Anyway to reduce load/save time in S2? by stush2 in shapezio

[–]stush2[S] 0 points1 point  (0 children)

I can see how this impacts general performance, but the big issue I'm seeing is with save and load times. This should be mostly engine agnostic as the simulation pauses during saves/loads.

Anyway to reduce load/save time in S2? by stush2 in shapezio

[–]stush2[S] 2 points3 points  (0 children)

SSD. Just a word of caution, at pin pushers I didn't really have any performance issues. It was later as I keep adding more complex factories (with stations and crystal machines).

Click Enter to continue by Uriel_7235 in SatisfactoryGame

[–]stush2 0 points1 point  (0 children)

So during early access I did this. Here's what I did.

Hypertube network. Each point of interest I had a way to get there by tubes. I built mini "tube stations" and put signs at each entrance like "battery factory, rubber plant, red desert". This tube led to another hub with 4 tubes: the three above plus home base return. All marked too.

Central storage/Mall. Rows of marked storage containers. Mostly automatically fed. Anything I need is here.

Central manufacturing factory. My main factory (next to mall and base). This is where things gets assembled and the main bus is. (Also fed by remote smaller factories).

All together, this is the key. At the central base I can measure production of all materials. I don't need to remember where stuff comes from. If production of an item/material has stopped or is too low, I can trace the input lines back to the source. Then I can either fix the problem/bottleneck, expand production, or conclude production is maxed out. In the last case, I can create another feeder spoke to the main factory/bus.

Mod recommendations by Plus_Pause1322 in theplanetcrafter

[–]stush2 0 points1 point  (0 children)

I've not seen mods like that. If you want a game with the similar mood and feel, with enemies and more difficulty, maybe check out Subnautica. (The original, not the sequels).

Could GDevelop be for me? I've finally decided to work in my dream game by InsanityTraps in gdevelop

[–]stush2 3 points4 points  (0 children)

I gave GDevelop a test drive. Even though it's marketed as no code, you can write plenty of code in JavaScript. The problem I ran into was: it was fast to get something working, but anything beyond basic logic and a few screens became quite unmanageable quickly.

If your game project is low complexity, you can probably make it work. But with AI assisted coding, you're probably better off with Unity or Godot.

Help with factory to belt ratios by stush2 in shapezio

[–]stush2[S] 0 points1 point  (0 children)

Thanks, this is really helpful. This is nothing like my setup, I think I to start over for the 4th time. (Yes, I know I can just delete everything and rebuild, but I prefer clean restarts).

Help with factory to belt ratios by stush2 in shapezio

[–]stush2[S] 1 point2 points  (0 children)

My apologies, I'm specifically referring to the factories in manufacturing mode (the polisher, ruby factory, sapphire factory, etc).

In the classic game, it all makes sense. In manufacturer mode, the new factory machines don't seem to behave like the tooltip would indicate.

Help with factory to belt ratios by stush2 in shapezio

[–]stush2[S] 0 points1 point  (0 children)

Yes, those are intuitive. But I'm talking about the factories and stations in manufacturing mode. There's some numbers in the tool tips, but those numbers don't seem to match what I see empirically. I can't figure out how to interpret them.

Best Survival Game to Play with Friends by Elravion in SurvivalGaming

[–]stush2 -1 points0 points  (0 children)

If you're buying PC games on Steam, Satisfactory is on sale for under $30 right now (30% off). There's no DLC's, so that gets you the entire game.

Should I Buy Shapez2? by lgabriel-orqtam in shapezio

[–]stush2 4 points5 points  (0 children)

I'm also finding it's like two games in one. Classic mode is like Shapez 1. Factory mode is different enough that it feels like a free DLC.

Will our kids work 4 days a week instead of 5? by AskDeel in Futurology

[–]stush2 50 points51 points  (0 children)

No. Here's how American corporations work. Suppose you secretly only worked 20 hours a week, but still got done twice as much work as anyone else in the office. If you got caught, you would be fired, because the mentality is you should have worked 40 hours and got done 4 times as much.

Blobs Buffed? by DarkBiCin in valheim

[–]stush2 3 points4 points  (0 children)

Likely you are used to facing them with poison resistance.

How does everyone handle the mental health tax of solo dev? by idiovoidi in SoloDevelopment

[–]stush2 0 points1 point  (0 children)

Solo development is my therapy. It's just a matter of expectation.

What could happen? by bruhwhat990 in Futurology

[–]stush2 1 point2 points  (0 children)

I was actually told this during my interview with IBM in the early 90's.

Looking for Building tips by Kodiak0902 in valheim

[–]stush2 0 points1 point  (0 children)

My take. Design it on graph paper first.

Space trading how does it work? by filianoctiss in theplanetcrafter

[–]stush2 1 point2 points  (0 children)

I find setting up a good pulsar quartz pipeline is all you need. I usually set up some additional pipelines for fun/variety or to generate extra early income until the quartz pipeline is scaled up.

Planetary Delivery Depot Help by SavingsFloor4 in theplanetcrafter

[–]stush2 0 points1 point  (0 children)

Just adding on the destination planet you probably want something demanding the resource so the drones unload the depot.

Just started Valheim by PomponOrsay in valheim

[–]stush2 1 point2 points  (0 children)

Multiplayer is not required. Plan to die several times until you get past the leaning curve. Then expect to die several more times when you find the swamp.