u/VeryAngryBeaver

358 post karma · 14.8k comment karma · joined May 2012

VeryAngryBeaver

That cop who's suspicious dies because of Dexter. But it's because of a rube goldberg of other things lining up and causing it to happen after Dexter couldn't figure out what to do. Dexter doesn't actually do innocents ?at all? during the show's runtime. Then there's the tragedy at the end of all the people that die because of what he does.

VeryAngryBeaver

That wasn't even remotely what I said. I never even mentioned Bioware. I was pointing out why hating the NDP's tax credit is completely misplaced.

VeryAngryBeaver

The money was proportional to the salary of local developers. Who spent that money living thus generating revenue. The net cost of the program was almost 0 if not positive, it attracted 3 different studios to Alberta during the time it was here with more seriously considering it before it got cancelled. EVERY other province has a similar program, Alberta is operating at a disadvantage and just levelling the playing field got international attention.

No governments shouldn't be throwing free cash at EA, but what we had was structured so it was a good deal for the province and the only reason it got cancelled was because the conservatives don't like NDP programs.

VeryAngryBeaver

Floating point innaccuracy.
tldr; these walls are 45d, the default unreal pawn walkable angle is 45d. When enough slightly imprecise things line up it goes above 45d and the player slides down. Facing north is probably just a reliable alignment of the math that makes it round high instead of low.

VeryAngryBeaver

Living plants aren't that flamable

VeryAngryBeaver

It's ripped from Half Life 2, this same spot is one of the first main menu backgrounds you get.

VeryAngryBeaver

"Source Meta Data" what are you even on about? Even if the collection of Actors that form a node had that none of them would be post processing volumes. Do you even use Unreal Engine or did you just use AI to try and make you sound smart?

VeryAngryBeaver

There's post processing volumes that exist in many places that change the final look of a bunch of stuff, like fog amount, colour correction etc. They should generally not be as localized as "an iron node" and should be more like "the northern forest". so you've probably found a small volume thaat got left somewhere by accident, or a gap in the volumes that define the rest of the forest.

VeryAngryBeaver

They updated the wwise version being used in the game. So that's probably -why-. As for a fix, maybe make sure your drivers are up to date? Also, report it on the QA website

VeryAngryBeaver

There's still a 1,200 belt in there if you read the mod description. Ever since 1.0, or maybe earlier, direct transfer of items from building to building is not thread safe and thus -not done-. The only speed limit is how fast your game process items, which is 1 item per factory tick which is under ideal circumstances 30FPS, aka the 2K limit the modding discord will warn you about if you even accidently mention higher belt speeds than vanilla. This limit applies to anything that thinks in single items, like belts, splitters, machines, etc.

VeryAngryBeaver

There's an AI disclosure field on every mod. If it's brought to our attention a mod has incorrectly filled it out the mod is hidden until it's corrected.

VeryAngryBeaver

you can hold left click to open the wheel and go straight to what you want without clicking through the options

VeryAngryBeaver

This happens with really fine angles like you're trying to work with here. Snapping things like foundations to beams can get you a finer rotation than things like machines or some other buildables placed on those will follow.

VeryAngryBeaver

You can see by the lack of anyone else reporting the same level or consistency of problems that you're reporting. Something is special about your setup. Which is why you should be using the QA site to submit bug reports, not whining on reddit.

VeryAngryBeaver

Trick is whether or not you get water in the engine. If you go slow enough that depth would be fine. But they were plowing through it at speed generating a crest at the front of their vehicle which allowed it to go over and in.

VeryAngryBeaver

If you however do want a mod based version: https://ficsit.app/mod/AB_CableMod

VeryAngryBeaver

The simulation of a factory cannot be simplified to the point of a simple "time skip". Several features of the low lying code and buildings cannot be jumped past like that. I know I've seen the code, I mod it, there are ways to rewrite the code to make it happen in several places but some features would just be 100% gone, like smart splitting overflow on systems with vehicle delivery. That would have to be fundamentally changed to keep working.

What can happen is a "catch up fast forward" that would run simulation ticks as fast as possible until it's caught up to the "missing" ticks it thinks it has had while it's on ice. how much faster that would be to catch up is hard to say. but since Satisfactory is often a CPU limited game, I would guess, not much.

VeryAngryBeaver

Try something "like . . . . . . . . . . . . . this" (remove .s) as what's visible is then nothing but it's not parsable as nothing by any code

VeryAngryBeaver

They align with the Quaterpipes. Which is what they were originally added for. Till someone realized they were actually half foundations and renamed them as such.

VeryAngryBeaver

As the developer of Fluid Extras (the junctions) I understand that bricking your save is a no-go for most people. And why I will have an update shipped ASAP, that's a commitment I chose to make, I made mods that interfered with your core logistics. That turnaround has to be good for my stuff to be worth it ❤️

VeryAngryBeaver

center a 2m ramp with rotated beams at the top and bottom to cover the half meter gaps

VeryAngryBeaver

An important note is that you can replace the route piecemeal. if you delete some of an old route you can snap new route nodes to it. But once you delete old routes they're gone, gone. But it means you can fix up that one intersection that will benefit and leave the janky mess till you end up wanting to clean up some of the longer routes.

VeryAngryBeaver

You think pure nodes save you power because you don't need as many miners. but very very quickly miners become a rounding error in your power demands. not that I advise ignoring power. but more, better nodes just means you need more machines to work with them which costs way more. so don't sweat the impure nodes and enjoy the breathing room. also. automate making solid biomass. sure make biomass by hand, but automate solid biomass.

VeryAngryBeaver

There'll be a key slot you need to insert a key (that you don't have yet) into it. And when someone does, the event will ask you to set it up by hammering some things and once that's done it'll run the even you have to finish.

VeryAngryBeaver