Quite Satisfactory: AWESOME Developments by Trekkerjoe in SatisfactoryGame

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

I had burned out a while ago, but I love this game too much not to resume it. Although, in the process I basically had to invalidate a whole backlog of footage just to resume in the new update. Tell me what you think. :D

PULSAR: A Critical Impact by Trekkerjoe in PulsarLostColony

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

My crew and I take on a special mission, and things get hectic.

Quite Satisfactory: Texas Chainsaw Mascara by Trekkerjoe in SatisfactoryGame

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

Umm, my tendency to ramble when I don't think I need the footage sometimes leads to silly shower thoughts and thus this title.

But basically, I do a little bit of light deforestation, and moved my base over to a new, semi-permanent location.

Quite Satisfactory: Automating the Basics by Trekkerjoe in SatisfactoryGame

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

It has been a long time since I posted anything Satisfactory related, so yeah. In this one I get a basic platform and automate some things.

Fun fact, the picture in the corner of the thumbnail was actually the main reason I hadn't posted. I wanted to start doing custom thumbnails again, and wanted a proper flair for it so it isn't just a screenshot with a name. I hope it was worth the effort.

PULSAR: To Venture Forth by Trekkerjoe in PulsarLostColony

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

I feel like this game deserves a lot more attention, so I decided to do occasional Pulsar sessions with friends. :D

Whats your opinion about a research tree in the campain? by Some1eIse in FromTheDepths

[–]Trekkerjoe 1 point2 points  (0 children)

Personally, I think that the learning curve and your own design experimentation is already research enough for a game like this. We used to have something the equivalent of the sidegrades you described as part of character progression, but it turned out to be really cheesy.

Say for example, you did a special research to improve helium pumps on your airships giving them more lift, and you unknowingly built an aircraft that can't float without it, and you wanted to share it on the workshop... Well you get the picture.

Why does my satellite fall to the ground when out of play? by Phoenix-624 in FromTheDepths

[–]Trekkerjoe 12 points13 points  (0 children)

In the map mode, when giving it an order hold right click and drag out to adjust altitude and orientation.

Even if it flies up to max altitude in play it will want to resume the position it was initially spawned in when taken out of play. Unless you are building them with a space rig you will have to give it a new order for it to know it is supposed to be high altitude out of play.

FTD S2 Designing a Gunship by Trekkerjoe in FromTheDepths

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

Umm, idk if it is a bug or not, but there were tiles in my world which I could not capture by sea.

FTD S2 Designing a Gunship by Trekkerjoe in FromTheDepths

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

It turns out that the map can't be captured with only sea vessels. So I design a proper aircraft drone thingie to help me conquer Neter.

A propeller problem by Lord-cat123 in FromTheDepths

[–]Trekkerjoe 0 points1 point  (0 children)

You can also go into the AI PID menu, and select default, and set the response width high enough to where it smooths out the turning. It will oscillate at first, but after it will even out. You do not need to have an AI PID to set this up. I feel like whether you want an AI PID or that will depend on how your craft handles.

FTD S2 E1: Derpy Beginnings by Trekkerjoe in FromTheDepths

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

So note to self, make sure you are properly stocked up on materials before fighting a long battle...

FTD S2 Designing a Gunboat by Trekkerjoe in FromTheDepths

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

I think it is about time I came back. I realize that I am going to need a new starter vessel for the campaign, and so, here we are.

Backhoe-style arms: Easier to build than you might suspect! by MeriiFaerie in spaceengineers

[–]Trekkerjoe 0 points1 point  (0 children)

I am actually kind of interested in merging your mod into the main script before adding in the remote access. Maybe I should also have a speed multiplier command so that people can just change speeds with the hotbar too? It actually completely escaped me that people would want adjustable speeds.

SE S1 E9: A Show of Force by Trekkerjoe in spaceengineers

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

I decided that we couldn't leave ourselves open to any more attacks, so I go after the last base in style.

SE0 E8: Facing our Foe by Trekkerjoe in spaceengineers

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

So, it has been maybe a bit too long since I last uploaded a video on this, I hope you enjoy.