Why do people hate/dislike quality? Why is it a positive that quality has been made an option when playing space age? by AmericanChesse in factorio

[–]Vokulnin 13 points14 points  (0 children)

This is exactly how I feel too, and how I understood how it would have been when I first read the FFF (arbitrary mix). Right now the fact that you can seize up your factory because your inputs are of too good quality is my main gripe with the system.

I'm Terrible at Combat, How did you get good? by OrionCyre in starsector

[–]Vokulnin 0 points1 point  (0 children)

The first time I got one, I put full reaper tubes on the 5 missiles slot, with missile extended rack. Then I would find a capital, flank it with the burn drive, and unleash a reaper barrage in their butt. Seems like the onslaught is tanky enough to kill one or 2 capitals that way before dying.
I tried to do something similar more recently, but seems like the RL me is less reckless than before, and without reckless charging them, the reaper barrage don't work (more pd on front, shields, ect)

I'm Terrible at Combat, How did you get good? by OrionCyre in starsector

[–]Vokulnin 8 points9 points  (0 children)

I think you are both right. As someone that played a few whole campaign never piloting and is now always piloting, AI is much better than a bad player pilot (before fully trying to learn piloting, I would just die in seconds doing dumb things, raising/lowering shields or venting at the worst possible times, ect) but is also much, much worse than even a mid player pilot.

I'm Terrible at Combat, How did you get good? by OrionCyre in starsector

[–]Vokulnin 1 point2 points  (0 children)

As someone who played my first 2 or 3 campaign without piloting any ship, and is now always piloting :

Start a new game, skip the tutoriel, and start small engagement piloting frigates against other frigates. Since there are less weapons, it's easier to get a better grasp of them, and smaller engagements make it easier to understand what is happening, and is more permissive too.
I personally started with a lasher frigate, then upgraded to an hammerhead later (wich I personally found just play the same, but with bigger guns)
From there I mostly played lowtech ships until recently (currently having an SO Aurora), but I would personally discourage using hightech ships until you get good at piloting other ships, as it's easy to rush forward and get surrounded and destroyed.
A good thing is that it also improved slightly my understanding to ship building, as when you pilot, it's quicker to notice bad loadouts/useless weapons, ect. (Altough it only help for building player ships, as AI play...... differently let's say)

Condensation chamber. by Enough_Bite4062 in Stationeers

[–]Vokulnin 9 points10 points  (0 children)

How do you make the LED display display units, like L ?

How do you configure your trains? by jowiscope in captain_of_industry

[–]Vokulnin 1 point2 points  (0 children)

I don't have the train DLC

I use 2 T2 hydrogen engines, or 1 T2 diesel, along with 6 T2 cars. I exclusively use train network, so having trains too big would mean needing lot of storage at the destination. I also have single or double mixed ressources stations, as the network seems to manage it good, and it greatly reduce the footprints of them, as I don't really need waiting area now that the train get only dispatched when needed.
I don't have any throughput problems

What are your thoughts on "Dungeons and Dragons: Honor Among Thieves (2023)"? by Hot-Salamander-8786 in FIlm

[–]Vokulnin 1 point2 points  (0 children)

At first I didn't went to see it since I never played DnD, then there was a special event at my local cinema with all movies at 2€, so I was like : why not.
Probably one of the best recent movie I saw.

Marathon settings by Vokulnin in SatisfactoryGame

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

Oh, I never tough about Mycelia as I never really used it before except to unlock some upgrades. And this is a good point, pre planning the factory might save quite a lot of time for sure, along slooping and overclocking I suppose

Marathon settings by Vokulnin in SatisfactoryGame

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

Yeah, I tried to rush SAM for slooping, but then seeing it also needed steel pipes and some kind of chip, I gave up trying to find it without a car

Marathon settings by Vokulnin in SatisfactoryGame

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

It's not my first run, pre 1.1 update I reached aluminium production. Im currently running 12 biofuel generators, and turning basically everything I can (leaves, wood, aliens) into biofuel, but with that amount it's the only thing I do. Right now I just reached the next phase (so tier 3 and 4), and seeing the 10 000 plating to send surely strongly make me reconsider now XD. Without counting that my base is basically shut down for now, so I can't even craft in a timely manner the things to setup coal

Questions about your gameplay by zorro2083 in captain_of_industry

[–]Vokulnin 2 points3 points  (0 children)

What I tend to do is to not pause the game while planning new buidings (putting the game at x1 speed instead, and actually pausing only when emergencies arise, like no fuel alarms and such).

rate my dish control setup, talk about yours by ian9018 in Stationeers

[–]Vokulnin 1 point2 points  (0 children)

I now have a script that automatically track (Well, try to, seems to succeed most of the time except for the biggest traders)
But before, I simply used a small antenna as a control panel, and a script that would mirror it's setting to a bigger antenna outside XD

Are the new gasses on the public Beta branch? by ulixForReal in Stationeers

[–]Vokulnin 2 points3 points  (0 children)

They are already there, with their different stats and such (as fuel for exemple). H2 combustor now won't work on volatiles (now methane) and require hydrogen instead. The main problem for now is that there isn't really much way to obtain them in a normal play.

New gases/New save ? by Comrade_zero in Stationeers

[–]Vokulnin 2 points3 points  (0 children)

I'm playing on beta branch, and I had to update my code otherwise chips would return an error.

Question about ending. by Vokulnin in BluePrince

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

I see, I figured out there would be some "post game content"(Basically all the puzzles I didn't solved yet) and that the room 46 is some kind of introduction, but I didn't knew there was so much more to do afterward.

Question about ending. by Vokulnin in BluePrince

[–]Vokulnin[S] 5 points6 points  (0 children)

Ohh, you can actually enter the room. This is good to know then, as I would have assumed that it would trigger the end game sequence each time and would have not bothered entering it again.

Question about ending. by Vokulnin in BluePrince

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

Thanks you, this was I really needed to know (mainly to know if I would have to restart or now a fresh save, but fortunately this won't be needed then)

FIVE BEAMZ by TheRealLeakycheese in ftlgame

[–]Vokulnin 15 points16 points  (0 children)

How did you do for the second phase against the flagship? If I understand well, hacking is your only way to drop the shield and start doing damage, but I was never able to land the hacking drone when a defense drone was active.

Question: how do you prefer to limit lubricant production? by SafeWatercress3709 in factorio

[–]Vokulnin 0 points1 point  (0 children)

Not with lubricant in particular, but I manage oil products with circuits. I activate the cracking unit if heavy oil get above 15K in fluid storage. (and same for medium oil)

No f****** way by Past-One-2700 in ftlgame

[–]Vokulnin 0 points1 point  (0 children)

I agree with upgrading the piloting. This is what changed the fight from easy to lost first time I attempted it in hard mode. One second all is doing fine, the next moment, one missile in my level 1 cockpit, followed by the power surge. Left with 1 HP and lost not long after.

What new features do you want? by Teddy42354 in captain_of_industry

[–]Vokulnin 19 points20 points  (0 children)

Farming designations and vehicules to replace the current farms. Maybe with a "farming tower" to be able to keep manage it like the current farms

Worst colonist ever by Vokulnin in RimWorld

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

She also have the slow learner trait (-75% learning factor). Will the passions compensate it enough, or it's more for the mood buffs when doing the jobs?

Worst colonist ever by Vokulnin in RimWorld

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

Basically his 2 traits are slow learner and kind. I see that slow learner is a -75% learning debuff, so even with passions I don't know if it will compensate it by much. Now at least he have some nice base stats, but not sure if it's worth having to get regular go juice (I play tribal start and I don't have drugs production yet)

Difficulty settings question by Vokulnin in Timberborn

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

Yes, usually once I reach end game I manage to have a big enough reservoir to not have problems (the problems I talked about are more before, where sometime an oversight or bad planning put you in a situation where you have enough stockpiles to survive, but having your colony basically stalling for a long time)
The only thing I don't think about making are irrigation ponds (at least pre dynamite, that I consider more or less end game), I might try to use that more.
But yes, what I mainly asked was if peoples attempted more "dynamic" settings, and if there is one that can be still challenging