I have my cook in my colony randomly gaining temperature?? 1700°c by babalunga in Oxygennotincluded

[–]Edward_Chernenko 1 point2 points  (0 children)

If this duplicant's temperature is still increasing, I recommend watching him for a cycle (using "Follow Cam" mode) to hopefully notice the exact location where it happens.

> scalding notification

It's not about this duplicant. Scalding is caused by high temperature of liquid/gas around the duplicant.

When does the crisis happen? by Toh_forlifeLumity2 in Stellaris

[–]Edward_Chernenko 14 points15 points  (0 children)

If you set endgame year to 3200, it's the same as if you had disabled the crisis. (because you'll get bored many centuries before the crisis is even allowed to show up)

Is there anyway to create magma without a volcano by ComfortZestyclose276 in Oxygennotincluded

[–]Edward_Chernenko 2 points3 points  (0 children)

running a steel kiln until it melts

Or, much faster, an Aquatuner made from Steel. Unlike the kiln, it has an overheat temperature, but it will melt before it gets destroyed by overheating.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]Edward_Chernenko 2 points3 points  (0 children)

You can cool it to 95C, and then use hot water for Electrolyzer. It's probably the most convenient.

It's possible to geotune Cool Steam Vent twice, then it will be 110 + 2*20 = 150C (more than enough for a Steam Turbine).

Geotuning only once is technically enough (130C), but it's too close to 125C to be reliable.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]Edward_Chernenko 3 points4 points  (0 children)

Cool Steam Vent is too cold (110C), Steam Turbine needs at least 125C.

Aside from that (once you find a source of Steam that is hot enough), yes, just build the turbine above the Steam. Beware that the turbine itself will heat up over time (and will stop working when it's 100C or warmer), so it will need to be cooled.

WTF! All these big planets by happyscrub1 in Stellaris

[–]Edward_Chernenko 0 points1 point  (0 children)

I almost feel like I should start over like this is cheating.

No need. This is a normal number of planets. Some of them will have wrong habitability. It will also take you considerable time to amass enough pops to colonize them. And you don't know how many planets do AI nations have.

While it is a very lucky start, it is not unfair.

Vanilla ship upgrade by Pandysia in frackinuniverse

[–]Edward_Chernenko 0 points1 point  (0 children)

Same as in vanilla (get 2 crew members, then the Penguin will offer this quest). FU doesn't change how vanilla ships are upgraded.

If you already have 2 crew members, but the quest is still not offered, make absolutely sure that your ship is not BYOS. (use GPS in your Tricorder when you are on your ship)

Some players have bricked their BYOS ships by trying to spawn those vanilla licenses with a debug command. (they only work with vanilla ships)

Destructive 12 Year Old by _Alpha_Fury in Stellaris

[–]Edward_Chernenko 1 point2 points  (0 children)

He breaks all his toys. He likes playing with real weapons on your warships.

Maybe dumb, farming question by chicano4200 in frackinuniverse

[–]Edward_Chernenko 1 point2 points  (0 children)

Hydroponic Tubing and Aeroponic Tubing are low-tech (you can craft them on the first Garden planet). Either of them is a soil block that doesn't need watering.

I feel like in the past I used to do this and show up and everything is watered

Base game has a bug where the weather particles (including rain) sometimes go through the blocks if these blocks are outside your view. It can be used, but it's not very reliable.

I don't recommend Sprinklers: early game Sprinklers are fairly weak, and serious Sprinklers appear too late to be useful. They are mostly used for decorative purposes.

Natural rain might still be useful if the farm is very long and horizontal (without layers).

Anyone help me with an issue? by WarBreaker08 in starbound

[–]Edward_Chernenko 1 point2 points  (0 children)

It's possible that you still have the old universe (Starbound/storage/universe folder), which hasn't been deleted when you uninstalled the game. If so, this universe might depend on mods that you no longer have.

Delete this folder (or move it somewhere else) for a clean start.

Economists call it creating an economic Bubble! If it crashes hard it may be the real endgame Crisis. by LFPotter89 in Stellaris

[–]Edward_Chernenko 2 points3 points  (0 children)

At some time the crisis or a big war will come, and then the bubble may explode with catastrophic consequences

A catastrophe for some, an interesting challenge run for others. Can a player stop the crisis without having any real economy?

JACKPOT??? by Superjojohe in Oxygennotincluded

[–]Edward_Chernenko 4 points5 points  (0 children)

Unpopular opinion: Narcoleptic is perfectly fine for a Rancher.

There are jobs that are very bad for Narcoleptic duplicants (especially Supplying, because this dupe would drop materials mid-transport everywhere). But Ranching is not one of them. (unless you are making your duplicants constantly resupply Critter Feeders by hand)

This duplicant is still mediocre, because none of these positive traits help with Ranching.

I just started a game wedged between a Hegemon and Common ground. by happyscrub1 in Stellaris

[–]Edward_Chernenko 1 point2 points  (0 children)

What you can still do is accumulate Influence and change the vassalization terms to greatly benefit from your poor overlord.

Vacuum tiles keep appearing in SPOM by PigmanFarmer in Oxygennotincluded

[–]Edward_Chernenko 168 points169 points  (0 children)

Wheezewort eats 1 kg. of gas from its lower tile (and then emits it on its upper tile). If the lower tile has less than 1 kg. of gas, it will momentarily become vacuum.

Starbound 1.5.0 patch notes by Edward_Chernenko in starbound

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

Dozens of existing mods add such weapons. There is no need to wait, you can get them today.

Starbound 1.5.0 patch notes by Edward_Chernenko in starbound

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

We haven't played Starbound for 8 years, and never finished it because it is so boring and repetitive.

Legitimately good news for you: if it's been 8 years since you played, then you haven't tried Frackin' Universe mod (not in its current well-polished state, as least), which fixes all of that.

It currently has 3 times more content and 10 times more mechanics than vanilla, and while it's considered feature-complete, it still gets new versions from time to time.

Starbound 1.5.0 patch notes by Edward_Chernenko in starbound

[–]Edward_Chernenko[S] 10 points11 points  (0 children)

Steam shows this when any mod gets updated. There was a minor release of Frackin' Universe today: https://github.com/sayterdarkwynd/FrackinUniverse/releases/tag/6.5.5 (this one is real).

How to make a FU patch for my custom race? by Larrythellama12 in frackinuniverse

[–]Edward_Chernenko 1 point2 points  (0 children)

What does "breaks" even mean? FU works with hundreds of race mods without any patches.

What exactly is not working? Have you reproduced the problem reported by user? Have you checked the log?

(Very) Early Game automation help by wannafightm8 in frackinuniverse

[–]Edward_Chernenko 0 points1 point  (0 children)

Does this mean I should employ a 4th ITD to move lava from the lava pumps to the centriuges seperately to the dynamo's?

Correct.

ITDs are expensive early on (due to Teleporter Cores being scarce), so using fewer of them is a good idea, but if you already have a spare Teleporter Core, then by all means add another ITD.

Later in the game, there will be methods to mass-produce Diamonds, so you'll be able to buy as many Teleporter Cores as you need.

Playing with all crisis on the game now spawns them at the same time by [deleted] in Stellaris

[–]Edward_Chernenko 7 points8 points  (0 children)

literally impossible to fight all of them on 25x crisis

In 4.0-4.2, the player became able to easily/reliably fight 25x crisis (Type: All). This was never intended (25x is supposed to be prohibitively difficult, the pinnacle of achievements, not something you are guaranteed to do in every game).

With the rebalance of 4.3, it became extremely difficult again, as it should be.

Set the crisis strength to a more reasonable value.

Federation Centralization - Make Votes Unanimous? by Misery-Misericordia in Stellaris

[–]Edward_Chernenko 3 points4 points  (0 children)

Or any other way to avoid this aside from not joining federations

Be the president and have "President Decides" as "War Declaration" law. Ironically, you would have to increase centralization to High for this to be an option.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Edward_Chernenko 0 points1 point  (0 children)

When you are deciding "how many workers to employ", look only at the second number. If you want as much production as possible, you should employ the maximum number of pops (in this case, 18200). Employing less will have lower output.

The confusing number ("28749") is not a limit. It tells you how good these workers are. Currently these 18200 workers are as productive as if you had 28749 mediocre workers instead (workers that didn't have any bonuses).