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Mayveena posted:No. Why don't you tell the name, thanks. https://dsp.thunderstore.io/package/brotchie/MinerInfo/ This is more of a general question, but the mod manager for DSP includes Valheim and RoR2, is there some commonality in modding between those three games or is it just the guy who made the manager likes those games
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# ? Mar 5, 2021 17:33 |
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# ? Apr 29, 2024 17:29 |
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Are those unity games?
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# ? Mar 5, 2021 17:53 |
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I appreciate the good effort post. I feel where you are coming from, but at the same time, most games are bad at the end game. Like, pretty much all of them. Civ's endgame is as bad as EU4's endgame is as bad as Final Fantasy 6's endgame. You can usually 'beat' the game way earlier than the developer expects, and you just mash 'next turn' in some format or another to get to the end goal. The 'good' part of the game, is the part where you are fully engaged and trying to figure out the systems. For me, DSP's "good" part of the game was 60 hours plus, which is probably more time than I put into Civ 6 in total, and I've played every Civ game at release since Civ 3. I don't think it's fair to criticize this game's bad part ( the endgame ) when almost no game delivers a satisfying end game, and the good part of the game dwarfs similar good parts of other games. Also, it is fair to point out this is an early access game, so it is likely the 'endgame' content is the part that's least developed in the early access model.
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# ? Mar 5, 2021 18:11 |
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Khorne posted:After a few updates maybe. I might be alone in this, but I always find lategame boring as hell in this kind of game, modded minecraft, factorio, anno, oxygen not included, cities skylines, etc. I agree with a lot of your points, and I do think it's a bit early in the development of the game to declare it GOTY, but from what I've been able to glean from YouthCat's statements they are working on end game content and introducing an adversary of some kind. Hopefully it won't be similar to the Biters in Factorio, but instead will be a competing intelligence that is also attempting to do the same thing we are. We'll know more once they finish up their roadmap and publish it. I honestly don't think they expected this kind of success so it's unsurprising that they don't have one already. Some end game structures would be good. The Dyson sphere is what I'd say occupies the mid to late game transition and early late game. Given that a Dyson sphere is a megastructure it seems like they should rebalance it so that we either make a more resource intensive and interactive one (eg, a Dyson sphere you can walk on, place buildings on, and so on) or something that impacts the star systems in a more severe way. An actual Dyson sphere requires the processing of planets themselves, so if they added large structures that slowly chewed up planets and added that material to a more typical sphere it would help. Or maybe not, people seem content to pouring hundreds of hours into the game already. I will say that this is an absolutely fantastic early access title. Not feature complete (the fact Icarus has health points indicates that, so does the accelerant research option), but drat it's still really coherent and well put together.
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# ? Mar 5, 2021 18:52 |
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I personally would like an endgame project to look like constructing a giant star base the size of a planet that has the capacity to handle logistics for multiple systems and automatically powers machines placed on it. Basically a giant mechanical planet that I can send raw resources to, process, then send out to other planets.
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# ? Mar 5, 2021 19:05 |
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Eegah! posted:I personally would like an endgame project to look like constructing a giant star base the size of a planet that has the capacity to handle logistics for multiple systems and automatically powers machines placed on it. Basically a giant mechanical planet that I can send raw resources to, process, then send out to other planets. I liked the person that suggested end game could be constructing more mechs to send out. High cost for each mech and warp launcher. Keep a tally of the mechs you've launched to share.
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# ? Mar 5, 2021 19:17 |
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Grevlek posted:I don't think it's fair to criticize this game's bad part ( the endgame ) when almost no game delivers a satisfying end game, and the good part of the game dwarfs similar good parts of other games. Also, it is fair to point out this is an early access game, so it is likely the 'endgame' content is the part that's least developed in the early access model. Eegah! posted:I personally would like an endgame project to look like constructing a giant star base the size of a planet that has the capacity to handle logistics for multiple systems and automatically powers machines placed on it. Basically a giant mechanical planet that I can send raw resources to, process, then send out to other planets. Admiral Ray posted:I will say that this is an absolutely fantastic early access title. Not feature complete (the fact Icarus has health points indicates that, so does the accelerant research option), but drat it's still really coherent and well put together. Grevlek posted:I appreciate the good effort post. I feel where you are coming from, but at the same time, most games are bad at the end game. Like, pretty much all of them. I hope no one confuses my insomnia-fueled attempt at exploring why I dislike the endgame in these kind of games & (poorly) exploring how maybe it could be solved with a legitimate criticism of the game. It's more like the game is so drat good before you hit the very end game that I hope they find a way to make the endgame equally good until you get bored with it. Khorne fucked around with this message at 19:22 on Mar 5, 2021 |
# ? Mar 5, 2021 19:20 |
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That mod that shrank save files somehow screwed my save file up so I gotta start over. Oh well. I've got an even better star cluster this time around, and I'm incorporating everything I learned last time around into this attempt.
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# ? Mar 5, 2021 21:23 |
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My main problem with this game is how slowly the drones build belt lines. Just let us place them instantly, it's such a pain in the rear end in the early game
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# ? Mar 5, 2021 21:26 |
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yeah its awful, i just started over after not playing for a bit
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# ? Mar 5, 2021 21:32 |
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Kurr de la Cruz posted:That mod that shrank save files somehow screwed my save file up so I gotta start over. Oh well. I've got an even better star cluster this time around, and I'm incorporating everything I learned last time around into this attempt. Probably from the save changes in the recent patch. I don't touch mods like that one because of that risk.
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# ? Mar 5, 2021 22:21 |
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https://www.youtube.com/watch?v=5E-QekRlRDo Pretty basic stuff but it's neat seeing everything laid out like that. Also, what do you guys call the various grid features? e: actually there is some new stuff I didn't know in there, like besides the four highlighted meridians there are 16 more that run unbroken from pole to pole zoux fucked around with this message at 22:38 on Mar 5, 2021 |
# ? Mar 5, 2021 22:23 |
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zoux posted:https://www.youtube.com/watch?v=5E-QekRlRDo not sure why but this just made me want the feature where you can blow up a planet and extract it's resources that way.
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# ? Mar 5, 2021 22:40 |
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LifeSunDeath posted:not sure why but this just made me want the feature where you can blow up a planet and extract it's resources that way. a planet cracker would be a great endgame thing
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# ? Mar 5, 2021 22:44 |
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Shipon posted:a planet cracker would be a great endgame thing oh holy poo poo, imagine getting to pack up a whole universe and heading into the wormhole for new lands!
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# ? Mar 5, 2021 23:04 |
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Just hit the point in my new game where I abandoned my old game. I got here in 1/5th the time. We're cruising now.
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# ? Mar 6, 2021 00:39 |
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One day, the devs will implement blueprints, and I shall return from my break after getting the "YOUR A WINNER" research done to start anew. Until then, I will content myself with watching other people play and feel dumb watching them build more efficient setups than I had cobbled together.
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# ? Mar 6, 2021 03:58 |
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I like how after unlocking warp, my manual save games have taken on a very timecube feel. 4 CORNER SIMULtaneous green turbine factory zedprime fucked around with this message at 05:01 on Mar 6, 2021 |
# ? Mar 6, 2021 04:58 |
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zedprime posted:I like how after unlocking warp, my manual save games have taken on a very timecube feel. I have forgotten which systems I've put outposts in and as far as I can tell there's no way to see it from the starmap.
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# ? Mar 6, 2021 13:44 |
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It really does need an in-game note taking function: a place to write your to-do list, notes that can pin to planets and star systems, notes that can pin to I dunno placeable signposts on-world, stuff like that. Just some method of organizing your thoughts on all these disparate chunks of your industrial empire. Maybe a mod could do it?
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# ? Mar 6, 2021 14:05 |
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Just open up your P menu and look at what systems are producing what resources. You can even drill down by planet You might have to set the time scale bigger if all your belts filled up with product and you don't have a destination using it yet
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# ? Mar 6, 2021 14:55 |
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Roundboy posted:Just open up your P menu and look at what systems are producing what resources. You can even drill down by planet I want to elaborate on this because I found it out last night and it's very useful. So in the production menu, when you filter by system or planet, only shows items that have been consumed or produced in those places. I'm pretty sure those items will show up even if it's been hours since they were last used/produced. So if your looking for your one planet/system making quantum chips, you can go through the list until you hit the system that has quantum chips listed (and doesn't have something listed that consumes them, like Dyson Sphere rockets). It's definitely not as good as a labeling system, and I'm not sure if an outpost that's just storing stuff for consumption elsewhere (like an outpost that holds supplies taken from your mall), but that production statistics screen is much shorter in any system outside of your starting system.
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# ? Mar 6, 2021 15:29 |
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Roundboy posted:Just open up your P menu and look at what systems are producing what resources. You can even drill down by planet Yeah I just noticed this myself a few minutes after posting, but thanks anyway I gotta say though, the scaling requirements get very significantly reduced if you luck out with the rare resources available nearby when you start warping around. In my case the system closest to my starting one (and thus the first I explored) has the biggest reserve of spiniform crystals in the entire cluster (about 16m on a single planet) and the second closest system has a planet with 15m fire ice. Organic crystals and optical grating crystals were also available in decent amounts within ~10 light years. Welp, there we go, I don't need oil for anything other than plastics for the foreseeable future and I could just dismantle a bunch of production lines. Unipolar magnets sure don't last long though, I'll need to go back to the brute force way soon.
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# ? Mar 6, 2021 15:33 |
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Guess I'll just get started debottlenecking purple, green, and thinking about what a rocket launch facility will look like. Todo list: Everything???
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# ? Mar 6, 2021 19:10 |
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Started a new game because I like the problem solving vs the actual endgame, and I hit random a few times and just accept the starting system. And my home system has 183k silicon total. 2nd time this happened. Thanks? Time to rush to warp and get outta dodge before I run out of processors
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# ? Mar 6, 2021 19:44 |
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I started a new game and had to stop because of how slow the mech is at the start how did I ever live like this?
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# ? Mar 6, 2021 20:17 |
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Oh god yes. I've learned not to really care what I build until I get logistics towers. Once those are in place, you can place and design properly. Everything before that is hot garbage My starting world only exists to get me off planet, and to build the items I need to strip mine other solar systems. Once you add every relevant thing to the logistics network, it can be had anywhere My initial world is jus a big pocket crafting setuo
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# ? Mar 6, 2021 21:22 |
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I don't understand hard restarting unless you really want to do the beginning tech grind again. Dismantle your interplanetaries, grab some fuel and a few warpers and head off to some distant star with tens of millions of resources to soft reset if that's your thing.
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# ? Mar 6, 2021 22:00 |
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Hello, I would like to see the "blueprint" layouts that you've found to work well Also, these seem to work pretty well for me, but I'd love to hear suggestions. I just threw together that oil set up to run my chemical lines in fifteen minutes today, I don't know what's the best way to do plasma refining.
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# ? Mar 7, 2021 23:17 |
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The blue things that are half of processors aren’t used for anything else in the game. Four assemblers making those can directly feed three assemblers making processors, getting rid of some belts and/or a tower. Not that it really matters.
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# ? Mar 8, 2021 00:13 |
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Maximum oil refinery layouts are like assembler layouts: refinery dicks running latitudinally until belts are sapped while products go into a tower to fly away somewhere else. They have 3 slots on their short end so you can just stack them for shortest length by the time you're logistic towering everything. If you need refined oil, you're done with just one refinery dick that blasts out hydrogen and oil If you want graphite, you can self contain two refinery dicks next to each other, in a ratio of 2 xray crackers to 1 normal refiner. Priority loop hydrogen in a circle around the xray crackers to keep them satisfied. Or more likely just run a separate refinery dick out from another logistic tower fed with hydrogen and oil since that can help load balance graphite vs plastic anyway.
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# ? Mar 8, 2021 00:16 |
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It's simpler to run x-cracking. You just dump the oil and hydrogen from a normal refinery into the usual belts and then you have your cracker dump hydrogen into a belt and then scoop hydrogen from the same belt one step farther down. Voila, you always have hydrogen for your cracker and the excess goes off. Edit: Also, you don't need smart splitters if you're just combining lines. Just dump the one line into the other and it'll feed.
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# ? Mar 8, 2021 00:30 |
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If you want closed loop refined oil i.e. make purely hydrogen and graphite I want (even though its not technically need) that hydrogen recycle because you don't need to worry about sorter quirks or filling a belt to entitlement to ensure your xray crackers aren't starved while you have room to make hydrogen out of the refiners. Peace of mind I want from less ideal set ups but an ever paranoia about deadheading refined oil. If you just ship refined oil at the other end as a relief valve that works too. Anyway I'm less likely to build a linked setup like that since running separate refinery and xray cracking trains lets you load balance plastic vs graphite anyway nevermind with the right rare resources you go back to only wanting refined oil.
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# ? Mar 8, 2021 00:46 |
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Keep in mind unless you want to tap every oil hole on the planet, and feed it to dozens of refineries and then more dozens of x ray refi refineries, it's infinitely easier to just tap some coal and make excited graphite
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# ? Mar 8, 2021 01:06 |
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I feel the peak usefulness of xray cracking is right as you get it. I don't need it for graphite, coal is abundant. Hydrogen is easier to get from gas giants once you are a little more established.
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# ? Mar 8, 2021 01:20 |
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Smiling Demon posted:I feel the peak usefulness of xray cracking is right as you get it. I don't need it for graphite, coal is abundant. Hydrogen is easier to get from gas giants once you are a little more established. Ya, I set up X-ray cracking to make hydrogen for red cubes, but holy poo poo since then I’ve had zero use for it. I’m now awash in hydrogen from other sources.
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# ? Mar 8, 2021 01:32 |
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MrYenko posted:Ya, I set up X-ray cracking to make hydrogen for red cubes, but holy poo poo since then I’ve had zero use for it. I’m now awash in hydrogen from other sources. Once you're making enough graphite for mass solar sail production, just the by-product hydrogen should be more than you'll ever need (or want) at that stage of the game. I had to turn off remote hydrogen demand on my starting planet because even I couldn't burn it off fast enough. I know I could just make, like, a hundred thermal plants, but I wish there were a disposal building that would mass-destroy whatever you feed into it. "Artificial Singularity"?
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# ? Mar 8, 2021 01:37 |
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Smiling Demon posted:I feel the peak usefulness of xray cracking is right as you get it.
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# ? Mar 8, 2021 01:40 |
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WhiteHowler posted:I know I could just make, like, a hundred thermal plants, but I wish there were a disposal building that would mass-destroy whatever you feed into it. "Artificial Singularity"?
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# ? Mar 8, 2021 02:01 |
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# ? Apr 29, 2024 17:29 |
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scribe jones posted:you probably already know this but in case anyone else doesn’t: if you put hydrogen into liquid storage you can get rid of it by deleting the building (it doesn’t work like regular storage where you have to have room for the contents into your inventory). I know, and I already do this, but that's not automated enough for me.
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# ? Mar 8, 2021 02:04 |