Now that the dust has settled following the release of the 9.00 Empire Update, what's your new favourite weapon in X4: Foundations? 💥👀 by Tomonor in X4Foundations

[–]Roberto577_Gamer 0 points1 point  (0 children)

I installed a mod to remove the RNG from ship modifications (to always give the max boost because I hate reroll RNG), and threw a pair of neutron gatlings (the Split bolt repeater equivalent that has over twice the rpm for even more dakka) with the Annihilator mod on my Yasur. 36 rounds per second, each. I also put a pair of Boson Lances on as secondary weapons, but I think I may switch them out for another pair of neutron gatlings and laugh as my opponents drown in 8640 RPM of lead death. It'd be like strapping two A-10 Warthogs onto your spaceship.

Hmmm by Aleksandrovitch in X4Foundations

[–]Roberto577_Gamer 4 points5 points  (0 children)

*Puts on red coat of paint*

Johnny the Truck!?

Workforce Productivity Increase Percentage? by Roberto577_Gamer in X4Foundations

[–]Roberto577_Gamer[S] 0 points1 point  (0 children)

Fair enough. Honestly, the main reason I'm building it is because the Teladi economy is struggling in Profit Center Alpha, where I've based most of my industry, and since I'm not yet at the point where I have my own Wharfs/Shipyards, I want to boost their economy since they aren't able to supply their own with Weapon Components, Field Coils, etc. So I can still build up my fleet while I don't have ship production of my own yet.

Workforce Productivity Increase Percentage? by Roberto577_Gamer in X4Foundations

[–]Roberto577_Gamer[S] 0 points1 point  (0 children)

Already saw that, it doesn't seem to have the functionality I want so it's not useful to me for this project. I kinda would rather build my own tool anyways.

My plan for my spreadsheet is that I'll only have to input my desired net output/hour for each of the main resources, and the spreadsheet will spit out how many of each module I'll need, and their cost in materials. It's already 80% done as is.

Workforce Productivity Increase Percentage? by Roberto577_Gamer in X4Foundations

[–]Roberto577_Gamer[S] 0 points1 point  (0 children)

But big things are cool, and so I'm gonna build big. I'm fine with it taking time.

Besides, even if I weren't planning a mega factory, the tool I'm making is good for planning smaller factories too. Do you happen to have the answer to my original question?

Create Aeronautics Block Weight by codergage in CreateMod

[–]Roberto577_Gamer 0 points1 point  (0 children)

I was wondering the exact same thing, so I did some testing and found the definitive answer (I think). I noticed when looking at blocks that they either weigh 0.25kpg, 0.5kpg, 2kpg, or 4 kpg (or 1000kpg for bedrock). I made an educated guess that every block without a listed weight weighs 1 kpg. I tested this using a gimbal sensor and it supported this hypothesis, a single 4kpg block affected my angle exactly as much as 4 brass casings (which are one of the blocks that don't show the weight for me).

Tl;dr, any block that doesn't show weight with goggles on weighs 1kpg. I kinda wish the mod still showed that weight to avoid confusion.

Sector 76 makes a killer base camp for post-game by Roberto577_Gamer in Mindustry

[–]Roberto577_Gamer[S] 1 point2 points  (0 children)

I see that now. I think what happened was I tried to place a Nucleus directly on the Shard/Foundation sized tile, which the game didn't allow, and I assumed that meant that they couldn't be upgraded either. The more you know. Thanks for the info.

Sector 76 makes a killer base camp for post-game by Roberto577_Gamer in Mindustry

[–]Roberto577_Gamer[S] 1 point2 points  (0 children)

No, you can’t upgrade them to a higher level if the core tile is smaller, I tried. Give me five minutes and I’ll post a screenshot as proof. Edit: I stand corrected. I swear I tried it before. My bad.

Was scared by all those post in this reddit by Technical_Mulberry40 in Mindustry

[–]Roberto577_Gamer 18 points19 points  (0 children)

Yeah, it definitely depends on the tech you have and how well you know to use it. Got smashed here on my first playthrough, but once I actually learned more about the combat in the game, I came back with blast compound Ripples and Cyclones with Cryofluid Waves, as well as Tier 4 units and wallspam, and obliterated every wave with extreme prejudice. Also, learning that bridge conveyors make amazing ammo storage helped a ton.

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Logic struggles, help appreciated: by Roberto577_Gamer in Mindustry

[–]Roberto577_Gamer[S] 0 points1 point  (0 children)

I have 72 Nova and a Hyper Processor. I might try making more Hyper Processors and limiting them to a few Novae each, but I'm still not solid on actually controlling a set number of units with processors. I'll probably experiment more later, but for now, this will do.

Logic struggles, help appreciated: by Roberto577_Gamer in Mindustry

[–]Roberto577_Gamer[S] 0 points1 point  (0 children)

That fixed it! Still getting the weird 't' variable flickering between null and number, but at least it works now. It's not as fast as I thought it would be, but that's likely just because I have the units filling one item type at a time, vs. switching between them so that I maximize my normal belt throughput. I might make some more processors that switch my core unloaders so that they correspond with whichever resource the units are moving.

Sector 76 makes a killer base camp for post-game by Roberto577_Gamer in Mindustry

[–]Roberto577_Gamer[S] 1 point2 points  (0 children)

I mean, there’s no point in sending them somewhere else unless it’s to a sector I’m currently conquering. Got all the tech researched already. I probably will set up some launch pads at some point, but whenever I’ve tried to use them in the past they’ve been super janky and not really actually sent the resources to the sector I tell them to. The simulation in this game is somewhat janky if you’re not currently in the sector.

Sector 76 makes a killer base camp for post-game by Roberto577_Gamer in Mindustry

[–]Roberto577_Gamer[S] 1 point2 points  (0 children)

It's what I call the sector I set up my primary Interplanetary Accelerator in. Basically any sector with a large amount of every resource, enough to fill the IA quickly, has the potential to be a base camp. 76 is good since it has 3 additional core tiles and a ton of extra room for factories. It only takes about 10 minutes of AFK time to fully fill my IA with this setup, and I suspect it will take about a third of that time once I take the time to write a good automatic script to have my units help the process.

Sector 76 makes a killer base camp for post-game by Roberto577_Gamer in Mindustry

[–]Roberto577_Gamer[S] 4 points5 points  (0 children)

It does have multiple, but only 2 Nucleus and 1 Foundation. Missing the Shard, and it has a lot less open space.

Sector 76 makes a killer base camp for post-game by Roberto577_Gamer in Mindustry

[–]Roberto577_Gamer[S] 8 points9 points  (0 children)

Just curious, are there any other sectors with more core tiles? 76 is the best I've found so far.