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Oh I thought that recipe was pretty straightforward? 1 egg makes 2 eggs, so send 1 egg back into the machine, and send the other one forward for science flask production.
And I believe the ratio of egg-making machines vs. science flask producing machines is 15:4, so as long as your flask making machines are above that ratio, there should be no problem with hatching eggs.
And obviously it requires a constant supply of Bioflux to make nutrients (easier to transport bioflux and make nutrients on site, than to transport nutrients).
Yes that is of course possible, but that does mean you are overproducing eggs for no particular reason. The Bioflux used for the producion is better spent elsewhere in that case I would say.
It's like the devs looked at weapon durability in other games and asked themselves "What if we made something like this but a hundred times worse?"
For me, the order for fun and usefulness of the planets is reversed.
Fun: Gleba > Fulgora > Vulcanus.
Usefulness: Vulcanus > Fulgora > Gleba
Unless you are fishing for quality and modules. Then Fulgora might be better than Vulcanus.
Can you like increase the vegetation so it's grass and not desert?
I might try to make my starting planet turn green lol, well parts of it...
I've only been to Fulgora, but watched a fair number of streams.I 'd assume there will be mods for a couple things that I think people are finding really annoying. Maybe the devs will even tweak the tech tree a bit.
- Cliff explosives are tied to Vulcanos
- Foundations are really late and the only way to build in "oil sea" of Fulgora
- Spoilage on Gleba
- Biter eggs hatching, why can't I grind them up before they hatch?
- 1 space receiver per planet, in combination with the animation, looks to be the hard limit on production (unlikely the vast majority will ever hit this).
- No copper and useless laser weapons in space
I'll reserve my full thoughts until I complete the DLC. I suspect it's fine for the most part and some of it is just getting used to the new process.
- cliffs aren't nearly as bad as they used to be, thanks to terrain generation changes
- building in oil sea immediately would invalidate the challenge of fulgora, which is why foundation is post-game
- spoilage is the main mechanic of gleba, figuring it out is very fun, trust me. I only wish for some kind of "refrigerator" as a post-game item to ease the pain like foundations on Fulgora
- you can remove biter and gleba enemy eggs before they hatch, it's part of automating them but might require some circuits
- you can have more than one space receiver per planet as far as I know? Might be wrong on this
- there is copper in space
However I am thankful that people provided good insights and solutions. Thanks.
But I don't think the animation limits how fast you collect, though there is technically a hard limit on how fast you can unload in all directions. But a high one, even a single legendary stack inserter can unload absurdly fast
No effective lasers in space is just so they don't trivialize early space and make you produce ammo.