Search found 21 matches

by Zymoran
Mon Dec 02, 2024 1:09 pm
Forum: Not a bug
Topic: [2.0.23] Entity.speed crashes when applied to strafer
Replies: 1
Views: 168

[2.0.23] Entity.speed crashes when applied to strafer

group = surface.create_unit_group {position = {off, -256}, force = enemy}
ocal entity = create_entity {name = "small-strafer-pentapod", position = {off, -256}, force = enemy}
--entity.speed = 0.15
uncomment "entity.speed" line, and the code crashes (see attached message). I don't know if it is ...
by Zymoran
Mon Nov 25, 2024 1:42 pm
Forum: Balancing
Topic: Promethium science is too easy to cheese
Replies: 72
Views: 11002

Re: Promethium science is too easy to cheese

BraveCaperCat wrote: Mon Nov 25, 2024 1:17 pm What is the bottleneck then?
Space science because I'm too lazy to expand my single assembler space science platform, and spamming legendary speed beacons around it only take it that far... :(
by Zymoran
Mon Nov 25, 2024 1:02 pm
Forum: Balancing
Topic: Promethium science is too easy to cheese
Replies: 72
Views: 11002

Re: Promethium science is too easy to cheese


Overgrowth soil:
5 seeds
50 spoilage
10 biter eggs
2 normal soil

10x Normal soil:
2 seeds
50 nutrients (10 per overgrowth)
5 landfill (1 per overgrowth)

Forgetting the +100% productivity in both assemblers, aren't we?


1) Clear lots of territory on Gleba

No, you don't even need to clear a ...
by Zymoran
Mon Nov 25, 2024 5:22 am
Forum: Balancing
Topic: Promethium science is too easy to cheese
Replies: 72
Views: 11002

Re: Promethium science is too easy to cheese

It was you, and only you who used the comparative spm of the ships as a part of your argument, and you are doing it explicitly:


So it's slower than the way I'm doing it.


And it's totally irrelevant to the topic because the spm is not linked to the method (overgrowth vs spoilable eggs), unless ...
by Zymoran
Mon Nov 25, 2024 3:40 am
Forum: Balancing
Topic: Promethium science is too easy to cheese
Replies: 72
Views: 11002

Re: Promethium science is too easy to cheese


I am arguing the OPs points - you're the one making it a personal thing about your ship design vs mine.

I never initiated any discussion about your design. It was you and only you who started that part of the discussion:

How long does it take for a round trip?

I take 1k biter eggs with me and ...
by Zymoran
Mon Nov 25, 2024 3:02 am
Forum: Balancing
Topic: Promethium science is too easy to cheese
Replies: 72
Views: 11002

Re: Promethium science is too easy to cheese


I don't know why you brought up overgrowth recycling, I never mentioned it.

Refer to OP's post


You're right, my ship is way bigger - way bigger than needed. Just like yours it's not optimized for the task - it was my first attempt.

I don't know what we're even arguing about if not OP's ...
by Zymoran
Mon Nov 25, 2024 2:23 am
Forum: Balancing
Topic: Promethium science is too easy to cheese
Replies: 72
Views: 11002

Re: Promethium science is too easy to cheese


So it's slower than the way I'm doing it.

You are comparing a ship with 7 (5 frontal) collectors to one that has only 2 on the sides. You have significantly more chunk grabs than me, which is the only reason why yours is faster. And that has nothing to do with overgrowth recycling being slow, so ...
by Zymoran
Mon Nov 25, 2024 1:41 am
Forum: Balancing
Topic: Promethium science is too easy to cheese
Replies: 72
Views: 11002

Re: Promethium science is too easy to cheese


How long does it take for a round trip?
...
I am really curious if your way is faster.

Oh, it's slow. A trip takes more than an hour, but this is specifically due to weaponry and how the asteroid collectors are located on my cheeseship (see image).
I'm not going to optimize this design before I ...
by Zymoran
Mon Nov 25, 2024 12:19 am
Forum: Balancing
Topic: Promethium science is too easy to cheese
Replies: 72
Views: 11002

Re: Promethium science is too easy to cheese

How does the existence of "cheese" make the game worse for you? Does it bother you that other people have fun differently? Are your achievements less valuable because other people do things an easier way?

Why do you care?

Every time I bring back 100k promethium science with my cheeseship, it ...
by Zymoran
Sun Nov 24, 2024 6:11 am
Forum: Technical Help
Topic: Low FPS/UPS, PC hardware not being fully utilized
Replies: 12
Views: 978

Re: Low FPS/UPS, PC hardware not being fully utilized

HW is usually broken for certain stats
Try just using task manager/performance/cpu to view individual cores/threads. Doesn't matter if you can see which are the E or P cores
by Zymoran
Sun Nov 24, 2024 2:45 am
Forum: Technical Help
Topic: Low FPS/UPS, PC hardware not being fully utilized
Replies: 12
Views: 978

Re: Low FPS/UPS, PC hardware not being fully utilized

None of these steps individually or in combination have had any effect. Monitoring my hardware's performance in HWMonitor, nothing is being throttled. While GPU memory comes close, it still isn't reaching over 90% with other things running in the background (youtube video).
...
Any idea what's ...
by Zymoran
Sat Nov 23, 2024 6:27 pm
Forum: Balancing
Topic: Promethium science is too easy to cheese
Replies: 72
Views: 11002

Re: Promethium science is too easy to cheese


Without either these methods people would just convert to storing promethian chunks in (legendary) cargo bays.
Without either of those methods, people would need to bring spoilable eggs and craft science in space in a fast and efficient manner. That would seem like the intended way because it ...
by Zymoran
Fri Nov 22, 2024 11:42 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: belt based storage
Replies: 4
Views: 2607

Re: belt based storage


When you're collecting promethium chunks (which don't stack) you need all the belt storage you can get.

I see. But in that case this design can only make around 5000 promethium science.
Why not just use overgrowth soil recycling, which will easily allow you to make 100000 science per trip using ...
by Zymoran
Fri Nov 22, 2024 5:28 pm
Forum: Balancing
Topic: Promethium science is too easy to cheese
Replies: 72
Views: 11002

Re: Promethium science is too easy to cheese


Recyclers barf the output on the ground semi-uncontrollably so at least one egg is always spoiling somewhere OR some giga brain grade wiring is implemented to prevent it completely. In latter case smart approach should be rewarded, I guess

I don't understand how your points are related to the ...
by Zymoran
Fri Nov 22, 2024 6:19 am
Forum: Balancing
Topic: Promethium science is too easy to cheese
Replies: 72
Views: 11002

Re: Promethium science is too easy to cheese

Short version:
You can cheese Promethium science by
1) Recycling overgrowth soil
2) Promethium belt storage
with 1) being far more effective/convenient

It would be good if the developers can either patch both 1) and 2), or confirm this to be a design decision.
by Zymoran
Fri Nov 22, 2024 12:14 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: belt based storage
Replies: 4
Views: 2607

Re: belt based storage

Looks pretty and all. Seen many threads like this and I still don't understand why anyone would ever make a chunk storage. Isn't the 39 storage in asteroid collector and a 10-20 length belt more than enough of a buffer for any purpose? (not snarky. legit question)
by Zymoran
Mon Nov 18, 2024 10:50 pm
Forum: Show your Creations
Topic: Space Platforms
Replies: 131
Views: 29053

Re: Space Platforms

Speed is everything
157 tons, consistent 511.99km/s top speed
Produces >10 times more power than necessary Β―\_(ツ)_/Β―
Requires rounds import
Works for inner planets (cannot destroy large asteroids. yet...)
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0eNrdnX9vq7gShr9L/k5WjMEGKt37RVZVRBPaokMgS6Bnz6763a/J77QQDE/Pru7RrnTSFI/t8cw7YzOv ...
by Zymoran
Fri Nov 08, 2024 5:41 pm
Forum: Balancing
Topic: [2.0.15] Biter HP needs late game scaling
Replies: 1
Views: 738

[2.0.15] Biter HP needs late game scaling

The following feedback is based on death world settings. Some points criticize also the game balance prior to the expansion

Negative feedback:

The game is currently far to easy after the first 2-4 hours. The issue is amplified by version 2.0 as resource expansions are no longer necessary due to ...
by Zymoran
Tue Nov 05, 2024 1:18 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.14] Cargo bays permanently inactive
Replies: 3
Views: 1308

Re: [2.0.14] Cargo bays permanently inactive

Klonan wrote: Tue Nov 05, 2024 1:08 pm Hello,

Could you provide your save game?
Attached
Issue at Nauvis (current screen position).
The left column was replaced and is working. The right column is permanently inactive.
by Zymoran
Tue Nov 05, 2024 12:46 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.14] Cargo bays permanently inactive
Replies: 3
Views: 1308

[Klonan] [2.0.14] Cargo bays permanently inactive

Expected behavior: If shipments are constantly being sent to a planet, it is expected that the cargo bays and landing pad will receive the shipments as soon as they are ready.

Issue: Cargo bays can be permanently inactive and can not receive shipments.
The attached image illustrate two columns ...

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