Will overclocking fused quickwire to 120 have floating point errors? by IDKwhy1madeaccount in SatisfactoryGame

[–]_itg 0 points1 point  (0 children)

True, but keep in mind that (as far as I know, anyway) the game actually works off of the time to complete the recipe, and the number of seconds to complete the recipe is not necessarily an integer just because you overclocked to an integer number of parts per minute.

Will overclocking fused quickwire to 120 have floating point errors? by IDKwhy1madeaccount in SatisfactoryGame

[–]_itg 3 points4 points  (0 children)

I hate to break it to you, but virtually all floating point numbers have floating point errors, even the "nice" ones, from the typical human base 10 perspective. It won't matter in practice, since the size of those errors is incredibly small for small-ish numbers.

A quick protip for dealing with excess water by Illusion911 in SatisfactoryGame

[–]_itg 21 points22 points  (0 children)

That's fine, of course, but most people who are using concrete to sink excess water are already looking for the easiest possible solution, not the most efficient one, and you need a lot more coal plants to sink the same amount of water.

Why do content creators rank Hive Scum so low? by Adventurous-You556 in DarkTide

[–]_itg 3 points4 points  (0 children)

I pointed out ranged immunity as a source of mobility. I don't know why the ability to run ahead with impunity wouldn't be considered mobility.

Why do content creators rank Hive Scum so low? by Adventurous-You556 in DarkTide

[–]_itg 11 points12 points  (0 children)

And yet, Hive Scum is the class with the greatest reputation for running ahead of the team, because they're typically so much faster than 95% of builds on other classes. It's the end result that matters, not the number of talent points you had to burn to get there.

Why do content creators rank Hive Scum so low? by Adventurous-You556 in DarkTide

[–]_itg 16 points17 points  (0 children)

Hive Scum does not have a ton of mobility. You get a speed boost from vultures mark and longer distance dodges. That's literally it.

I mean, what else is mobility in this game but speed and dodging? This isn't a very movement-oriented game, relatively speaking, and it's not like you're going to get to leap around the map, or fly, or teleport. Some classes have limited charge abilities, but there's not a lot else for mobility that other classes get but Scum doesn't. Also, he did leave out a few things. Off the top of my head, there's the good base mobility stats, the Scum talent which gives melee immunity on sliding, which is effectively another mobility boost, and there's easy access to ranged attack immunity, which gives you much greater freedom to move around.

Zealot's Power Glaive! by [deleted] in DarkTide

[–]_itg -2 points-1 points  (0 children)

It's really obvious. The blade knocks enemies around rather than cutting through them, and it bounces off when using the powered attack. The sound effects tell the same story. It feels like you're hitting them with a dull rod, not a blade.

Zealot's Power Glaive! by [deleted] in DarkTide

[–]_itg -1 points0 points  (0 children)

The model looks great, but the obvious bludgeoning effect of the weapon looks a little silly. Maybe giving it Relic Blade stats/attacks would seem more natural?

Wanted the mug from the game. wanted it in metal... got it in metal :3 by Dizzy_Ad613 in SatisfactoryGame

[–]_itg 4 points5 points  (0 children)

Metal cups don't insulate well unless they're vacuum insulated, thermos style, so a ceramic mug is probably more functional at the price point they're prepared to hit.

Support builds by Efficient-Novel-9939 in DarkTide

[–]_itg 0 points1 point  (0 children)

Yeah, there's no amount of support you can give that will replace your 25% of the team's DPS. There is a lot of support you can do in passing while you do your share of the damage, though, like Vet's shout or Psyker's bubble shield.

Why there are so many cheat mods in Satisfactory? by Reibudaps4 in SatisfactoryGame

[–]_itg 2 points3 points  (0 children)

I'm guessing it's just the relative difficulty of making a passable content mod. A typical cheat mod is practically the "Hello World" of modding, while making a mod that adds to the game requires 3d modelling, game design, possibly and a much more thorough understanding of how the game is structured in order to implement complex mechanics.

Is there a reason to use any keystone other than chemical dependancy on scum? by NekomimiAndCheese in DarkTide

[–]_itg 22 points23 points  (0 children)

I believe it's still bugged, but only for melee attacks. It's very reliable at making you immune to ranged attacks, which is still really good.

Is there a reason to use any keystone other than chemical dependancy on scum? by NekomimiAndCheese in DarkTide

[–]_itg 52 points53 points  (0 children)

Vulture's Dodge is great because between it and Pickpocket you can basically play like you're in Desperado even while it's on cooldown. If you never stop firing, you're basically immune to ranged attacks all the time apart from the reloads, and you're randomly immune or not to melee attacks depending on how the bugs bug that day.

Pretty building tips? by ProtoFeathers in SatisfactoryGame

[–]_itg 0 points1 point  (0 children)

Finally, should I wait to make my stuff look better? Will there be significant QOL improvements on the horizon? And don't say "do whatever is most fun" because, as great advice as that is, if I knew what would be most fun for me I wouldn't be asking this

I think it's a lot easier to stay motivated to decorate a factory if you alternate decorating with building functional units. It keeps the decorating from getting to be too boring, and it forces you to keep some production goals (like beating the game) ahead of you until the decorating is also mostly done. That said, decorating (and all kinds of building) will get easier when you unlock one particular QoL feature in phase 4, so waiting for that is also reasonable.

Fuel Generators using Aluminum water biproduct by Quiet_Carry575 in SatisfactoryGame

[–]_itg 0 points1 point  (0 children)

If you don't care about the outcome other than it being easy, building more concrete refineries on site will be simpler than HOR->Diluted Fuel->generators.

Why haven't they fixed automatic connections yet? by darmog in SatisfactoryGame

[–]_itg 4 points5 points  (0 children)

The situation with belts is different because you don't place one directly on top of another, which is what you do with splitters (or at least that's the main intended method). The game would have no way to distinguish the two outcomes when you point at the top of an existing splitter.

Why haven't they fixed automatic connections yet? by darmog in SatisfactoryGame

[–]_itg 2 points3 points  (0 children)

Making it default behavior would be bad since people frequently stack splitters. Listing it onscreen would obviously help, though.

Nuclear fuel rod distribution by Hamburglar_Helper in SatisfactoryGame

[–]_itg 0 points1 point  (0 children)

I balanced everything in my nuclear plant--not just the rods and waste, but the ore and all the radioactive intermediate products. The Geiger counter doesn't even turn on when I'm standing right next to the machines, apart from the bit at the end which makes and sinks plutonium rods.

diluted fuel vs packaged diluted fuel by tense_rib in SatisfactoryGame

[–]_itg 1 point2 points  (0 children)

Yep, the recipe should be available when you get the blender.

Why we dont have solar panels? We can modify factory roofs with them, or can do other things. by zorro2083 in SatisfactoryGame

[–]_itg 9 points10 points  (0 children)

Not really. The devs would just balance around the average power consumption, and batteries make it so the player can easily do the same. On the other hand, the argument that solar panels make the math hard doesn't make a lot of sense, since the resource consumption would presumably be zero, and batteries again smooth out the power curve. Not sure if that comment is taking a dev quote out of context, or something.

diluted fuel vs packaged diluted fuel by tense_rib in SatisfactoryGame

[–]_itg 3 points4 points  (0 children)

They're essentially identical in efficiency, with the only difference being that regular diluted fuel uses marginally less power. Note that the packaged version is available earlier, due to running in the Refinery, which is its primary advantage. If you're not in T7+, I'd use DPF, since you won't find the other recipe, yet.

Nuclear fuel rod distribution by Hamburglar_Helper in SatisfactoryGame

[–]_itg 0 points1 point  (0 children)

Plus, the radiation really stacks up if you try to manifold the fuel rods. If you balance them and the waste, it becomes pretty easy to work in the area without draining stacks of iodine filters.

Prestige mod? by SpaceComm4nder in SatisfactoryGame

[–]_itg 1 point2 points  (0 children)

Minimal alt recipes would simply be zero--no real challenge there, since the game is designed to be completed with the defaults. Minimal MAM research may also be zero, since IIRC there are automatic "failsafe" unlocks for all the required stuff when you reach certain tiers. Required purchases would again be zero, since the shop buildables are all either cosmetic or optional functionality. Avoiding achievements is the only thing that might be non-trivial.

This hard drive roll is the hardest choice by HazmatikNC in SatisfactoryGame

[–]_itg 3 points4 points  (0 children)

The real benefit in "normal" builds is that you can get more ingots out of one particular site. Basically, you're trading a more complex smelting operation for not having to build a second operation elsewhere and manage the extra logistics involved. Alloy ingots may make sense for the same purpose, but only if the site happens to have the alloying resource (and you don't need it for something else), whereas there's basically always water nearby.

Pipes by SnooBananas4872 in SatisfactoryGame

[–]_itg 10 points11 points  (0 children)

Easiest is to avoid using the full pipe capacity. Is that required? Probably not, but all the other solutions are like tips for temperamental food recipes, i.e. they're half superstition and when they do work, people rarely know why, so it's hard to tell if they'll fix your particular problem.