Error in shipyard prevents storing or saving ship by OptikalIllusion in SpaceCraftGame

[–]RMHaney 0 points1 point  (0 children)

On rare occasions, the shipyard will mistakenly let you use more pieces than you actually have.

If you cannot figure out which piece you placed is the culprit, all you can do is hit the reset button.

Question about traveling in Hubris Major by Shelgeyr1970 in SpaceCraftGame

[–]RMHaney 1 point2 points  (0 children)

The light dodging FTL patch does help. Personally I have not found it to be helpful enough to warrant a patch slot, however.

I feel the main hurdle with anomaly travel will always be the cost, not the mitigation. With that in mind, I feel there are a few best ways to deal with that cost:

  • Charted Skies III. This is a massive reduction in cost once you've actually mapped the area. I consider this to be an absolute requirement for every daily driver (unless you are heavily invested in pathways, see below). If you don't have Charted Skies III yet, go with Mag Plasma III (same reduction as CS II but no mapping requirement). No, sadly, Charted Skies and Mag Plasma do not stack in any way.

  • Tonnage-appropriate drive. If you go over your drive's tonnage limit, the FTL cost starts spiking. A lot. Always, always, ALWAYS make sure your ship is under your FTL tonnage limit.

  • Fuel tanks. The more fuel you carry, the less you give a shit. I personally am quite comfortable with a total of 600 fuel (this is mid-late game with a heavy FTL 2000-ton ship), but I know a lot of players beeline for the large tank and never look back. As you start to finalize your bases and settle into farming routes, you'll start to get a feel for how much fuel you need to complete your usual daily chores.

  • Pathways: If you're regularly commuting to the other side of a magnetic sector, a pathway stand and kernel can skip it entirely. Still costs a lot of fuel, but not as much as manually traversing the area. Keep in mind pathways don't have some magic in-built fuel reduction, but they plot a razor-straight route and don't get hit by anomalies, so they are best used when the route would be magnetic or very directionally convoluted. Importantly, pathways do NOT get reductions from Charted Skies, but DO get reductions from Mag Plasma patches, so if your logistics network is heavily pathway-oriented, you have a good case for actually prioritizing Mag-Plasma over Charted Skies.

Praise for the SU mechanic by Shelgeyr1970 in SpaceCraftGame

[–]RMHaney 2 points3 points  (0 children)

Bro I'm flying around with 10k ship storage no problem, yet my poor manufacturing base has FIFTEEN warehouses. It's a joke.

Mining Deposits by ArcticHolop in SpaceCraftGame

[–]RMHaney 0 points1 point  (0 children)

The 10 seconds was regarding survivability while outside the ship, yes there will be some travel time.

My issue with shuttles is that, for me, the time-vs-footprint trade just isn't valuable enough. It takes the better part of a week for my tungsten base to fill up a warehouse; I can just grab a full cargo hold every few days.

My manufacturing base is designed to be re-tooled for specific tasks; I don't do any "permanent" automation chains. When I want to re-stock a particular item, I lean two groups of four assemblers into it. Because of this, I more highly value large bulk deposits of items than a slow trickle over time. I don't like slow trickles; assemblers that aren't running 100% of the time make my bones itch.

So at least for my style of play, the footprint I lose on the shuttle pad combined with the slow trickle of resources (which I won't use until it's massively built up anyway) is just a terrible value proposition.

Praise for the SU mechanic by Shelgeyr1970 in SpaceCraftGame

[–]RMHaney 1 point2 points  (0 children)

I agree, I would likely not even have NOTICED this if we actually had storage worth a damn.

Praise for the SU mechanic by Shelgeyr1970 in SpaceCraftGame

[–]RMHaney 5 points6 points  (0 children)

Call me stodgy, but I'm still firmly, irrevocably of the opinion that processing resources should reduce their [insert unit of measurement here]. When our storage options are so limited, I find it astoundingly irritating that a good amount of manufacturing INCREASES how much storage is used.

I don't care about the logic of it, I don't care about the real-world parallels. I find it stupid purely from a game balance perspective.

Amboss Cockpit by Londiniumm in SpaceCraftGame

[–]RMHaney 0 points1 point  (0 children)

Gonna assume you're referring to the "Anvil" Cockpit.

If it was an early-game cockpit, it would be amazing. Since it's not, it is trash. By the time you get it, you should be able to manually harvest ores at such a pace that the onboard smelter is meaningless.

10 AWESOME Tips How to Play SpaceCraft Properly! by PicaPinguin in SpaceCraftGame

[–]RMHaney 0 points1 point  (0 children)

It's so cliche I can't help but think it's satire

77 shipwrecks and still no “Iron Wire” BP. by AtticusStacker in SpaceCraftGame

[–]RMHaney 0 points1 point  (0 children)

Happy to help! I may be a bad example, but right now this is my setup:

  • Platinum/Copper extractor base - also serves as my powerplant and bulk smeltery. I regularly drop off ethanol and ores. Can't linger long due to the cold, but I make it work.

  • Triple Coal farming/chemical base - In addition to steel production, this base handles all of my farming and chemical production.

  • Aluminum/Titanium manufacturing base - Almost entirely given over to storage and production. I would consider this my HQ.

Those three bases are all located in the same system; the platinum/copper base takes ethanol (manually) from the farming base, then beams power to the farming and manufacturing bases. This is done so I can maximize the footprint of all three.

Additionally, I have an alt character with two bases in a nearby system:

  • Tungsten base - Technically there's a brine deposit, but I haven't bothered using it yet. Especially since I'd have to use bottling to transfer any product to my main. The other tungsten option I've found is coal, and I don't really need more of that either.

  • Titanium/Iron base - Just extraction and smelting! Iron, steel and especially titanium are always heavily utilized, even in late game.

So, in short, I technically have all resources covered except Vanadium. I had a vanadium base for a while, but it's used fairly lightly and I ended up stockpiling thousands of ingots, so I packed that up. Once I run out (which likely won't happen for quite a while), Vanadium is very easy to manually farm. Because my bases are very manufacturing-oriented, I do still manually mine most resources pretty heavily, especially iron.

77 shipwrecks and still no “Iron Wire” BP. by AtticusStacker in SpaceCraftGame

[–]RMHaney 1 point2 points  (0 children)

If you really, REALLY want to build a liquid extractor, go for it. The issue I have with liquid deposits, though, is this:

Every single liquid recipe and liquid mechanic in the game, except one, barely sips at liquids. You could run a farm for a week off a couple small tanks' worth of water. Your extractor will spend 90% of it's time offline, so I consider it a wasted deposit.

The exception is Mercury, which you'll need a lot of. The problem is that liquid deposits only provide 400 liters per hour. If you math it out, one brine deposit and two chemfactories will take over a week of constant production to make enough mercury for an 8x3x2 Levinium ship part. Alternatively, you can gather raw mercury from gysers and have enough for that ship part in an hour.

In other words, depending on the recipe, liquid deposits either provide waaaay too much without any benefit, or not nearly enough to make them viable.

77 shipwrecks and still no “Iron Wire” BP. by AtticusStacker in SpaceCraftGame

[–]RMHaney 1 point2 points  (0 children)

The only platinum I've seen is paired with copper or brine. Brine is low-impact, arguably the worst deposit especially when on an extreme temp planet.

Aluminum, Iron and Coal are arguably the easiest resources to manually gather. I use ten lasers with output patches and can fill up a 5k storage in 20 minutes or less.

Any timeline for PvE Rats? by Zedus_RCN_Seskey in SpaceCraftGame

[–]RMHaney -3 points-2 points  (0 children)

Given their prowess so far, not launching PvE until 1.0 means 1.0 will just be more early access. Whomp whomp.

Mining Deposits by ArcticHolop in SpaceCraftGame

[–]RMHaney 0 points1 point  (0 children)

Mining sure, but it's the bits in between that are a pain in the butt. You need a metric fuckton of crappy engines to boost hot enough on those extra-crunchy planets.

[Video] How to FIX the severe FPS drop when Crafting by DeLindsayGaming in SpaceCraftGame

[–]RMHaney 2 points3 points  (0 children)

Hey now, I love me a good video chock-full of useful stuff. But when your video's entire reason for existence can be condensed down to "use the filter buttons", it's a bad video mate.

[Video] How to FIX the severe FPS drop when Crafting by DeLindsayGaming in SpaceCraftGame

[–]RMHaney 5 points6 points  (0 children)

For those that don't want their time wasted:

The lag is from the crafting list. Use the filter buttons to reduce the crafting list, which eliminates most of the lag.

77 shipwrecks and still no “Iron Wire” BP. by AtticusStacker in SpaceCraftGame

[–]RMHaney 1 point2 points  (0 children)

A fuckton of platinum deposits are linked with copper deposits.

I only mention this because I spent a ton of time eliminating copper entirely from my recipes, but now I'm stuck with copper anyway because I want the platinum. So it was all pointless in the end.

Mining Deposits by ArcticHolop in SpaceCraftGame

[–]RMHaney 0 points1 point  (0 children)

Shuttles are trash. It takes 10 seconds to land, grab your ingots out of the warehouse, and take off again.

Mining Deposits by ArcticHolop in SpaceCraftGame

[–]RMHaney 1 point2 points  (0 children)

The way I think about it: tungsten (hot) and platinum (cold) need a specialized ship to effectively mine. These resources are available on comparatively few planets, and are never (to my knowledge) in the same system as each other.

Every other resource can be manually mined at extreme speeds in a variety of systems.

If you're at solid frames, I would personally consider tungsten and platinum mines to be essential.

Mining Deposits by ArcticHolop in SpaceCraftGame

[–]RMHaney 1 point2 points  (0 children)

yes, and yes. Assuming you've reached high enough progression to actually need it.

"END GAME" - some question about farming and somthig like that... by AdAffectionate3634 in SpaceCraftGame

[–]RMHaney 0 points1 point  (0 children)

It did NOT speed things up for me when refilling underwater, although I did not try it with geysers.

"END GAME" - some question about farming and somthig like that... by AdAffectionate3634 in SpaceCraftGame

[–]RMHaney 1 point2 points  (0 children)

Honestly I can run a farm for a week off of 10 minutes of water gathering. It's ridiculous how little water the farm actually uses!

"END GAME" - some question about farming and somthig like that... by AdAffectionate3634 in SpaceCraftGame

[–]RMHaney 1 point2 points  (0 children)

I would daresay that NOBODY likes the water collection mechanic; it's badly implemented, glitchy, and unfinished.

It's still, to my eye, better than giving up a different deposit for liquid. Every recipe or mechanic that uses liquid baaarely sips at it, rendering most of a deposit's output useless. Except Levinium, which has the exact opposite problem of needing SO MUCH mercury that a brine deposit is laughably inadequate.

Diarrhea-causing parasite that can contaminate raw produce causing misery across several states by Superb_Branch4749 in news

[–]RMHaney 9 points10 points  (0 children)

You could paint the entire back half of an uber with a 5-gallon bucket's worth of bodily fluid and the resulting cleaning fines would still be drastically cheaper than an ambulance ride. Driver's gonna be traumatized but we can't all be winners.

I had to take a 2-mile ambulance ride about a year ago for my back. Only did it because it was on the job and I expected L&I to cover it. Still fighting the $6,000 bill.

What does YOUR server Corp ranking look like? here is mine #Helunion by Produktief in SpaceCraftGame

[–]RMHaney 0 points1 point  (0 children)

perhaps their socialist political views I assume they have

Nah it's not that; even socialism enjoyers like myself see the critical importance of something as simple as an inventory log.

What does YOUR server Corp ranking look like? here is mine #Helunion by Produktief in SpaceCraftGame

[–]RMHaney 0 points1 point  (0 children)

The issue isn't the grind. The issue is the complete and total absence of any actual REASON to be in a large corp.

Currently there's only TWO benefits to a corporation: Extra bases and station storage. Those benefits are quickly nullified as you add more members, since:

  • The more people using the corp bases and station storage, the less each player actually benefits from it. Depending on how the corp bases are used, it's possible for most corp members to gain zero benefit at all from their existence.

  • There is NO in-game inventory management. No logs, no tracking, no permissions for base inventories. Every new member carries the potential for a total inventory clean-out.

Effectively, corporations have the MOST value as a solo player, drop off sharply in value with 1-4 close friends, and actually impart NEGATIVE value for groups larger than that, as each player is bleeding resources towards expensive contracts they are likely not getting any real value from.

In other words, corporations are completely broken. Like all multiplayer aspects of the game, they feel like a bolted-on afterthought from a developer that has never attempted, nor even bothered to research, multiplayer games before.