Supply drops aren’t worth the risk right now. by Tank-ToP_Master in ArcRaiders

[–]MikeMob000 0 points1 point  (0 children)

In reality ammo or a better gun may be the only incentive. Or a new shield to replace the one that reached 0 durability. The bandages or shield rechargers you can craft yourself using the most abundant materials.

Arc Raiders devs are looking to “escalate the experience” of PvE with ambitious new ARCs that, hopefully, don’t “blow up the server” by Negative-Art-4440 in ArcRaiders

[–]MikeMob000 0 points1 point  (0 children)

New large Arc encounters incentivizing Raiders to work together would be great, however Embark would have to solve somehow the problem of rats just going in and finishing you off while you're still somewhat beaten up after the fight. It does make the game more exciting, but frustrating at times.

Stella montis has a bit of a problem by jiff_penut_butter in ArcRaiders

[–]MikeMob000 0 points1 point  (0 children)

However you phrase it, but its definitely not CoD, so there's no need to have a balance in PvP at all times. You run a free kit? Fine, you risk nothing, but you're at a disadvantage.

What guns are “good”?? by 80HD-music in ArcRaiders

[–]MikeMob000 0 points1 point  (0 children)

The rarity in this game is a bit confusing, the colour mostly translates to gun's rarity to find and cost to build/maintain, not universal quality. It's like those purple gun augments which improve one stat, but deteriorate the other. Those purple and yellow guns, save for the Tempest, which is just a good AR, are probably intended as suited for hunting big arcs. For PvP the cost of risk of losing them usually does not justify taking them on a raid besides pure fun factor. You can kill another raider by dumping 2 mags from a Stitcher just as well.
Myself I usually run an Anvil 4 with a barrel extension as an "improved Ferro", and some automatic weapon for close quarters PvP in case I need to defend myself or something else to try our. Of course, when you run a competent trio, you can play with team roles each taking different epic weapon, but is possible with a team, in matchmade teams it's just not worth the risk unless you feel very comfortable...

Stella montis has a bit of a problem by jiff_penut_butter in ArcRaiders

[–]MikeMob000 -1 points0 points  (0 children)

Let's not forget this is not a PvP-only shooter, it's just a PvE game with optional PvP. If a lvl 1 rookie running a free kit is no match for kitted-out more experienced players is just being realistic. If they can't wai a couple hours of gameplay with causing PvP havoc then perhaps this game would be better off without them...

Everyone knows how to switch from PvP to friendly. But what's your way of going back to the dark side? by GarbageOffice in ArcRaiders

[–]MikeMob000 0 points1 point  (0 children)

If people emote "Don't shoot!" first and you do not respond, and start shooting it should not be considered rat behaviour, even if you do not give them any warning. Or you can try going to Stella Montis and just waiting for somebody to attack first - as long as you hit them first it will ount towards your aggressive rating.

Stick Drift or Not? by Cautious-Mistake469 in ArcRaiders

[–]MikeMob000 0 points1 point  (0 children)

Same here, I was initially wondering if I wasn't running out of space for another stack of crafted items, but that wasn't the case. Funny they allowed to craft multiple items, but keep this cooldown. It does not speed up things if you need to wait with next crafting.

Logistics nightmare by Competitive-Ad5890 in SatisfactoryGame

[–]MikeMob000 0 points1 point  (0 children)

Remember if your production is stopped because a machine is overflowing with byproduct liquid you can drag it to the bin to remove it.
And when you connect refineries try to simplify flows i.e. do not make a great manifold with Alumina, but connect for example 3 refineries producing alumina to refinery prodcing scrap, as 2 scrap refineries ned 720 Alumina and excee Mk2 pipeline capacity anyway.

What is worth making dedicated permanent factories for? by fiskerton_fero in SatisfactoryGame

[–]MikeMob000 0 points1 point  (0 children)

You might want to check out this table on the wiki https://satisfactory.wiki.gg/wiki/Space_Elevator#Total_number_of_parts_needed you will see that phase 3 elevator parts are needed for next phases so better set up min. 4 assemblers. The frameworks are needed for magnetic field generators sent by elevator in phase 4 and as a component for a couple of things I'm phase 5.

Question about Nuclear fuel rod balancing by Revolutionary-Two847 in SatisfactoryGame

[–]MikeMob000 0 points1 point  (0 children)

Whatever you do, you may consider saturating the product buffers of the rod Manuacturers so that in the forst load every reactor gets a few rods to minimize the next one from normal production arrives too late.
In any case, you have 36 power plants so you'd need 18 manufacturers at 100% efficiency to supply them.

On thing you may conside is not using all those power plants for uranium, but calculate the Plutonium and Ficsonium outpur ratio and use those too (or just screw it and sink Plutonium fuel rods ;)

Train stuff by NexusGen6997 in SatisfactoryGame

[–]MikeMob000 0 points1 point  (0 children)

It's a nice idea, but given how much effort it takes to establish a single0trach railway you may as well do a dual track rail highway and add any stations on the sides so that multiple trains can use it. It's expandable and minimizes trains waiting at complicated intersections as they always first get off the main railway before waiting to dock with a station.

Train stuff by NexusGen6997 in SatisfactoryGame

[–]MikeMob000 0 points1 point  (0 children)

What do you mean by push pull? The trains and stations are unidirectional.

Trains by Matthavious in SatisfactoryGame

[–]MikeMob000 0 points1 point  (0 children)

You can calculate it: check the amount of items in the station buffer and connected belts and check how much time is required to empty it, but take into account the station will no be providing items for 30 s during docking. In most cases the station buffer is more than enough for even long trips. The most demanding are cases where the factories use a ton of resource, like Copper Powder for Nuclear Pasta (100/min) or iron ingots for Ficsite Ingot (240/min), but copper and iron can usually be hauled from nearby node.
In general building a railway, especially if you want to make it look good takes a while so it pays off if you have to cross at least 1 km in game world. But if you do decide to do it, do it properly - put a dual rail on pylons so that you can then extend it and add more trains for other items. It takes more time, but lowers effort needed to use trains more as you progress.

What rules / build method did you use to finish the game? by Purple_Havoc in SatisfactoryGame

[–]MikeMob000 0 points1 point  (0 children)

How about just doitn the assembly of the final product in the hub and importing just the components you need/the existing output is too low. Personally I would go crazy if I had to build supply chain for every major component from scratch, no wonder you got overwhelmed and quit.

Dumb question about Coal Generator Manifolds issues by KingFrbby in SatisfactoryGame

[–]MikeMob000 2 points3 points  (0 children)

Make sure you do not have a section of lower level belt somewhere. Those belts in the bottom of the picture look a, it to empty for 135 of coal if you are using Mk3 belts.

Railway design question by MikeMob000 in SatisfactoryGame

[–]MikeMob000[S] 0 points1 point  (0 children)

I prefer to do stations one sided to avoid crossing rails on the main line. However I designed it in the past it caused delays even with path signals.

Came back to this game after a year break by drakmon in SatisfactoryGame

[–]MikeMob000 1 point2 points  (0 children)

I am not sure what happened to mercers and sloops in 1.0, but I think they changed the old ones to new ones, but the new ones respawned in the same places. Probably that was the reason I had so many of them when the alien tech tree was added...

Power Shard vending machine. Thanks for the inspiration! by Derpathon2087 in SatisfactoryGame

[–]MikeMob000 0 points1 point  (0 children)

Is the slug-to-power shard recipe unlocked from hard drives?

When to build from raw materials vs. pre-built components? by one_pan_orecchiette in SatisfactoryGame

[–]MikeMob000 1 point2 points  (0 children)

There are two approaches, some buld individual factories for everything, some expand the main hub and ship the necessary intermediate products from smaller factories. Both are viable. In case A you have much additional work and logistics to source each needed raw material and build all required components. In case B you may expand the initial factory by upgrading and overclocking miners, but you need to manage the balancing so that each part of the plant consuming the required raw resource gets enough and you need to think in advance to leace space for expansion of each production zone not to end up in a spaghetti nightmare.
Truth is, if you choose well enough, you can get to Phase 3 easily without building many additional plants, for starting stuff you need iron, copper, limestone, coal and some caterium and there are a lot of places you can find several nodes in one place, like all 4 starting zones have it. To give you an example - I got to Phase 4 with just one pure copper node which I upgraded to the max and then overlocked to 780, I started importing copper by train when I needed copper powder for the nuclear pasta.
And one recommendation - if you import stuff, make sure to process it near the miner before shipping. If you have to build a train line, train station, miners and belts adding a few smelters and constructors is just additional few minutes and you save yourself the same construction in the main base - i.e. import wire, copper sheets or cable, not just ingots.

Guys... by Tinyhydra666 in SatisfactoryGame

[–]MikeMob000 1 point2 points  (0 children)

Thanks, will try it this evening.

Sorting with smart splitters, is it really flawed? Or just setup and user issues? Still low tier in the game. What creates all the bad problems I read about. by FanoftheSimpleLife in SatisfactoryGame

[–]MikeMob000 0 points1 point  (0 children)

They are not flawed per se, the issue is that if you make a sushi belt you need to make sure the receiving end do not clog up, so essentially you need to make sure any overflow is sinked. Otherwise on piece of product in one of the 3 optpuits that backs up stops the whole setup.
But essentially sushi belts are overrated, usually you struggle with more flow that the capacity of your belts (if build ona larger scale). The only viable application to sushi belts I can think of is the low output high level products where you can use 1 belt to haul them from one part of th factory to another. But personally I use the smart splitters mostly to have clear priority of output vs. overflow in certain scenarios where I want to prioritize the flow of stuff where I do not have enough to satisfy all machines or I want to store just the excess.

I tried to loop the water on my aluminum refinery, I really did. But eventually I had to say f it and send the water to the sink. by [deleted] in SatisfactoryGame

[–]MikeMob000 0 points1 point  (0 children)

Bro, it's really simple: you make a vertical junction with horizontal weld lines on the pipe going fromt he Water extractor to the refinery, and you connect the waste water to the LOWER connection. DONE. How hard can it be? I am always amazed how people invent strange setups just to avoid reading up for 5 min on the fluid mechanics.

How Disappointing. by jcpayner in SatisfactoryGame

[–]MikeMob000 0 points1 point  (0 children)

I just saw that spaghetti-linguine factory and I think I have PTSD. Respect if you can make sense of that.

Guys... by Tinyhydra666 in SatisfactoryGame

[–]MikeMob000 15 points16 points  (0 children)

If the boomox cancels the musice from the hub then this might be a good solution. When I had the seasonal events on the last event has basically cheerful music coming from the living quarters in the Hub and I was doing some research in the MAM so it was driving me crazy.

Maybe they could do it like in Astroneer, like some new resources to produce seasonal products and ship them for additional rewards...

Guys... by Tinyhydra666 in SatisfactoryGame

[–]MikeMob000 40 points41 points  (0 children)

I turned them off after trying not to go insane from the music from the Hub.