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Snow Cone Capone posted:The car doesn't actually kill anything though? It's possible to park the car/truck/etc on top of the big fire demons and whack them to death while they're helpless. Or at least it was the last time I played.
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# ? Jul 4, 2020 20:20 |
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# ? Jun 3, 2024 10:29 |
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I'm really liking this game, except for one thing; I'm having horrible mouse jitter. It's like the mouse (and to a lesser extent my xbox controller) is operating on a smaller 'grid' than the play area, so any camera movements are jerky and not smooth. Running using WASD is totally smooth. Almost feels like tearing but it happens with vsync on or off. Getting 80fps+ on ultra settings. Mouse and gamepad work absolutely fine in other games, just tested Alien Isolation and EDF 4.1. Things I've done to try and fix it: Changed ingame settings such as lowering graphics to low, and changing from fullscreen to windowed, no dice. Checked windows settings such as mouse accel is off, checked drivers. Updated graphics driver Changed .ini settings to turn off smoothing (no effect) and changed 'bexpectedscreensize' to match monitor. Overidden DPI scaling options for the .exe, as well as set high DPI settings to program controlled. Installed Logitech software. Ugh. Changed install location to the other SSD that doesn't have the system on it (this solved stutters in for Forza Horizon 4). I'm now pretty much out of ideas. Surely I can't be the only one with this problem? I can't find anything online either for this game or UE4. Please help
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# ? Jul 4, 2020 23:04 |
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IffyNewtz posted:I'm really liking this game, except for one thing; I'm having horrible mouse jitter. Do you mean the sensitivity is way too high? I have had to set the ingame mouse sensitivity to 1.7 ish to get smooth camera movement... I note that you didn't mention adjusting that in the 'things done'.
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# ? Jul 5, 2020 00:50 |
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Ambaire posted:Do you mean the sensitivity is way too high? I have had to set the ingame mouse sensitivity to 1.7 ish to get smooth camera movement... I note that you didn't mention adjusting that in the 'things done'. Mine is set at 2.4. Pretty sure I messed with it already but will check using 1.7 thanks Edit: I love you. It's not perfect but a hell of a lot better. Any way to increase the tracking speed without touching that setting? Toxoplasmid fucked around with this message at 03:12 on Jul 5, 2020 |
# ? Jul 5, 2020 02:17 |
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BisbyWorl posted:Yes. Specifically you need the recipes for Diluted Packaged Fuel, Turbofuel, Heavy Oil Residue, and Compacted Coal. Don't need favorable RNG if you just get all the HDDs
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# ? Jul 5, 2020 19:22 |
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BisbyWorl posted:Yeah the only byproduct that has to be dealt with in this setup is a bit of polymer resin. I just set up an overflow smart splitter on the polymer resin output leading to a ticket sink. That way it doesn't ever get backed up and keeps the generators on.
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# ? Jul 5, 2020 20:07 |
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Also worth always taking from HD: -Synthetic fabric; only way to manufacture fabric without hunting mushrooms and making it manually. You'll need this to play around with poison clouds (esp. poison cloud crash sites) and later, uranium. -The first one of the "deeper pockets"-upgrades. HDs can give two of them and I take the first one always when it is offered, but IMHO the second one isn't that necessary if it is available at the same time with something I would actually need right now. The game at this stage simply has too much small stuff to lug around at Tier 7, especially if you like to keep also all your tools with you at all times.
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# ? Jul 5, 2020 20:10 |
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I never really considered the synthetic fabric valuable because so many tree and tree like things give mycelia when cut down with the chainsaw that I always had excess. Fabric is only used for filters and parachutes.
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# ? Jul 5, 2020 21:07 |
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Smiling Demon posted:I never really considered the synthetic fabric valuable because so many tree and tree like things give mycelia when cut down with the chainsaw that I always had excess. Fabric is only used for filters and parachutes. Its currently the only recipe which completely removes manual labor from a production process for number of items. I am such a lazy person that I actually use tickets to buy filters, since I hate the aspect of hunting mushrooms. The desert sponge-things do not give *that* many to begin with, and the conversion rate to fabric is abysmal. In fact, I'd say that synthetic fabric should be MAM-unlockable, not an alt. EDIT: ...and automatible biomass harvesting, and automatible generators before coal, and solar or wind turbine which gives very low output but doesn't need anything, besides maybe high enough altitude. Similar to geothermal, which is endgame stuff. Der Kyhe fucked around with this message at 23:28 on Jul 5, 2020 |
# ? Jul 5, 2020 23:22 |
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Do you get more equipment slots ever? I love the jetpack but I wish I could combine it with the jumpy shoes
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# ? Jul 6, 2020 01:45 |
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Moonshine Rhyme posted:Do you get more equipment slots ever? I love the jetpack but I wish I could combine it with the jumpy shoes You can get the exosuit mod
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# ? Jul 6, 2020 02:42 |
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# ? Jul 6, 2020 06:17 |
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Oh jeez
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# ? Jul 6, 2020 10:13 |
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What's that square to the north?
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# ? Jul 6, 2020 11:41 |
Fangz posted:What's that square to the north? There's a ton of oil nodes in that area so probably refineries or power.
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# ? Jul 6, 2020 11:47 |
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How have map updates worked? I only started playing with the steam release and I understand that the eastern desert got added/updated at one point. Have they added new space, or has it just been overhauls? In either case have major updates invalidated old saves?
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# ? Jul 6, 2020 14:36 |
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Fangz posted:What's that square to the north? I’m using two of the many oil nodes in the shallow waters there to run 12 diesel generators each; that’s with all default recipes. Presumably a factory that size is even thirstier. Oxyclean posted:How have map updates worked? I only started playing with the steam release and I understand that the eastern desert got added/updated at one point. Have they added new space, or has it just been overhauls? In either case have major updates invalidated old saves? A long time ago, they changed ore node locations and I believe it caused miners on now-invalid locations to stop producing; like the time when an update wiped the fuel boxes for all of my trucks a year ago it creates a scenario where I’d rather not track everything down to fix it, but doesn’t corrupt or wipe old saves.
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# ? Jul 6, 2020 14:59 |
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Oh yeah, that was great when the last big update happened and it deleted all oil barrels I was storing.
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# ? Jul 6, 2020 15:46 |
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Oxyclean posted:How have map updates worked? I only started playing with the steam release and I understand that the eastern desert got added/updated at one point. Have they added new space, or has it just been overhauls? In either case have major updates invalidated old saves? As other have said already, they did mess around with node locations a few times, and there's also been some changes to level geometry - your stuff will still be there, but the miners might no longer be able to mine anything and half your base might now be inside a cliffside (while still operational). A lot of people got stuck with indestructible trees everywhere when they reworked the red forest in the center of the map. And then there's things like the last big update introducing liquids, which meant that basically all power generation was rendered inoperational. So while I never outright lost a save, it's still better to expect a restart (or at least some serious redesign) with every major update, especially if you built a lot of stuff in the more unfinished areas of the map.
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# ? Jul 6, 2020 16:23 |
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Fangz posted:What's that square to the north? 150 fuel generators fed by a single oil node and a single sulfur node
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# ? Jul 6, 2020 19:27 |
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HOLY poo poo! Really nice.
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# ? Jul 6, 2020 19:33 |
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Game can be really overwhelming. I just got to tier 3 and 4 and i'm looking at jumping to 5 and 6... the amount of resources, planning, and logistics are getting real. I want trains and a jetpack though.
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# ? Jul 6, 2020 19:45 |
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When you get jetpacks and trains, the game turns into a platformer
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# ? Jul 6, 2020 19:48 |
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As someone who just got both, can confirm.
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# ? Jul 6, 2020 19:54 |
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Trucks are so buggy, I wish the tiers for trains and trucks was reversed. Besides, historically, we got trains long before we got off-track personal automobiles.
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# ? Jul 6, 2020 20:07 |
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Schedenfreude is the feeling you get when you unlock trucks, set up automated supply routes, and watch a tractor on autopilot plow right through a pack of those annoying little spider shits at 50kph.
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# ? Jul 7, 2020 12:00 |
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so what's the deal with fluid dynamics in this game. i had a water extractor with a pipeline heading to a pump that then split for my 3 coal extractors. when i realized I could probably have 6 coal extractors using the 2 coal nodes I added another pump & split to the pipeline, but now it seems like there's not enough water pressure to actually push poo poo through, and it keeps breaking my power grid. do I need more pumps? or a fluid buffer or something? or is this pipeline at capacity?
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# ? Jul 7, 2020 15:56 |
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CharlesThunder posted:so what's the deal with fluid dynamics in this game. i had a water extractor with a pipeline heading to a pump that then split for my 3 coal extractors. when i realized I could probably have 6 coal extractors using the 2 coal nodes I added another pump & split to the pipeline, but now it seems like there's not enough water pressure to actually push poo poo through, and it keeps breaking my power grid. do I need more pumps? or a fluid buffer or something? or is this pipeline at capacity? Pipes have a maximum flow rate of 300, so if you're trying to jam more than 300/s through a single pipe it won't work. The typical arrangement is apparently 3 water extractors to 8 coal generators (because that's how the water ratio works out). Two water extractors have their own pipes that feed 4 each, and the third is split evenly between the other two pipes (I use a pair of pumps for this in my layout). That way each pipe has 180 water flowing.
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# ? Jul 7, 2020 16:05 |
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Does your extractor push out enough water to supply that many pipes? Extractors can only put out so much volume, and if you try to split into too many pipes, the pipes won't get filled. You can add another extractor to put more water into the pipes.
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# ? Jul 7, 2020 16:06 |
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Here's a convenient diagram. Note that you have to power the miner and water extractors with something that isn't connected to the main grid - otherwise when you blow a fuse, the coolant water stops, too. I just made a cluster like this and I have the first plant in the line on its own circuit, dedicated to powering the miner and extractors - if you don't need any additional pumps, that one plant is just enough to run 3 water extractors and a T1 miner without issues.
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# ? Jul 7, 2020 16:10 |
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Drake_263 posted:Note that you have to power the miner and water extractors with something that isn't connected to the main grid - otherwise when you blow a fuse, the coolant water stops, too. I just made a cluster like this and I have the first plant in the line on its own circuit, dedicated to powering the miner and extractors - if you don't need any additional pumps, that one plant is just enough to run 3 water extractors and a T1 miner without issues. Pfft. real engineers live on the edge You can just use a biomass generator to kickstart your water extraction in an emergency. This is assuming your generators run entirely dry, vs if there's still water in the pipes. Fangz fucked around with this message at 16:33 on Jul 7, 2020 |
# ? Jul 7, 2020 16:31 |
Paint Edit for how I set it up
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# ? Jul 7, 2020 16:31 |
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You can also do two 75% extractors per four coal generators
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# ? Jul 7, 2020 16:40 |
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So I spent 12 hours yesterday dicking around with coal power. I got the 16 coal power plants set up on a pure coal node and built the 8 water plants to keep them going and now I have 1200 mw of power to use. I am at a bit of a crossroads now though. I'm set up in the northern forest/desert border area where there are good pure nodes for iron, copper, and limestone. I'm not really sure how I want to do things now that I have all of this power. My main concern is setting up the more advanced production chains efficiently. I'm not sure if I should bring all my resources to one central node and then primarily produce there, or have separate factories creating more advanced stuff which then ships around. I'm just dipping into the stuff that can be made with steel and I haven't done anything beyond the basic pipes and beams. I also need to go back and re-make my basic iron stuff now that I have new extractors and alternative recipes for stuff like screws. Then there's quartz, caterium, and sulfur I have to contend with... I'm not sure how those will even be involved with my production yet since I haven't gotten much recipes that use them. Is it feasible to ship this stuff all to one central base that produces everything or should I make several smaller bases that make stuff then ship it to a central location to assemble it? Ugh. So many choices.
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# ? Jul 7, 2020 18:13 |
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I've added a section of my base dedicated solely to making beacons. (which will get used for rifle ammo once I get the supply chain for that figured out.) Sorta silly how you need all this just to automate something you have from the very start of the game.
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# ? Jul 7, 2020 18:34 |
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The fact bullets take beacons to make is hilarious to me. Like Ficsit is tracking every drat shot to make sure you’re not the one shooting the space elevator when you’re bored.
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# ? Jul 7, 2020 19:18 |
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Bussamove posted:The fact bullets take beacons to make is hilarious to me. Like Ficsit is tracking every drat shot to make sure you’re not the one shooting the space elevator when you’re bored. It used to be that Nobelisks required them, and that made sense - they're remote-detonated, the beacon is an antenna to pick up the signal. And nobelisks were required for bullets as an explosive charge. Then the tree got rebalanced, without really thinking about what that means in-world.
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# ? Jul 7, 2020 19:51 |
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vandalism posted:So I spent 12 hours yesterday dicking around with coal power. I got the 16 coal power plants set up on a pure coal node and built the 8 water plants to keep them going and now I have 1200 mw of power to use. I've been wrestling with something similar (I'm still pre-coal but I'm thinking ahead) and I'm leaning towards a general principle of moving things around in their most 'condensed' form. So for example, 2 iron plates are 'worth' 3 iron ore, so you may as well craft iron plates at the node and then move those around since they take less space. On the other hand, 2 copper wire are equivalent to 1 copper ore, so move around copper ore and only make wire where you need it for something else. Ultimately there would be some central storage of every item for crafting purposes, but central production would only be used for items where (A) it's less dense than its inputs, (B) there hasn't been a remote node dedicated to its production yet, or (C) it needs inputs from multiple nodes that aren't nearby each other in your network. The downside to this is that you have to look at every item individually, the math is affected by moving items by belt vs. by truck (assuming trucks are affected by stack size), and alternate recipes can affect the equilibrium. On the other hand I'm going to be fiddling and tweaking with something, and it may as well be production logistics!
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# ? Jul 7, 2020 20:05 |
Tenebrais posted:It used to be that Nobelisks required them, and that made sense - they're remote-detonated, the beacon is an antenna to pick up the signal. And nobelisks were required for bullets as an explosive charge. I think we should rather use 50 black powder, 50 steel pipes, and 1 computer, to make 100 bullets. I want my bullets to contain a one-hundredth of a computer.
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# ? Jul 7, 2020 20:11 |
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# ? Jun 3, 2024 10:29 |
Copper ore is 50 stacks while wire is 500 so that might affect your transportation valve if you’re using trains or trucks.
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# ? Jul 7, 2020 20:17 |