Search found 15 matches

by Rancara
Mon Jul 07, 2025 5:00 pm
Forum: Balancing
Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Replies: 24
Views: 7441

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants


Yeah why ? just harvest all your legendary seed and let the fruits spoil because you only needed basic quality.

Why am I even... *sigh* OK, I'll explain this.

You don't need basic quality. ~Duh~. If you are using the quality system to try and get higher quality fruits in the first place, that ...
by Rancara
Mon Jul 07, 2025 5:11 am
Forum: Balancing
Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Replies: 24
Views: 7441

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants


Yeah otherwise how do you know which trees is legendary and which tree is a normal tree if you do not control properly the agricultural tower ?

You don't need to know. Why are you even thinking that you would?

Picture this:
******* First Harvest *******
- I pull in a crop of common quality ...
by Rancara
Mon Jul 07, 2025 12:43 am
Forum: Balancing
Topic: Uranium and ammo shipping too expensive
Replies: 17
Views: 2110

Re: Uranium and ammo shipping too expensive


Your argument, taken to its logical conclusion, <snip>

No. You are not taking the argument taken to its logical conclusion. You are taking it to its maximized conclusion. Completely failing to analyze it with the obviously implied "within reason" clause that such arguments should always be ...
by Rancara
Sun Jul 06, 2025 7:25 pm
Forum: Balancing
Topic: Uranium and ammo shipping too expensive
Replies: 17
Views: 2110

Re: Uranium and ammo shipping too expensive



For example, the only reason that I didn't use uranium shells to kill my first few demolishers was because I made the mistake of bringing explosive ones instead of the super-high-penetration normal ones when I first made the trip, and I didn't want to bother sending my platform back to get them ...
by Rancara
Sun Jul 06, 2025 6:52 pm
Forum: Balancing
Topic: Uranium and ammo shipping too expensive
Replies: 17
Views: 2110

Re: Uranium and ammo shipping too expensive


Without the restrictions on uranium export it would be the best power source on any surface with water

Patently false.

Heaters on Gleba are exactly as powerful as nuclear reactors, and even more efficient with the ability to burn and run on almost literally anything , including all the extra ...
by Rancara
Sun Jul 06, 2025 11:32 am
Forum: Balancing
Topic: Uranium and ammo shipping too expensive
Replies: 17
Views: 2110

Re: Uranium and ammo shipping too expensive

And as an extra bonus, if you set the target priority of the rockets to ignore small asteroids, you won't waste them as you let the gun turrets take care of them.


Indeed, as previous poster says, rocket turrets should be set to destroy medium and big asteroids only, ignore small ones, that way ...
by Rancara
Sun Jul 06, 2025 8:50 am
Forum: Balancing
Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Replies: 24
Views: 7441

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants


That is already the case currently.

A sligthly higher return on quality fruits from quality seed would not be a positive i think. It wouldn't simplify the system players have to make to create quality spoilables, they would still have to deal with all the different levels, just in sligthly more ...
by Rancara
Fri Jul 04, 2025 5:01 am
Forum: Balancing
Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Replies: 24
Views: 7441

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants

How's this for a fix to the "Infinite Quality Stuffs" objection?

Unlike using quality ingredients in quality recipes, quality seeds would not guarantee quality fruit. Just make it more probable. So, for example, if you plant some Epic (purple) quality seeds, the fruit yielded will have a high ...
by Rancara
Mon Jun 30, 2025 4:17 am
Forum: Gameplay Help
Topic: Re-Inserting Modules Automatically
Replies: 6
Views: 558

Re: Re-Inserting Modules Automatically

mmmPI wrote: Mon Jun 30, 2025 1:42 am Sorry i tought there was something that wasn't working properly, congratulations then.
Roger Roger. *Imagine a thumbs-up emoji here that I wish this forum had, but it doesn't :? *
by Rancara
Sun Jun 29, 2025 8:25 pm
Forum: Gameplay Help
Topic: Re-Inserting Modules Automatically
Replies: 6
Views: 558

Re: Re-Inserting Modules Automatically


I'm not seeing it because there's no blueprint, an example of something that doesn't work while using a method that isn't available can be transformed into something that works hopefully, help can be procured. But if you want to use a method that is not in the game, not in any particular context ...
by Rancara
Sun Jun 29, 2025 7:06 pm
Forum: Gameplay Help
Topic: Re-Inserting Modules Automatically
Replies: 6
Views: 558

Re: Re-Inserting Modules Automatically



No. Instead, the Production Module is simply gone (back into the hub, I presume), and you must manually re-insert it every time this happens. Obviously, this is a problem.


I think the obvious problem is on the design that put receipe on crusher that have module not allowed for the recipe ...
by Rancara
Sun Jun 29, 2025 5:42 pm
Forum: Gameplay Help
Topic: Re-Inserting Modules Automatically
Replies: 6
Views: 558

Re-Inserting Modules Automatically

OK, so here's the problem:

On my spaceship, I have made a circuit network to control the current recipe of my crushers, and my disposal shoot inserter. It works well, making sure that the hub doesn't get clogged with some resources, and that the crushers switch to the right recipes to prioritize ...
by Rancara
Sat Jun 28, 2025 8:49 am
Forum: Gameplay Help
Topic: Specifying Order of Operations in Decider Combinators
Replies: 7
Views: 425

Re: Specifying Order of Operations in Decider Combinators

Enthuasiam for new proposition is always nice to see, sometimes you think you have a great idea, and it's true, but it also happenss that other players had the same idea too, so there's a step you can do before posting a suggestion is looking at the existing suggestions.

Everyone thinks their way ...
by Rancara
Sat Jun 28, 2025 12:00 am
Forum: Gameplay Help
Topic: Specifying Order of Operations in Decider Combinators
Replies: 7
Views: 425

Re: Specifying Order of Operations in Decider Combinators


Yeah, the decider syntax is extremely limited and so this is the only way to do it in a single decider. Every boolean expression is doable but all the "OR"s have to be factored out. The order of operations cannot be specified because all "OR" branches happen in parallel in the same tick. Sometimes ...
by Rancara
Fri Jun 27, 2025 5:51 pm
Forum: Gameplay Help
Topic: Specifying Order of Operations in Decider Combinators
Replies: 7
Views: 425

Specifying Order of Operations in Decider Combinators

So, I have a problem that feels ~reeeeeealy~ stupid. Like it is impossible that there isn't a way make the interface do what I want to do. It's such a stupidly simple, basic, standard, and obviously needed feature, that there is NO WAY that the devs didn't include it... Yet, as far as I can tell, it ...

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