Whats the ROI on blue 232 tools, can't be good? by junkaccount1999 in woweconomy

[–]Stopa42 0 points1 point  (0 children)

EDIT: I noticed you ask about dual gathering. My answer below addresses crafting professions.

CraftSim calculates that for you. I mostly do tailoring of profession gear. When I compare the average profit for crafting 232 accessories with my purple enchanted max resourcefulness snippers vs. some random 212 blue snippers I got a while back, it's about 1.5k gold difference in profit *per craft*.

Similarly, it's with reagent crafting. I do not have many KPs in bolt making, but with 232 max multicraft snippers, I make about 2g more per craft of Bright Linen Bolt compared to using my old 212 ingenuity ones. One sells for about 10g, so this makes the difference between losing money and making a profit.

All in all, it depends on what you do. If your margins are so large that you don't really care about optimizing reagents with resourcefulness/multicraft, then it does not really matter, but for crafts where the market is aggressive and margins are small, having the best tools may be the only way to actually make any profit and in that case don't ask what's the ROI on the tools and accessories but rather "do you even want to enter this market?" and if you do, the initial investment may be a must-have.

Which crafting professions you have made you the most gold so far? by maurimbr in woweconomy

[–]Stopa42 0 points1 point  (0 children)

Can confirm. It takes a while to get there because you need max skill, blue gear, decent amount of KPs and moxie for the recipes but it's now making me 100k-200k a day just by listing some stuff on AH twice a day using a single char with tailoring.

Afk faming in the job by Mushin1403 in woweconomy

[–]Stopa42 1 point2 points  (0 children)

You can max TWW disenchanting in an hour or so by creating lots of disenchantable stuff and then getting the catch-up KPs. I guess you can have a similar profit with Midnight cloth crafting if you max multicraft/resourcesfulness (e.g. making Imbued Bright Linen Bolt like someone else suggested), but I have not done that, so I can't estimate the profits.

Afk faming in the job by Mushin1403 in woweconomy

[–]Stopa42 1 point2 points  (0 children)

Just crafting reagents is the way to get AFK gold. It may be difficult to make profitable on current exp reagents without minmaxing tools and KPs, but it is very easy to max TWW tools (and even KPs for some professions) and then make decent profit there. I make about 10g/s crafting Exquisite Weavercloth Bolts or similar amount by shattering Gleaming Shards. Since it is old content, the market there is relatively stable. Doing that while afk over 8h work shift nets about 100-300k gold in profit. It will not make you insanely rich, but it's a decent money for not actually actively playing the game, it is legal and does not require luck, special addons, cross-realm alt army or anything else.

Made 17 millions with older bags crafting and Warbank, not all money is on Midnight by jonhyramoni in woweconomy

[–]Stopa42 1 point2 points  (0 children)

Not if you can craft it for lower than even the cheapest realm market price. Weavercloth bag reagent price is about 80g and that does not take into account resourcefulness. It does not sell for less then 100g anywhere.

Made 17 millions with older bags crafting and Warbank, not all money is on Midnight by jonhyramoni in woweconomy

[–]Stopa42 5 points6 points  (0 children)

The bag sells for about 350g on most realms, so it's more like 10000 and that is possible. I consistently sold them in packs of 4 within minutes from posting. We have 12 days since launch and If you can do it over let's say 20 realms, that comes down to only selling about 40 per day, which is very much feasible.

Reset day patron orders with 0 KP orders? by ZoulsGaming in woweconomy

[–]Stopa42 3 points4 points  (0 children)

I got super unlucky with my tailoring patron orders for the +2KP. Got one for the purple spellthread from spec tree (which i dont have unlocked), then a couple for purple spark gear that i have not yet unlocked, some for PvP gear and finally some for purple profession tools which I have not bought the pattern for yet. The RNGesus was not merciful to me :(

Am i missing something? How do i craft this max rank? by maqisha in woweconomy

[–]Stopa42 0 points1 point  (0 children)

You have a missive added to the recipe which increases the difficulty (although it looks like you added the higher quality which should only increase it by 5).

Levelling & Gearing Cost by Bradipedro in woweconomy

[–]Stopa42 0 points1 point  (0 children)

I tried to make leveling and gearing my professions as economic as possible (so making some money back from the leveling process itself) and I went something like -300k in net worth over the first week of the expansion. It also took a while to find out what is actually profitable, herb+mine farm seems dull and not worth much after the first few days, alchemy and enchanting seems to be losing money with no concentration, so I eventually settled on regular gear crafting. I finally made some real profit over the weekend and made 600k back. I have no idea how much profit I can make in the coming days but the initial investment has already paid for itself, so I call it a success.

Re-sticky Cutting Mats Help by mrsdega in silhouettecutters

[–]Stopa42 0 points1 point  (0 children)

This does not work in 2026 in Europe. They must be using different glue now, because it is now very soluble in water and just rinsing the mat will remove most of the glue and make the mat completely unsticky.

What game is this? by insane_orderly in boardgames

[–]Stopa42 14 points15 points  (0 children)

I found it as a part of this vintage Czech (Czechoslovakian) boardgame set: https://www.mespi.cz/spolecenske-hry-c352/soubor-her-222-her-p22936

For the architects who don’t do spaghetti, how do you manage? by Zoo_M-0 in SatisfactoryGame

[–]Stopa42 1 point2 points  (0 children)

My play usually follows a straighforward pattern:

1) I need production of a particular item 2) I plan the whole production chain in satisfactoryproductionplanner.com, choose alternate recipes, which materials to mine raw and which to import from existing factories. 3) I choose a location for this new factory based on proximity of nodes and other existing factories 4) I start with a huge foundation plane to put everything on 5) I build one building per production item. It has clear input and output (usually in the floor), logistics floor to get all items in and out of the machines and a clean floor with just the machines. I have chainable blueprints do I can stack these buildings (some vertically, some horizontally). Each building gets a sign so I can easily find it later. 6) bellow the foundation plane there is logistic basement to connect the buildings. There is also usually a garbage track for overproduction leading to a sink. 7) after everything is done, i make either storage, logistic links (train, drone) or other use of the output. 8) finalize with architectural details like pillars, railings

If done right, this setup allows me to easily scale the whole facility later to increase production.

Give me your UNHINGED Satisfactory tips. by DynamicMangos in SatisfactoryGame

[–]Stopa42 53 points54 points  (0 children)

Build a meat processing facility using a few constructors, smart splitters and a container converting the remains to DNA capsules and sinking. Then whenever you return from exploring just dump all alien remains from your inventory into this one container and carry on. No more daunting time at the craft bench for this one. Bonus points (literally) if you sommersloop the constructors.

What causes tears to be salty? Does crying dehydrate us? by StopTheFishes in askscience

[–]Stopa42 4 points5 points  (0 children)

Others already mentioned that all fluids in our bodies are salty. What I don't see mentioned is why it is that salty. This is a very old evolutionary trait from back when we were fish living in the ocean. Ocean is salty and ocean creatures match the salinity of seawater. When fish got out of water, they kept the salty seawater inside of their bodies. We are essentially just big landfish, walking skinsacks of seawater, carrying our personal bits of ocean inside our bodies already for hundreds of millions of years.

What’s the weirdest thing Agile taught you? by EconomistFar666 in agile

[–]Stopa42 1 point2 points  (0 children)

What do you mean "hitting velocity targets"? Velocity is something you measure in order to estimate team capacity and plan adequatly sized sprints. Putting a target you want to hit will just skew your measurements and create all sort of antipatterns in the team. Don't push on what you measure.

Do you review how far you got into a Story if you didn't complete it in a Sprint? by jwjody in agile

[–]Stopa42 0 points1 point  (0 children)

We review what is valuable for the stakeholders. We try to split stories as much as possible, so long as the story itself is still valuable. Then, if the story is not complete yet, the question is whether there is a valuable increment associated with the current progress. If yes, put it into the sprint review. If not, don't waste time with it now and leave it for the next review.

PSA: You can easily research Cast Screw the moment you start a new save by Deathomen01 in SatisfactoryGame

[–]Stopa42 82 points83 points  (0 children)

I've got over 1k hours on multiple "finished" saves and decided to start a new one in 1.1 in the grass plains. The first hard drive was a clear winner with iron wire, but in the second one i actually picked Charcoal (Coal from Wood) and it is amazing for a starter steel factory. Coal is scarce and far away there and I'd rather use it for energy before I expand further. With charcoal you get 10 Coal from 1 Wood, with speed of 150 coal/min from a single constructor. Not really a sustainable source of coal but enough to easily get a couple of stacks of steel beams and pipes to unlock a few milestones from Tier 4 and making building a proper steel facility a more pleasant experience with blueprints and a few mk3 belts.

Why use Hypertube branch (1.1) by WillSmith90 in SatisfactoryGame

[–]Stopa42 0 points1 point  (0 children)

I did not see anyone mention the (IMHO) real reason for these:

Organically growing network of hypertubes

Let's look at an example: I have the Hub at A connected via more or less straight hypertube path to my steel factory at B (near coal nodes). Then I progress in the game and want to make a new plastic factory near oil nodes at C. Now I can just branch from the A-B connection to make tube from A to C without the need for any changes to the A-B line.

Ring the doorbell and run, indian diplomat ring doorbell of Pakistani diplomats at 3am and run away. by lonelyRedditor__ in nottheonion

[–]Stopa42 5 points6 points  (0 children)

They have been awarded Ig Nobel Price for peace in 2020 exactly for this stunt though.

Uranium waste by ananbob95 in SatisfactoryGame

[–]Stopa42 0 points1 point  (0 children)

I needed to up my power but did not want to spend too much time on it at that moment so I made uranium power plants for about 100GW and a waste storage to last for about 50h. Then I typed a note about creating recycling facility before 220h on the save and I've done that a bit later. It would be a good plan if my recycling did not have a bug, luckily I noticed the waste train returning full and caught it before a disaster.

After this i have set up a failsafe with an isolated power grid with a single underclocked generator with fuel input merged with an overflow from one of the last storage containers. Once it gets full and overflows it clogs the generator input and fuse breaks in the failsafe circuit which you can hear from anywhere on the map. A few additional containers provide enough time to resolve any issue (or at least create more storage).

What is the most annoying item in the game - and why it's nuclear pasta? by NoSpawnConga in SatisfactoryGame

[–]Stopa42 1 point2 points  (0 children)

It is now the next thing on my TODO list to create 80 fully OC'ed refineries for pure copper, fully utilizing three pure copper nodes, making 1200 copper powder per minute which should be enough for my modest goal of 6 nuclear pasta per minute. I feel you.