video game,star wars video gamesSatisfactory: How to Use the Awesome Sink and Awesome Shop

The holy grail of Satisfactory is having a perfectly balanced factory, where everything made is used, with your storage emptying at the same rate it's being depleted. But that's not going to happen--you'll have extras. That's what the Awesome Sink is for.

What is the Awesome Sink?

The Awesome Sink (with Moody Lighting)
The Awesome Sink (with Moody Lighting)

The Awesome Sink is a building that exists to get rid of all of your extra stuff, rewarding you with tickets based on the complexity of the items. This building is entirely optional, but those tickets can be used in the Awesome Shop to buy things like new cosmetic building parts, walkways, vehicles, and more. There's some really useful stuff in there, so you'd be a fool not to put one up. See the official Satisfactory wiki page on the Awesome Shop for a complete list of available items and ticket values.

How does the Awesome Sink Work?

You can dump items into the Awesome Sink as quickly as conveyor belts can supply them, so if you have a production line that's pumping out materials at ultra-high volume just for this purpose, the Awesome Sink is ready. You can build multiple Awesome Sinks around your factory, the points they generate are universal to all Sinks, and you can print out your tickets from any Sink at any time. So it's smart to have a Sink in various areas of your megafactory, taking in extra items and turning them for profit. The higher complexity the item, the more points it will generate toward your next ticket. Further, tickets become more expensive with each one generatedFor example, an Iron Ingot generates just two points, while a Crystal Oscillator generates 3,072. A Thermal Propulsion Rocket will generate over 370,000 points.

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video game,star wars video gamesTaming Satisfactory Lizard Doggos For Fun And Profit

Everybody needs a friend, and that's especially the case in Satisfactory, where it's just you against all of nature and capitalism. Thankfully, the Lizard Doggo is there to keep you company. And even if you prefer your alone time, there's a good reason to keep a pen of Lizard Doggos around.

Lizard Doggos are short, friend-sized lizards with dog-like features. They have a physique similar to that of a Beagle, but are scaled and have armor on their back. Untamed, Lizard Doggos are entirely harmless, and will quickly run when approached if done so carelessly.

To tame a Lizard Doggo, you'll need a few Paleberries--the raspberry-like fruit found all over the map. If you already have Blade Runners by this point, unequip them before you try to tame one of these little guys, and toggle your movement speed to slow (Shift key). Find a Doggo and wait until it turns and starts staring at you. At this point, open your inventory and drop a Paleberry on the ground in front of you and wait. The Doggo will slowly approach you to eat the Paleberry. Make sure not to move during this process. Once the Doggo has completely eaten the Paleberry, slowly approach it. You should have a prompt to pet it (E). If you're able to pet it, you're golden--you have a new buddy.

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video game,star wars video gamesSouth Of Midnight's Music Transforms Trauma Into A Soundtrack

Video game soundtracks often don't stand out unless they're tied to meaningful or memorable points that create a lasting emotional impact, evoking anything from joy or sadness to pure hype or awe. South of Midnight by Compulsion Games manages to intertwine its narrative with its music and audio design in such a way that those unforgettable moments are numerous throughout its 10-12 hour storyline.

South of Midnight takes place in a fantasy version of the American Deep South, and it's full of characters and creatures who have lived through tragic events. You play as Hazel--a Weaver who can see ghosts and learn from the past through memories. Hazel helps address and heal others' emotional wounds through a bit of magic and a lot of understanding. As the details behind characters' hardships unfold, their trauma transforms into pieces of music that reinforce the game's themes and live on long after the credits roll.

I spoke to lead composer Olivier Derivière and audio director Christopher Fox in two separate interviews to learn more about what went into South of Midnight's tremendous music and audio design.

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