Spyke

[April Fools] From the makers of Productive Packer Plus™, introducing a new way to feel less lonesome while stranded on an alien planet: **Massage Matrons:** *The Foundations of Romance*™ 💘

cross-posted from: https://pawb.social/post/42021231


Dating path: Liz the Doggo 🦎


Dating path: Vulka the Spitter 🔥


Dating path: Iniko the Flying Crab 🐞


Dating path: Ava the Non-Flying Bird 🦜


FICSIT Relational Database (included in the M.A.M.)


Itch.io game download link (real)(not fake)


SPECIAL THANKS TO ARTIST 🎨Ellizary, for her incredible Anthro-pomorphizational talents (and patience) 👏💕

Artwork: Ellizary

Text & graphic design: PHR (me :P)

View original on pawb.social
satisfactory·SatisfactorybyScrubbles

Satisfactory 1.2 Experimental Patch Notes Video

If you want to try it 1.2 on Experimental

Note that Experimental means NOT STABLE, expect bugs and issues. If you don't like that, stay on the standard stable branch.

Before Switching, BACK UP YOUR SAVES. Saves are incompatible with previous versions so you will not be able to go back, and additionally as with any unstable product it can corrupt your saves.

::: spoiler New Features in 1.2 (Spoilers for Video)

  • Farm Toilets - Spawnable toilets which act as respawn points!
  • Vehicle pathing - Vehicles can now be pathed similar to how trains have tracks, using splines Fluid Trucks & Stations
  • WEATHER - Rain, Window, and Strong Winds! Weather was previously removed due to engine issues, but it's back!
  • NODE RANDOMIZATION - New game modes featuring randomization of name nodes, changing required amounts for space elevators, etc.
  • Daisy Chaining power from one factory to the next
  • Zoop Signs
  • New photo mode features including Selfie mode :::
View original on poptalk.scrubbles.tech

Just Found This Out

I'm only 60 hours in, but i just found out that multiple generators connected to a power pole increases its capacity - i assumed poles were capped at 75Watts.

Found this out after bringing over a whole bunch of power poles from one side of the map to my oil factories im building.

Then found out coal generators can run on petroleum coke and i didnt need to bring power over from my coal factories.

Dam i love this game lol

View original on lemmy.world
satisfactory·SatisfactorybyJackbyDev

Turbofuel plant

This should solve my power for a while. Turbofuel is really nice. Clean burning, too!

Pro tip: Power shards increase power consumption exponentially for machines, but linearly for generators. That means that a generator at 250% overclock is exactly the same as 2.5 generators at 100%. This saves a lot of space with turbofuel. In the bottom right you'll see 25 generators. Without overclocking I would've needed 63 of them. I have been judicious with my power shards, so this was nice.

I was really satisfied with this picture. You can see pretty much all of the build in one shot The only thing you can't see is the sulfur extraction.

View original on programming.dev

Is Rebuilding After Your First Base Inevitable?

I'm grinding the phases (new to the game) and I've been spending so much time making sure every build is neat and looking how I want it - but seeing the new stuff I'm unlocking, I've got the feeling that I shouldn't have tried so hard coz I'm probs gonna have to upgrade everything.

Is the the loop of the game to rebuild once I've unlocked better versions of smelters etc or am I playing it wrong?

View original on lemmy.world
satisfactory·SatisfactorybyJackbyDev

Variable count splitters would be nice

I'm really surprised there doesn't seem to be a modded (or vanilla) splitter that lets you set the output ratio for each side. I saw one that lets you configure the rate of output, but I'm not sure if it's updated. Regardless, a simple thing like "this side gets 1, this side gets 3, this side gets 0" would be so useful for building manifolds that don't take forever to balance and other stuff.

View original on programming.dev
satisfactory·SatisfactorybyJackbyDev

Mod to make indicator lights display underclocked buildings? Or just find them in general.

When a building is on and running, the light is green. When the building is overclocked (and maybe whenever it has a power shard) the light is bluish white. This is useful to find buildings with power shards! Is there a mod to make the light change to a color based on under clocking?

It shouldn't really matter, because seeing what a building does requires opening it anyways, but I still think this would be nice.

View original on programming.dev