u/Jobboz

▲ 9 r/ICARUS

Murderation Achievements

I'm just curious here - I'm owned Icarus since 2021, and I'm just short of 900hrs in game.
I've finished Olympus, Styx and Prometheus open worlds on normal and hard, and I've just picked up Great Hunts and Elysium, and will be starting those soon.

I recently checked my outstanding achievements, and three in particular stand out as being a little crazy.

  • Melee kills - ~2,400 out of 10,000
  • Gun kills - ~2,300 out of 10,000
  • Bow kills - ~4,500 out of 10,000

My question is - do people actually complete these achievements, and how - did you roam the wilderness slaughtering absolutely everything in sight like you were playing doom?

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u/Jobboz — 9 days ago
▲ 6 r/ICARUS

Tames and Mounts - Home vs Away

I'm hoping there's something simple I've missed somewhere.

When I'm away from my base, I really want my tames and mounts to stay close. It's obvious.

When I'm at my base, I really, really, *REALLY* want my tames and mounts to stay near their food/water/beds, and not instead try to physically occupy one of two places:

  1. the same physical space I am currently occupying

  2. DOORWAYS.

These behaviours are to my mind the only really frustrating element of the tames and mounts system.

Mounts are easy - select, opt to stay instead of follow. But it's a manual hold-to-select and change behaviour every single time.

Tames are awful - the 'wander' logic seems to be 'find a doorway and sit in it' and selecting each tame and changing its behaviour every time you leave or get home is just tedious busy-work.

Is there a keyboard command I've missed, a game mechanic that solves this easily, or a mod that improves the default behaviour?

reddit.com
u/Jobboz — 1 month ago

How to even contemplate doing Nuclear Power in v1.0+?

When I finished the game in U8, I was still using diluted fuel power - which was ample at the time because there was no phase 5.

When I finished it in 1.0, I used Rocket Fuel, because I was wanting to actually complete the game.

I'm now planning a x100 parts run, and as such I'll need far more machines than my 1.0 run, which in turn will likely require a ton more power. So I dug out my old 'I should try nuclear' spreadsheet, ran up the numbers, and I look at them with the same dismay I felt back then.

I think that Nuclear Power in Satisfactory is totally and completely stupid as currently implemented - it makes me think that when 1.0 was released, Rocket Fuel was less a 'dumbed down for casual players' option and more a 'nuclear is not realistically a reasonable process for most playthroughs' option. I've been here long enough to know the 'you do nuclear to prove you can' mantra. That suggests agreement in the community that it's not a 'good' option.

Change my mind. (Please!)

For context, my spreadsheet is a powerplant using 1200 uranium (a fraction of what is available) to make about 350GW, and process/sink plutonium rods. I looked at Ficsonium and the corresponding fuel rod requirements, laughed and closed those tabs.

The supporting infrastructure for the above powerplants runs to well over 700 machines and a bewildering array of raw materials (approximately 20 pure nodes used.) That's assuming I'll have every alt recipe available, and I'd be trying to use the most efficient recipes where possible.

By contrast, the infrastructure for a rocket fuel plant that would generate around 215GW and a byproduct of 600 packaged turbofuel per minute (or 235GW power by burning the turbofuel and ~480 residual rubber) is under 200 machines, 1 nitrogen gas site, 2.5 oil nodes, 2 coal nodes and 1 sulphur node - it's a relative handful of refineries and blenders and a stupid number of fuel generators (345 triple-clocked, which I realise is a lot but they can be blueprinted so it's not that big a deal.) Two of those setups would need fewer machines, use fewer resources and provide more power.

Once you factor in the energy cost of running all of the machinery required for nuclear (25 particle accelerators, 120+ manufacturers, 60+ blenders, 200+ assemblers, 120+ refineries, 100+ foundries) the nuclear path seems to offer very little benefit.

I want to pave the swamp and fill it with nuclear powerplants as much as the next guy, but is there something I'm missing that makes nuclear actually a good idea?

reddit.com
u/Jobboz — 4 months ago

Is this set of game rules possible?

I've finished the game previously, but for 1.2 I started a x100 parts run, and got to phase 3 before getting too frustrated and pausing.

The x100 parts isn't a problem per se - it's the fact that I have to build a factory that can produce the parts in a reasonable timeframe, using the belt technology that is available at that tier - and I really don't enjoy revisiting old factories and trying to upgrade their internals, as this tends to end in disaster. The stumbling block was coal - I couldn't provide enough coal because my Mk2 mines could only produce a single 480 belts worth each and I really, really needed at least 3 belts worth for smooth operation.

What I would really like is to be able to unlock aluminium production and Mk5 logistics before producing any factory beyond my 'starter' factory. The issue will be whether the game will let this happen.

So....

What I'm wondering is whether it is possible to make all milestones available to unlock regardless of what elevator phase I'm in (i.e. decouple the tiers from the progression.)

I'd still like to have to unlock the milestones legitimately, paying the appropriate resource cost - I get that Ficsit is not big on handing out a free lunch. I'd like to do the elevator phases too - but instead of building a factory jam-packed with Mk3 and Mk4 belts to do so, I can do so once I have a suitable tech base that can make for clean logistics.

I know that SCIM has the option to mark milestones as already unlocked, but this isn't quite the same thing. I'm wondering if it's possible to mark an elevator phase as 'delivered' temporarily so I can 'start' on phase 5, unlock everything normally, and then return to phase 1 to do the actual elevator stuff.

reddit.com
u/Jobboz — 4 months ago

Why does the elevator have 6 input ports, when there are only 4 materials required at any phase, but no output ports to reject unneeded materials?

When this finally occurred and I googled it, I was surprised to only find a single request from way back in early access.

That way I wouldn't need to use dedicated lines for each material which I then need to manually flush (usually by physically deconstructing them) at the conclusion of each phase.

Changing two of the inputs to be outputs would solve this quite elegantly. Then, you could build your input lines and a sink line, and never need to go back and change them.

Or am I missing something?

reddit.com
u/Jobboz — 6 months ago