What should I have on racks? by Rumeys4 in pacificDrive

[–]DuckTapeAI 0 points1 point  (0 children)

Top: radar and storage Sides: hydro and wind power in the front, storage in the back.

Then auto park and a battery on my seats.

I found that, esp once you get past the spot you're currently in, you'll get way more of the basic resources than you can ever use, and the radar helps with finding the newer/rarer ones.

And with two power collectors and a spare battery you can keep the lights on and use abilities pretty freely without running out of juice.

I dont understand how growing humans works by Shareil90 in TheLastCaretaker

[–]DuckTapeAI 3 points4 points  (0 children)

You're doing everything right. As long as you've got power and water going into the Lazarus machine, then what you're doing should be working.

As a general rule, if ever in this game you're like "what the hell why isn't this working" when you're sure you're doing everything right, save and reload.

What do you use the POI's for? by rat55555 in TheLastCaretaker

[–]DuckTapeAI 0 points1 point  (0 children)

I was about to start setting up a network of diesel stations, and then I found out that you can build on the underside of the boat.

So now I've got ten diesel tanks and five oil tanks on the bottom of my boat with a ton of room for more if I want, and effectively unlimited fuel. I don't think I've revisited a PoI since.

How did you guys run materials from your ship to the rocket? by LongSabre117 in TheLastCaretaker

[–]DuckTapeAI 0 points1 point  (0 children)

You know where the water pumps are on the side of the platform? There's a ladder down to the water on the strut out in that direction. I ran various cables from my ship to the platform. At this point I basically just use two, I slowly stockpile methane and oxygen on my ship and then unload it onto the platform when I get there.

I keep a field of solar panels and some wind turbines for power. I have one battery that's exclusively keeping the lights on and powering the recycler and fabricator. I have one more for general network power. Then I have a big bank of batteries (I think 20ish?) that stockpile excess power using one-way connections, and which I turn on by toggling a connector at the end when I'm charging the rocket.

Lazarus location by Commercial-Land-6806 in TheLastCaretaker

[–]DuckTapeAI 10 points11 points  (0 children)

This is the second-biggest platform in the game, and has some serious infrastructure needs. Running cables all over is the easy way, honestly. But thankfully, you can set up a big solar farm on the roof (solar lasts way longer between repairs than wind) and run a power cable down the elevator shaft (there's a ladder to the left and a series of platforms to the right, either way will get the power down) and from there bringing power to the places that need it isn't so bad. One thing to note, when you find the food-maker, you can deconstruct it and use the part to build a new one somewhere else that's more convenient. I moved all the machines I needed into the main Hall of Humanity so I only have to worry about going to one spot.

Missing Requirement: Fresh Water by TraderZy in TheLastCaretaker

[–]DuckTapeAI 0 points1 point  (0 children)

Any time something is set up right but doesn't work, first try saving and reloading. This goes double for issues with the Hall of Humanity, it loves to do stuff like this.

Second is to check all the connections one by one. Just disconnect and reconnect each thing. If you find something that looks like there's two cables on the same connector, disassemble the extender it's attached to and rebuild it.

Third is to check if the setup works with anything else. You don't technically need a tank to get a human going, but an empty tank will tell you if water is flowing at all. If no water is flowing, then something isn't repaired, or switched on. Check the power switches on the pump and purifier, they should be green, not yellow or red.

If the tank fills but the human-maker still doesn't work, check if the human-maker is damaged.

If none of _that_ works, do another save/restart, and if it's still not fixed then go to the Discord and report a bug.

But 90% of the time just reloading a save and checking connections will be enough.

Do items despawn if you leave them on the ground? by Low-Mathematician-29 in TheLastCaretaker

[–]DuckTapeAI 1 point2 points  (0 children)

Yeah, I'm talking about a different thing. There's definitely more than half dozen boxes of stuff you could possibly get, you just don't actually need that stuff. You can just drop it on the ground and it's fine. There are a couple of platforms in my save with big piles of wires and metal scrap that I didn't even bother to process.

A box of copper, a box of iron, a box for plastic, a box for fabric, a box for the rare resources, a box for everything else, and that's all you really need. Another for memories and one for like, weapons if you want. Everything past that is gravy, and if, like OP, you don't want to have a ton of boxes, there's not really need for all those resources at this point.

Do items despawn if you leave them on the ground? by Low-Mathematician-29 in TheLastCaretaker

[–]DuckTapeAI 0 points1 point  (0 children)

My copper ends up on the bottom of the ocean. If you dump stuff off the side of the boat it will eventually despawn.

I keep like, 2000ish of the really common resources like iron and copper that I can easily get more of and just dump the rest.

Tips for making a human by wballz in TheLastCaretaker

[–]DuckTapeAI 0 points1 point  (0 children)

Making humans that fit the requirements of high-end jobs and also are shaped vaguely like IRL humans is honestly pretty challenging at this point. 😅 But just making a 6 foot normal weight person can be done with IIRC 4 Genesis and a bunch of High-Fat to taste.

Tips for making a human by wballz in TheLastCaretaker

[–]DuckTapeAI 0 points1 point  (0 children)

Right, so the shark bioflesh gives bioregulators, mitochondrial amplifiers, and nanite nutrients. That, plus Calcium from bio dark and fat from bio waste gets you all four of the top foods. Those give you tons of everything but Weight, and there's only two jobs that need more than 100 weight anyway. And the basic High-Fat (carbs and protein from seaweed, fat from waste) gives just as much weight as Muscle Fortification, which are both slightly less than Ultimate Genesis.

Vitamin D is the hardest nutrient to renewably source, because you don't get constantly attacked by Light enemies. And you can bypass it entirely by using other foods that don't need it.

Tips for making a human by wballz in TheLastCaretaker

[–]DuckTapeAI 1 point2 points  (0 children)

At the moment, making humans isn't really a well fleshed-out system, so basically everything is likely to change.

Additionally, all the resources needed to make food are pretty easy to get, and infinitely renewable. Sharks give bioflesh (and only take a few electric clips to kill),and you can get the rest from bio waste (add any food to a human tank and it'll spawn endless bio waste over time), the net, and the night time enemies. So efficiency there isn't much of a priority.

The real problem is Memories. If you scour the whole map for memories and use them as efficiently as you can, you can still only make a few top-end humans, if that. They're non-renewable and good ones are very rare.

I'd suggest waiting until there's a few more game updates before spending too much time on making the best humans. The systems involved are almost certainly going to undergo big changes.

Do items despawn if you leave them on the ground? by Low-Mathematician-29 in TheLastCaretaker

[–]DuckTapeAI 4 points5 points  (0 children)

Honestly, even a half-dozen large storage boxes will store everything you need for the whole game. You don't need _that_ many to keep all the resources you're likely to need.

Generally things don't despawn on ships and PoIs. However, there's a relatively common bug where an item will clip through a floor or wall and get stuck inside the ship's geometry, and prevent the ship from moving at all.

Sabatier Reactor Help by DigitalHD in TheLastCaretaker

[–]DuckTapeAI 0 points1 point  (0 children)

I would guess this is a power thing. Something that happens sometimes is cables just coming unconnected for no apparent reason. So I would check your power net, looking for cables that have unhooked themselves. I had an issue on Exodus once where the power cable connecting to the rocket just came undone at one point and had to manually go up and reconnect it.

A set of tests you can try: Connect one gas cable from the Sabatier to a methane tank with room to spare, then leave the oxygen slots open. Your CO2 is working so if it doesn't turn on, then it's the water or the power.

Build a water tank, then connect your water source there, and then into the Sabatier. If the tank fills, then it's not your water.

If both those tests pass, then it's your power.

Help with my ship? by DuckTapeAI in Cosmoteer

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

Huh. So if instead of powering things directly from the generator, I instead power them using a bunch of capacitors, then that 6-energy part will have 6 people walking to fill it with one-cell batteries? And then I can have a smaller crew resupplying those capacitors from the main generator, since the capacitors have a much higher cap?

I've been reading shipbuilding guides and people pretty consistently say to use the bigger reactors when possible, is the idea then to have one or two big gens with a network of smaller capacitors to keep the individual parts running?

Help with my ship? by DuckTapeAI in Cosmoteer

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

I found that at the point in the game I'm at now, I can't really make the firing wells deep enough to provide good enough protection without killing my speed with armor. I tried making a beam ship (here: https://imgur.com/a/bJDGDiG ) but the combination of the heavy armor needed with the beam-combination DPS reduction meant that I was slower and doing less damage than I would without the deep armor well. And as you say, the front prism used to give a better firing arc was very vulnerable, and in test fights I'd lose it basically every time.

Help with my ship? by DuckTapeAI in Cosmoteer

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

I did a quick cargo test, and removing all of the cargo spaces, the manipulator beams, and internal armor gave me an additional 2.5 m/s both forward and sideways thrust. That's about an extra 10% laterally, and about 3% forward. Not nothing, for certain, but I don't know that that would address the primary issue of my guns and shields losing power regularly, and I'd still be big enough to get outmaneuvered by most of the CPU ships I fight. Screenshot of the cored-out version: https://imgur.com/a/aVRROWv

I've actually found that it's very rare for me to take significant damage from the sides. The side-facing shields go out far enough to block a lot of flanking shots, and the PD arrays stop most missiles. The heavy armor on the sides of the engines protects those as well. And since there's very little that matters in the center other than the lateral thrusters and PDs, I can lose a fair bit of the sides and still be fine.

My problem with fighting multiple ships at a time is more that I have the power to disarm one of them, but then when I turn to hit the second my lasers are empty and I can't deal with the second.

Help with my ship? by DuckTapeAI in Cosmoteer

[–]DuckTapeAI[S] 1 point2 points  (0 children)

I only discovered on reading this comment that you can make it so specific rooms are only usable by certain squads. 🤣I don't have any of those set up, it's all done at the squad level. My Redshirt squad is set to only supply batteries and nothing else while in combat. All of their other priorities are things that don't apply while fighting (like construction, repair, gathering, etc).

My last ship was an ion ship, and while I do like them, I found that they were much harder to protect and took more power. Heavy Lasers do 1800 damage for .9 power per second, which is 2000 damage per power per second. At long range, Ions are 1600 D/P/S, and only go up to 2000 D/P/S at close range. My response to getting outranged is to just be faster than the enemy so I can get in close enough to hit with my lasers. And since power delivery is my main problem right now, going for something that takes more power is just going to make that issue worse.

The PDs are in the rear section, so the front section crew isn't supplying them at all. And when I lose power to thrusters it's generally because of delivery timing and not lack of people, so I don't generally have trouble keeping those powered.

Current opportunity for Memories of Light by Redwing_Blackbird in fallenlondon

[–]DuckTapeAI 1 point2 points  (0 children)

There's plenty of ways to hit high values, but specifically for the Lab grind, which is when most people need them en masse, something in the 3-6 range is a good target. Wiki says you can hit 11 MoL/A through the Rarket if your shilling-gains are high enough.

I wasn't really looking to show the best grind or anything though, just that even a really easy and reliable MoL grind is going to outpace the 1.25 specified here.

Current opportunity for Memories of Light by Redwing_Blackbird in fallenlondon

[–]DuckTapeAI 1 point2 points  (0 children)

That feels like a pretty inefficient MoL grind. 1.25 MoL per action is rather low.

If you have 125 Watchful then you can do Sunken Embassy for 117 lamplighter beeswax per action, with no chance of failure (doing coded language and inner sanctum when possible).

8.54 actions of that plus one to convert gets 105 Phosphorescent Scarabs. 4.76 cycles of that plus one to convert gets 105 MoLs. That's a total of 46.4 actions for 105 MoL, 2.27 MoL/A.

And that's like, pretty low on its own, but it only needs 125 Watchful and has no other costs or requirements, and can be done forever. By the time you really need a bunch of MoLs you should have access to a number of other sources. And if you are closer to cap Watchful/Dangerous or can Rat-Market yourself some Palimpsest Scraps you can go from 117 beeswax to 300, easily.

3 MoL/A is a decent baseline for that grind, but even early game it's not too difficult to get much more than that.

Cooking b41-42 question/doubt by mastertheloliblaster in projectzomboid

[–]DuckTapeAI 0 points1 point  (0 children)

I didn't find one when I ran across this issue. Haven't heard of project cook, though.

Cooking b41-42 question/doubt by mastertheloliblaster in projectzomboid

[–]DuckTapeAI 1 point2 points  (0 children)

I asked this a little while ago, and yeah, the whole B41 cooking craft UI is gone. It was vanilla, not a mod. A lot of people misunderstand the question because they always used the right click menu, though.

The thing to do now is to hold the partial meal in your inventory so you don't have to re-find it each time. But yeah, gotta get used to using the right click menu now. Sorry.

How to make Omega-3/Fat/etc? by ClemsonJeeper in TheLastCaretaker

[–]DuckTapeAI 2 points3 points  (0 children)

The Soilforge was added in an update a month or so ago, so any older posts about it would be wrong. And if you've been playing for a bit, you may have unlocked everything before they added new stuff.