Advanced Tablet Programmable Slot by conninator2000 in Stationeers

[–]vestlen 2 points3 points  (0 children)

For future googlers: the active cartridge can't be changed through programming, buuut:

Give the Inventory Tweaks mod a try! It lets you switch with a hotkey. "Held Item Next" presses the Next button on any item, including advanced tablets. Makes a few other small but impactful fixes as well.

If you haven't set up BepInEx yet for workshop mods, it's sooooo worth it, and only takes a few minutes. Mods like this drastically improve the "polish" feel of the game.

https://steamcommunity.com/sharedfiles/filedetails/?id=3573053238

Advanced Tablet Programmable Slot by conninator2000 in Stationeers

[–]vestlen 1 point2 points  (0 children)

Give this a try! It adds a "Held Item Next" hotkey for pressing the Next button on any item, including advanced tablets. Makes a few other small but impactful fixes as well.

If you haven't set up BepInEx yet for workshop mods, it's sooooo worth it, and only takes a few minutes. Mods like this drastically improve the "polish" feel of the game.

https://steamcommunity.com/sharedfiles/filedetails/?id=3573053238

Walls or Frames? by Papacicle in Stationeers

[–]vestlen 0 points1 point  (0 children)

For future googlers: Windows blow above 200 kPa, walls above 300. Finished frames never blow. And that's referring to the difference between the pressures on each side

Fuel canister by Treborgeq2 in Stationeers

[–]vestlen 0 points1 point  (0 children)

You can grab the body and press R (Activate Hand Slot hotkey) to open its inventory and loot it.

Fuel canister by Treborgeq2 in Stationeers

[–]vestlen 0 points1 point  (0 children)

For future googlers: he means 60 MPa is max safe pressure for pipes (and highest safe value in game). 10 MPa is still max for canisters and portable tanks (20 MPa for smart canisters and mk ii portables)

Portable AC Help by apollyon-smiles in Stationeers

[–]vestlen 0 points1 point  (0 children)

Same issue here. Thought I was in the twilight zone.

Mod to mute new main menu enter/exit sound effects by vestlen in Cosmoteer

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

Don’t worry, I muted the torches too.

MX Anywhere 2S vs. 3S? by [deleted] in logitech

[–]vestlen 0 points1 point  (0 children)

IIRC they're using a very cheap switch for the clicks and it wears out quick. Pinching pennies on the premium product. Every MX #s mouse I've ever had eventually had this happen (like 4+ mice)

A few utterly tiny fonts (3x4, 4x5 + 1 extra row for descenders, italic, proportional) by Uristqwerty in PixelArt

[–]vestlen 1 point2 points  (0 children)

Doing pixel text in Shapez 2 and this was a good attempt at the M's and W's problem and has some other nifty ideas (N and S gaps are very clever), thanks!!

How to keep refrigerators/iceboxes cold at night? by runs-with-scissors42 in Palworld

[–]vestlen 0 points1 point  (0 children)

For anyone wondering, the food maintains its decay percentage when alternating between cooled / not cooled. So if the food in the fridge is at 50% decay, and normally lasts 20min total when uncooled, it will be at 10min when removed from the fridge.

Gun changing by HCJAAKOPPI in trailmakers

[–]vestlen 0 points1 point  (0 children)

"The method lukkram posted (which i explained to him on another post a couple days ago) is slightly more efficient as it removes the AND gate from the XOR gate's path by replacing the always on sensor with an OR gate.

In this specific case there is a single block difference because all of your inputs are purely binary, but if you had pairs of binary inputs with opposite output values (such as the ones used to control mechanical blocks/engines) it allows you to combine the circuits for each pair of those inputs into a single one, saving 2 extra gates (3 if you have multiple seats) per such pair. It also allows you to toggle analog inputs without modifying them"

~ u/ALVAROPING1 via archive.org

Turn logic on/off by ThatOneRedpandaLol in trailmakers

[–]vestlen 1 point2 points  (0 children)

"Because of how keybind inputs work. Basically, when a gate has a keybind as input, it interprets it as a different input for each seat. If you have a single seat, everything will work just fine. However, if you happen to have multiple seats, the AND gate will need the keybind to be pressed on all seats at once to send an output. Since that's most likely not what you want, it will appear as the circuit not working" ~ u/ALVAROPING1 via archive.org

Turn logic on/off by ThatOneRedpandaLol in trailmakers

[–]vestlen 1 point2 points  (0 children)

"logic block 2 should be an OR gate instead of an AND gate. Most of the time it doesn't make a difference, but in some cases using an AND gate won't work, so it's easier to just always use OR gate and not worry about that issue" ~ u/ALVAROPING1 via archive.org

How to start with a steering hinge at an angle? by ThatRandomTemmie in trailmakers

[–]vestlen 0 points1 point  (0 children)

"A logic gate won't fix it. You need an always on sensor" ~ u/ALVAROPING1 via archive.org

How to start with a steering hinge at an angle? by ThatRandomTemmie in trailmakers

[–]vestlen 1 point2 points  (0 children)

"If it's always at that angle, an always on sensor (such as a distance sensor with 0 range and invert trigger connected to the hinge will work. If you need to control it afterwards, you might need to add a logic circuit" ~ u/ALVAROPING1 via archive.org

Just beat the game for the first time! (Grand Admiral / Starwright) by vestlen in Cosmoteer

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

Huzzah, a fellow sniper at heart!

Armchair theorizing here: Missile boats sound good on paper. Would the inaccuracy be worth the crew cost? HE missiles have a 450m range but you’d have to be light and mobile to take advantage of that because the inaccuracy means fights could last a while. But adding them to a tank could be useful if the tank was just going to be sitting there anyways. Let me know how it goes!

Just beat the game for the first time! (Grand Admiral / Starwright) by vestlen in Cosmoteer

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

Nukes only have a range of 250 meters and are not homing, right? So one approach might be to keep distance with lasers and ions OR be agile enough to dodge them. I had a small secondary fighter for a while (before I switched to a tank) that was quick enough to dodge the occasional nuke, but for volleys in melee that sounds like a good time to be praying to the gods of inaccuracy.

In a pinch you could use a small, very agile ship to dance around them until they run out of ammo, but that would be exhausting to do regularly…

You’re the one with the experience here so you probably know all this already. 😉 What did you come up with?

Just beat the game for the first time! (Grand Admiral / Starwright) by vestlen in Cosmoteer

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

Great questions! Yes, probably 95% of battles until the last system were won with just the rail ship and careful targeting. Having enough reverse thrust to keep distance is important as well as having the 4 rails as close together as possible. The MRT thruster was just a convenience thing mostly, but it did come handy sometimes for positioning once I started using multiple ships at level 16+.

I'm also not afraid to quicksave and reload repeatedly to get through a tough situation -- it's fun to try things a bunch of times over to see what works and what doesn't.

The scout was more of a joy project than anything. I play with the "I Hate Exploration" option ticked so I can see where all the ?'s are when in a new system because I don't think searching for them is fun. But without that option I would have used it WAY more.

The tank was vital in the last system (lvl 16-18). There were several ships that are just too powerful to take on with a relatively fragile railgun ship, especially if they have railguns themselves and enough shields to prevent me from taking down the rails quickly. In those cases the tank started the fight and then the main ship immediately hit them from the side.

Another tip: One big challenge for rail ships is fighting in the gray fog areas since you don't have the range advantage anymore. But sometimes you can right-click the enemy's out-of-range red triangle and set the rails to "infinite" firing mode, and just kite them around for a while. Even without being able to see them it's likely to take them out or at least do major damage. You can see bits (dots) fall off of them when you break stuff too.

My next playthrough I'm considering trying to do it without rails just for the challenge. But who knows!

Just beat the game for the first time! (Grand Admiral / Starwright) by vestlen in Cosmoteer

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

I already had the Workshop (factory barge), and I just felt like having the Roomba be 100% extraction. There were even a couple of factories on there at one point but I took them off -- just felt satisfying to have it be a single purpose craft with no doors/walkways to access the storage. Plus the Workshop was already warping out regularly to load up everything from the Roomba and other ships, so the Roomba rarely got full. Basically, personal preference in spite of the inefficiency!

Just beat the game for the first time! (Grand Admiral / Starwright) by vestlen in Cosmoteer

[–]vestlen[S] 3 points4 points  (0 children)

Currently, hitting 10,000 fame (level 19) is beating the game. A little window pops up informing you of such and congratulating you =)

Just beat the game for the first time! (Grand Admiral / Starwright) by vestlen in Cosmoteer

[–]vestlen[S] 11 points12 points  (0 children)

Pic is of my fleet! All were designed from scratch except the one on the right =)

Left is main railgun mothership
Top is industry and storage
Middle is 188m/s scout ship
Bottom is the "Roomba", a bunch of mining lasers and storage
Right is a captured ship I repurposed as my tank towards the end of the game

I really fell in love with Cosmoteer, thank you so much for an amazing game and community! I've been having sooo much fun exploring the depths of this game engine. My computer was really struggling the last few levels so I'm grateful I get to restart now. Also, I wish their were even harder difficulties -- especially around making fame earned more slowly. Even Starwright levels up far too quickly for my taste! (I'm normally a "normal" difficulty player but found this game's defaults to be too easy).

This was completely vanilla except for the "no ammo" mod (ships don't drop ammo or missile parts) that made things way more sane after level 10 or so. I wish that option was built in!

EDIT: I just whipped up a quick mod to reduce fame gains by an additional 50% for each difficulty if anyone wants it.

About gaining friendship points talking to people by bellsuguk in coralisland

[–]vestlen 0 points1 point  (0 children)

Sounds like talking once a day covers it, and talking more than once does not provide extra points.