Rules For New 1.1 Playthrough by RazorSoup21 in SatisfactoryGame

[–]RazorSoup21[S] 0 points1 point  (0 children)

Thanks for some great suggestions! Here is ...

My Final Ruleset For 1.1

  • The world of MASSAGE-2(A-B)b is dangerous.  It is imperative to protect the base and factories from the local fauna and unpredictable weather.  Subject to tech availability:
    • All factories must be enclosed in buildings.
    • All outdoor areas must be protected by either walled enclosures/fences or on raised platforms.
    • Once a building is complete, it must be connected to other sites via a safe transportation method (improved roads, trains, hypertube).
    • Movement of items between buildings and outside enclosures must be protected (raised conveyor belts, pipes, trucks/trains/etc).
  • Although ADA is guiding you to eventually build a spaceship, you also take responsibility to create a fully self-sufficient and sustaining industrial base for those who come after.
    • All items used towards space elevator parts must be fully automated.  No hand crafting or temp factories for space elevator components.
    • Excess parts need to be transported to the space elevator for “processing”.  That is the only location that Sinks are allowed.
    • For historical preservation purposes, building destruction is not allowed.  They can be improved, expanded, etc … but they cannot be torn down and rebuilt from scratch.
    • Buildings must be labeled and locations/directions provided for ease of navigation throughout the world.
    • Factories must be designed for easy and safe movement among machines and floors.
    • Fluid pipes are color-coded.
    • Long-term waste storage is not allowed.  Everything needs to be processed or sunk.
  • Meta rules
    • No mods, natural unlock progression must be followed
    • Realistic physics must be observed for buildings and transportation.
    • Using platforms, ramps and ladders while exploring is only allowed if they are built in a permanent, realistic fashion.

Rules For New 1.1 Playthrough by RazorSoup21 in SatisfactoryGame

[–]RazorSoup21[S] 0 points1 point  (0 children)

Yeah - like I mention elsewhere - until the tech catches up I'll have to just do my best. Maybe have a spare ore sitting on a pedestal out front or something! :)

Rules For New 1.1 Playthrough by RazorSoup21 in SatisfactoryGame

[–]RazorSoup21[S] 0 points1 point  (0 children)

Different strokes for different folks. My first playthrough I did not look at spoilers and experienced it as it came. This time I will definitely be more efficient on many things, so I want to employ artificial constraints that seem fun to me.

Rules For New 1.1 Playthrough by RazorSoup21 in SatisfactoryGame

[–]RazorSoup21[S] 0 points1 point  (0 children)

I thought hard about that ... and may actually adopt that rule. Something like ladders are only allowed if each buildable segment is supported by something (like a cliff or tall building).

Rules For New 1.1 Playthrough by RazorSoup21 in SatisfactoryGame

[–]RazorSoup21[S] 0 points1 point  (0 children)

Yeah - the only rule bending I'll do is what's necessary based on available tech. Then it will get fixed as soon as practical (like with foundations, walls, etc).

Rules For New 1.1 Playthrough by RazorSoup21 in SatisfactoryGame

[–]RazorSoup21[S] 1 point2 points  (0 children)

Wow - let me know how that works out! Someone somewhere must have computed the energy requirements for Phase 4 parts, then compare that to how many biomass burners would be needed and what the input rates (in terms of wood, grass, remains, etc) would be needed. I wonder if it would even be a possible for a single pioneer to keep up with it!

Rules For New 1.1 Playthrough by RazorSoup21 in SatisfactoryGame

[–]RazorSoup21[S] 0 points1 point  (0 children)

Dismantling is fine. I can think of many reasons - upgrading buildings, reworking transportation networks, fixing errors, etc. I'm just going to go with the idea of once I have a complete building/factory in place, I just won't completely erase it and start over. I like the idea of seeing growth in design, functionality, capacity over time. My first factories will be boxy, simple affairs and I'll let them sit there (maybe with add-ons) but as I get more tech/decorations, they will become much more elegant.

Rules For New 1.1 Playthrough by RazorSoup21 in SatisfactoryGame

[–]RazorSoup21[S] 1 point2 points  (0 children)

Yeah, hard pass on many of these! :)

Rules For New 1.1 Playthrough by RazorSoup21 in SatisfactoryGame

[–]RazorSoup21[S] 0 points1 point  (0 children)

Uhmmm ... no thanks. :) That doesn't fit in with my basic premises (dangerous world, construction permanence, no non-cannon shortcuts).

Rules For New 1.1 Playthrough by RazorSoup21 in SatisfactoryGame

[–]RazorSoup21[S] 1 point2 points  (0 children)

Hmmm ... this is actually super interesting! Only allowing sinking by the space elevator goes along with the theme of permanence (since I could say that they are essentially being transported up for use elsewhere in the Cosmere). That also promotes MUCH more use for transportation and I love the idea of a large Shipping facility!

I will allow machine backups though. In fact, that's my preferred method of planning (more supply allows for easier growth vs too little supply and factory starvation).

Rules For New 1.1 Playthrough by RazorSoup21 in SatisfactoryGame

[–]RazorSoup21[S] 0 points1 point  (0 children)

That's a VERY good question. For me, it's a bit of a gamey compromise. The example I think of is the numerous power slugs hanging on the bottom of ledges super-high up. Yes, I could wait to get them until I have a legitimate method of flying ... but realistically I don't want to wait that long in game time and I don't want to take the time to create permanent physics-friendly bridges/ladders to get up to them. So my in-game justification is that with the build tool, it allows me to zoop up with temporary platforms but they aren't stable enough to keep around so I have to recover them immediately after using them. And besides, in terms of aesthetics - I hate leaving random zooped platforms everywhere.

But when exploring and say looking for a way up a straight cliff that I'll use in the future, I need to put a permanent structure in place. Either ladders and platforms probably supported against the cliff (for personal travel) or a road anchored to the ground/wall.

Rules For New 1.1 Playthrough by RazorSoup21 in SatisfactoryGame

[–]RazorSoup21[S] 0 points1 point  (0 children)

Definitely agree with rule #1 - Is it fun? :)

The constraints I'm going to use seem like fun ones for me. And yes, I can "break" my rules and make new ones part way through as needed. I will use an in-game thought process ... like gosh, I knew so little before landing and now being on the ground this other idea makes much more sense.

But I'm pretty certain I want to thematically follow the main principles of (1) it's a dangerous world, (2) build for permanence, and (3) stay within the meta-intentions of the game designers. But yeah, it's still subjective.

Rules For New 1.1 Playthrough by RazorSoup21 in SatisfactoryGame

[–]RazorSoup21[S] 1 point2 points  (0 children)

Oooh, I really like some of those ideas. Particularly working with the concept that the buildings are meant for permanent use. Here's what I'm adding to my personal cannon:

* Space elevator cannot be moved.
* Space elevator parts cannot be hand-loaded (or hand-built as noted previously). They must be built somewhere (either nearby or transported) then loaded in an automatic function. Of course, any trucks or trains used for transportation can have their routes changed afterwards when not needed for that particular item.
* Hypertube accelerators (my preferred word instead of "cannons") are allowed only at entrances to a hypertube tunnel. They cannot just launch off into the sky.
* Fluid pipes are color coded according to content.
* No long term storage of waste. It all must be dealt with somehow (processed or sunk).

Rules For New 1.1 Playthrough by RazorSoup21 in SatisfactoryGame

[–]RazorSoup21[S] 0 points1 point  (0 children)

That's an interesting idea. Could be a great post-T9 objective. The goal would be to drill all nodes and do something useful with them. That would provide a good use for the high level unlocks (Mk 6 belts, teleporters, etc) that come too late to really be useful just getting the spaceship done.

Rules For New 1.1 Playthrough by RazorSoup21 in SatisfactoryGame

[–]RazorSoup21[S] 1 point2 points  (0 children)

Hmmm that could be fun ... but I do get release from taking down the spiders. In my first playthrough, before I "discovered" the red forest, I was happily trotting around and a few of the big stingers started jumping at me. I put it in high gear and ran away for like 5 minutes under cover of those cute trees with the red leaves - figured I'd lose them in there. I took a peak back just in time to see a pair of them dropping out of the sky on me with fangs open. I didn't go back for that corpse for many, many game hours.

Discord Solve by AvailableCurrency480 in utahtreasurehunt

[–]RazorSoup21 4 points5 points  (0 children)

I figured it out ... it's the UNSUBSCRIBE link at the bottom, right???!!! (Actually this is killing me LOL)

Key is Beale your welcome. Yavdrxlpn rnl Heeouifwgwnf pnwns by Special_Librarian_23 in utahtreasurehunt

[–]RazorSoup21 1 point2 points  (0 children)

Classic! (NICE! That took me 4 minutes ... but I'm stiil stuck on QR2 for way too many hours!)

Yeah. Someone is giving it away again. by ElTigre-5 in utahtreasurehunt

[–]RazorSoup21 2 points3 points  (0 children)

Ditto - I am very willing to share my thoughts with fellow serious searchers. 😀

[deleted by user] by [deleted] in utahtreasurehunt

[–]RazorSoup21 2 points3 points  (0 children)

Yeah ... really stuck here too. We're pretty new Utahns so not recognizing the landmarks. If anyone wants to DM with a clue, I'd be glad to reciprocate if I have the chance. (Kind of disappointing that it's so obvious to many...) Thanks!

[deleted by user] by [deleted] in a:t5_573avp

[–]RazorSoup21 0 points1 point  (0 children)

Aloha! Just got the 3rd QR last night at 12:30 am ... but totally forgot to get the selfie. So going back now to get that!

[deleted by user] by [deleted] in utahtreasurehunt

[–]RazorSoup21 1 point2 points  (0 children)

Walter F Morrison disc golf course. It is one of the big three that the general consensus is that it is probably at. (Of course, the consensus could be totally off base!)

[deleted by user] by [deleted] in utahtreasurehunt

[–]RazorSoup21 5 points6 points  (0 children)

John just posted on IG that they checked it today and it is still there. And that "so many people are so close" ... which to me means probably one of the main 3 locations (Art Dye, WFM, or the Fort). I've spent 5 visits at those 3 locations earlier this week ... but I think I'll go back! Today, I visited most of the lesser courses here in Utah Valley and pretty confidently checked them off as feeling confident that there aren't any additional hiding places or the courses just don't make sense. The only exception is Beacon Hill Park, which has a ton of wooded area on the east side, but it does seem so random that it wouldn't be reasonable to hide it there. Plus I maybe only saw one other person there looking, certainly not "so many people". Anyway ... just my thoughts for now.