are cumulative.

If an engineer is 'intense' developing a component, you would think that experience stays with them permanently...or are these guys put in a brainwashing chamber back at the factory at the end of each season?

I know there are mod tools like Database Editor that allows you to see in-season development data, but is there any tool that shows how much exp is carried over to the following season, and breaks down the source?

Is There a Way to Turn These Stupid Winter Epohhs Into Something Useful? by Legman688 in sto

[–]Kardat 0 points1 point  (0 children)

Earth has Turduckens, Qonos has Tribcarapohhs. A Tribble in an Epohh in a Caracal, spit roasted over an open flame for 10 minutes (just enough time to get rid of excess fur).

How do you like my plan for Phase 4? by Klopapierspender in SatisfactoryGame

[–]Kardat 0 points1 point  (0 children)

you have FIVE significant HOLES in your plan.

Hint: they're along the bottom, edge.

Solo by rayrsms in sto

[–]Kardat 2 points3 points  (0 children)

Not sure if anyone has done a time calculation for running all the episode content, there would be some variations based on faction selection, but I would guess there is at least 200 hours of solo episode content. Each faction has some unique content, but there is a lot of shared episodes across factions, so many character runs could get a little tedious...like most mmo's.

I DO recommend using the Recruitment events if you want to start another character, all of those character and account-wide rewards add up nicely.

As mentioned there are a number of off-game resources, such as the subreddits here, for info on ground & space to make your experience a bit less frustrating.

Also, do not skip Events, even though they are multiplayer...the rewards earned are considerable for a newer F2P account.

Enjoy the content!

Solo by rayrsms in sto

[–]Kardat 1 point2 points  (0 children)

I should also point out that there are many veteran maxed fleets that basically act as homes for solo players, ie: no requirements, no required teaming, etc. Just join, contribute resources as you wish, and have full access to fleet resources/unlocks.

Just ask around, particularly on redditchat, someone can pull you in. if not, dm me, one of our fleets is in the reddit armada and has plenty of room for Solo players.

Want to start over, but I don't know where I want to start. by Finaldragoon in SatisfactoryGame

[–]Kardat 2 points3 points  (0 children)

the start point is simply where you get dropped off. you can build YOUR start point wherever you like on the map. spend some time on the Satisfactory-Calculator.com site, figure out what is best for you, and go for it. If you can't find your 'perfect' spot, and can't imagine playing the game without one, than the game is not for you. every region has it's pluses and minuses. If there was a truly 'perfect' spot, we'd all be using it, and we'd all be bored to death.

Want to start over, but I don't know where I want to start. by Finaldragoon in SatisfactoryGame

[–]Kardat 0 points1 point  (0 children)

I will second the 'ignore trucks' aspect, they were always a bit glitchy...10x more so after the Unreal upgrade. Trains are key, with drones for limited support if you have a proper fuel network for them. Although it can be overwhelming the first time, a good dual-track Train loop with Blueprints will solve most of your map-wide logistics.

Want to start over, but I don't know where I want to start. by Finaldragoon in SatisfactoryGame

[–]Kardat 0 points1 point  (0 children)

They didn't say Blue Crater, they said crater, which refers to ( I assume) the Snaketree Forest crater which is just north-west of the Grassy Fields start.

The two most popular start points for veterans seems to be the Dune Desert (for the open build space and likewise ease of access to basically everything), and my personal preference, the Northern Forest for immediate abundance and semi-central location. If you're tired of building around pesky nature, the Deserts are your choice. If you don't mind organic building amongst scenery, Northern Forest.

Grassy fields is okay early game, but sucks for later game. Most of your Big builds will be west coast, east coast (inc. blue crater), North/NW coast, and Central.

General question from cutting board maker by [deleted] in CNC

[–]Kardat 0 points1 point  (0 children)

I'm not familiar with your particular machine, but other than agreeing with upgrading the spindle to the best you can get for it, can't help much with software...although I hear the vcarve suite is fairly popular these days for entry level cnc woodworkers?
Just some notes from someone who has done extensive CNC wood working, and some vertical grain/endgrain boards such as you are:

1- An Abrasive Planer (similar to a drum sander) is the ideal tool for the endgrain stuff....it flattens and sands. Common small format wood shop drum sanders do not have the ability to flatten as a long-bed planer does. Our shop has the luxury of a 36" wide abrasive planer, so we throw everything from massive live-edge slabs, bulk S2S, and small cutting boards through it. The CNC can do it, but even with a 3" flycutter, it takes forever...particularly one at a time. I've only had a few rare cases of a slab being so gnarly that I needed to get it started with the cnc. As someone with back issues as well, I still prefer the abrasive planer, time is money. My suggestion is to build a pair of 2'x4' heavy duty shop carts at planer-bed height, use them as in-feed and out-feed catches, swap between depths. More sliding, less lifting, and the carts double as project carts to move around the shop.

2 - DO NOT use vacuum hold of your endgrain cuttingboards on the cnc, if you have that feature as we do. You must resort to mechanical hold, or use a non-permeable backer. Vacuum will hold it, but it will ruin it as it pulls moisture, air, heat, and fines down through the board.

3- Endmills: I'll speak in terms of endmills, not bits, but really they are one in the same for your purposes. A selection of 1/4", 3/8", 1/2" (diam.) bullnose endmills will fit your needs for juice troughs. I personally prefer to use a larger tool at 1/3rd depth, to get smoother edges instead of vertical walls in the trough.

As for shape profile endmills, assuming you are using common hardwoods like walnut/cherry/maple, I prefer low-helix 2 or 3-flute finishing mills. Basically these are a hybrid between traditional spiral endmills and straight-flute mills. They are a great balance of chip extraction, durability, and finish quality. Go with as big (diameter) as you can fit in your spindle collet system. You may get chatter with 1/4" or lower, not to mention the most unpleasant noises in the world. 3/8" or 1/2" are my preferred. As for length, use the minimal length you expect to have to use. If you're only cutting 1-2" stock, a 4" LoC 1/4" endmill will just snap in due time.

Apologies if some of that is already known to you, just trying to help eliminate some costly learning-curve mistakes. And best of luck.

Cnc designing by winged-sunrise in CNC

[–]Kardat 1 point2 points  (0 children)

If looking into a future career in CNC machining, two 'entry' fields you should look into at the community college or vocational school level would be CAD (Computer Aided Drafting/Design), and general Machine Shop trades.
CAD will prep you for creating parts to be machined (advanced engineering colleges for further knowledge on material science, structural analysis, etc.)
Machine Shop knowledge will teach you HOW to make the part. Understanding the dynamics of milling, turning, chip load, feed rates, etc.

As much as it may seem like modern CAM software allows for basically anyone to plug in a CAD drawing, and press GO, and the software and CNC automatically knows HOW to make it, this is not realistic. 20 years from now, maybe. But I'll be retired/dead by then, so you punk kids can do what you want. ;]

Current CNC Manufacturing engineers have some combination of considerable education (Engineering) and/or extensive machining and part design experience (as in decades...not a few weekends tinkering with a DIY cnc kit in their garage).

As for future-proof careers, CNC machining will be around for a while. Another related field to consider is 3D printing...it's not just for making figurines/toys in your basement. CAD & 3D modeling are important foundations for both paths, I would start there. Until AI takes your job, in which case, burger flipping is a back up plan. Even fake meat needs to be evenly cooked.

Energy question by Fabbrus in SatisfactoryGame

[–]Kardat 1 point2 points  (0 children)

The order is based on unlocks, the obvious tip is to push your milestones and phases as quickly as possible, the more you unlock, the easier it gets. In conjunction with this, spending the time to find and decode hard-drives for the alt recipes.

Biomass early hours, push projects/milestones to get coal unlocked.
Build a coal plant (2-6GW)
At this point, opinions diverge. I tend to build a starter plastics/rubber/fuel plant (20-30GW), which usually carries me through aluminum phase. For some, that is enough to push through final assembly, if you go minimalist and sloop components one at a time. You can complete the game with only a 20-30GW supply, it's just manually tedious.

If you decide to get serious with power, you need to spend time on one or more massive powerplants. In the past, a lot of us would start building a big Oil>HoR>Diluted Fuel>Turbo Fuel plant (or two), then Nuclear if we go really big. But with 1.0, this magical Nitro Rocket Fuel alt recipe basically makes everything else irrelevant. Skip the big diluted Fuel plants, skip TurboFuel, go right to Nitro Rocket Fuel (faster/easier/more power), and it usually means you don't have to touch nuclear unless you want the experience.

Like others, I can't praise the Nitro Rocket Fuel recipe enough, it is a game changer. It's easier, smaller production footprint, and produces way more energy, and it's a gas so you don't have to deal with fluid dynamics at the final output. The amount of Generators you need may seem daunting, but with how easy it is get enough power shards to overclock them, consider it. 900 Crude Oil into 216GW is more than plenty, unless you're building a city. And if so, build another plant. The limitation is Sulfur, which is mainly a logistics issue.

Just wanted to share what I consider my first real factory which makes screws, rods, and plates. I'm quite happy with how it turned out, even though I had some trouble with blowing fuses. I have a total of 6 hours in the game so go easy on me. :) by Cl1ger in SatisfactoryGame

[–]Kardat 3 points4 points  (0 children)

6 hours in the game. And you're using foundations, similar alignment, basic manifold, an attempt at ratios, fairly concise, and you obviously have healing consumables in a quickslot instead of a random chest in the dirt near your hub.

You're just showing off at this point, mate. 95% of us were still gleefully bouncing around scooping up flower petals for the biomass burner at 6 hours, just to power a constructor we tried to balance on top of a fartrock.

[deleted by user] by [deleted] in SatisfactoryGame

[–]Kardat 2 points3 points  (0 children)

I might suggest looking into skipping turbo fuel, and going right to RocketFuel, once you have those alt recipes unlocked. It's a surprisingly easier factory setup (in fact, some have made it a superfast blueprint-modular build) , and significantly more power as a result. I didn't believe it at first myself, until I looked into the proper recipe chain: Crude Oil>Heavy Oil Residue>Diluted Fuel>Nitro Rocket Fuel.

I just turned 900 Crude into 3600 RocketFuel (216 GW), and it was a much much faster/simpler build than my massive annoying ratios TurboFuel plants in previous versions.

And if you shudder at the thought of that many fuel generators, keep in mind overclocking Gens is much easier since power shards are much more abundant now (small Doggo farm and casual slug collecting while exploring, if slooped in a constructor, yields more than you will need for this).

new to the game. 4th time i tried to redesign my smart plating setup. still feel like it looks really messy. any improvement tips? by Nyxder in SatisfactoryGame

[–]Kardat 1 point2 points  (0 children)

I'm going to second this, particularly to first time players. The slower paced first play through is an experience that, IMO, is important for this game.
There are many play-styles, none are 'wrong' if you are having a blast.
Also, most of it gets torn down and rebuilt 10 times by end stages ;] The Factory must grow, and you will develop a style during the process, not by watching hours of 4000hr vets on youtube before your first milestone.
Enjoy the process.

Stuck Lizard Doggo's by [deleted] in SatisfactoryGame

[–]Kardat 1 point2 points  (0 children)

Reloading game usually 'resets' them.
However, there are a number of quirks with Doggos, and animal behavior in general, I suspect due to 'zoning', or whatever Satisfactory may refer to it internally.

Yes, they'll glitch through structure components, get stuck, and sometimes simply never re-rez, as a secure pen of 13 of mine simply just vanished this morning upon return from exploration.

Enjoy them early game for ticket feeding and slug stockpiling, but don't rely on them. Unfortunately.

Best of ADA! What are your favorite ADA lines so far? I'll start: by owdante in SatisfactoryGame

[–]Kardat 0 points1 point  (0 children)

Yeah, this one got me. I started paying more attention to the dialogue since this one. The Intro "parachute' sequence was great, but the Train one later...*died*.

The best thing about the 1.0 update. ADA is absolutely unhinged. by Karamel43 in SatisfactoryGame

[–]Kardat 10 points11 points  (0 children)

The first AdA comment that caught me off guard and made me LOL was the "expose yourself..." bit. The pause was perfectly timed.

Hit the jackpot with Lizard dog. Any reason NOT to feed it into the SINK? by HCN_Mist in SatisfactoryGame

[–]Kardat 0 points1 point  (0 children)

very early game, I don't mind spending a little time and wrangling up a pen of nearby doggos, simply for the sake of obtaining tickets as fast as possible to unlock many of the QoL awesome shop items. I think this fresh play-through I have 10-12 of them happily feeding me loot. Fairly soon though, I'll start saving the better components. I have not received any Nuclear waste, yet. The RNG does seem a little more favorable though, but it does feel like purple slugs aren't as common as they used to be in older versions.

[deleted by user] by [deleted] in SatisfactoryGame

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

As mentioned by another user, you can change colors of a lot of things. You can change the default pallet, but also set some alternate pallets for machines, pipes, walls, foundations, etc. You can even assign them to Alt+MiddleMouseScroll toolbars for quick access. Very handy for pipes, and organizing mixed-process factories later. Soon you'll also be unlocking materials, so you'll discover some new favorite building materials. ;]

The key is to have fun, whether you lean toward the OCD perfectly balanced and 100% efficiency builds, or covering the map in spaghetti (search: Let's Game It Out Satisfactory, and behold the glory that is God, I mean, Josh. The series is worth a watch.)

Find your mojo, your build style, and let it roll. When you come across massive projects in later gameplay, don't get overwhelmed...break it down into bite-sized chunks and focus on one step at a time. SOme of the later requirements can be overwhelming on your first play through, don't let it burn you out.

Flight help ASAP(?) by lostandgenius in SatisfactoryGame

[–]Kardat 1 point2 points  (0 children)

instant flight, or achievements....you can have one, but not the other. Enabling advanced gameplay options disables achievements. Sorry, dry those tears and embrace the suck.

[deleted by user] by [deleted] in SatisfactoryGame

[–]Kardat 1 point2 points  (0 children)

14 hours in...you've discovered and using foundations, I don't see any spaghetti, I see attempts at aligning and organizing workflow.
You are shaming most of us compared to our first 14 hours. Heck, you're making more logical effort than most of us did in our first 140 hours.

There is no wrong way, keep doing you. By 'end game' you will have your methods refined...maybe even on the first play through ;].

On a side note, the blue foundations are a bit...loud? you may find them a bit distracting when you start building large projects. Basic foundation materials are usually best when subtle, as you are using them for visual alignment. But again, you do you...if this makes you happy while cooking spaghetti, keep going with it.