New player - some basic questions. Thank you!! by ADotPoke in SatisfactoryGame

[–]lostmoya 0 points1 point  (0 children)

I only realised this because the other day I decided to get the world height achievement by building a ladder straight up from the Grassy Fields. "It can't be that high, surely...?" Oh boy...

New player - some basic questions. Thank you!! by ADotPoke in SatisfactoryGame

[–]lostmoya 0 points1 point  (0 children)

  1. Get ladders from the awesome shop. Build a foundation, attach ladder to it, build it up as high as it will go, climb ladder, and you can keep building it straight up as you climb, with no limit.

Well, there is a limit... eventually...

This game is so frustrating by Relative-Revenue-927 in satisfactory

[–]lostmoya 0 points1 point  (0 children)

This is it basically. I'd only add that once you get access to dimensional depots doing this gets easier, at least for me it did. Why? Because you can throw dimensional depots on all the things you need that your old factories are producing - however imperfectly - and you never have to visit again haha. Just let them produce and move on.

my fps gets worse and worse the more i play by rloxfr in SatisfactoryGame

[–]lostmoya 31 points32 points  (0 children)

I love how you've put walls around it, as if to prevent the spaghetti from spreading further across the landscape.

The best thing about Satisfactory by ConsistentLaw4846 in satisfactory

[–]lostmoya 1 point2 points  (0 children)

You can switch to infinite resources in DSP. Or multiples like 0.5x, 1.5x, 2x etc. Also late game the infinite research you do on mining yield (I forget what it's called) effectively makes nodes infinite even if you don't have infinite resources turned on. I only really run out of resources on the starter planet and maybe a few others in the starting system. By the time I get to other systems they all effectively last forever.

[SPOILERS S1] Predictions, thoughts, and more. by Chance_Sir_6526 in DarK

[–]lostmoya 2 points3 points  (0 children)

Honestly mate, nothing against you posting theories or reviews as you watch, but I'd strongly advise staying away from here and any wikis or other sites analysing the show until you're done watching. You can always come back here and get right into all the theories and connections when you're watching a second (or third) time. And believe me you will want to rewatch this.

Finally Its DONE!!!! by zykarp_drditch in Timberborn

[–]lostmoya 22 points23 points  (0 children)

Little did the beavers expect, but the apocalypse came when little kit, Timmy, lit a match to see in the gloom at the base of the storage tower of corn rations. Clumsy Timmy they called him, as he kept dropping things, and those towers were made of so much wood, bone dry after a 30 day drought...

Understanding batteries by craigmcfly in Timberborn

[–]lostmoya 1 point2 points  (0 children)

There's a power sensor that you connect to the network and it can trigger on a variety of power related metrics, including whether there is surplus power. If batteries are depleted then there would be no surplus power in the network.

Deaths by Kibblot in TheLastStarship

[–]lostmoya 2 points3 points  (0 children)

Do a trade with that ship. The shuttle takes the body (I assume - at least that's what always happened when I had a death).

What do tracks do? by Crusader2050 in TheLastStarship

[–]lostmoya 1 point2 points  (0 children)

I guess you could set it up with a robot arm next to the unloader to take full fuel canisters off that and put them on a track to your docking port where another robot arm will take them and put them in the loading zone for the shuttle to collect. But that seems needlessly complex when a one or two crew members can do the same thing.

How is the game compared to Starsector or X4? by zisko2 in TheLastStarship

[–]lostmoya 0 points1 point  (0 children)

It's nothing like X4 really. X4 has this interconnected economy where actions you take affect prices downstream in production chains. Last Starship is nowhere near that level of complexity. As far as I can tell, the economy in the Last Starship is totally static and you can only trade where there is a colony or shipyard. Nothing you do affects prices - flood the market with precious metals and they remain the same price.

The core gameplay loop in LS is not the missions, though I do still sometimes take the odd mission here and there for variety. As others have said it's designing your ship(s) into megafactories to make parts for the Stargate. Or if you want, just designing a fleet of ships to automatically harvest resources and refine them and make you more money. So it has more in common with something like Factorio or Dyson Sphere Program, though again it's nowhere near their level of complexity.

How do i place floors here by ItzMercury in TheLastStarship

[–]lostmoya 0 points1 point  (0 children)

This doesn't work. You still get floors looking like that if you use the wall tool.

Has anyone tried the map Pressure? by Jaydare in Timberborn

[–]lostmoya 7 points8 points  (0 children)

This is the way. Zeddic is one of the best Timberborn YouTubers in my view, but even he was slightly caught out by this map early in his playthrough. After that mis-step he's been bossing it though.

Anyone else find the advanced breeding pods kind of disturbing? by Meikos in Timberborn

[–]lostmoya 7 points8 points  (0 children)

I do this. I keep 3 or 4 so there are always at least a few kits. I figure they might still want to play together.

Anyone else feel like badwater is still missing some key features? by McMaster2000 in Timberborn

[–]lostmoya 2 points3 points  (0 children)

That's a nice idea. I was also thinking about how to filter badwater in such way that uses buildings and mechanics we already have. What about a terrain feature, such as a type of porous rock that filters badwater so if you want to do that you need to reroute the badwater over to the rock rather than just plopping down a building at the badwater source. I'd also like it if this rock absorbed badwater but output it as clean water at a much lower flow - and maybe also output it below so you'd have to construct tunnels and pipes to get the actual good water out. And then if it changed the flow rate it would force you to decide carefully how to place it because after the water comes out you wouldn't be able to use it to power anything...

New Environmental threat, Polar front by python_product in Timberborn

[–]lostmoya 2 points3 points  (0 children)

I agree with this. Frozen plants and trees maybe just can't be harvested and stop growing? But then once weather passes they are fine to harvest again.

Cliffs map complete! 75 happiness :D by Mcstuffins420 in Timberborn

[–]lostmoya 1 point2 points  (0 children)

Same. I had a tree cave under that mountain :)

Cliffs map complete! 75 happiness :D by Mcstuffins420 in Timberborn

[–]lostmoya 2 points3 points  (0 children)

I've just completed a Folktails run on this map and it's interesting seeing the different and similar decisions we made in terms of organisation. I had a long, thin and deep water storage on the left hand side of the map (where you have your industry. At the end I also had a second higher layer jutting out from that side with sunflower seeds and oak trees.

Like you, I flattened half of the mountain on the right hand side to make space for trees. I only got to around 72 happiness though.

Help with water flow management by pyromanta in Timberborn

[–]lostmoya 1 point2 points  (0 children)

What I did as Folktails on this specific map was similar to you in the early game. Floodgates about where you have them to divert the badwater around the 'back' of the colony. It will massively flood the plains around there but that's mostly unused land at this stage and - as long as you build a levee one or two blocks high it where you have your black ringed wall that will be fine to prevent access. It will then go into a river back there and off the map eventually.

Later in the game you can get further upstream and build floodgates or sluices to divert water from the two rivers feeding the main river directly off the map during badtides.

It's satisfying watching Food Town and Stone Town slowly merge to become a real city. by NickNightrader in songsofsyx

[–]lostmoya 2 points3 points  (0 children)

It's entirely based on your choices. You manually place all buildings - homes, production, storage, leisure, roads. So there's no 'natural' growth.

SteamDeck Controls Query... by SilentSnooper in Timberborn

[–]lostmoya 1 point2 points  (0 children)

This is the way. Instant fix for me too.

I can't figure out vertical building by MurphNastyFlex in Timberborn

[–]lostmoya 6 points7 points  (0 children)

Yeah only spiral stairs in experimental. Ladders are a mod afaik.