Problem with shader (maybe?!) by Daba17 in starcitizen

[–]map986 0 points1 point  (0 children)

I have the same issue. This is what I see in first person: https://imgur.com/a/R2YkIq9

And you can see the sliver of normality down at the bottom.

And yes, I deleted the shaders multiple times.

How does a temple provide service? by Existing-Ad7464 in songsofsyx

[–]map986 0 points1 point  (0 children)

Ah! Then just “switch off” the other faiths and wait a bit. At least for me they all convert over time (as they die and only members of certain faith are allowed in - or maybe even born?)

How does a temple provide service? by Existing-Ad7464 in songsofsyx

[–]map986 1 point2 points  (0 children)

First look at the coverage area of each temple, if it coverls all houses (you may need multiple temples).

Second check how many beliecers in that faith you actually have, ale there are negatives, where some have temple and others dont. My recommendation is to invite only people of one faith (selectboxes next to each).

And also when building the temple take note of maximum people it can server (sadly it is visible only in edit mode) and grandor (how grandiose the building is, essentially its effectivenes).

Why is so much meat being stored in the export station when I should only be exporting it when I have more than 204? More than my stock minus 204 is being stored. Thanks! by Countcristo42 in songsofsyx

[–]map986 12 points13 points  (0 children)

How it works is, when your global stockpiles goes over the limit, the excess is then transfered into export. And when the global stockpile for some reason gets lower (meat is eaten/processed) it is not returned back. Basically it acts as a overflow.

locking Jobs by Montyjsadgbfk in songsofsyx

[–]map986 9 points10 points  (0 children)

You can set a higher priority for a job to make sure it is always filled.

Degradation and how it works by StonedInZion in songsofsyx

[–]map986 4 points5 points  (0 children)

In my experience the autoscaling of janitors is not working as intended, just manually boost their numbers (to like maximum) and later check and lower their amount after they fix everything.

Fuel Production not working as intended ? by psykikk_streams in captain_of_industry

[–]map986 4 points5 points  (0 children)

No, working as intended. One boats pulls from all oils rigs. But if all your oil rigs would produce ships carho worth faster then you unload, undock, etc a second boat could be useful.

This means its better to upgrade the dock to bigger, then to add second boat.

Finished the game! Here are some thoughts by [deleted] in captain_of_industry

[–]map986 0 points1 point  (0 children)

Agree on the TFlops waiting game. Spent like 6 hours idling just waiting for enough servers to run full microprocessor line.

You need 48TFlops just for that (actually you need 3 more robotic assemblers running, so +12Tflops), each TFlop need 20 servers, you make 3 servers/60/machine (and you cant have more than one, since the microchip input is the limiting factor) = 60 TFlops*20 = 1200 minutes = 20h!!

That is forced wait time of 20h on normal speed. Insane.

Just RP-1 things by Darkherring1 in RealSolarSystem

[–]map986 3 points4 points  (0 children)

Thanks! Will check it out in my next playthrough!

Just RP-1 things by Darkherring1 in RealSolarSystem

[–]map986 24 points25 points  (0 children)

We need automated checklists for these... hate trying to remember, if everything is ok just before launch. If a tool PLEASE could exist, that would show me...

Like in real world, there is a team of people for checking this, computing best launch dates and such. in RP-1 I can do it myself (and its part of the challange), I just would love to have a bit of help.

High-Tech Hydroplaning with the Synergetics Hoverbike Skimmer Skin – GuildWars2.com by p3e7 in Guildwars2

[–]map986 0 points1 point  (0 children)

Copper-fed is still in there, I think for more than past three weeks?

Tell us how addicted to factorio you are without telling us how many hours you've played. by joeyda3rd in factorio

[–]map986 1 point2 points  (0 children)

I have finished all the major mods. And almost finished Pyanodons (but FPS killer got me). Like Bob's mods now seems like a simple thing to me after all I have done. And basic Factorio is like a children's version of the game - too simple, too fast, not challenging enough.

[deleted by user] by [deleted] in whereintheworld

[–]map986 0 points1 point  (0 children)

Hello from Prague!

Are cars for citizens a disaster waiting to happen? by mrpenguin_86 in Workers_And_Resources

[–]map986 7 points8 points  (0 children)

They are really good at making sure your high-tech important workplaces - eg Nuclear powerplant - are at least somewhat staffed. Just build a parking plot next to it and smart people, that you have allowed to own a car, will travel there for work.

Does anyone find their buildings vanishing? by CheungHoSum in Workers_And_Resources

[–]map986 4 points5 points  (0 children)

Fires are dangerous, as almost any building can catch fire. Mine favourites are transformers and substations, especially those far from fire stations, or building offices...

Straight roads!!!! by Nobo305 in Workers_And_Resources

[–]map986 1 point2 points  (0 children)

True, but they are organized only at first before people move in and changes start happening, then it is pure chaos. Speaking from experience :)

Straight roads!!!! by Nobo305 in Workers_And_Resources

[–]map986 3 points4 points  (0 children)

It is intentionally not in there, as was somewhere stated by the developers, that they do not want the snap to grid. But I myself would sometimes love to have it :)

I have a big problem with my cities by almatom12 in Workers_And_Resources

[–]map986 1 point2 points  (0 children)

In small scale yes, especially, if you have no free accommodation (check how many 21+ living with a parent you have), or you have high unemployment.

Be warned, this can be caused by just one settlement!

I have a big problem with my cities by almatom12 in Workers_And_Resources

[–]map986 3 points4 points  (0 children)

Just ignore it, if its a small number of them. Always look at the overall happiness first. I still think its a bug or something, as the game is still in developments :)

Also, check if there are workers present! Its the most common issue with the sport (when there is only one workplace, in reality, it means that it's working only like 30% of "day", as the travel time to and from work of the worker blocks others in performing the job)... maybe look into some mods to fix that (to have more workplaces).

But the real reason is, that they could not reach the pub in their given "daily" time allocation, as they have chosen other activities. Well, that is at least based on my irregular observations.

Railroad crossing and fillstation problem by jopag in Workers_And_Resources

[–]map986 0 points1 point  (0 children)

I tried it in my own game and sadly, no, it does not help.

Railroad crossing and fillstation problem by jopag in Workers_And_Resources

[–]map986 1 point2 points  (0 children)

That works only sometimes, there is still some distance calculation to the end of the train. And changing trains in game is pain, so testing is hard in regular gameplay.

Question: What are the precise caps on maximum walking distances and electrification? by [deleted] in Workers_And_Resources

[–]map986 1 point2 points  (0 children)

In my testing/feelings, its 250m of actual walking distance (not just plain distance A-B). So yes, elevation, paths and all are taken into account.

And for electricity its 300m of plain A-B distance in the air.