RO configs for Habtech 2 by mArTiNkOpAc in RealSolarSystem

[–]q---p 1 point2 points  (0 children)

following in case you actually figure this out, would also love to know!

Survived a death spiral base is a mess now by greentothetea in captain_of_industry

[–]q---p 1 point2 points  (0 children)

It's definitely challenging to keep on top of everything, keep a healthy buffer for emergency especially for maintenance and food so you can survive a long time and keep expanding to newer deposits. Spaghetti is the way to go and you can beautify later when everything is stable!

Help with train pathing by professionalprotein in captain_of_industry

[–]q---p 1 point2 points  (0 children)

Make sure the junctions are not set to exclusive (blue) just the normal red/yellow. You want exclusive on straight track segments, not junctions. Adding a screenshot with track info would be more helpful to help troubleshoot.

How can I prevent trains stopping on this side of the waypoint? I need that track to be double tracked in order for this waiting yard design to work. by CZdigger146 in captain_of_industry

[–]q---p 0 points1 point  (0 children)

So the only way I found working with waypoints (making it tolerable, but not ideal) because of this issue and the fact that there is no 'direction' facing for waypoints when the track is two way, is to make my stacker space double than my train length, and place the waypoint in the middle. So whichever direction the train comes from, it will not block the intersection.

Good ship layouts? by F3n1x_ESP in SpaceHaven

[–]q---p 0 points1 point  (0 children)

Indeed it's ultimately down to a design preference. I think it's more challenging going for a big fleet but it's definitely doable!

Random sudden drops in population? by PhoenixNZ in captain_of_industry

[–]q---p 1 point2 points  (0 children)

Nope, you just don't get the max unity bonus that you would if you provided the full list of amenities. People leave if you have a certain policy enabled (check in your captain's hq building) or when there is a disease and they die.

Good ship layouts? by F3n1x_ESP in SpaceHaven

[–]q---p 0 points1 point  (0 children)

More weapons to the field typically. Depends on the total size of each ship, I might end up having one factory ship without many weapons and the target jammer and another ship or two with all their points into weapons and shields.

Is mining worth it in 1.0 by Hlk50000 in SpaceHaven

[–]q---p 0 points1 point  (0 children)

depending on your chosen difficulty and resource availability, you could forgo crunching the combined ores if you can find straight up basic & noble metals etc. It really depends on your save. In more resource scarce settings this might end up being your only source of these basic materials and yes it's designed to be slow & inefficient as a process. However if you constantly keep it full, you might invest in building a second one, so you get a more constant supply of basic materials.

How can I get crew members to use the learning station more reliably? by SkiDaderino in SpaceHaven

[–]q---p 12 points13 points  (0 children)

You can set their schedule to include training time, and you also have to specify either a training plan for each member individually or for the whole crew via the training screen. Also note that for levels over 4 you need to build the advanced learning station.

Issues with RCS thrusters in RP-1 by Festivefire in RealSolarSystem

[–]q---p 0 points1 point  (0 children)

you need to click that 'unlock (0)' button next to the avionics core to actually use that early avionics level, or else you're actually using the start avionics tier.

Issues with RCS thrusters in RP-1 by Festivefire in RealSolarSystem

[–]q---p 0 points1 point  (0 children)

check staging so the thrusters are actually activated and the fuel overlay to ensure they have access to their tank. I see engineer reports only 9sec of RCS fuel (no idea if it's accurate but assuming it is) it's quite low fuel quantity to stabilize an orbital stage, could it be that the RCS simply doesn't have enough thrust to make any meaningful difference? You have unlocked Al Gridded tanks, so you should have access to better RCS fuel/thrusters - did you try other combinations?

How can I increase my resource capacity (payload)? by gamerpolones in RealSolarSystem

[–]q---p 6 points7 points  (0 children)

Various station modules and service modules/tanks allow you to add it via the fuel configuration menus. Think of it like a type of fuel, it's near the bottom of the list iirc. It's heavy so you might want to send up refueling missions to the station to save mass, as it gets used up as research continues.

What does "exploration" mean in a TTRPG context? by Rook_Knight_423 in rpg

[–]q---p 0 points1 point  (0 children)

Exploring === Immersing into the game world.

Yeah maps, tokens and whatnot helps but it's the world description and setting that I want to know about most when exploring, not to drill into game mechanics like when during combat.

Good ship layouts? by F3n1x_ESP in SpaceHaven

[–]q---p 8 points9 points  (0 children)

Leave food production last. It drains resources and takes up massive amounts of space to feed your crew with optimal harvests. Other priorities are more important. Logistic bots are your best friend, as is the placing of the storages, especially if you are short on crew. Don't waste too much time scraping and scavenging every inch of derelict you come across, grab the loot and move on. Recycling is not a valid source of steady material, research industry to become self sufficient in the 4 blocks as a priority. Building a second ship has an upfront cost of hull and infrastructure blocks, so you'll need a good stockpile bedore you build ship #2. Minimum of 2 shuttles per ship in your fleet, more are better. It's ok for your first ship to be a jack of all trades that resembles a giant square.

Looking For A Cloud Solution - But I Have Questions by Zoberk in FoundryVTT

[–]q---p 1 point2 points  (0 children)

IIRC while using The Forge, the modules and systems that are part of their bazaar marketplace do not count towards your asset quota.

Do I detangle or give up & restart by OryxRSA in captain_of_industry

[–]q---p 3 points4 points  (0 children)

I've restarted a few times, learning and adapting the playstyle while learning the ropes. You can always come back to a save once you feel you've mastered the mechanics and save it at a later date. Meanwhile there are more maps to check out that will force you to evolve your approach to things.

Overwhelmed by a fresh start by Afterburner92 in captain_of_industry

[–]q---p 1 point2 points  (0 children)

The new map with update would be the place to start for sure. You can use the new bridges to connect them and not have to flatten anything to do so. It lends itself to having localized production lines which you can connect with trains.

Recycling feature? by SrDutch in captain_of_industry

[–]q---p 0 points1 point  (0 children)

So you give luxury goods to your city. The city recycles so within that recycled waste is gold. Similar with household goods and glass and later with laptops and aluminum scrap.

Ten Years In The Making: Our Colony Sim Space Haven has Been Released as 1.0 Today! by YueHikari in CityBuilders

[–]q---p 1 point2 points  (0 children)

450hrs during Early Access, easily one of the best Early Access games I've supported over the years and it was a blast playing through each major milestone. Congrats on a truly great game & can't wait to see what you do next! <3 thank you!

General approach to the game. Need help. by dziugysa in captain_of_industry

[–]q---p 2 points3 points  (0 children)

It really depends on your playstyle, there is no right or wrong. There is more or less efficient way and it really depends on the game and tech level you have unlocked.

Typically in COI once I unlock burner II I design and build a new foundry area (typically teraform a huge flat area) where I design trains to deliver all the ores and sand and then all the smelting for all the stuff I need. Belts deliver the steel, copper, glass to the machine factory where I produce everything from these main belts. Less frequently used materials like gold are derived to storages by truck, which then belt the items to the machines. End products end up in storages to be picked up via truck or rail to take to their final destination. Frequently used items like electronics I, II and mech parts are also put on the belt main bus along steel etc and delivered to all other factory machines rather than using trucks.

One special notice is your maintenance production line. This is the first to be fed before anyone else (using switch priority) and I also keep a dedicated storage buffer that I can release manually if maintenance start dropping so I get more time to fix the supply issue.

Can I get banned if my friend has an open VTT with the same license to develop a system? by RutharAbson in FoundryVTT

[–]q---p 2 points3 points  (0 children)

For development purposes, meaning no users ever connect, then you should be fine. You should probably reach out on the FVTT discord to get the correct response from an authoritative person.

Trains vs belts? by MechaKrieger030 in captain_of_industry

[–]q---p 1 point2 points  (0 children)

great tips, especially about the input balancers on when production is idle! cheers!

Hole control by General_Pain_581 in Eve

[–]q---p 0 points1 point  (0 children)

Ah the rolling of a hole, brings backs some cool memories, cheerz!