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I guess I will just build my farm next to a portal on a planet. I have checked the patch notes and cannot find anything relating to this. I suggest a bug
Also, I feel that this limit on refiner count is too artificial -- it makes no sense why you couldn't build three large refiners next to each other. Materials? You obviously have them. Power? Lol you can build teleporters for crying out loud, plus the refiners need no power in-game. If it's to control resource exploitation (no indium/stasis farms, nyah! -- devs), this seems a wrong-headed way to go about it -- artificial nerfing usually kills fun faster than it kills exploits.
One thing they did that makes farming on a planet more friendly is adding the "Harvest All" to the hydroponic domes. It makes harvesting much faster, as you can harvest all the plants in a single dome as you run through it to the next.
Hmm, I haven't really tried glitch building. It may work. I'd probably better off personally modding the game files to increase that limit, since I'm on PC.
It does seem strange and the fact that if you already had them down means a bunch of people are just business as usual anyway. Here I was thinking there was a limit of five within a certain area (last night I tried to put a few extra down haha) but it was just that I already had placed them.
Two large and three medium isn't much really when your hanging about your base converting gasses (I need a Nitrogen hot spot! lol) and making glass and carbon and ferrite dust and....well you get it.
I want to feel like the time spent crafting was worth it (I guess people have a different gauge as far is this is concerned though).
I suppose I will start making specific rooms for them with short range teleporters on any new main bases all leading to one spot. I am starting to think I need signs so I will know where I am going! :p
Yes, very disappointing. I was getting a bit bored with combat and exploration, so started farming and base building. The logical next step was crafting, and I had even built a huge area where I would be able to lay out 10x4 large refiners. Didn't think to test placing them first -- imagine my disappointment when I couldn't place more than two.
This is certainly a possibility: look at how they limited atmospheric extractors (three per planet, lol), and now this. What's next? Three hydroponic farms per base? Limit of ten player-planted plants outside? These limitations don't hurt the exploiters as much as they hurt regular people just trying to play the way they want. Just look at how people are already finding wire glitches to place 20+ industrial extractors over one hotspot. If they want to stop the exploits, they should fix the glitches instead of imposing artificial limits (which will likely be bypassed by glitches again).
"It's a sandbox", they said. "You're supposed to make your own story", they said. Yeah, except when the devs don't like your story and patch it out.
I have one base that has 36x large refiners, because it looked cool and was functional as you can crunch a few things at the same time without being forced to wait ' the odd 16 mins ' for a current crunch, before you can start with the next batch.
Only thing I wished to change was the 250x items limit in the refiner, in survival / permadeath wich imho is kinda stupid as you already are limited in what you can carry to the refiner.
Now with this update the 'retardation levels' has skyrocketed. No other way to say it as it is from a dev to the devs. This probably sounded good on paper or in someone's head, but in practice / ingame its just not there. Just return it as it was and lift the item number restriction for refiners as neither promote fun.
I suppose the only fix for this is hackery...