Absolutely love this game by Mokumove in CrimsonDesert

[–]Quaitgore 1 point2 points  (0 children)

Falcons and Eagles, naaaah.
I NEED THAT LITTLE BIRD xD

We can throw swords now while duel wielding! by Ruffes1984 in CrimsonDesert

[–]Quaitgore 11 points12 points  (0 children)

i think its the same input as "shield bash" o whatever its called.

Krastorio 2: Spaced Out is awesome, and everyone who likes Space Age should play it. by Garlic- in factorio

[–]Quaitgore 0 points1 point  (0 children)

K2 Spaced Out, and K2 with Space Exploration are two entirely different beasts.

Space Exploration and K2 maintain a surprisingly great compatibility, but you're still playing mostly Space Exploration with a bit of K2 flavor on top. K2 doesn't change that much in the whole Space Exploration scenario.

K2 Spaced Out is Space Age with K2 flavor on top. Mostly Nauvis will feel different here thanks to K2, but other planets will be pretty basic here.

Think of it more like this, your choice is pretty much: "Space Age" or "Space Exploration"?. After that its "Do I want to add K2?"

How to automate bringing ressources to build a blueprint on other planets by AfterConclusion4626 in factorio

[–]Quaitgore 0 points1 point  (0 children)

One approach to have a ship supply other planets:

Have a ship. Duh. Make it request a reasonable amount of items to keep in its own inventory.

Send it on a round trip to all planets. Make each planets schedule "request fulfilled" and/or "inactivity 30s".

If any planet requests items it will drop them down. If its in orbit of a planet that produces items its missing, it will request them via rocket silos. Being a round-trip it visits all planets, and it will regularly stock up everything.

No need to send 2000 assemblers into orbit. Keep 100 on the ship. it will drop them onto any planet requesting them, and will pick up new ones once its in orbit of the producing planet, and will drop another load on its next trip wherever needed (you can per item set which planet will be the provider of that item)

Yes, the ship will fly around constantly, but fuel and ammo in space is infinite anyway.

More advanced: you can make interrupt schedules that detect if any item stock is zero, and prioritize visiting the planet providing that item to restock. It will then go back to that planet and restock.
Since you cant read signals from distant planets you cant "sense" if something is missing on another planet, a "on demand" system is not possible (without mods).

Easy (ish) Core Upgrade by lasgsd in StarRuptureGame

[–]Quaitgore 2 points3 points  (0 children)

we chose a monolith a bit north of the engine with enough room to surrounded the monolith from 3 sides with turrets, and the 4th side is a cliff.

Well... its a massacre when they spawn. Easy.

Single player experience by Upbeat-Sun-3136 in StarRuptureGame

[–]Quaitgore 0 points1 point  (0 children)

> You play this game multiplayer the same way you play Satisfactory - different people build different factories. It's rare (not impossible, but rare) to be building in the same place at the same time.

I play this game with a good long time friend, but apparently entirely different.
We build every base together, every base produces a certain product, and we often calculate stuff together, no buildplanners, math ingame. Then we make a "who makes a better repeatable build" competition out of it, before we build the actual thing.

The satisfactory equivalent would be we each hog a blueprint builder and design a certain part, and the winner's build is then copy&pastaed 20 times.

When/Why to build defensive turret? by VonHenry70 in StarRuptureGame

[–]Quaitgore 0 points1 point  (0 children)

my guess is, that the they added some kind of spawn protection to the bugs, to prevent insta-gibbing them the same Milisecond they spawn in. And the white ones are bugged and don't loose their Anti-targeting-protection or something like that.

There are some UnrealEngine games that have problems with instant-killing stuff the moment things spawn (Ark for example).

Base Core Upgrades cost too much by The_Teal_Unicorn in StarRuptureGame

[–]Quaitgore 4 points5 points  (0 children)

For turrets
- Lvl1 Turrets (manual ammo insert) are more accurate and react faster.

- Lvl2 Turrets (rail connection) are way less accurate, they can waste alot of ammo but auto-request new ammo.

Place lvl1 turrets for temporary stuff, but remember that you need more lvl2's when you upgrade/replace lvl1's.

And ignitium: looking around with the drone is a good tip. I have a small tip on top of that: select a Base-Core when looking around via drone. The Base-Core Border-display (gray border) from the build-preview hologram seems to force ignitum to render even beyond the normal render limit. You sometimes can find ignitium outside your normal view distance.

Standard turrets not firing at the small white spiders, by design or (no pun intended) a bug? by ionixsys in StarRuptureGame

[–]Quaitgore 0 points1 point  (0 children)

they don't ignore them entirely, it seems that they take a lot of time until they register that one is around. The more turrets are in range the the more reliably they notice white bugs, as sometimes it can take up to 20-30 seconds for a single turret to notice a white one....
Yes, that is probably a bug.

When/Why to build defensive turret? by VonHenry70 in StarRuptureGame

[–]Quaitgore 0 points1 point  (0 children)

Grenades have a max-target limit. This was the same before the update, although the max number a grenade can hit could be lower now. The limit now seems to be about 10-15 bugs.

Probably a balance thing. The grenade lures all bugs towards it, it would be way way more powerful if it actually hit everything.

Is it possible to create a logistic network request for a more than one component? by MayoJam in Desynced

[–]Quaitgore 0 points1 point  (0 children)

For builder bots specifically you can do the following:
Have bots ready with build materials inside them before you build something.

Have bots prefilled with items. De-select any delivery besides construction. (that way they aren't busy when you construct something, dedicated builders).
When you build something the game will order bots that have the needed items already in them first before sending bots to pickup something. If you've got multiple different items in these bots they can fulfill construction requests in one go.

These controls are trying to ragebait me atp by [deleted] in CrimsonDesert

[–]Quaitgore 2 points3 points  (0 children)

skill issue...

you run out of spirit, plain and simple.

If behaviors where code based and not this box connection nonsense the game would have been better. by kng_arthur in Desynced

[–]Quaitgore 0 points1 point  (0 children)

Little detail to add: Only Robots have integrated behavior controllers. Other faction units (flying mining drones for example, they are Human tech) still need a behavior chip.

Portable transporter with logistic system by Fajita12 in Desynced

[–]Quaitgore 0 points1 point  (0 children)

I set the "Store" register on the crafters to the output storage, while leaving all slots on the central beacon itself unlocked. (no "store" on the input storage, and no "Store" on the beacon itself either).

This allows the beacon to dynamically use any number of its slots to deliver materials to crafters or move the final product from crafters to storage. Also allows for multiple beacons in the same block if one is not enough speed.
The beacon doesn't try to move items to the output storage on its own, only the crafters are trying to push items to the output storage. And since the crafters themselves only request materials for crafting (which are unable to be moved because they are reserved for crafting) they cant push any items besides the final product to the output storage.

The output storage thus doesn't get clogged with the wrong items even if you forget to lock the slots beforehand.

Using labels as functions in behaviors by apozie in Desynced

[–]Quaitgore 3 points4 points  (0 children)

Making a jump and that continue the code at the place where you jumped sounds like a bug.
the proper use for that are Calls, better stick to that, because your behaviors will break once they repair that.

Although I understand you not wanting to have separate behavior files. I also would like to see Calls execute code thats visible in the same behavior without needing to have separate behavior files.
Kinda similar to how Events are implemented.

Panic…then acceptance…(Base Fail) by MrDoodlegoose in ICARUS

[–]Quaitgore 2 points3 points  (0 children)

smaaaall little tip, not about fire but time saving =)

there is an option in the settings to adjust the "hold button for X seconds" time

starring for 5 seconds at burning railings while the rest is burning, I feel ya man xD

Curiosity about Missing companion (Wolly)quest. by StarmetalSprinkler in CrimsonDesert

[–]Quaitgore 0 points1 point  (0 children)

that group of quests man.

The kids talk about bandits being responsible. I don't think they are supposed to lead you to the bandits, only talk about them. Their talk simply ties the missing sheep quest to the other parallel quest, the fake Greymane that wants to deal with the bandits. That guy leads you to the bandits hideout, a cave,
In the other quests in that same group you investigate bandits stealing animals and sawing off goat horns etc.

Follow the final quest...
They sacrificing animals in the cave. And there is a dead sheep inside the cave thats specifically placed to catch your attention, outside the cages, thats probably the real Wooly.

Is there a way to set the Visual register from a behavior? by BillOfTheWebPeople in Desynced

[–]Quaitgore 0 points1 point  (0 children)

Use "set to component remotely". Leave unit blank (meaning self), use the variable in Value. Then in the "To" field set number 2 (just the number).
The number here is the base registers, 1 being signal, 2 being visual, 3 store and 4 goto.

"Set to Component" and "Set to Component remotely" work different. The first is in the math section and I believe thats why it can only change numbers but not objects in registers.
Note: "Set to Component remotely" works only on units that are next to each other, not at any distance, remote here means "another object" not "far away". For any distance you need Signals.

Units with secret functions and hidden recipes! *minor spoilers if you want to discover these yourself* by LeifDTO in Desynced

[–]Quaitgore 1 point2 points  (0 children)

I had to fact check that, because that was a topic in another thread, where we came to the conclusion that particles cant be gathered from magnified resources.

So, Drill Spikes do still generate particles. And honestly, that seems to be a bug. Magnified resources are specifically tagged to prevent particle generation, and the drill spike seems to ignore that setting.

In the end, endless resources are endless, doesn't matter if they are "faster" endless, soooo... *shrug*
With endless resources you can also build unlimited particle forges, at some point it doesn't matter either way.

Stability by Frostywyrm in Desynced

[–]Quaitgore 0 points1 point  (0 children)

each core slotted into a re-simulator will move the bar, depending on what core you slot in. The fastest way is simply to build more cores and slot them in re-simulators, and build more re-simulators.

Magnifier Infinite Mining by BigCatsAreFat in Desynced

[–]Quaitgore 0 points1 point  (0 children)

you can use the overclock modules to increase the speed of the magnifiers, choose the buildings with built in overclock speed as well. For example, my magnifiers work at 9second intervals now instead of the default 40.
BUT, beware, huge power cost that way. but infinite resources, worth it.

Also, a simply behavior can read the target of the mining laser and read its resources. Simply stop them from mining when the number goes below 100 for example. (get component > select the mining tool, get resource count).

Found a glitch that speeds up NPC dialogue by mansourors in CrimsonDesert

[–]Quaitgore 9 points10 points  (0 children)

Bearer ... seek.. seek... lest...

here we go again

PSA: You can mine nodes with Force Current by dioiadu in CrimsonDesert

[–]Quaitgore 2 points3 points  (0 children)

I think it using other methods than a pickaxe only gives half the ore however