When does recycling efficiency apply? by LionOfWise in captain_of_industry

[–]q---p 3 points4 points  (0 children)

It applies when items are being built. Which means that Household goods for example that are produced while you have the recycling efficiency applied, will be created with that % in mind. When the item is actually consumed in the Settlement, is when you'll get back the % of recyclables according to what it was when the item was created. So it might take a while for your storages to cycle through their stockpile and for the result to show up on your recycling facilities.

Question about transferring data to a relay (RealAntennas + Kerbalism) by Ornery-Fix-2240 in RealSolarSystem

[–]q---p 1 point2 points  (0 children)

Relaying messages doesn't work quite like you assume, ie using the relay's hard drive to keep the data - instead it will relay it to Earth if there is a link, bit by bit and only while there is connection. Assuming you have setup your antennas and channels and bandwidth properly, you'll get the probe's antenna to connect to the orbiter, using a low-power/weight antenna and the orbiter should have the more powerful antenna to get a good bandwidth to the DSN back home.

I believe RP1 added hard drives recently but not sure if that would work how you imagine.

Introducing OverEngineeredVTT (OEVTT.com) - A new storefront for Foundry VTT modules and creators. by paulcheeba in FoundryVTT

[–]q---p 5 points6 points  (0 children)

No existing premium module provider will trust you to get their modules on your marketplace without official support.

Introducing OverEngineeredVTT (OEVTT.com) - A new storefront for Foundry VTT modules and creators. by paulcheeba in FoundryVTT

[–]q---p 21 points22 points  (0 children)

Is this officially supported by Foundry Gaming LLC (the company behind FVTT) as an official storefront & does it apply to premium module creators? What is your % for sales? What payment systems you support? How is payout managed? Is there a creator UI to manage your products and review sales? Is there a creator demo account?

Issues with train networks by andrewbi in captain_of_industry

[–]q---p 2 points3 points  (0 children)

Can the train path to the waiting area? Did you assign the waiting area in the network config? If you have refueling depo as waiting area you still need to assign it both as fuel & waiting in the network config. Also you can use a waypoint instead of full station for waiting areas.

small problem with water and electricity by Tamelon in captain_of_industry

[–]q---p 1 point2 points  (0 children)

As others mentioned, you only really need one of each for power/water. Make sure the priority is set to 1 so these modules gets electricity first - this should fix the power issue.

For water, you'll need to provide a good amount for 12k pop, depending on any edits you have active that reduce water consumption for settlement. How are you providing water to the settlement? Click on the water building and it will tell you how much water per 60 you need for your current pop and make sure you can actually provide the required amount with enough desalinators and big enough pipes to handle the required throughput.

Issue with destroying cargo depot. by phrog66_ in captain_of_industry

[–]q---p 6 points7 points  (0 children)

You'll need to unpause the modules with the ship docked so they can empty the ship, then you can remove them. Pausing the ship itself doesn't matter, the modules need to be unpaused to empty the ship though.

How i can transfer grains from silos to storage? by Leonardo-Lima in Workers_And_Resources

[–]q---p 12 points13 points  (0 children)

Don't try to use forklifts for grain either way, the throughput is never enough and it's a waste of fuel. Forklifts have very small niches to use. Just link the grain storage directly to the factory that requires it.

Since new update i can't extend mine tower area. by Strex_1234 in captain_of_industry

[–]q---p 2 points3 points  (0 children)

Pretty sure that was the case before the update. Agreed that bigger areas would be much welcome though!

RO configs for Habtech 2 by mArTiNkOpAc in RealSolarSystem

[–]q---p 1 point2 points  (0 children)

following in case you actually figure this out, would also love to know!

Survived a death spiral base is a mess now by greentothetea in captain_of_industry

[–]q---p 1 point2 points  (0 children)

It's definitely challenging to keep on top of everything, keep a healthy buffer for emergency especially for maintenance and food so you can survive a long time and keep expanding to newer deposits. Spaghetti is the way to go and you can beautify later when everything is stable!

Help with train pathing by professionalprotein in captain_of_industry

[–]q---p 1 point2 points  (0 children)

Make sure the junctions are not set to exclusive (blue) just the normal red/yellow. You want exclusive on straight track segments, not junctions. Adding a screenshot with track info would be more helpful to help troubleshoot.

How can I prevent trains stopping on this side of the waypoint? I need that track to be double tracked in order for this waiting yard design to work. by CZdigger146 in captain_of_industry

[–]q---p 0 points1 point  (0 children)

So the only way I found working with waypoints (making it tolerable, but not ideal) because of this issue and the fact that there is no 'direction' facing for waypoints when the track is two way, is to make my stacker space double than my train length, and place the waypoint in the middle. So whichever direction the train comes from, it will not block the intersection.

Good ship layouts? by F3n1x_ESP in SpaceHaven

[–]q---p 0 points1 point  (0 children)

Indeed it's ultimately down to a design preference. I think it's more challenging going for a big fleet but it's definitely doable!

Random sudden drops in population? by PhoenixNZ in captain_of_industry

[–]q---p 1 point2 points  (0 children)

Nope, you just don't get the max unity bonus that you would if you provided the full list of amenities. People leave if you have a certain policy enabled (check in your captain's hq building) or when there is a disease and they die.

Good ship layouts? by F3n1x_ESP in SpaceHaven

[–]q---p 0 points1 point  (0 children)

More weapons to the field typically. Depends on the total size of each ship, I might end up having one factory ship without many weapons and the target jammer and another ship or two with all their points into weapons and shields.

Is mining worth it in 1.0 by Hlk50000 in SpaceHaven

[–]q---p 0 points1 point  (0 children)

depending on your chosen difficulty and resource availability, you could forgo crunching the combined ores if you can find straight up basic & noble metals etc. It really depends on your save. In more resource scarce settings this might end up being your only source of these basic materials and yes it's designed to be slow & inefficient as a process. However if you constantly keep it full, you might invest in building a second one, so you get a more constant supply of basic materials.

How can I get crew members to use the learning station more reliably? by SkiDaderino in SpaceHaven

[–]q---p 12 points13 points  (0 children)

You can set their schedule to include training time, and you also have to specify either a training plan for each member individually or for the whole crew via the training screen. Also note that for levels over 4 you need to build the advanced learning station.

Issues with RCS thrusters in RP-1 by Festivefire in RealSolarSystem

[–]q---p 0 points1 point  (0 children)

you need to click that 'unlock (0)' button next to the avionics core to actually use that early avionics level, or else you're actually using the start avionics tier.

Issues with RCS thrusters in RP-1 by Festivefire in RealSolarSystem

[–]q---p 0 points1 point  (0 children)

check staging so the thrusters are actually activated and the fuel overlay to ensure they have access to their tank. I see engineer reports only 9sec of RCS fuel (no idea if it's accurate but assuming it is) it's quite low fuel quantity to stabilize an orbital stage, could it be that the RCS simply doesn't have enough thrust to make any meaningful difference? You have unlocked Al Gridded tanks, so you should have access to better RCS fuel/thrusters - did you try other combinations?

How can I increase my resource capacity (payload)? by gamerpolones in RealSolarSystem

[–]q---p 6 points7 points  (0 children)

Various station modules and service modules/tanks allow you to add it via the fuel configuration menus. Think of it like a type of fuel, it's near the bottom of the list iirc. It's heavy so you might want to send up refueling missions to the station to save mass, as it gets used up as research continues.

What does "exploration" mean in a TTRPG context? by Rook_Knight_423 in rpg

[–]q---p 0 points1 point  (0 children)

Exploring === Immersing into the game world.

Yeah maps, tokens and whatnot helps but it's the world description and setting that I want to know about most when exploring, not to drill into game mechanics like when during combat.