valokorden wrote:that error??? appers when the run up to the steam generator, there is stiil coal drills
A error with oxygen mod, solved for next version.
Qcor wrote:... Mining tool...
I think the mining tool is perfect now, you need inverst 31 talents tier 2 for a permanent steel-tool, steel-tool needs only 20 science pack 1, isn't important, but 5 steel-plate and have only 5k of durability.
But, steel-axe is the best vanilla's tool, with only 31 talents your tool is a lot better, because: is semi-permanent(a lof of durability and very cheap), mining you can gain talent-parts, exp for mining stat (and with this have chance to get a bonus of items mined and gives more exp for your mines), with only 15 talents you have 3/4 of mining speed than vanilla, with mining lvl 25 you have 25% to get a bonus item, this is better than 4 of mining speed.
And i don't like give a "free" tool better than all, when you have a automated factory, steel-tool haven't a good use, is only for the begin, but with cursed tool you have a lot of benefits.
If you don't like a better cursed tool, don't waste talents in this, but in more than 30 min, only with bonus of mine with a cursed-axe, you can upgrade more than a steel-axe, additional, you need a tech for this, i think a cursed-tool lvl 8 is very easy to get.
With a easier cursed tool i think it's unbalanced.
Qcor wrote:... armor...
Now, the armor is unbalanced, with a armor lvl full, you can have how many biters you want and no one gives you a hit (yeah, they are hitting you, but no one gives dmg)
I've tried to use some of
this numbers for lvl 100.
I need a rebalanced of armor with resistences % more stables, maybe from 30% to 65%
but... basic modular armor needs 330 science pack 1 and 240 science pack 2... and 30 advanced circuits, 5 processing circuits, 50 steel-plate... and for processing circuits you need oil processing 50 science pack 1 and 50 science pack 2 and a lot of more work... is like a early mid-game, i think need take from heavy armor, and if you don't focus this, sometimes don't have a heavy armor for firsts attacks.
I need to recalcule resistances with % ~30-65 and higher defense than now.
In a few hour i'll have a new functions for the attack speed of the bow and armor.
Why i need "somehow compensate the lack of shield extenders+fusion reactor", the cursed armor have a bigger grid than all others armors, 21x21 max (for now, i just seen i can have bigger grids now), and from lvl 1, what is the problem with this grid?

The base regen of player is 0.01/tick (0.6/sec), and the talent adds 0.005 / level (every talent adds 50% of base regen) and 0.005 every defense level (50% more of base regen).
brb, i'll respond points 2 and 3 later, i need go out :p
EDIT 1:
Qcor wrote:... fishers and treefarm...
I have a big problem with this, if the talents are "free", is soo easy have all what you want and this is very unbalanced (the most talents are unlimited, and can unbalance if you only focus 1 talent).
Donations aren't a bad idea, every 32 lvls of exploration, you have 1 donation bonus, and with a decent regen of hp, can do 8 donations /day (20 litres without exploration).
In a last update, you can get talent parts mining, farming, crafting... in a game i've tested, i have mining-tool lvl 600, armor and bow lvl 250 and others stuff tier 3, without a farm, without a donation, only with this bonus.
- in versions 0.1 and 0.2 the only way to get talents are with farms of hearths :/
But your point is right, need another passive form to take talents, i think the fisher need an increase (and it planned for a future upgrade, maybe the next), isn't only calculate how many blood can you take in x time, you need count exp and levels, is easy, but takes time.