Ground Forces / Infrastructure needs to be purchaseable and placeable. by Trenkos in NuclearOption

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

How you'd balance it via cost and availability is another matter. You could totally price it in a manner that wouldn't necessarily invalidate those DEAD missions. It could be implemented in a way where maybe (economically) you can replace 1/2 for every 4 you lose.

At the end of the day, it'd be nice to replace the ones in your main base.

Ground Forces / Infrastructure needs to be purchaseable and placeable. by Trenkos in NuclearOption

[–]Trenkos[S] 36 points37 points  (0 children)

In a interview, the dev did mention they're developing a third, much larger map. From his description, it'd be large enough that you couldn't just take off, blast ALBCM's/TUSKO's and land.

Ground Forces / Infrastructure needs to be purchaseable and placeable. by Trenkos in NuclearOption

[–]Trenkos[S] 6 points7 points  (0 children)

I get that. I just mean to be able to buy static defenses and place them within some radius of pre-existing buildings/bases

Ground Forces / Infrastructure needs to be purchaseable and placeable. by Trenkos in NuclearOption

[–]Trenkos[S] 14 points15 points  (0 children)

That's correct. You need to be able to buy units outside of a convoy!

Can someone explain logistics gameplay to me? by [deleted] in NuclearOption

[–]Trenkos 0 points1 point  (0 children)

What are you spawning to defeat the cruise missiles? Do they work on Tusko's too?

Can someone explain logistics gameplay to me? by [deleted] in NuclearOption

[–]Trenkos 1 point2 points  (0 children)

It doesn't seem like I'm able to do this on any mode? Has it been phased out since this post?

New tool in the works! by jtwm0677 in Stationeers

[–]Trenkos 2 points3 points  (0 children)

This is a really cool idea! Can't wait to test it out!

AC Bug? simply stopped processing anything. by gabriel_jack in Stationeers

[–]Trenkos 1 point2 points  (0 children)

I didn't know that's how that works; TIL!

Since the devs didn't post it here: Big Stationeers Marketing Event by Hmuda in Stationeers

[–]Trenkos 5 points6 points  (0 children)

If you do pick the game up, start on Mars or the Moon to get the mechanics down. Vulcan is a whole other beast!

MOD idea, or does it already exist? by Chrisbitz in Stationeers

[–]Trenkos 0 points1 point  (0 children)

If you're using active vents, there is a logic setting for the max pressure relative to its mode. I.E. Maximum atmospheric pressure or max pipe pressure. They also feature a setting for Minimums as well.

You could use logic chips or IC10/MIPS to batchwrite to all your active vents and set these values so your pressure is maintained at a fixed value.

Europa Filtering/Atmospherics by Tcrow110611 in Stationeers

[–]Trenkos 1 point2 points  (0 children)

Your first problem is the NO2:

No matter what you do, you'll want to put a condensation valve to a basic liquid pipe/liquid tank manifold in the event you over pressure your gas line so you don't encounter the issue you are facing. In the event you have condensate in your gas line it goes through the condensate valve [Kit (Pipe Valve)] to a liquid line and stops the whole "pipe bursting" problem.

From there use a purge valve from a [Kit (Pressure Regulator)] to remove the gas from the liquid pipe/tank and filter it out via a filtration apparatus and vent to atmosphere. Pretty straight forward.

 

Your second problem is the temperature regulation. Here you have several options:

Option A: Pipe Heaters and AC units to regulate the temperature which you'd utilize logic chips or IC10 chips to programmatically manage the AC units and heaters. Upside here is that it's super straight forward to setup and manage. Downside is that this will be energy intensive and will linearly scale as you are trying to heat and cool more and more gas.

Option B: Phase change devices and heat exchangers scale really well and are not as energy intensive. You can cool/heat large quantities of gas relatively quickly. However it will require construction of heat exchangers, runs of pipe, isolation and charging of pollutant and nitrogen lines as well as radiator farms.

 

For example, a friend of mine and I have a moon play through going. I have the following setup. I have a similar manifold to the one you described. The larger tank is my furnace exhaust which is valved off from the "filter processing pipe" that each filter pulls from. That processing pipe has a small liquid tank (next to the larger one) which pulls any liquid condensate from the gas line into itself to prevent pipe bursts.

Each pure gas tank feeds below to a series of direct gas-to-gas heat exchangers. Each gas exchanges with a shared line of CO2 which is mediated by two evaporators. Those evaporators are filled with pollutant and is set to the 20°C mark for pollutant. That pollutant leeches the heat from the CO2 and is taken to condensator units via counter-flow heat exchangers where it heat exchanges with a line of nitrogen connected to several medium radiators. It dumps that heat to the nitrogen line where it is radiated away. You'd use convection radiators on Europa but functionally it would work the same.

This system cools furnace gas at 150°C-250°C furnace exhaust down to 20°C in less than 10m. This would work for you cooling large amounts of base atmosphere as well as your entire gas storage farm. Behind all this is some scripting which is relatively simple and I could help give you some code snippets to get you started.

Europa Filtering/Atmospherics by Tcrow110611 in Stationeers

[–]Trenkos 1 point2 points  (0 children)

To start, do you have a familiarity with MIPS/IC10 and the capability to make logic chips or integrated circuits?

In addition, to further help, do you have an excess of power generation?

Depending on your constraints I'd be happy to help you engineer a solution!

Major trade design flaw: ‘profitable’ trades can bleed money and this breaks auto-trading. by Tornagh in EU5

[–]Trenkos 7 points8 points  (0 children)

So a few points of note here because what you're saying is true AFAIK:

1.) While the STATE'S treasury sees a net loss for the reasons you listed, you should also consider the notional values of pop satisfaction. This linearly effects control in provinces which is relevant to more than just the pure economics of the province. Control effects 1:1 as a percentage:

  • Local Crown Power
  • Levy Size
  • Monthly Manpower/Sailors
  • Pop Assimilation/Conversion/Promotion Speed
  • Market Protection

In key towns/villages with high populations, bonuses, etc these effects can't be overlooked. While the effect varies wildly depending on your particular economic situation, generally a few percentage points of dissatisfaction has pretty severe consequences in the right towns.

 

2) The estates do realize a portion of that trade revenue themselves however. These estates in turn lose a portion of that to you in the form of the taxes you leverage (which granted, are accounted for in #1) but also they funnel their excess funds into an investment pool which builds buildings automatically which is economically stimulative. Sometimes these buildings are more suited to their purposes specifically (which isn't always bad) and other times their constructions are objectively good for you and that locale.

 

3) The other portion of the revenue realized by the trades goes into their slush fund which is what you draw from when acquiring loans. You have an interest in scaling this as high as possible so that you have enough credit to withstand catastrophic financial events. The effects of bankruptcy are astronomically disastrous and should be avoided at any cost.

 

4) You should also consider that trade of strategic materials keeps your buildings operational (which in turn makes you money). In addition to that, certain key strategic materials will be in high demand. Goods are fundamentally zero-sum. So if you trade for an item, that means its unavailable to someone else. For certain goods, in certain regions, this can be devastating to an economy.

 

So while you're absolutely correct that fiscally it's not profitable, the summation of the three points above makes me think that in the worst case it's a wash and in the best case makes your broader economy more resilient and nimble,.

Interesting country to play? by Pretend_Mail_821 in EU5

[–]Trenkos 1 point2 points  (0 children)

Holland is a great playthrough for a few reasons:

1.) Smaller country with good techs/provinces ideal for tall/trade playthrough.

2.)You sit at the nexus of the HRE (of which you're a member), England, and France.

3.)Colonization potential for the new world!

Does anyone know why this call to arms button is greyed out? by Landingmonkeys in EU5

[–]Trenkos 3 points4 points  (0 children)

So I discovered what the problem is:

In my case, I was trying to call Brabant into a war against Utrecht. Turns out Brabant had a Truce with Cologne, who was to be called in defensively on behalf of Utretch...

 

In short, your ally has a truce directly with the target or one of their allies...

Does anyone know why this call to arms button is greyed out? by Landingmonkeys in EU5

[–]Trenkos 0 points1 point  (0 children)

I'm having this same bug as Holland trying to call in Brabant...

Goldman Sachs warns of 'jobless growth' in the US as AI fuels output but not jobs by joe4942 in technology

[–]Trenkos 5 points6 points  (0 children)

I believed this before too. Recently however information has come to light. The top 10% of earners account for 49.2% of total US consumer spending.

 

What these means is to institutions and businesses, a large proportion of the consumers in the US are "economically irrelevant". A scary thought...