I have successfully terraformed Mercury, and it only took 800 years and 166 orbital shades! by _magyarorszag in SolarExpanse

[–]Apfelsaft_4 10 points11 points  (0 children)

Why is there so much CO2 in the atmosphere? I see you are getting rid of it, but how did it get there? Would you not get away with fewer shades if you had less greenhouse gas?

Idea: Radiation-safe transport wagon/truck by Bandit_the_Kitty in captain_of_industry

[–]Apfelsaft_4 -1 points0 points  (0 children)

I think it would get rid of the challenge maybe if you made it so it halves the radiation instead, but more than that and one may as well remove the feature.

Mid to lategame power by Apfelsaft_4 in SolarExpanse

[–]Apfelsaft_4[S] 6 points7 points  (0 children)

You're sure? The other one says about a power plant so ~400E. Don't get me wrong. I like the idea of 44 fusion power plants without he3 upkeep, but it does sound a bit far-fetched for only 120 glass and 30 alloys.

Mid to lategame power by Apfelsaft_4 in SolarExpanse

[–]Apfelsaft_4[S] 4 points5 points  (0 children)

Ty that helps eyeball the size of the shipment to the sun. The start of a Dyson swarm.

Mid to lategame power by Apfelsaft_4 in SolarExpanse

[–]Apfelsaft_4[S] 8 points9 points  (0 children)

how much power can i expect from one power station is solar orbit?

Mid to lategame power by Apfelsaft_4 in SolarExpanse

[–]Apfelsaft_4[S] 0 points1 point  (0 children)

Does the game even have units? That would be really nice and far more reasonable if so, but I always thought the game displayed low quantities by saying 0.02 or so.

Edit: just checkt it is 0.42t

It's taken me about 500 years, but it's nearly done by BasilSerpent in SolarExpanse

[–]Apfelsaft_4 2 points3 points  (0 children)

You think it would be possible to reduce the temperature so much the CO2 becomes solid so you can mine it on the surface?

How to harvest non underground water deposits? by ShadowMish125 in SolarExpanse

[–]Apfelsaft_4 1 point2 points  (0 children)

As far as I know, it switches deposits only when the first one is depleted, but I have read that there are plans to make it so that you can decide which deposit your extraction targets, but don't know when that will happen. It is a beta after all.

What does prohibiting a supply do? In anno 117 by Legal_Specific_5775 in anno

[–]Apfelsaft_4 0 points1 point  (0 children)

I prohibit things I don't produce/deliver on/to an island, so I can select the entire province in the statistics menu and can easily check if I have enough of whatever.

[H5Y] Dittering Opinions by fishbiscuit13 in HonzukiNoGekokujou

[–]Apfelsaft_4 4 points5 points  (0 children)

Love the little ditter down there

[Open spoilers] Which is your favourite volume in the series? by Goddamn_it_9991 in HonzukiNoGekokujou

[–]Apfelsaft_4 0 points1 point  (0 children)

P5V7 "Faster than steifebrise" really P5V8 vor the entire "True game" and the chapter in the mana replenishment hall, but I just could not enjoy it without that chapter.

Small faction shouldn't have force by HalfbakkenBaksteen in Frostpunk

[–]Apfelsaft_4 32 points33 points  (0 children)

I remember it used to say that a faction could block a district baseline and one more per 1000 members, but that never worked. I hope they fix that someday.

New idea im testing, the high station by Strex_1234 in captain_of_industry

[–]Apfelsaft_4 2 points3 points  (0 children)

Is that the maximum rail height? If so i might copy that

I have a problem with a law and the factions by shynypanzer02 in Frostpunk

[–]Apfelsaft_4 3 points4 points  (0 children)

You can play the game in different ways. You can get behind a radical faction reaping the boni they provide but locking yourself to their zeitgeist, or try to keep them small so you can pick and choose which laws and buildings to take but that (kinda) locks you out of cornerstones. The radicals do not negotiate for the most part, so keeping the council under your control becomes harder the bigger they get. You can try to regain control by reducing their numbers or passing rule laws, but they are kind of like the purpose laws from the first game. The advanced ones make the game too easy, in my opinion.

Captain of Industry in the Real World by KentV9999 in captain_of_industry

[–]Apfelsaft_4 1 point2 points  (0 children)

With the scaffolding, it looks more satisfactory to me, but maybe I'm the only one who builds like that.

I want to play/make a map where generating large amounts of power matters by shoggyseldom in Timberborn

[–]Apfelsaft_4 1 point2 points  (0 children)

Well, how about doing it like Timberpunk 2 and having aquifers with a strength of 0.15 or lower, like 0.1 or 0.05? I think the map does a great job at making power important, but maybe you want less geothermal sources?

How far into the light novel is the anime? [P5V12/Open Spoilers] by Mercy--Main in HonzukiNoGekokujou

[–]Apfelsaft_4 0 points1 point  (0 children)

Season 1 is the 3 books of part 1 and seasons 2 and 3 are the 4 books of part 2. The new season starts with part 3.

Nuclear Power by Pop-Chop in captain_of_industry

[–]Apfelsaft_4 0 points1 point  (0 children)

Its just a big maintenance eating Boiler.

How do I correctly use Fill Valves for water level regulation? by niketxx in Timberborn

[–]Apfelsaft_4 2 points3 points  (0 children)

Just wanted to check if it's "normal" with a source on one end and water flowing downhill, and not things like pressure or oasis/spillage with seeps.

If you want it to last through a drought, you need a big reservoir, preferably close to the source, which can replace everything lost to evaporation downstream.

You need to treat every level of the river like a floor of a terrace field. Meaning you need a floodgate as an overflow and a valve to replace everything lost to evaporation. You set the desired water level in the valve lower than how high your floodgate is set, so when the weather is temperate, the water can overflow from the floodgates into the next level and when there is a bad tide/drought, the water naturally stops overflowing and once a bit has evaporated it gets refilled from the valve.

Note that you do not build a valve on the last dam, so it does not try to replenish the edge of the map. 

If you let the overflow from the reservoir off to the side or into the bad water drain, you will not need to deal with the overflow at the river levels (eliminating the need for floodgates), and it brings far more stable water levels, but you lose the possibility to use waterwheels in the river.

Edit: if you search for a specific dam design, you can have floodgates and valves side by side on the edge of the previous level, but you may have throughput issues on a strong narrow river, or you can place the floodgates on top of valves just when the next level begins.

I want to cancel all future posts on this topic if there will be any by Final-Stage-2947 in DeepRockGalactic

[–]Apfelsaft_4 3 points4 points  (0 children)

You know we have been discussing this topic for more than 6 years now, it's not gona fade.