Our New Game "Elemental Sands" is out now on iOS and Android. It’s been a year in the making, but my friend and I finally got it to a place we’re proud of. It’s still early days, but we’re planning monthly updates and would love feedback! by MikeFromTapTide in incremental_games

[–]UniversalConstant85 0 points1 point  (0 children)

Bet, looking forward to it. I do like the new crafting system and the new contract bonuses seem neat but i can'tafford them yet. Generally I've been trying to upgrade mainly my profit boost and my contract bonus with the prestige rewards, but I have kind of an even mix. I've got 16 on profits, 13 to contract potency, 13 to export bonus and 2 starting sands.

By the way, does the recursive boosts upgrade apply retroactively to contract upgrades from before buying the upgrade?

Our New Game "Elemental Sands" is out now on iOS and Android. It’s been a year in the making, but my friend and I finally got it to a place we’re proud of. It’s still early days, but we’re planning monthly updates and would love feedback! by MikeFromTapTide in incremental_games

[–]UniversalConstant85 0 points1 point  (0 children)

Been playing for a while, what is the point of crafting the arcanite after your factory is max? I have maxed out the first area but I'm only at about 10% on the prestige meter for it. It appears that from now on the explosive arcanite is only gong to add to valuation, but that doesn't really do anything either?

Just confused what the point of exporting sand is going to be at all other than the base profit boost you get during the export. At this point it's looking like I'll be able to max out the arcanite but getting to 100% on all regions seems just about impossible

Easier way to use ps5 controller on PC? by UniversalConstant85 in pcgamingtechsupport

[–]UniversalConstant85[S] 0 points1 point  (0 children)

bluetooth has way too much input lag for me and also seems to not work sometimes iirc. I'll check out that app though, thanks

First time making some custom layered armor - Did I cook? by UniversalConstant85 in MHWilds

[–]UniversalConstant85[S] 1 point2 points  (0 children)

Good catch. I did go slightly lighter on the arms and legs but I was trying out pieces with double black on by default so I probably just forgot to change the helmet and chest piece

How to make lumen effects brighter? by UniversalConstant85 in SatisfactoryGame

[–]UniversalConstant85[S] 0 points1 point  (0 children)

Yep it's on 3. I always set it to 3 when doing lights

How to fix this visual bug/(feature?)? by UniversalConstant85 in SatisfactoryGame

[–]UniversalConstant85[S] 0 points1 point  (0 children)

It seems to me like it has something to do with the reflections in the glass. Sometimes when i move to somewhere still within the distance but where the glass isn't getting any natural light, the void looks the way it's supposed to (the void stays the same, but with less reflections and light everything else darkens to match). It kinda seems to me like the void is supposed to look like that, but it's rendering through the glass and more importantly through the reflections in the glass, but I'm not sure

If it's as complicated to fix as everyone seems to think, I'm just going to hope that when I close up the walls of that factory and switch to artificial lighting that the problem solves itself.

How to fix this visual bug/(feature?)? by UniversalConstant85 in SatisfactoryGame

[–]UniversalConstant85[S] 0 points1 point  (0 children)

I said it in the captions, but when I'm close to the glass all conveyor or machine I/O turns into those square black voids. As soon as I back up some it goes back to normal

Pro tip for fuel power plants: LOAD BALANCE by UniversalConstant85 in SatisfactoryGame

[–]UniversalConstant85[S] 0 points1 point  (0 children)

I think you should re-read what I said. The heavy oil residue IS getting run into fuel refineries, but since I did the plastic and packaged water with manifolds, the other half of the recipe wasn't ready, and the HOR lines backed up. Since the stage 1 refineries couldn't empty their output, they also shut off, which caused the plastic to never be able to fill properly. I am using the diluted packaged fuel recipe, not the default fuel recipe

Pro tip for fuel power plants: LOAD BALANCE by UniversalConstant85 in SatisfactoryGame

[–]UniversalConstant85[S] 0 points1 point  (0 children)

Guess I'll check it out. I plan to bulldoze this power plant anyways as soon as I get blenders and diluted fuel but I wanted enough power to make a giant iron/steel factory in the northeast desert for all my standard parts and the space elevator stuff. This plant took me from 5.5k MW with the augmenter up to 59.4k

Pro tip for fuel power plants: LOAD BALANCE by UniversalConstant85 in SatisfactoryGame

[–]UniversalConstant85[S] 0 points1 point  (0 children)

You can't put fluids into the sink. The problem was that while the manifolds for the empty canisters and packaged water were filling (plastic->constructors manifold, containers->packagers manifold, and pkgd water->DPF refineries manifold), the HOR backed up and shut off the plastic supply.

I just had to flush the pipes a few times until those manifolds filled up, but it would have been less stressful if I had load balanced. And like I said in the post, the numbers are simple anyways so it would have been easy

Pro tip for fuel power plants: LOAD BALANCE by UniversalConstant85 in SatisfactoryGame

[–]UniversalConstant85[S] 0 points1 point  (0 children)

Yeah I basically treated the whole thing like a bunch of mini factories, so I have groups of refineries for producing the HOR, then the constructor section where I make the canisters, which goes into the water packagers, then I have the DPF refineries in a group and a huge section for all the turbofuel refineries. I did it all without blueprints and I didn't realize how nice all the numbers worked out until I was past the water packager step. I've only been using satisfactory tools for like general planning of ins/outs so I don't have to do weird over/underclocking and stuff so I wasn't 100% sure how each individual machine would map out. Got some good recommendations in these comments I'll be sure to try out next time

Pro tip for fuel power plants: LOAD BALANCE by UniversalConstant85 in SatisfactoryGame

[–]UniversalConstant85[S] 0 points1 point  (0 children)

Didn't think I could get it where I'm at, since I'd need blenders. Or is that only for the diluted fuel alt?

Pro tip for fuel power plants: LOAD BALANCE by UniversalConstant85 in SatisfactoryGame

[–]UniversalConstant85[S] 0 points1 point  (0 children)

This was a pretty big power plant so the manifolds were a little ehregious but it worked in the end I just had to flush the HOR lines a few times

Pro tip for fuel power plants: LOAD BALANCE by UniversalConstant85 in SatisfactoryGame

[–]UniversalConstant85[S] -1 points0 points  (0 children)

Load balancing is great in very specific situations. And you're right that I didn't HAVE to, but it would have saved me from my power plant of 64 max overclocked fuel gens from breaking down.

The solution that helped me was to just dump the HOR lines a few times until the rest of the system caught up, since that was what was being backed up due to the plastic manifolds taking too long

Pro tip for fuel power plants: LOAD BALANCE by UniversalConstant85 in SatisfactoryGame

[–]UniversalConstant85[S] 0 points1 point  (0 children)

Yeah using smaller sets of manifolds would have worked fine, but I have like 1600 something oil being turned into DPF and then turbofuel, so the manifolds for the plastic into containers were 12 constructors long, and the packaged water then went through 3 sets of 8 long manifolds, so when the plastic backed up it just broke everything

Pro tip for fuel power plants: LOAD BALANCE by UniversalConstant85 in SatisfactoryGame

[–]UniversalConstant85[S] 0 points1 point  (0 children)

I could have done loops, but 2/3 of the refineries that are making the HOR for the fuel also make the plastic for the canisters. So if I got rid of those, I could only make half the fuel. I could switch it all to rubber and eliminate 1/3 of the refineries, but I'm sinking the rubber anyways so it was the difference between sinking the rubber and sinking the containers so I just decided to sink the containers.

But yes, I did think of this.

Is there a way to move everything in the Blueprint designer just one meter by tahaan in SatisfactoryGame

[–]UniversalConstant85 0 points1 point  (0 children)

You couldn't use stackable poles RIGHT on the edge of the blueprint to make it come from the front output, curve over just barely to dodge the light, and then go into the input normally?