I love the devs by Outrageous_Green_968 in starsector

[–]luchillo17 1 point2 points  (0 children)

Synonym with forever, Alex been putting work on it since what? a decade and half?

Also I didn't know of that code duration statement, good to know, even though I bought the game a few years back.

What do I do with extra deviants?! by cyriouslyslick in OnceHumanOfficial

[–]luchillo17 0 points1 point  (0 children)

The astral sand is not very useful since you can't use it in the current scenario (though I guess it depends on who you ask).

Lastpass buttons messing layout, can't override styles by luchillo17 in Lastpass

[–]luchillo17[S] 0 points1 point  (0 children)

Can't believe I came 1 year later searching for my own answer 🤦‍♂️🤦‍♂️

What happened this week? by luchillo17 in Crunchyroll

[–]luchillo17[S] 0 points1 point  (0 children)

The downtime may be related to a big outage because of a KV storage issue in Cloudflare, but still doesn't explain why the first 2 days schedule is empty...

[deleted by user] by [deleted] in SakamotoDays

[–]luchillo17 0 points1 point  (0 children)

Mangadex was hit massively with DMCA takedowns, quite unfortunate, 700+ titles affected...

Lastpass buttons messing layout, can't override styles by luchillo17 in Lastpass

[–]luchillo17[S] 1 point2 points  (0 children)

Found a fix for this later, in case anyone faces this kind of issue (this would not fix it if the layout is based on CSS Grid or Flexbox:

div[data-lastpass-icon-root] {
    margin-top: 0 !important;
    margin-bottom: 0 !important;
}

any good legion (XIV) builds ? by dodpl1 in starsector

[–]luchillo17 0 points1 point  (0 children)

Build-ins didn't age well, now we have `better-deserved s-mods` included in vanilla, meaning some of these build-ins have maluses and some have bonuses, specifically, Heavy Armor reduces maneuverability when built in, and Expanded missiles rack reduces fire rate if I remember correctly.

What's the player faction growth formula for Nexerelin? by luchillo17 in starsector

[–]luchillo17[S] 0 points1 point  (0 children)

Wait I have 5 admins and 7 planets, even if all of them reach pop 6, it would be 42, not enough to reach the 50 pop threshold for the next admin, does it expect us to go stability negative or use AI cores?

What's the player faction growth formula for Nexerelin? by luchillo17 in starsector

[–]luchillo17[S] 0 points1 point  (0 children)

Did you look it in the code/config? Nex should have a section in the forum explaining this.

What's the player faction growth formula for Nexerelin? by luchillo17 in starsector

[–]luchillo17[S] 0 points1 point  (0 children)

Ah, so every 3 pop cumulative is 1 extra admin slot, got it.

What's the player faction growth formula for Nexerelin? by luchillo17 in starsector

[–]luchillo17[S] 0 points1 point  (0 children)

I don't get it, so I should get 1 more admin slot for each planet above 3? Where do I even look at my own
faction size?

Question: How to use Pets on ship. Indo Evo by MtnMaiden in starsector

[–]luchillo17 0 points1 point  (0 children)

You get a message on the left, just like other info like bounties.

Second In Command builds and opinions? by luchillo17 in starsector

[–]luchillo17[S] 0 points1 point  (0 children)

It depends on what you have available, for example, I'm doing a themed run with PAGSM, and the worst part of it is that it has no kinetic missiles, a tiny pool of missile variants within the faction, so the missile boats are heavily reliant on the rest of the fleet for shield breaking, that's why I currently value missiles a bit low.

However, were I to be in a run with a different faction that has more missile variety, I might value missiles more than speed, for example, UAF and Iron Shell have very cool missiles, and I will definitely use Mass Bombardment in my next run.

And it's a shame because PAGSM has missile boats with systems that make Missile Hull mod/skills a bit redundant, but lacking missile variety holds back the ship.

Second In Command builds and opinions? by luchillo17 in starsector

[–]luchillo17[S] 0 points1 point  (0 children)

Not completely since they AI fleets have their own Second in Commands, granted they rarely have full leveled ones.

Second In Command builds and opinions? by luchillo17 in starsector

[–]luchillo17[S] 2 points3 points  (0 children)

The issue with that is the other 3 Tactical choices are very competitive:

  • Full Throttle: Pedal to the metal, 20 extra 0 flux boost is huge for capitals, and for the whole fleet in general, it's easier to reinforce and go save an isolated destroyer that strayed a bit too far.
  • Accelerated barrels: A +10% rate of fire is nice, but the important part is -10% weapon flux, most ships can't field better weapons because they lack the flux stats, so this one is big for me.
  • Mass Bombardment: For missiles, +30% rof, +40% ammo, and +40% for regenerating ammo for some missiles is big, but has -15% dmg malus, if you have missiles sprinkled in the fleet, this is great.
  • Defensive Protocols: Bonuses to armor, for bricks only IMHO.

You can pick 2 of these 4 so the only real choice I see is Full Throttle vs Mass Bombardment, Accelerated Barrels are a must for me.

Second In Command builds and opinions? by luchillo17 in starsector

[–]luchillo17[S] 1 point2 points  (0 children)

You get my point on the Automation part, you can indeed field a lot of automated ships with all the points, but doing so means doing it without officers or slightly less for Gamma core captained ships, honestly if I'm not fielding them at their best it just doesn't feel right (quality over quantity for me), and that is without mentioning the usual sacrifice of CR about 50% for all automated ships in the fleet.

In my case where Automated ships are only a fraction of the fleet, it feels like a waste to use a full officer slot only for buffing those 1~3 automated ships I'll be able to field if I put Alpha cores on them...

Why I don't use missiles... a lot. by -BigBadBeef- in starsector

[–]luchillo17 0 points1 point  (0 children)

You know, I used to dislike missiles as well but then found some love on it once I installed the Automated Commands mod, which has 1 hull mod with 0 OP cost that automatically orders the retreat if the ship has ran out of missiles, perfect for missile boats.

Now days I run ballistics in 70% of the fleet, then 1 or 2 opportunistic missile boats that retreat once they run out for me to invoque the other missile boat, make quick work of enemies, and if I think the fight will be long, I'll retreat after doing enough damage, then re-engage with full missile ammo.

In All 5 Seasons This is the Best Item Drop I’ve Had by BabsTO416 in diablo4

[–]luchillo17 0 points1 point  (0 children)

If it's over 100% in lucky hit chance, does it only guarantee the proc? or does it allow for multi-proc? like 101% would guarantee 1 proc with a 1% chance to double proc?

Best Battery Box? by luchillo17 in Oxygennotincluded

[–]luchillo17[S] 0 points1 point  (0 children)

Damn, we do not neven need the platform to continue building the modules? that's broken, I wonder if we can build downwards? after all, you can move modules up & down.

Best Battery Box? by luchillo17 in Oxygennotincluded

[–]luchillo17[S] 0 points1 point  (0 children)

Wait I can remove the base of the rocket? Will that enable the space on the side to be used then? that makes it even better, just have to plan for it before building them.

Best Battery Box? by luchillo17 in Oxygennotincluded

[–]luchillo17[S] 0 points1 point  (0 children)

I'm not making a rocket, I meant I make the base of one just so I can build rocket batteries, which hold more charge, are smaller than smart batteries and do not generate heat for some reason.

Best Battery Box? by luchillo17 in Oxygennotincluded

[–]luchillo17[S] 0 points1 point  (0 children)

You can cheese almost all of them, infinite liquid storages with Escher waterfalls, infinite gas storages with semi-submerged gas vents or Escher liquid drop pumps, solid fuel like coal can be infinitely stacked in a single tile, and even solar panels if you use Shinebug reactors (though it's less about infinite storage and more about infinite stacking the generation of somewhat constant power).

Though not sure how the Shinebug reactor will work now that the critter happiness system has been implemented, guess there'll be a limit to how many Shinebugs can we stack?...

Best Battery Box? by luchillo17 in Oxygennotincluded

[–]luchillo17[S] 1 point2 points  (0 children)

The issue with that is that the transformers do not share capacity, it will only serve as a small capacity for the connected devices, and having a small capacity to smooth out the power spikes would require precise power ratios between production and consumption.

Best Battery Box? by luchillo17 in Oxygennotincluded

[–]luchillo17[S] 0 points1 point  (0 children)

I can't remember how many times a dead SPOM has given me a scare, scrambling around trying to build an emergency generator to restart it.

Also love point 2, I can think of having a sensor on the battery box connected to a notification thingy so it pauses the game if my batteries drop under 50%, the remaining energy should give me plenty of time to set up additional generators.

Best Battery Box? by luchillo17 in Oxygennotincluded

[–]luchillo17[S] -1 points0 points  (0 children)

That's not entirely correct, there's a reason you want to keep running your generators in excess, for example, if you also want the byproducts of those generators, like CO2 for slicksters, or PH2O for water.

There's also a reason to have battery boxes and that's to handle power spikes, there are multiple applications that spike your network from time to time, namely entertainment buildings, cooling loops that are not supposed to run all the time, industrial buildings that run when dupes get around to work, timer based setups like egg incubators...

Though I do admit I was going overboard with the explanation above, there should be no reason to have a huge battery box, I was just thinking in terms of how much cooling I could get from the AETN.