Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That is a very helpful little bit of knowledge. Thanks.
Thanks Eventide. I've looked for the blueprint for this in the tech tree briefly (I have an appointment for my car here shortly and have to leave) but didn't see it so far as a specific recipe. I mainly checked around the composter blueprint. What bench is this large green canister made at?
Not an ideal solution, but a stop gap till you get the canister made.
On a side note, i stopped using the lamp because it annoys me how narrow of an area it lights up. It's damn near directional. Stowed it and went back to a simple torch lol.
Well if it holds some good # gallons maybe it's worth a whirl. Forcecomdr has a good idea too - building another bio-comp at the remote outpost.
But still I just want something I can walk up to and "fill" without waiting on a tiny % tick of volume to fill the device. I assume this point-n-fill works also with just the cans?
I guess I'll find out.
One thing I'd like to see (unless I've missed the behavior) - the biofuel composter needs a setting where it automatically STOPS processing if there's no receivable container in it to catch the fuel. Simply having a universal device on and off setting from the outside isn't very useful.
The composter you make with concrete does do this. It stops processing sap and fuel if there's no container with empty space. I don't know how the lower tier ones work, never built one.
You might want to check out the tier 4 flashlight. They made some MAJOR improvements to how the flashlight works, and illuminates a nice wide cone. It has some fresnel rings (dim rings of light due to how the fresnell reflector is shaped, but those exist on real flashlights), but otherwise much much much better then it used to be. VERY nice battery life on it too.
It still has a few issues where using certain weapons blocks the light from the flashlight. Light sources are stuck on the left hip, and when holding certain weapons your elbow is in front of it.
The best overall light source is the battery powered lantern. Full 360 degree mellow but very very bright illumination. Doesn't have a great range on it, but it will light up caves or the interior of houses very nicely.
I make the wild berry and strawberry salad thingy, salt it, and put it in the fridge (lasts a good while salted and chilled) so when I get back to base and make parts and stuff I get a little XP boost too!
Salted berry salad might be gross, but hey the imaginary toon can deal with that...
The battery powered lantern is so powerful that it's all I use for light inside my cave base. As big as my base is, I have only a single light in the middle of one room of a workshop. Everywhere else, I use the battery lanterns my character carries as primary light. I have one battery lantern equipped, a second in my inventory, and a tier 4 flashlight as a backup. I have the painting & lamp DLC, and I've also added oxite mineral lamps through the base like night lights. If every light source I have goes dead, I can go from night light to night light and reach a charging station to power up the lanterns and flashlight.
I have multiple charging stations with one lantern charging up on them all the time, and I just swap them. Some day I will add lights throughout my base, but most of the ceiling lights cast incredibly weak illumination. Really disappointing.