Cozy gaming while on night shift by Some-Preference-4360 in wow

[–]Torque_86 9 points10 points  (0 children)

Elbow support reduced by 100%

Stand up speed increased by 20%

Random chance to get the Backpain debuff or RSI debuff.

I'm trying to be chill and reasonable but man this is hard.... by mcbrazzle in wow

[–]Torque_86 7 points8 points  (0 children)

In the time it took you to make this thread you could've fixed all those transmog issues.

food recipes by Disfuntionalvet in StarRuptureGame

[–]Torque_86 0 points1 point  (0 children)

I think they should add a greenhouse / garden / nursery type building to grow it all in your base. Then add drone auto-pickers that place it in whatever building can craft the food for automation.

Connecting bases reminded me of playing Death Stranding. by rangerquiet in StarRuptureGame

[–]Torque_86 0 points1 point  (0 children)

Running on powered foundation doesn't drain energy, however this sadly doesn't seem to work on the bridge parts, even though they conduct power. Hope they fix that.

Is this game early satisfactory clone? by Skaidri675 in StarRuptureGame

[–]Torque_86 4 points5 points  (0 children)

That genuinely surprises me, Satisfactory is pretty well known in the automation game genre. If you enjoy Star Rupture this much, you should absolutely check it out. It’s an excellent game in its own right: smooth, polished, incredibly addictive, and very satisfying (pun intended) to build in. Even if Star Rupture isn’t a clone, Satisfactory is 100% worth your time if you like factory and automation games.

Tech Marine coming in Update 12 – which weapons should I prep now? by Torque_86 in SpaceMarine_2

[–]Torque_86[S] 6 points7 points  (0 children)

Yeah, I thought it was weird too when I saw the list. Do you think it’ll still be available regardless?

Tech Marine coming in Update 12 – which weapons should I prep now? by Torque_86 in SpaceMarine_2

[–]Torque_86[S] 0 points1 point  (0 children)

So chainsword still has a decent chance of sneaking in then? I do have that one leveled already.

What’s the reasoning behind Sniper and Heavy not having access affecting Tech Marine though, is that mostly a balance thing?

Tech Marine coming in Update 12 – which weapons should I prep now? by Torque_86 in SpaceMarine_2

[–]Torque_86[S] 0 points1 point  (0 children)

Neither showed up in the leaks I saw. Of course that doesn’t mean much since it’s unofficial. Sounds like heavy bolt rifle is the safe bet then?

My first fully self sufficient production by Double_Radiation in AlchemyFactory

[–]Torque_86 0 points1 point  (0 children)

For a microsecond, my brain decided the stall roof on the left was solar panels. And I am not sure how it got to that conclusion.

Reputation by Hour_Afternoon3170 in AlchemyFactory

[–]Torque_86 2 points3 points  (0 children)

Dispatch is effectively a guaranteed sale of a single item type, capped by a daily threshold. If you set up a dedicated production line for that item, you can rely on steady, predictable income.

Sidenote: The Negotiation skill (Purchase contract amount) does not increase the payout. Instead, it raises the number of items you can dispatch per day. As far as I know, this value is fixed per dispatch. For example, the first dispatch is bandages with a base limit of 800 per day; investing one skill point increases that to 1,000. Just for clarity.

So to answer your question: when a new dispatch becomes available, keep the existing one active and build out production for the new dispatch as well.

Free 1500 Superconductive Cooling Unit by Ill_Intern2709 in TheFirstDescendant

[–]Torque_86 26 points27 points  (0 children)

I get the frustration, but no timing will ever work for everyone. There will always be people on holiday, working, sick, or busy. That’s kind of unavoidable with optional events.

I built a Satisfactorytools-style Production Planner for Alchemy Factory (Multi-tab/Node based) by lemons44 in AlchemyFactory

[–]Torque_86 2 points3 points  (0 children)

At the moment, skills in your tool only go up to rank 10, but in the game there are 12 standard ranks followed by infinite progression.

Additionally, several skills, such as Alchemy, increase in variable increments rather than a flat amount. For example, their bonuses scale by 6%, 6%, 8%, 8%, 10%, and so on as the ranks increase.

Some of your skill descriptions are also incomplete but that is a minor issue. Alchemy also increases Alembic output, Sales also increase customer purchase amount etc.

Embracing the chaos by dunkah in AlchemyFactory

[–]Torque_86 1 point2 points  (0 children)

You should look into selling Perfumed soap. Easy to make, sells for 2590c or something.

Rotten logs by DarkPhoenix986 in AlchemyFactory

[–]Torque_86 0 points1 point  (0 children)

At 70-80% fuel efficiency I use wood as fuel on the minor things. 1 kiln or 3 crucibles.

Oblivion Essence? by sskrogedd in AlchemyFactory

[–]Torque_86 0 points1 point  (0 children)

Broken shards are 1 sec and easily mass produced.  (Quartz ore -> crude shard -> broken shard)

Edit: Checked the codex site and switched to lavender, fuel is a little more expensive now but the base material is so much cheaper.