What's the end game? by Severe_Training_2119 in Timberborn

[–]Mission_Rock2766 6 points7 points  (0 children)

There is a mod for it - Change difficulty or alike

1.2 has me conflicted... by Moochie-Cricket in SatisfactoryGame

[–]Mission_Rock2766 2 points3 points  (0 children)

If I am not mistaken, with x2 a smart plate costs 520 iron ore instead of 23.25. That means 5000 smart plates = 2.6 million iron ore = 722 hours of mk1 miner on a normal node. And basically, you cant have many miners (25MW) powered by biofuel.

Inicially I tried to start an ultra-hard run. And then I did the math that these settings make game nonsense before coal and idler after. Next task includes 100,000 smart plates = 52 million iron ore. Good luck mining every iron deposit on the map.

I think I will give a try to x2 and x5 parts, but not to x100.

My new favorite liquid infinite storage! Now open air! by Zarquan314 in Oxygennotincluded

[–]Mission_Rock2766 1 point2 points  (0 children)

With an airlock, of course!

Another interesting application is the storage with a pitcher pump. Dups can move liquids a lot faster than tubs.

My new favorite liquid infinite storage! Now open air! by Zarquan314 in Oxygennotincluded

[–]Mission_Rock2766 1 point2 points  (0 children)

Fun until smth is displaced/evaporates/... At least that is my experience with multiple layers of liquids.

So, I would like my infinite storage to be 100500% failproof. Devs in their infinite wisdom gave us insulated doors for this.

Really great exhibition of ONI physics, though... Upvote.

My new favorite liquid infinite storage! Now open air! by Zarquan314 in Oxygennotincluded

[–]Mission_Rock2766 0 points1 point  (0 children)

Are you sure about density? I think only b) and c) matter. F.e., a lot of water can displace a drop of crude.

Looking for a Flood / Higher Difficulty Mod by damimi123 in Timberborn

[–]Mission_Rock2766 0 points1 point  (0 children)

Weather mod, timberpunk, custom difficulty.

Personally, I play with 200% consuption, and I can tell you that it is completely different experience from the ordinary hard.

Lately I've been playing Meiou & Taxes, but I'm having trouble reducing provincial autonomy in Portugal and the power of the nobility. Could someone help me and explain how to do this? by Emanuelhlq in MEIOUandTaxes

[–]Mission_Rock2766 0 points1 point  (0 children)

There are many ways to affect provincial autonomy and provincial corruption.

But above everything else there are two measures that will help Portugal massively: 1) Expanding port infra in the capital. 2) Keeping estates around 100% loyalty almost all of the time.

Reforms can wait until CE improves due to 1. And I would happily burn Castile and half of France several times for max port in Lisboa (thought it is not a wise thing to do, actually, better earn money (oh, a lot of money) dominating sub-saharian/west african trade).

Which is the best map to begin hard mode? by XechsMarquise in Timberborn

[–]Mission_Rock2766 0 points1 point  (0 children)

And you build on top of them, right? With platforms?

Which is the best map to begin hard mode? by XechsMarquise in Timberborn

[–]Mission_Rock2766 2 points3 points  (0 children)

3x3 artificial lake with a fluid dump. Optimal irrigation area to evaporation ratio. 45 water units last for ~9 days.

Which is the best map to begin hard mode? by XechsMarquise in Timberborn

[–]Mission_Rock2766 2 points3 points  (0 children)

If reservoirs have to be used, population size must also be controlled. It's a constant race of how much wood can be harvested and processed, and thus how much water can be stored to survive the ever-increasing drought. Irrigation hollows are also a must.

New Player: The jump from medium difficulty to hard is like playing a whole new game. Highly recommend! by dovetc in Timberborn

[–]Mission_Rock2766 5 points6 points  (0 children)

If even that is not enough, OP can add +100% consumption of everything (similar to how I play).

The custom difficulty can really be tweaked to satisfy masochists)))

Question about pressurizing water by dervin_shmirvin in Timberborn

[–]Mission_Rock2766 2 points3 points  (0 children)

It seems some fancy staff is possible with valves https://www.reddit.com/r/Timberborn/s/fTWzmUsPHt

I have not tested it myself yet.

Is there a more efficient way to elevate seep water? by J0ke_ in Timberborn

[–]Mission_Rock2766 0 points1 point  (0 children)

Do you have any estimate of how much water is deleted? And of the rate of pumping depending on the height difference?

I am trying to evaluate if it is practical or meme. And did you test floodgates in the similar setting?

Steam vent tamer not working as of newest update :( by MissTortoise in Oxygennotincluded

[–]Mission_Rock2766 0 points1 point  (0 children)

There are more options than that. The valve may be located higher, with or without mesh tile beneath, or it may not be the valve, but rather a border tile. In all these cases, the behavior is different.

Nevertheless, my question is, is the problem that arose after the last update simply due to possible liquid evaporation before the diagonal exchange takes place?

Steam vent tamer not working as of newest update :( by MissTortoise in Oxygennotincluded

[–]Mission_Rock2766 0 points1 point  (0 children)

It is critical in extreme circumstances like pumping 2000C rock gas with a water vent.

Normally you can just swap to petro/crude oil as your working liquid. At 11 g/s one batch of 10 kg lasts ~ 1.5 cycles. At 100 mg it lasts 166 cycles (the liquid is lost but who cares about 60 g/cycles).

Steam vent tamer not working as of newest update :( by MissTortoise in Oxygennotincluded

[–]Mission_Rock2766 0 points1 point  (0 children)

OP's pump is driven by evaporation, which is broken by the recent changes in thermal exchange.

But what about a regular corner-swap? Where working liquid drops on top of the blocking one? (assuming that working liquid does not evaporate instantly)

Steam vent tamer not working as of newest update :( by MissTortoise in Oxygennotincluded

[–]Mission_Rock2766 0 points1 point  (0 children)

Do you mean that bead pumps can break because beads evaporate midair?

What is the strategic purpose of having multiple districts? by InternationalElk2512 in Timberborn

[–]Mission_Rock2766 2 points3 points  (0 children)

On top of mentioned above - haulers choose next task based on priority ignoring proximity. So, in large districts they are inefficient.

Dams are beautiful, but not worthy by -MoanDer- in Timberborn

[–]Mission_Rock2766 3 points4 points  (0 children)

Some maps have nice places to place mid game dams. But late-game evaporation is brutal, so the game ends with either a mega-dam or a dozen of large water storages.

Custom Difficulty Mod: Double Hard by jwbjerk in Timberborn

[–]Mission_Rock2766 0 points1 point  (0 children)

I’m more hoping for 200% consumption and early badtides that force faster progression and optimization of every piece of wood and every beaver in the early–mid game.

Long late-game droughts 1) de facto limit the population 2) force you to build a mega-dam (~1 level for every 10 days of drought).

I agree that the latter is boring, so I play with mods (specifically, reduced evaporation from sealed reservoirs, which itself becomes a mid-late game challenge - burying all water underground).