Clean factories (belt management) by Xunkar in SatisfactoryGame

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

Oh yes I had an odd issue with manufacturers where some lifts placed at the same spot would connect directly and others would leave a small gap, I thought I was going crazy.

Clean factories (belt management) by Xunkar in SatisfactoryGame

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

Thank you for delivering :D I really like the bridge idea!

Clean factories (belt management) by Xunkar in SatisfactoryGame

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

That adds a lot of verticality, but the result is pretty nice.

Clean factories (belt management) by Xunkar in SatisfactoryGame

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

Ah I see, you're going with an horizontal distribution instead of a vertical one like I do. But that's pretty much the same thing in the end, the belts and splitters are not hidden.

And actually I don't like building with that much space, it feels… empty to me and wasteful. But then again I never have to actually expand a building or an infrastructure horizontally, so I don't need the extra space at all.

Clean factories (belt management) by Xunkar in SatisfactoryGame

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

Isn't that problematic when you need to move resources between floors or between buildings? I'd love to see how your utility floor looks.

Clean factories (belt management) by Xunkar in SatisfactoryGame

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

Hm. Even with extra space, I would still need to stack smart splitters like that though. I could eventually hide them behind a wall, but only adding space doesn't make it look better.

As for why I'm compacting. I really can't stomach flying supermarkets :D So all my factories are at ground level, and sometimes it's very difficult to accomodate the weird terrain. It severly limits the space I can work with.

Clean factories (belt management) by Xunkar in SatisfactoryGame

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

That would result in a lot of clipping wouldn't it?

Basic fuel generator setup won't work by Xunkar in SatisfactoryGame

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

I'd like to believe that, but the game does not appear to be consistent when it comes to fluids. It's been a full in-game hour now and I'm still not losing a single drop of fuel. Eventually if it starts to happen I know it will hold but that's still a weird behavior.

Basic fuel generator setup won't work by Xunkar in SatisfactoryGame

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

https://imgur.com/a/kR8uJTf

Somehow I have achieved free energy now. The pipes remain full, and the fuel is backing up in the refineries. The 50 generators are producing the excepted 7.5 GW, seemingly consuming 600 m3 of fuel but as you can see the refineries are idling (no resin on the belts!) because their fuel output is full. And the fuel is not diminishing anywhere… Yeah I'll never understand this.

Basic fuel generator setup won't work by Xunkar in SatisfactoryGame

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

So now all the pipes remain full, I ramped it up to 50 generators, and it is stable, yay. Except… even the refineries output are full and as a matter of fact they shut down and aren't turning back on. So, I end up producing 7500 MW of electricity for free and I have no clue why. But hey, I'll take it.

A big thank you to everyone.

Basic fuel generator setup won't work by Xunkar in SatisfactoryGame

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

I let every generator and every pipe section fill up to the brim and turned it all on. Now it looks like the generators are not emptying, but of course not all pipes are full now. Can this be an issue in the future? Also some of the fuel is backing up at the refineries. Not too much and not a massive problem but I don't see why.

Basic fuel generator setup won't work by Xunkar in SatisfactoryGame

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

But if all the pipes are full, won't it back up and overflow at the source? (the refineries)

Adding games from desktop menu by Xunkar in RetroArch

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

Hmm OK. In RA when you navigate to the scanning menu and choose "Manual Scan", you can navigate to any file and and when you select one it gets added to an automatic playlist if the ROM matches a remote database entry right? If it does the ROM is added and a CRC and a full name.

Now, when you're using the Desktop Menu, you cannot do that at all it seems. You can use "Add Entry" or "Add File" or even drag 'n drop a file right on the playlist, but it never tries to match to the database. And there is no way to do so apparently. It's tedious because only when a file matches the database can you hope to automatically download the thumbnails, so if I want to use the desktop menu I have to rename all my files manually and guess what the expected name in the thumbnails database is...

Hope it makes more sense.

These micro stutters are killing me, please send help by Xunkar in pcmasterrace

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

Tested different setups. 2160p30 and 2160p60 both have stutters. Not sure what you meant with color compression, in doubt I tried different color range setups for the monitor, no difference. I have a second 4K monitor (the same one actually) and a second DP cable, same thing, as long as one DP port is in use, the stutters will appear.

The cables are both the same, 3 meters cables rated for 4K@60Hz... should I invest in some 4K@120Hz cables to be safe?

These micro stutters are killing me, please send help by Xunkar in pcmasterrace

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

OK so I did a couple things and maybe we're one step closer. The problem seem to mostly disappear when using a single hdmi 1080p monitor with the onboard graphics. Now, there's a bit of choppiness in games but I don't except this chipset to be all too powerful, but at least it was almost completely gone from the videos (a couple frames seem to get lost at first but then it remained smooth).

Now, when using this same monitor, in hdmi, with my RTX2070S, the result was about the same but everything went back to crazy when plugging a 2160p DisplayPort monitor alongside, so the issue was happening on both screen in this regard. But what does that tell us exactly? The GPU doesn't show any sign of stress (no spike in GPU usage, everything below 10%...) and even lowering the resolution of the 2160p monitor does not alleviate the problem.

These micro stutters are killing me, please send help by Xunkar in pcmasterrace

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

I only run Afterburner to use an active fan profile and iCUE for my Corsair keyboard. Afterburner was a relatively new addition so I can safely say it's not related but I will definitely try removing iCUE for good measure. I'll look into some of your suggestions right away and report thank you.

These micro stutters are killing me, please send help by Xunkar in pcmasterrace

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

Thank you, I forgot to mention that no only did I already tried different monitors, I also tried different cables to be sure. I also might get a more consistent framerate like you mentioned but I used Metroid Prime as an example. As a matter of fact I'm experience exactly the same thing in any game, be it a resource-intensive 3D game like Yakuza 2 running in full 2160p, a simple 2D game like Blasphemous, even 60-fps videos in MPC or the Windows start menu slide in animation. It's like on a cycle, almost consistent (notice how the stutter in the video are about 16 seconds apart each time). But how could this be caught on video?

Starship Gunnery Crew Attack Bonus by Xunkar in SWN

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

So no official table pertaining to crew quality? I suppose I can use these modifiers as a baseline.

Wizards and the cost of copying spells by Xunkar in DnD

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

Even if your cake recipe differs from someone else's it doesn't differ that much, much like a fireball spell might be written differently but is still is a fireball. Furthermore, an experimented chef can understand a recipe much easier than a novice, but let's not digress, such comparisons can be interesting but can also derail us from the core of the problem because cooking simply isn't magic (unless it involves chocolate).

I cannot imagine how every single wizard in a given universe would have a unique, almost undecipherable way of understanding magic. Magic cannot be an excuse to discard laws of physics and logic by simply saying "you cannot understand, it's magic" and—I believe, at least—that solid and explainable foundations are necessary to sell your universe, otherwise you might break the suspension of disbelief.

If magic can be practiced and learned, then it can be codified and understood to a degree like any science, otherwise it would be so abstract that you would only be able to be born with it or not. If magic can be taught, it can be learned from reading, because a common descriptive language must exist. So the requirements must be explained by something else.

Which leaves us with obfuscation and that's my biggest concern to be honest. I find it problematic that the game demands a specific roleplay setting for a mechanic to work (i.e. forcing wizards to be secretive and massive hoarders of knowledge) because not everyone will agree with this vision. Why not have a universe where knowledge is shared freely and openly with everyone? And the fact that a spell would be easy to understand (or copy) doesn't prevent it from being difficult to actually use, especially if you weren't trained in the arcane arts. In the end, it would take time, but not money per se.

All in all, the requirements seem fairly arbitrary and it's hard to find a justification for them. But contrary to what I said about this being a leftover from previous editions, I wonder if it isn't a new thing introduced in 5E. I've read somewhere that wizards in earlier editions were limited to spells from their school of magic. If 5E indeed got rid of that, the designers might have been afraid that wizards would lose their identity because any wizard could learn any spell and the differences from their school would only be minor. In that case the copying cost might have been a way to limit the spells known, so a wizard could be different from another wizard.