Scaatis

joined 10 months ago
[–] Scaatis@feddit.org 1 points 1 day ago (1 children)

Scrolled by and immediately asked: "Is that a Supreme Commander T3 reactor?" And was delighted to see that it is! Great work! The game had some really cool visuals when you put the camera to ground level. Air transports in ferry mode were always my favorite, dropping off dozens of units without micromanaging.

[–] Scaatis@feddit.org 3 points 2 days ago

It's worth mentioning Return to the Tomb of Horrors here. It frames the Tomb in a whole campaign. Although so far, I think the tomb itself is the weakest part of that book.

[–] Scaatis@feddit.org 1 points 1 week ago

Great to hear!

Build that vastly oversized monster factory!

[–] Scaatis@feddit.org 1 points 1 week ago (2 children)

That sucks. Is it tanking the framerate only when you look at it or all the time?

You can try lowering all settings to potato and use photo mode for the money shots, it will render at a higher quality.

[–] Scaatis@feddit.org 3 points 1 week ago (4 children)

You know the factory is good when it tanks your framerate.

[–] Scaatis@feddit.org 2 points 1 week ago* (last edited 1 week ago) (1 children)

Interesting writeup.

The tracking of how much of a resource node goes where was supposed to be removed by everything going to the big smeltery, so I only need to track how much is going in and out of the central smelter.

I noticed the locking thing when turning on the factory. Unfortunately this would mean that there is way to get two full belts of output out a train stop all the time. If the downstream machines always consume two full belts, there is never a chance for the container to fill up. That sucks.

Trains are very cool in any game that they are in, but their infrastructure, especially the stations, is so huge and unwieldy in this game, that I will rethink organizing my factory around them, especially since there does not seem to be a huge need to move large quantities of items over long distances. I could see them on a point-to-point basis when a particular set of resources isn't close to each other.

Also Re: Aluminium: I've seen the recipes, seems like a good time. I've played Gregtech, so I'm used to worse.

[–] Scaatis@feddit.org 2 points 1 week ago (3 children)

How do you use trains in your setup?

[–] Scaatis@feddit.org 2 points 1 week ago* (last edited 1 week ago)

I considered it. There is no shortage of iron ore on the map, it would just mean a few more trains coming in. By the time this thing would be at capacity, I would have Mk.3 Miners and then 9600 ore is just 8 pure nodes, fully overclocked.

I didn't check the difference in power consumption, maybe that would be enough to tip the scale. Mainly I didn't want to deal with head lift in such a vertical build.

Maybe I should note that to me, more machines and more machines are not downsides, but upsides. I like lots of trains and I like huge Arrays of machines :)

66
The Smeltatron (infosec.pub)
submitted 1 week ago* (last edited 1 week ago) by Scaatis@feddit.org to c/satisfactory@lemmy.world
 

My iron smelter array. Total capacity is 9600 iron ingots/minute, using the basic recipe. I actually only have Mk.4 belts, so I can only use the bottom four (of ten) floors... But I like building oversized. The idea was to centralize the production of basic resources (ingots and concrete). Then, the actual factories making stuff could be located more or less anywhere, regardless of local resources. Centralizing the smelting would reduce the many-to-many distribution problem of resources to a many-to-one (resources to smelter) and a one-to-many (smelter-to-factory). But actually integrating the train station was a pain in the ass and not really fun compared to the factory. I have lots of ideas for how I want factories to look and nowhere can I fit three or more train stations. Maybe this is more a Factorio style and Satisfactory is really more about building the factory close to the resources. So I may not actually end up using this lol. That said, everything is blueprinted now, so I may end up using a smaller version of this design in a different factory. The back, with observation tower for scale.

Shoutouts to the 1.1 vertical nudging feature, which should have been in the game from the start and the new curve mode for conveyors, which look great with the gentle curvature of the main structure.

Dubious shoutout to the feature/bug that vertical splitters now allow you to build X.5m long vertical conveyors, which is a power that I should have used more sparingly.

[–] Scaatis@feddit.org 1 points 2 weeks ago

If you want to see some wild cringe, check out the inauguration of the Weltraumkommando's (then) new headquarters: https://youtu.be/xzsxN4HNrNw

An actual Major General of the actual military enters to the imperial march, flanked by Star Wars cosplayers, two of which stay in shot the whole time during his speech. Clearly, nobody told them that the guy in the black suit is the bad guy...

The official march of the space command starting the first bars of the Raumpatrouille theme is actually the least cringe in that entire showing.

[–] Scaatis@feddit.org 3 points 3 weeks ago* (last edited 3 weeks ago)

I only have the OSE SRD to hand, not the actual B/X rules, although I understand that they are largely the same: https://oldschoolessentials.necroticgnome.com/srd/index.php/Dungeon_Adventuring#Traps

Searching a 10' square takes 10 minutes, you have 1-in-6 chance of finding the trap (elves and thieves have more) - whole not written there, I would say this is for a generic search. If you're doing something particularly appropriate for discovering the trap, the chance should be higher or automatic.

When you trigger the trap, there is a 2-in-6 chance it actually goes off.

Re: Needle trap: my point was exactly about skill based play: The Tomb of Horrors is targeted at experienced players, who would almost certainly see the needle trap coming, given how prevalent they were in those days.

[–] Scaatis@feddit.org 3 points 3 weeks ago (2 children)

I'm with you on the attrition. I think some of the other readings are overly literal or unnecessarily harsh.

The way I see it, there is actual writing on the floor tiles. It's in small print so you need to be close and it will be widely spaced. If you want to read the whole thing, you have to move along the whole path quite closely, falling into a few pits along the way.

The kill chance of the needle traps is only that high on paper. If the players are that high level and not expecting poison needle traps on every lock, they have been playing a different game.

I don't know how it is in 1e, but in B/X there is always a 1-on-6 chance of spotting a trap and there is some paragraph about a trap not triggering 50% (?) of the time. From what I read, nobody seems to use that m, but it's in the rules. I think that might be appropriate in this case, because it gives a chance that someone in the back line (or multiple people) fall in the pit at once.

[–] Scaatis@feddit.org 3 points 3 weeks ago

In my version, I expanded on the idea of the demons that show up when you go astral or ethereal. They also come in after about a day to repair damage to the tomb and reset (most) traps. Resetting the traps is mostly a curiosity, since the players know how they work the second time. But they may actually run into the demons themselves who would not like to be disturbed in their work. That can add an element of danger and dissuade the players from wasting time. Of course they can just rest outside of the tomb, as long as they have actually found the way out.

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