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Rynoto posted:Higher level dark fog drop better loot which lets you make secret tech. There's only a few but they are quite good if you want to optimize for space for whatever reason. Oh, I thought those resources were just rare ones out in the universe, I misunderstood and thought activating DF added more techs or something
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# ? Feb 29, 2024 08:54 |
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# ? Jun 13, 2024 03:35 |
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So I decided to try and build a dyson sphere around a blue giant as they allow for the largest and most powerful spheres. I just went with my standard minimize structure/maximize cell points approach. Turns out I should have done some math. With the number of nodes I have it would take in excess of 1100 hours at maximum sail uptake to complete. I'll write this one off as a learning expense, sadly the dark fog was not the obstacle.
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# ? Feb 29, 2024 13:11 |
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Smiling Demon posted:So I decided to try and build a dyson sphere around a blue giant as they allow for the largest and most powerful spheres. I just went with my standard minimize structure/maximize cell points approach. Build more sales and rockets, problem solved!
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# ? Feb 29, 2024 23:18 |
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Smiling Demon posted:So I decided to try and build a dyson sphere around a blue giant as they allow for the largest and most powerful spheres. I just went with my standard minimize structure/maximize cell points approach. Yeah this is how they getcha. My sphere designs are all basically maximum nodes to avoid this. The rate sails are absorbed probably need to be a tech or just outright buffed. It's painfully slow.
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# ? Feb 29, 2024 23:23 |
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Oh drat yeah absorb rate not launch rate. Yeah that one sucks.
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# ? Feb 29, 2024 23:31 |
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Is there a way to view the tropic lines without placing a blueprint? I uh, learned my lesson about making blueprints across tropic lines but the grid view doesn't show them.
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# ? Mar 9, 2024 02:28 |
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You can see them as a bolder green line when in build mode, at least that's the only way I know of.
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# ? Mar 9, 2024 03:35 |
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Honestly I only notice the change in tropics when the grid expands/contracts and even then I keep building stuff across them on my home world when I've exhausted other options.
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# ? Mar 9, 2024 09:59 |
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Yeah you need one of the build modes to see the grid lines. The other method is to look at your coordinates to “see” where you are in the grid. I use that to at least get close to where I want to be and then from there it’s open build or blueprint.
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# ? Mar 9, 2024 18:44 |
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Is there some sort of "find building" button in this game? Because scrolling entire planet and looking for that one place that makes steel/processors/whatever is pretty annoying.
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# ? May 14, 2024 04:24 |
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Nah. Hope you have a good memory. Myself and other tend to lay down the bright science cubes on a belt to make simple signs you can see while flying around.
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# ? May 14, 2024 06:17 |
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You can also use colored foundation to mark areas.
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# ? May 14, 2024 06:23 |
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I wish you could paint ILS different colors (or have different colored lights on them). It'd make it easier.
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# ? May 14, 2024 14:45 |
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GD_American posted:I wish you could paint ILS different colors (or have different colored lights on them). It'd make it easier. Being able to search them by name somehow would also be a huge QoL thing for me.
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# ? May 14, 2024 15:37 |
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Big glowy label markers you can toss on planets seems like a no-brainer feature to me
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# ? May 14, 2024 15:45 |
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Szarrukin posted:Is there some sort of "find building" button in this game? Because scrolling entire planet and looking for that one place that makes steel/processors/whatever is pretty annoying. There are several mods that do this if you don't mind modding the game. I think LSTM has this functionality and is quite popular.
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# ? May 14, 2024 16:47 |
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There's also a mod that just straight up lets you add labels to places on planets.
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# ? May 14, 2024 17:25 |
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Setec_Astronomy posted:There are several mods that do this if you don't mind modding the game. I think LSTM has this functionality and is quite popular. Is it compatible with existing saves or I need to start over again?
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# ? May 14, 2024 21:18 |
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Szarrukin posted:Is it compatible with existing saves or I need to start over again? I added it to an in-progress save without any issues. I think its also safe to remove since its purely UI elements and not modifying any gameplay behaviors / adding new buildings or anything like that.
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# ? May 14, 2024 21:40 |
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Such a well designed game. I'm post warper on my first play through, now just waffling between different planets to work from. After the limited planet sets available early on I'm spoiled by choices now. Thanks for the tips on setting priority and linking that belt magic video. How many planets do folks normally manage? I'm thinking about killing off the df in all but one of the systems i work in, how many df spawns is a good amount to keep alive and farm? I'm thinking i might just invade another system they love and make a small death star there
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# ? May 19, 2024 19:56 |
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It depends on how long you enjoy playing the endgame for. I usually have 1 or 2 industrialized factory worlds for churning out science / dyson production, about a dozen mining worlds, plus maybe a world for generating solar power / exporting charged batteries in the pre-dyson stage of the game, if the RNG gives me a convenient tidally locked planet I can reach easily, early enough. I usually run out of steam not too long after 'beating' the game and doing a few white science techs, though.
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# ? May 19, 2024 20:41 |
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I normally keep a single system for my factory setup. Farming planets, though? One good system should be able to sustain you for a while. If you’re lucky, you get some of the raw materials that let you skip a production step (like having a sulfur ocean, organic crystals, and and spiniform stalagmites all on various planets) all within the same system. I think at one point I had scaled so much that I had individual planets dedicated to each type of cube production, but that was mostly just an attempt to make an absolutely disgusting amount of metadata. I might’ve only finished it for blue and red cubes, I don’t remember going much further. I don’t remember what the production rate ended up being, I just remember that I couldn’t get the dam cubes off-world quick enough before filling all my storages hilariously fast.
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# ? May 19, 2024 20:47 |
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I started to realize that the answer is just "as many as you want" and then basically make sure that I overproduce fuel rods and warpers (which is not difficult to do). And after that, wherever I want to expand, I just plop down some defenses, repair stations, power, and whatever I want and I can ignore it until I feel like I need to go back for some reason. I do label my planets for what's there, though, so that definitely helps.
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# ? May 19, 2024 23:48 |
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is there any way to have starting planet other than default terran-like?
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# ? May 20, 2024 07:59 |
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Not without mods.The "Mediterranean" planet is locked as your starting planet in vanilla.
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# ? May 20, 2024 11:16 |
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Thanks, I've spread out to a lava planet and some extra resource planets at this point, now may focus on making a system or two fog free so i can expand with less hassle. Did make one planet designated for just green motors and computer chips, that's made my original planet much more viable for the long term.
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# ? May 20, 2024 14:57 |
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Szarrukin posted:is there any way to have starting planet other than default terran-like? you'd be kinda hosed without water, coal and oil. I don't remember if you have to have any of those to go interplanetary but you certainly need them to go interstellar, and it is entirely possible for the game to generate a system where one of those resources is absent
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# ? May 20, 2024 15:15 |
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There’s planet types other than Med which have all three, and I’d like eventually to have an option to select a different but still-compatible type for starting out. Just needs a bit of code to stop other planet types being used as the starting moon from generating their other special resources like O Crystals. Or, you know, not: let me start with a home-system richness of O Crystals since that’s gonna be like 20-40k in a single deposit, tops.
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# ? May 20, 2024 15:50 |
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Clark Nova posted:you'd be kinda hosed without water, coal and oil. I don't remember if you have to have any of those to go interplanetary but you certainly need them to go interstellar, and it is entirely possible for the game to generate a system where one of those resources is absent You can go interplanetary with just blue and red cubes so yeah, coal and oil needed (I guess you could get by with fire ice instead of oil).
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# ? May 20, 2024 15:51 |
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The decision to start on an Earthlike planet is almost certainly preferential rather than a technical limitation. Would be cool to have a semi random planet to start on.
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# ? May 20, 2024 17:00 |
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There is a mod that changes your starting planet. Not sure if it still works.
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# ? May 20, 2024 21:42 |
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I finally got my sphere building, it goes fast even when only using 4 launchers and rails (or fast when you forget about it and go do deal with fog in system after system). I am still using my original planet for control plane stuff like research and accumulation, storage etc. I cursed myself a bit by planning ahead, but not enough, so i have room for everything, but it's all lackluster for production speed. The posts earlier about a green motor planet were really helpful, i made a separate planet for over producing key items like the motors, and computer chips, and then i inject those back into my home logistics chains and it works really well. I made a death star blueprint of an interstellar logistics station, 144 solar panels, 24 missile launchers, and the belts connecting those, and it makes clearing systems pretty pain free. I do wish that blueprints recognized (full) accumulators, I drop a dozen of those manually on these too. I then use a full accumulator and a couple of sensor towers to clear each nest out one by one. I'm currently researching white science, and trying to decide whether to take my show on the road and build more spheres, or make this one super intricate.
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# ? May 25, 2024 18:36 |
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You can build multiple shells around the same star, without the inner ones hogging all the light (outer layers don’t have reduced effectiveness). Some people have done some fairly intricate designs!
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# ? May 26, 2024 16:55 |
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Do they spin at different rates or can you control it?
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# ? May 26, 2024 20:39 |
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JosephSkunk posted:Do they spin at different rates or can you control it? I believe spinning speed is determined by orbital speed, so the inner shells are going to spin faster than the outer ones
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# ? May 26, 2024 20:47 |
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Nice that makes sense, I should have assumed that it would be physics based or at least loosely tied to it. I hope these devs keep making games they do fine work, I never thought someone would break my Valheim addiction.
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# ? May 26, 2024 21:44 |
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LonsomeSon posted:You can build multiple shells around the same star, without the inner ones hogging all the light (outer layers don’t have reduced effectiveness). Some people have done some fairly intricate designs! Gotta admit, I was a little surprised by this. I would have assumed that there would eventually be a bit of reduced effectiveness when you started to build overlapping coverage, but that's either not implemented yet or won't be. Endless matroishka brains!!!
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# ? May 26, 2024 21:50 |
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New Dev Update: https://store.steampowered.com/news/app/1366540/view/4157463936690492059?snr=1_5_9_ They're going to enhance interstellar logistics. quote:The new design of supply-demand pairings consists of five dimensions: No ETA on when the changes come.
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# ? May 27, 2024 07:56 |
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Awww yeah…that’s the stuff!
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# ? May 27, 2024 08:15 |
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# ? Jun 13, 2024 03:35 |
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I read all that and barely understood it. So this is largely optimization of trade routes, but not implement return cargo, right? It still sends an empty ship to get something and bring it back, or it sends a full ship and returns empty?
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# ? May 27, 2024 19:27 |