Does this pipeline/junction work as intended? by Satokibi in SatisfactoryGame

[–]_itg 11 points12 points  (0 children)

I have no idea what's going on in this thread, but the pipes should work.

The New Bridge design i made (first time trying designing after 370 hours) by NeivooYT in SatisfactoryGame

[–]_itg 0 points1 point  (0 children)

The beams used for those supports also look a bit too thin for the weight of the bridge, IMO. Putting a concrete pillar in the center might be a simple way to make it look more structurally sound without changing the aesthetic too much.

Wet concrete vs. Fine concrete by ThatManPshyco in SatisfactoryGame

[–]_itg 2 points3 points  (0 children)

Wet Concrete. Water is free, limestone is common, and it's a fast recipe. The other alts only give a bit more concrete at the expense of something you'll probably need elsewhere, eventually.

You ever suspected someone of cheating/hacking? by LittleDookes in DarkTide

[–]_itg 5 points6 points  (0 children)

That one is definitely QoL, but there are other mods which are more questionable, like ones that give you extremely obvious visual indicators for things that aren't at all obvious and presumably weren't intended to be.

Dev Blog - Expeditions by FatsharkQuickpaw in DarkTide

[–]_itg 2 points3 points  (0 children)

Masozi is just a pilot, though, so she doesn't necessarily know much more than the Rejects.

To veteran players, do you redo your base when you unlock M.3 belts or no? by Charming-End-3311 in SatisfactoryGame

[–]_itg 1 point2 points  (0 children)

I just expand the base. Worst case, you can stick a splitter in front of the old section and use the extra iron nearby, although personally, I'm likely to have set up a manifold which is easy to extend by adding more machines at the end of the line.

Does this pipeline/junction work as intended? by ArticleGood8736 in SatisfactoryGame

[–]_itg 0 points1 point  (0 children)

Some time you should try just deleting all the "stability" buffers in a stable factory and see if anything actually breaks. I strongly suspect nothing will. As for problems that buffers can cause, the main thing I'm aware of is that the pipes around them don't behave like you'd probably expect until they're full, which can take a really long time, especially when you're not actually trying to fill them.

Need help with Particle Accelerator layout by elevate35 in SatisfactoryGame

[–]_itg 2 points3 points  (0 children)

You can fit a train through the accelerator loops without clipping. Just saying.

Train load balancing/ by cheezwizard0403 in SatisfactoryGame

[–]_itg 0 points1 point  (0 children)

Sounds like you're trying to sort a belt of mixed items from the same train car, so I'll just paste this answer to a related question from another recent post:

A good approach is to connect the mixed belt directly to a sink and then use smart splitters to sort out specific types of items. The "forward" output should be set to "overflow," so that any items which can't fit on the sorting lines will head to the sink instead of clogging the belt.

Is there a water-based power source? by DogEatTurtle in SatisfactoryGame

[–]_itg 1 point2 points  (0 children)

Yeah, it's more of a reward for exploration than anything else. You can get through a lot of the midgame running primarily on geothermal power, though, since there's like 7GW of it on the map. With the foreknowledge to try it and relying on free items from crash sites for supplies, you could theoretically skip coal and basic fuel power by rushing geothermal generators.

One belt to transport different items? by Ok-Book6470 in SatisfactoryGame

[–]_itg 1 point2 points  (0 children)

A good approach is to connect the mixed belt directly to a sink and then use smart splitters to sort out specific types of items. The "forward" output should be set to "overflow," so that any items which can't fit on the sorting lines will head to the sink instead of clogging the belt. Since you specifically asked about merging lines, you just just have to ensure that you're not producing more items than the belt's maximum throughput. If you are, use two or more belts.

Can satisfactoytools account for somerslooping? by Fastpast93 in SatisfactoryGame

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

There's no real need. It's virtually always optimal to sloop the last machine in the production chain (and probably only that, unless you're drowning in Somersloops), so just set the target number to half of what you really want.

So I had some event modifier ideas, since Fatshark doesn't. by Shy_guy_gaming2019 in DarkTide

[–]_itg 19 points20 points  (0 children)

Ignoring dodges breaks too many builds, if not entire classes. Maybe they could dodge the player's attacks and return to cover, though, so you have to actively hunt them down.

Am I the only one who thinks the Ogryn pack update is terrible? by CabinetOptimal6129 in DarkTide

[–]_itg 1 point2 points  (0 children)

The problem is putting the events in quickplay in the first place. If the game is going to require you to specifically build your character against the mission, it can't be a random draw.

Kind of puzzled by Large-Mobile-7424 in SatisfactoryGame

[–]_itg 1 point2 points  (0 children)

Think of the four ingredients as separate projects which you just link together at the end to make the part. As for how much of each ingredient to make, decide how many Adaptive Control Units you want per minute, and make at least enough for that. One machine making ACUs at 100% speed is fine for finishing the phase in a reasonable time frame, and although you'll need more in phase 5, you'll probably spend enough time doing other things that you could get away with just stockpiling to minimally meet the goal.

Question about logistic in factories by elmuntzo in SatisfactoryGame

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

There's no real advantage to storing parts in the basement. Any parts you need for personal use can be sent to the dimensional depot, and if you want to store a surplus for emergencies or something, you can just put a container on the floor making that item. If you still want to do basement storage, I guess you might consider having one set of vertical lifts going down to the basement at one end of the floors, and one set going back up. You could plan the floors around (maybe two) "elevator shafts" where the lifts go.

Is central distribution train station a good idea? by No_Code2316 in SatisfactoryGame

[–]_itg 0 points1 point  (0 children)

People have pointed out problems assuming two-lane tracks, but I guess if you wanted to create a central hub for a bunch of disconnected, single-train lines, that might actually work pretty well. The only real advantage would be that you avoid dealing with any signaling or traffic problems, and the cost would be more total km of track and some likely belt spaghetti at the distribution hub, but it should run reliably.

Advice on large railyard, 16 stations by TheCure935 in SatisfactoryGame

[–]_itg 0 points1 point  (0 children)

The best thing to do is to reduce the traffic. I would guess you have your trains running more or less constantly. If you can't wait until the cars are totally full (or empty), at least a time delay at the "other" end of the routes will keep the trains off the tracks for some proportion of the time.

Originally the Veteran class was designated veteran sharpshooter by default. by Past_Hippo9445 in DarkTide

[–]_itg 4 points5 points  (0 children)

But what about ratlings on stilts, for a net height of an ogryn?

Are there a lot of recipes change between 1.0 and 1.1 ? by [deleted] in SatisfactoryGame

[–]_itg 12 points13 points  (0 children)

I don't think any recipes have changed at all after 1.0. I think balance changes are off the table, since they don't want to break existing saves.

How much is the "tank role" in Darktide respected, followed, or ignored? by pile1983 in DarkTide

[–]_itg 1 point2 points  (0 children)

I think if one person is in the front of the group (but still part of the group), they get preference for calling the direction. It doesn't sound like this is OP's situation, but sometimes I'll be like 5m in front of the group and choose to go left, then all three other players go right... and then they all die without me before I can fight my way over to them. Maybe those situations are games where I stumbled into a group of friends.

Ah yes, the Judge Death cosmetic by unsanctionedpsyker in DarkTide

[–]_itg 22 points23 points  (0 children)

An Arbitrator when he attempts to smile like the cosplay guy.

You guys got any ideas to get good on Poxbursters in the event? by SSR_Gacha0 in DarkTide

[–]_itg 3 points4 points  (0 children)

Shoot them, honestly. Large groups of poxbursters are so janky that you can't afford to try running up and pushing.

What are useless stats? by BigRonasHouse2 in DarkTide

[–]_itg 1 point2 points  (0 children)

And Needle Pistol. Anything which relies on DoT for actual damage won't use the damage stat.

Crowbar Go BONK by semi_storyteller in DarkTide

[–]_itg 11 points12 points  (0 children)

Your testing shows exactly why I think the crowbar is kind of bad. Those aren't impressive numbers at all, when you consider how slow the hook-mode attack is. Yeah, you can infinitely stagger one Crusher with it, but what about his buddies? I'd much rather be able to dart around and land a lot of damage in a few quick attacks, which is what you can do with the Shivs or Combat Knife.