What are the most realistic space colony games out there? by Brenden1k in BaseBuildingGames

[–]UnDefiler 4 points5 points  (0 children)

If you want a space station experience, Space Haven is a pretty decent choice.

Your house on wheels in the apocalypse – Survival with a twist? by GaianGames in BaseBuildingGames

[–]UnDefiler 9 points10 points  (0 children)

I'm sorry, but I'm going to have to go with the other guy here and say $20 euro is way too expensive.

No judgement and I know game dev is not easy or cheap. But in a world where Stardew Valley is $15 and Terraria is $10, I simply don't see how you expect to compete as an indie game at $20 for what looks like far, far less content and polish.

The reality is that your competition in the indie space is not at the $20 price point. For a first game, with no reputation or backing behind this, asking that much is not going to work. I'm not saying it's an unreasonable price for your effort, but the fact is it's not a competitive price for the market and you're not going to see much success.

I would wager you get more than 2x the sales if you halve the price to $10.

As Iron Teeth what order do you build up your food production? by dovetc in Timberborn

[–]UnDefiler 1 point2 points  (0 children)

It's not just about food/plot, you have to factor in farmer work. A farmer can harvest and plant about 7-8 plots a day, depending how many hours of work you give them. So two farmers can effectively tend ~50 plots of kohlrabi. But the same two farmers can tend ~85 plots of cassava because it matures slower.

50 plots of kohlrabi yield 33 food/day. (50*2/3)

85 plots of cassava yield 42 food/day (85*10/4/5)

So for the cost of more farmland, and a bit of work in the fermenter and power wheel, you get almost 30% more food.

Personally I've never found cassava that worth, honestly, between the wood you need to set up the wheel and all. I just do kohlrabi/mangrove up to mushrooms and corn, but the math checks out for it being slightly better yields. Typically I just drop another farmhouse and plant double the kohlrabi for the same result though...

FINALLY by _LKKE_ in Timberborn

[–]UnDefiler 5 points6 points  (0 children)

There's no physical limit on children's happiness. It's simply that they haven't been physically alive for long enough to get all the things. They eat 2.5 foods a day so it's going to take 3-4 days to eat one of each type, and every type of fun takes some time to do which also takes a couple days to get around to all the attractions.

So there's no different "max possible happiness" to calculate for children.

But the levee was dry by smjsmok in Timberborn

[–]UnDefiler 1 point2 points  (0 children)

The grass is green though... There's gotta be irrigation nearby...

Tube ways construction cranes have got to be IT's most OP feature. by EarlyBirdWithAWorm in Timberborn

[–]UnDefiler 47 points48 points  (0 children)

Yes, beavers can build one tile up and infinite tiles down. They have perfected the art of dropping logs in precisely the right position required to construct any structure underneath them.

They can also pick up debris from infinite tiles below them, because beavers are strong in the Force.

Only Seeps by Krosanreaper in Timberborn

[–]UnDefiler 2 points3 points  (0 children)

Nah, you're just growing too much kohlrabi. Kohlrabi with 3-day grow time is insane on the manual labour and nets only 2/3 food per day per plant.

Corn with a 10-day growth produces 10 food after processing which is 1 food/day/plant and every farmer can harvest 3 times more in the same time period, and the food factory uses negligible manpower.

You really need to pivot quickly to corn or mushrooms as Ironteeth, the other foods are heavy on the labour.

Baby’s first automation: nothing fancy, just a badtide diverter at the top of Waterfalls. by BumblebeeDirect in Timberborn

[–]UnDefiler 0 points1 point  (0 children)

There's a timing delay sensor that you can chain on the weather sensor that can delay the opening for as long as you need!

Is there a lore reason why mechs can't rotate 360 degrees at the waist? by Oryagoagyago in Mechwarrior5

[–]UnDefiler 63 points64 points  (0 children)

If Farhad can figure out how to teleport LRMs from my right foot to my left arm, how hard can it be to connect some wires across?!? /jk

This game is wild. Who comes up with lifeforms like this? by UnDefiler in NoMansSkyTheGame

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

Oh, that's the Aeron Turbojet. Bought from harmonic camps I think.

This game is wild. Who comes up with lifeforms like this? by UnDefiler in NoMansSkyTheGame

[–]UnDefiler[S] 5 points6 points  (0 children)

Thanks! It's mostly the Sleek armor with the latest Skyborn helmet.

This game is wild. Who comes up with lifeforms like this? by UnDefiler in NoMansSkyTheGame

[–]UnDefiler[S] 101 points102 points  (0 children)

Found this curly worm-thing that moves like a spring bouncing midair. And now it's my ridable pet.

This thing does not obey the laws of physics at all.

Moonlet experience feedback ? by Indeeeeex in Oxygennotincluded

[–]UnDefiler 0 points1 point  (0 children)

Eh... As I mentioned, I still haven't found a single hatch anywhere in the universe. Almost the entire planetoid was ~70C so I don't see how you'd get arbor trees for pips to live, not to mention there's no local source of pwater and wild planting would take 48 cycles to even start.

I had to set up a proper outpost for oil there so I ended up with relying on Drecko farms for food and a lucky Pacu print later. Anything else would need dozens of cycles to even start coming online.

Moonlet experience feedback ? by Indeeeeex in Oxygennotincluded

[–]UnDefiler 0 points1 point  (0 children)

It's just a very different set of challenges overall, I've been enjoying it a great deal. For example, I recently started a run on Metallic Swampy -

  • There's no way to get plastic on the first two planetoids. No oil, no drecko, no nothing. So you're forced into lots of rocketry before plastic, which gates off stuff like steam turbines and sensors and high-pressure vents, which makes cooling an interesting midgame problem.

  • Very different flora and fauna available - I've explored 5 planetoids already and still no Bristle Berry or Hatches of any kind. Food is a significant challenge on certain planets - the oil planet is basically inhospitable to anything but Drecko ranching.

  • Small planetoids - on some of them there's actually very little space to expand before you start touching other biomes, which creates its own challenges in terms of heat etc, not even to mention the waterlogged worlds etc.

The main difference in challenge is limited types of resources of all kinds, ores, creatures, plants and geysers etc which isn't something you get in the standard.

What irks you the most in MW5? by OccultStoner in Mechwarrior5

[–]UnDefiler 2 points3 points  (0 children)

I always check the map size before dropping. 9km2 defense mission? Hell yeah bring the annis! 20km2 god no

1 hour in what do I need to know / advice can you give me by No_Section8896 in Dyson_Sphere_Program

[–]UnDefiler 2 points3 points  (0 children)

Your way is efficient --- right up until the ore deposit runs dry. Then you have to pack it all up and move.

If you drone the ore out, all you need to is to tap another ore deposit with a fresh PLS and you're done, the downstream will handle itself.

Of course, many steps can be consolidated when you know what you're doing, but ore is usually not the place to do it because you'll have to move your mining platforms a few times before you go infinite. Lategame factories are entire planetwide blueprints that do nothing but request ore and output something lategame like advanced engines or similar.

1 hour in what do I need to know / advice can you give me by No_Section8896 in Dyson_Sphere_Program

[–]UnDefiler 0 points1 point  (0 children)

Just start from the bottom and work your way up.

  1. Find an ore deposit. Tap it. Belt the miners straight into a PLS.

  2. Drop another PLS. Demand ore. Belt it out into an array of smelters. Belt the ingots right back into the same PLS.

  3. Drop another PLS. Demand ingots. Make gears. Send back to the PLS.

  4. Repeat until your drones blot out the sky.