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I must say that the ending came as a surprise. I was expecting some additional steps before the ending, but I guess those remain to be there still to find...
Congrats :) and now go Megabase it
Thanks.
Not sure if I will do megabase with SA. I'll check the 2.0 with the 2 SA mods without the actual SA mod. Will be interesting to check that combo out too and megabase it.
Dont overdo it with the "rare everything", some things are just not worth it to increase quality since they are getting nothing out of it
I do question your lack of train tracks, bricks, landfills, and concretes.
Good point, I haven't built a space platform yet so not sure what goes into it -- but I don't plan to dump "rare" into things that will only increase health (that's where my floods of "uncommon" plates might go into, heh).
Played with quality and trains for nearly a hundred hours before launching my first platform. The first one was all normal materials though, because I've been going at it blind and basically didn't know anything about platforms yet.
Can use that quality stone to make higher quality electric furnaces (gives faster crafting speeds, and boosts the modules installed in them).
So you could just avoid making an uncommon stone setup for that and skip to rare, and just keep the line clear of uncommon stone with walls.
Besides, furnaces are so pre-volcanus.
The way quality modules work is that there will always be some quality-1 stones (it doesn't matter where those quality modules are in the production-chain: wall assembler, electric furnaces for stone bricks, stone miner, recyclers, etc.).
There will be some Q2/Q3 at the first step. Then again, on a second step, etc. The amount of Q5 wall you will get at the end of the production chain without recycling will be trivial and insufficient to support a megabase perimeter since stone walls only have a few steps (miner -> stone brick in a furnace -> stone wall) and very few chances to be rolled into a higher Q# products. Obtaining Q3 walls in a meaningful quantity without recycling is readily achievable by the Engineer, but not so much for Q5 walls.
To get more Q5 stone walls in a meaningful quantity, the engineer would have to massively increase the number of stone miners with quality modules to brutally force the quality % chances through quantity to produce enough Q5 stone walls. The engineer will end up with a non-trivial amount of unused Q1 stone bricks/walls.
To truly scale up and have enough legendary walls, recycling is essential as it takes in lower Q# walls and churns out higher Q# stone which can be reliably re-crafted into higher Q# walls.
The only downside? The material used to craft your lower Q# walls will be 'recycled' or gone (IE: wall requires 5 stone bricks and can be 'recycled' on average a single stone brick, really ~1.25 stone brick but rounded down, with a chance to roll a higher Q#). So, it is a non-trivial loss of 75% of what was used to craft for another roll.
It doesn't matter if the engineer tries to use recycling or not; the engineer would have to scale up stone production to an abnormal level to get a small amount of Q5 wall.
Meanwhile, the other stuff that consumes or uses stone will not have the same amount of focus by the engineer as it would take to produce a meaningful amount of Q5 walls.
TD; LR: Without recycling? Good luck finding a fast way to eliminate all the Q1 stone piling up in the Engineer's warehouses.
Dedicating a vast quantity of stone to the mass-manufacturing Q5 stone wall, with recycling, is a quick way not to have enough stone for other productions.
A Q2 production science pack will count as 2 Q1 packs.
A Q5 production science pack will count as 6 Q1 packs.
No other use for higher Q stone end-products? Okay.
I'm at 100 hours and on my third planet. Fourth, if you count space as being it's own biome. I'm not completely blind - but my only help so far has been watching a livestream of another blind player. I consider it a decent compromise between reducing frustration and not copying known solutions.
Opinions vary wildly on the difficult and time sink of each planet. A lot depends on playstyle, experience, skills, planet order, etc.
For example, Fulgora is easy once you learn how to juggle splitters and bots. Vulcanus is easy if you can handle liquids. Gleba is easy if... you know what? There is NOTHING easy about Gleba. Hardest planet, but also the most rewarding.
Further, there's a huge difference between 'visiting', 'escaping', 'surviving', 'dabbling', 'basing', 'megabasing', and 'interplanetary logistic megabasing' a planet. How deeply you dive into each planet is up to you, but I'm suspecting people in my skill category to take 200-300 hours before being 'ready' to finish the game, another 400-500 hours before trying to finish the game, and another 600-700 before needing a break from cracktorio.