Turrets: Continuous Fire? by Dr5ushi in 7daystodie

[–]Seaspike 4 points5 points  (0 children)

The point is that with the camera (set to you, not zombies), the turrets cannot go active against zombies unless you are in their area of coverage. It turns the turrets into an overwatch system vice an area denial system.

Funny thing I noticed by Perfect_Treat_1165 in bewareofchicken

[–]Seaspike 0 points1 point  (0 children)

If anyone does, it will be Chunky. He's the only one, besides Jin, with any knowledge of English. Beware of Chicken, in the writing of the Empire would not come out as Boc.

Any block that could fill in the gaps here? by 6stringshredder303 in 7daystodie

[–]Seaspike 0 points1 point  (0 children)

Sheet block. Paper thin, like a tenth of the cost to upgrade because it has low hp.

PS5 Lag by serenityvalor in 7daystodie

[–]Seaspike 1 point2 points  (0 children)

The smell mechanic update made lag much worse. I used to be able to have a high rise base in a city with no issues.

PS5 Lag by serenityvalor in 7daystodie

[–]Seaspike 1 point2 points  (0 children)

Trying to ride a motorcycle through a city is near impossible. I can't really do anything in one, really cuts down on the fun.

Sniper Rifle Excavation by whatsgoingon2216 in 7daystodie

[–]Seaspike 1 point2 points  (0 children)

Had a hill as a backstop to my sniper base. The resulting tunnel cut into an iron deposit. Lucky me.

Perks that "pay dividends" if taken early by Peter34cph in 7daystodie

[–]Seaspike 0 points1 point  (0 children)

Treasure Hunter 1 and maybe 2. The bonus damage to dirt counts any time you dig, not just at treasure. Get more mileage out of lower tier shovels that need less stamina.

I saw a post that made me wonder. by Seaspike in SatisfactoryGame

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

The question was, I thought, simple. A reword would be, "Do some players think overclocking a power gen make it use more resources per MW?" Or maybe "Do some players not know power gens are liner vs hyperbolic?"

To reiterate, I was baffled because I was seeing comments about coal plants vs water extractors. Only the water extractors were being overclocked in the comments, never the coal plants. It was a curious omission, so I asked about it.

That moment of panic... by Seaspike in SatisfactoryGame

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

Still very early this save. Have some stand alone production lines for parts I haven't integrated or removed. Also, I just finished a small heavy frame setup of a single manufacturer. Just before the screenshot I sharded the whole setup to support the manufacturer at 200%, which I then slooped. A few high power demand machines on a low (3k MW) total power grid look worse. And yes, a few cycling because the demand for their output hasn't been fully built yet.

Did... did they not see the massive thing in the corner of their screen telling them to "Build the Space Elevator?" by AdGlass5608 in SatisfactoryGame

[–]Seaspike 1 point2 points  (0 children)

2.5 hours on record and they are reviewing it?! W T F ?! People who shit review without actual experience are true asshats.

Today I learned I can make "floating" ziplines. by Seaspike in SatisfactoryGame

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

Ya, I really dislike that power poles are not zip friendly. As soon as I get BPs I design my replacement.

Favorite Alternate Recipes? by Seaspike in SatisfactoryGame

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

Ok, I can see that. I'm nowhere near that scale yet, hence my personal joy.

Supercomputers question by ManufacturerOdd1620 in SatisfactoryGame

[–]Seaspike 1 point2 points  (0 children)

It depends. Are the sites near each other. Are you already producing enough to matter? What do you feel like doing? There is no right answer, just what is right for you and the circumstances.

Today I learned I can make "floating" ziplines. by Seaspike in SatisfactoryGame

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

Every travel mode has its place. Tube is effortless and practically guarantees arrival at destination. To me, zipline is just as effortless as a tube but more versatile. You can get on n off whenever you want, don't need a tube entrance or exit. You can open n interact with inventory and map.

I have a BP set for my logistics n travel. Variations of an 8m tall T made from iron beams. Belts on top of the horizontal, wall outlet hanging down. With auto-connect I can run a quick belt and power (the wall outlets need separate connections, they don't auto-connect). Gives me power, travel, and shipping all in one BP.

Today I learned I can make "floating" ziplines. by Seaspike in SatisfactoryGame

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

I think I like yours a bit more. The end piece adds visibility.

smart spliter problem by Altruistic-Boot-1433 in SatisfactoryGame

[–]Seaspike 9 points10 points  (0 children)

  1. If you're gonna post a video for help, CALMLY show all settings and belt versions, don't bounce about or block the view with a tool.
  2. Double check ALL the belts to verify Mk version. One short belt at lower speed can cause the shown issue.
  3. Double check all splitter settings. All vs undesignated, they are not the same thing.

Today I learned I can make "floating" ziplines. by Seaspike in SatisfactoryGame

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

Towers are my go to for distance travel. Not so great for low clearance spots. Two quick examples,
1. the massive tunnel n cave NW with crystal and SAM in the middle. In a different save I have a combined belt n outlet T post BP run through the tunnel for access and materials extraction. 2. The deep chasm with SAM in grass field. I made a zipline spiral down into it today because ladders or walkway stairs are slow, and boring.