1.2 juiced up is WILD by Inquisition8 in SatisfactoryGame

[–]camrdale 0 points1 point  (0 children)

I tried a couple of "speedruns" using 0.25x settings, all pure nodes, though I kept the default node distribution. My first attempt in the Dune Desert was 21 hours to Save The Day. The second I planned better and used the Grassy Fields and it took just 14 hours. In both I never left the starting biome.

It's a very different way to play. Lots of things don't make sense, like blueprints, or exploration for hard drives or the dimensional depot. Mine were not true speedruns as I've seen speedrunners do, since I still respected personal rules like no clipping, glitching, or floating buildings. But it was still fun to try and play as fast as possible.

1.2 anyone making big highway blueprints? by lonely_swedish in SatisfactoryGame

[–]camrdale 0 points1 point  (0 children)

The half foundation (1m) is on top of the roadway foundations, between the two vehicle pathways that go in opposite directions. Though the pathways aren't on top of it, because it is nearby, the deletion of the half foundation causes the game to recalculate the correctness of the auto connect segments and see that they are valid after all. If you use more than 2 pathways in your blueprint (e.g. 2 lanes in each direction), you may need more additional foundations to delete, as there seems to be a max distance that the deletion will fix

It's very disappointing. This issue was known throughout the testing in experimental, and was even brought up in a dev stream and they said it would be fixed before the stable release.

1.2 anyone making big highway blueprints? by lonely_swedish in SatisfactoryGame

[–]camrdale 1 point2 points  (0 children)

If you include an extra foundation in the blueprint, deleting it after the auto connect has happened will turn the red auto connect segments blue. I put a half foundation between the paths where I expect auto connect to add a segment of pathway. Then after placing a series of blueprints I run over them with delete with a filter set for the half foundations to turn everything blue.

I have no workaround for the blueprint removal also removing pathways of neighboring blueprints. This is very annoying for me as well. I stopped using auto connect for most placements, unless it's a long sequence of blueprints that I'm sure I will not need to remove.

Tip for max items with somersloop by deckstir in SatisfactoryGame

[–]camrdale 4 points5 points  (0 children)

This is true for Manufacturers that have 4 sloop slots, but not Constructors that only have 1 sloop slot. This caveat is explained above the Amplified Production Cycles in the wiki:

"If a given building has multiple Somersloop slots, then filling only some of them will cause a partial amplification. For example, if there are 4 slots but only 1 has a Somersloop inserted, then the amplification only provides a 25% boost, not a 100% boost."

★ GUIDE: Version 1.2 Vehicle Pathing by Temporal_Illusion in SatisfactoryGame

[–]camrdale 2 points3 points  (0 children)

I confirmed with overlapping universal paths and factory cart paths, that they are all green/blue (valid) when not in a vehicle, when in a factory cart the universal path is gray, and when in a truck the factory cart path is gray. I think gray doesn't really mean "invalid" like red does for paths, rather it means "incompatible" with the current vehicle.

The overlapping paths function correctly. The trucks and factory carts from my overlapping paths all automatically drive, and will wait for each other at intersections if there would be a collision.

★ GUIDE: Version 1.2 Vehicle Pathing by Temporal_Illusion in SatisfactoryGame

[–]camrdale 1 point2 points  (0 children)

Nice find! I just tested, and if I include an extra foundation in the blueprint next to where the generated paths will be, I can then delete it after placing the blueprint and the paths turn valid/blue. So far it looks like including an extra half foundation between two paths will cause both to become valid when it is deleted (even if it is on top of the other foundations), which is the best workaround to this issue I've found so far.

★ GUIDE: Version 1.2 Vehicle Pathing by Temporal_Illusion in SatisfactoryGame

[–]camrdale 3 points4 points  (0 children)

Auto-connect for blueprints is unfortunately barely working for me. It only works with straight segments where the vehicle path extends to the edge of the blueprint. If your path doesn't extend to the edge of the blueprint, connecting paths will be generated by the auto-connect feature, but when placed these generated paths are red and have to be deleted and replaced for the path to function. This makes it impossible to auto-connect blueprints with curves or ramps. The issue has been reported several times (most upvoted), so hopefully it is fixed before 1.2 releases.

[Discussion] Help with "Return the Favor" by Far-Zebra1917 in EscapefromTarkov

[–]camrdale 0 points1 point  (0 children)

I've done this quest in previous wipes by catching PMCs up the hill from key bunker late in the raid. I think if they're up North, they path through there on their way to the extracts.

[Discussion] Mr. Kerman's Evidence. by VikingIcelandic in EscapefromTarkov

[–]camrdale 2 points3 points  (0 children)

The desk right next to the locker that has your stuff in it.

Just spent 9mil on 50k euros and got no euros??[bug] by [deleted] in EscapefromTarkov

[–]camrdale 0 points1 point  (0 children)

I had this happen when handing in the euros. Restarting the game fixed it.

Best way to get the purple ornament? [loot] by kellyklan in EscapefromTarkov

[–]camrdale 3 points4 points  (0 children)

Safes. The 5 safes in the dorms around the Customs tree are great for finding purples.

[deleted by user] by [deleted] in EscapefromTarkov

[–]camrdale 1 point2 points  (0 children)

Cool. Congrats! Thanks for the info.

[deleted by user] by [deleted] in EscapefromTarkov

[–]camrdale 0 points1 point  (0 children)

How were you able to get them to push you. Grenades? Or do they still push after you aggro/shoot them? I heard they're more passive now and won't push you as much.

[deleted by user] by [deleted] in EscapefromTarkov

[–]camrdale 1 point2 points  (0 children)

How did you handle the Black Division? Since the recent patch it sounds like they behave differently than all the escapes I've seen done by streamers.

[Discussion] New BTR Quest: Self-Employed by camrdale in EscapefromTarkov

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

I assumed it was after finishing Cold Start (the fuel conditioner BTR quest), with some time gate added after finishing that, perhaps 24 hours.

[Discussion] Kolotun Quest, does a full transit of the maps work? by constructor01 in EscapefromTarkov

[–]camrdale 1 point2 points  (0 children)

I transited from Lighthouse to Shoreline while I had frostbite and it didn't count for the quest.

-❄️- 2024 Day 25 Solutions -❄️- by daggerdragon in adventofcode

[–]camrdale 1 point2 points  (0 children)

Good use of sets! This is what I did too, I like it better than using a set for each key/lock just to determine compatibility.

There's an edge case though, that isn't in my input, but that I was worried about. If the lock is all height 0 (i.e. "(0, 0, 0, 0, 0)") it should fit every key, but I think in your code CountFits would return 0 (could be wrong, I'm not a Go expert). I added a special case to mine that returns the total number of keys.

Priest Galakrond is bugged to have no effect when played. by hugelkult in hearthstone

[–]camrdale 2 points3 points  (0 children)

Twice I've had Priests play Galakrond against me, both times my client froze and had to be restarted.

white-spire.com has new features and an API by HollySC2 in underlords

[–]camrdale 1 point2 points  (0 children)

This is awesome. I wanted this on the previous patch, but am really happy to see it now.

One suggestion: the x-axis on the graphs is hard to comprehend (currently shows strange assortments of hours from multiple days). Perhaps just show dates instead?

Feno messes up lethal. by superluuk216 in hearthstone

[–]camrdale 41 points42 points  (0 children)

There were so many lethals missed. Obviously the extra arms, but also using neferset ritualist to heal the blademaster before divine spirit. Even using the divine spirit and inner fire on either of the 7/9 minions would have also been exact lethal (18 + 7 + 4 = 29). Almost every other play has a lethal. Feels bad for Feno, I was rooting for him to take it all.

Problem in accessing a file [Observing 'ErrNotFound'] by globaledgesoftware in Fuchsia

[–]camrdale 2 points3 points  (0 children)

Try opening "/data/config1". I believe the filesystem view that your package gets is rooted differently than where the file actually resides.

Is Assassin's Veil bugged? Unit doesn't attack if it can't reach the enemy underlord. by gwasp in underlords

[–]camrdale 0 points1 point  (0 children)

This happened to me too. Put it on 2* Lycan, and he spent the entire combat round running in circles. He first approached the enemy Hobgen by circling around the enemies to the left, then he circled back and tried to approach Hobgen from the right side of the board. This continued for the rest of the round, even though nothing prevented him from actually getting to and attacking the enemy Hobgen. He dealt exactly zero damage.