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Personally, given the changes to the timer system, I'd rather have the drills stop when I log out, particularly the ones that depend upon a finite fuel source. If time stops when we log out, it only stands to reason that the game state is indeed completely frozen, drill and all.
So, I can't upvote an idea that flies in the face of the recent change. This "bug" is just about you wanting to save time with the mining, which while perhaps tedious, is necessary for the reasons described.
I'm unaware, but if the electric drill - 'infinitely' powered by the solar panel - also does this, then all is unified, but if it continues to run upon logout, then yes, it would seem that it should be consistently one way or the other. Still, I would choose to have the electric drill shut off upon logout than to have all drills keep running, if only to follow the frozen game state logic.
The problem isn't that the drill isn't running when you are offline. It's that if you log out and log back in again, you must go to each drill and re-activate it AGAIN. So in effect, you are being punished for logging out for while, as you must then go back and restart each drill again when you log back in.
Since the purpose of these drills is so you can be off doing other things, the idea that it stops because you log out for a bit and doesn't automatically continue when you log back in makes them not as useful.
And with the addition of the deep mines across the map, and the scanners, I agree that this is now a much more "visible" bug, and really ought to be fixed.
The original poster's thread has been merged into another, here (which I upvoted because I ran into this as well):
https://icarus.featureupvote.com/suggestions/289242/suggestion-mining-drills-should-start-running-again-if-you-logged-off-with-them-
Sorry I misread / misunderstood. Sure, the drills should resume their logout state, yep. I shall upvote then. Peace.
You are a good man, Carbon.
The biofuel ones are slow, but throw 'em on copper nodes, and save some grind for the last tier.
You lose the first hour just paying for itself on a copper node, and lets be honest, in that hour, you could have saved yourself 10 electonics AND hauled in a packload of copper if you just hiked to a fresh cave instead.
I just did Ramp up stockpile with full progression to tier 4 without needing a single extractor. They are NOT worth it. One shelter a day's trip near the desert exotic vein means being able to ship a Gatherer's Backpack full of copper and gold ore out of the desert and back into the wetlands in the time it takes an extractor to generate ONE stack of whatever it's pulling up. We emptied the marshlands for everything it had and still had to import from the desert, and I still GROSSLY outperformed a would-be-drill with a simple day trip.
Even an electric extractor is going to need it's own generator, so that's 25 electronics you're paying for (and still sucking fuel). Even if it moves 2x as fast, it'll take LONGER to pay for itself.
It. is. not. worth. it.
I will say the most we ever needed was 12 caves searched to get the required materials to finish the mission. which was for PayDay Extraction and bad gold RNG. But even that wasn't "terrible" and definitely didnt call for a drill.
The only thing I can assume is those of you using drills are going deep into T4 and getting the electric furnace and material processor for some ungodly reason? Otherwise you can easily get the required materials you need in 5-10 caves for a fab bench and extractors. If you are going deeper into T4 than fab bench and extractors then I think you're creating your own problems.
No I wouldn't.. the point is much like the electric furnace by the time you get to that point YOU DON'T NEED IT.. why would I make a drill and waste resources when I can just make what I need, complete the mission and leave?
Still missing the point. Good luck to ya.