Looking For Quacks In The Pavement

Category: Geekery (Page 1 of 86)

Satisfactory – So Much Work For Shinies

While I’ve not been writing about the game much, I still play at least once per week on my own game and usually once per week in a cooperative game session with my son. I’m at what could be considered the “late” stage of the game, having sent off the third big Space Elevator shipment and unlocking access to the aluminum and nuclear tiers.

This is where things go from “moderately complex” to “rather fiendishly complex,” and the scale gets to the point where you can’t simply expect to make a variety of products from one resource node, let alone one group of resource nodes.

Case in point? Crystal Oscillators.

So much work, so much time, for a couple of little odd-looking devices every couple of minutes per manufacturer.
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The Summer of Our Discount Tent

I bought a “light tent” some time ago in order to get portraits of the various duckies (as well as, potentially, anything else we want a Very Nice Picture of) but I noticed something after the first couple of sessions that bothered me a bit. Due to various circumstances mostly having to do with living in a pandemic and not wanting to deal with much of anything, I didn’t get around to trying a solution until this week.

The problem? The LEDs at the top of the tent leave a bright glare in the photographs of any smooth, shiny subject. The solution? Buy some kind of light-diffusing material and find a way to “mount” it in the tent.

Let’s see how that went, shall we?

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MediaMonkey 5 – A Greener Interface

After years and years and years of development time, MediaMonkey version 5 arrived for general release. It’s new, it’s slick, it’s all that and a bag of chips. (Or crisps, if you’re from across the proverbial pond.)

It’s also, by default, a hideous mess of orange. So I did something about it.

I’ve gotten into late-era Gary Numan a bit, by the way.

Technically, all I did was change some settings in one file in the “dark” version of the default skin, but at least it’s less eye-searing now. If you want my (very slightly modified) version, download this ZIP archive and place the directory it contains (“Material Design (green)”) into the Skins directory of your MediaMonkey 5 program directory and restart the program. You should then be able to select it from the Skins setting.

Enjoy!

Satisfactory: Rail Guide Addendum

I’ve been working on a railroad. Not all the live-long day, mind you, but I did put in a lot of hours over this past weekend on a very silly project in Satisfactory. You see, I just shipped off the third Space Elevator bundle and unlocked Tier 7… but the forthcoming game patch called Update 4 is supposed to do exciting things to the tech at that level so I don’t want to actually build anything from that tier yet. Either I need to shelve the game for the duration (yeah, right) or find something to work on that doesn’t involve new tech.

Spoiler: It involved more trains. Because trains are cool.

I decided, “Oh hey, let’s spend our vacation week doing a silly rail project.” (I’ll have more on that later this week.) Along the way I worked out a couple of useful techniques that I thought I’d share with the group as a sort of follow-up to the previous big post about the game’s monorail tech.

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Satisfactory: Ridin’ the Rails

Ever since a friend showed me the game, the goal I’ve worked toward this entire time in Satisfactory is unlocking the monorail. I finally got there, I have two working rail loops now, and I have some thoughts and advice for newcomers. Load up the cargo, release the parking brake, and let’s steam forward, shall we?

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Satisfactory: Oh Hey, Computer

You thought you’d get out of January 2021 without another one of these, did you? Well, surprise!

I’ve been in Tier 5 & 6 content in Satisfactory for a little while now, and the bulk of my time at this stage of the game so far has been spent getting to the point of making my first petroleum-based products (Plastic and Rubber) as well as generating power from Oil. Unlocking some of the really fun stuff, however, required fully (if modestly) automating production of a couple of key components: Heavy Modular Frames, and Computers.

Here’s a bit of how I got those production lines up & running.

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