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GD Jul 22, 2018 @ 7:22am
"Industrial Filters" aka non-depleted version of filters
The new filters are used up and in suits that might be okay, but having depletable components in larger bases system is problematic as their replacement cannot be automated. Imagine an air filtersystem of a complete base and someone did not notice that the CO2 filter is out and the base slowly start to get increases CO2. Or with O2 the same, when pressure is slowly building up because in the filteration O2 is no longer filtered out because of the missing filter.

Why not add some Mk2 version of filters, which are quite expensive to make and maybe only in the Fabricator, but is like the old filters not depleted over time. Or a special slot, which only allows them to be placed into Gas Filters?
Last edited by GD; Jul 22, 2018 @ 7:23am
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Showing 1-15 of 18 comments
RainmakerLTU Jul 22, 2018 @ 8:01am 
If we have a game based on laws of reality, depleting filters are fine. I would say they should deplete, but either much slower or they could be repairable, or they should be spewn out of filtration unit when they die (add chute to collect them in certain room) and could be replaced by sending new ones through the chute into filtration unit. Or any other method I`m not aware of yet.
GD Jul 22, 2018 @ 8:03am 
Sometimes making things to real can be detrimental (to fun and gameplay) ... this may be one of those cases.

EDIT: I don't want another (unnecessary) forced chore (Replacing Filters) on me.
Last edited by GD; Jul 22, 2018 @ 8:06am
Rukyaa Jul 22, 2018 @ 8:13pm 
just an option like for the food would be good. A trigger to slow the depleting or to stop it if set to zero.
Stroomschok Jul 23, 2018 @ 9:35am 
Or just larger filters that last much longer.
WhiskeyFur Jul 23, 2018 @ 5:16pm 
The way some filters are restored is by putting them in backwards into a similiar system.. or taking them outside and hitting them with an airhose from the output side.

It should be possible to do about the same here. YEa, you might not bring it back to 100%... but taking that CO2 filter and hitting it with a burst of O2 from the wrong side could extend your life a bit more in an emergency.
RainmakerLTU Jul 23, 2018 @ 5:45pm 
Originally posted by WhiskeyFur:
The way some filters are restored is by putting them in backwards into a similiar system.. or taking them outside and hitting them with an airhose from the output side.

It should be possible to do about the same here. YEa, you might not bring it back to 100%... but taking that CO2 filter and hitting it with a burst of O2 from the wrong side could extend your life a bit more in an emergency.
Just take new filter with you for longer journey and no need all this hassle.
sunrazor1 Jul 23, 2018 @ 7:26pm 
NEXT PATCH
Introducing Non-depleting filters will cost 10 steel and 5 gold each.

10 PATCHES LATER
Filters that cost 10 steel and 5 gold each will now deplete at 25% the rate of the filters that cost iron. Introducing a new non-depleting filter that cost 20 steel, 20 copper, 10 gold, 10 silver, 10 nickel, 5 electrum, 5 invar, and 5 constantan each.

Canisters, advanced canisters, portable tanks, and tank kits will degrade over time. Keep an eye out on your tanks as they will explode if they degrade to 0%. Introducing a new tank kit that will not degrade that cost 50 steel, 30 copper, 25 gold, 10 silver, 30 nickel, 10 electrum, 20 invar and 15 constantan each.

Glass doors, composite doors, blast doors, and airlocks will degrade over time. Keep an eye out on your doors as when they degrade to 0% you will no longer be able to open or close them. Doors will also begin to leak at 50% and below proportional to the degradation below 50%. Introducing a door repair kit that allows you to repair leaky or worn out doors. The kit will cost 10 steel, 20 invar, 10 nickel, 10 gold, 10 copper and 5 solder. The door repair kit has 10 charges. Composite doors cost 1 charge to repair, glass doors cost 2 charges to repair, airlocks and blast doors cost 3 charges to repair.

Pipes will degrade over time. Keep an eye out on your pipes as they will explode if they degrade to 0% and will begin to leak when they degrade below 50%. Introducing steel pipes that cost 5 steel each which do not degrade.

Food that is stored will degrade over time and will degrade slower when kept under colder temperatures. Introducing a deep freezer that costs 10 steel, 10 gold, 10 copper, 10 invar, 10 electrum, 10 constantan and 10 solder.

Batteries will degrade capacity by 1% of every 100kW-hours of energy used, charged, discharged or passed thru. Keep an eye on your batteries as they will leak pollutants when degraded below 10%.

Steel frames, iron frames, iron walls, and all wall kits will degrade over time. The degradation is scaled by environmental conditions. Introducing a wall repair kit that cost 10 steel, 10 gold, 10 copper, 10 solder and 10 aluminum. The wall repair kit has 100 charges. Each iron wall and frame cost (sheets included) will cost 1 charge. Steel walls, steel frames, and other denominations of steel walls will cost 2 charges each.

Solar panels will degrade over time. The solar panel's lifetime is limited to 5000kW-hours under ideal conditions. The solar panel's life time is shortened and scaled based on environmental conditions. Introducing a non-degrading solar panel that will cost 10 steel, 50 copper, 20 gold, 10 invar, 10 electrum and 20 solder.

Wires will degrade over time. Wires degrade faster with more power running through them. Keep an eye out on your wires as their power capacity decreases with degradation and will burn if the capacity drops below the power running through them. Introducing non-degrading cables that have 100kW capacity. The non-degrading cables cost 1 steel, 1 gold, 1 electrum, and 1 tungsten per unit.

Introducing new ores, aluminum and tungsten.

Aluminum can not be smelted but must be refined in an advanced electrolyser. The electrolyser costs 10 steel, 20 gold, 20 silver and 10 solder.

Tungsten ore can only be detected using ground penetrating radar and can only be smelted using an advanced furnace. The advanced furnace cost 100 steel, 50 gold and 50 invar. A pressure of 20Mpa and temperature of 100kK is required to smelt tungsten ore.

All furnaces and atmospherics including the advanced elecrolyser and advanced furnace will degrade over time.

We hope you will enjoy these changes!:steammocking:
Last edited by sunrazor1; Jul 23, 2018 @ 7:33pm
RainmakerLTU Jul 24, 2018 @ 3:24am 
Originally posted by sunrazor1:
NEXT PATCH
Introducing Non-depleting filters will cost 10 steel and 5 gold each.

10 PATCHES LATER
Filters that cost 10 steel and 5 gold each will now deplete at 25% the rate of the filters that cost iron. Introducing a new non-depleting filter that cost 20 steel, 20 copper, 10 gold, 10 silver, 10 nickel, 5 electrum, 5 invar, and 5 constantan each.

Canisters, advanced canisters, portable tanks, and tank kits will degrade over time. Keep an eye out on your tanks as they will explode if they degrade to 0%. Introducing a new tank kit that will not degrade that cost 50 steel, 30 copper, 25 gold, 10 silver, 30 nickel, 10 electrum, 20 invar and 15 constantan each.

Glass doors, composite doors, blast doors, and airlocks will degrade over time. Keep an eye out on your doors as when they degrade to 0% you will no longer be able to open or close them. Doors will also begin to leak at 50% and below proportional to the degradation below 50%. Introducing a door repair kit that allows you to repair leaky or worn out doors. The kit will cost 10 steel, 20 invar, 10 nickel, 10 gold, 10 copper and 5 solder. The door repair kit has 10 charges. Composite doors cost 1 charge to repair, glass doors cost 2 charges to repair, airlocks and blast doors cost 3 charges to repair.

Pipes will degrade over time. Keep an eye out on your pipes as they will explode if they degrade to 0% and will begin to leak when they degrade below 50%. Introducing steel pipes that cost 5 steel each which do not degrade.

Food that is stored will degrade over time and will degrade slower when kept under colder temperatures. Introducing a deep freezer that costs 10 steel, 10 gold, 10 copper, 10 invar, 10 electrum, 10 constantan and 10 solder.

Batteries will degrade capacity by 1% of every 100kW-hours of energy used, charged, discharged or passed thru. Keep an eye on your batteries as they will leak pollutants when degraded below 10%.

Steel frames, iron frames, iron walls, and all wall kits will degrade over time. The degradation is scaled by environmental conditions. Introducing a wall repair kit that cost 10 steel, 10 gold, 10 copper, 10 solder and 10 aluminum. The wall repair kit has 100 charges. Each iron wall and frame cost (sheets included) will cost 1 charge. Steel walls, steel frames, and other denominations of steel walls will cost 2 charges each.

Solar panels will degrade over time. The solar panel's lifetime is limited to 5000kW-hours under ideal conditions. The solar panel's life time is shortened and scaled based on environmental conditions. Introducing a non-degrading solar panel that will cost 10 steel, 50 copper, 20 gold, 10 invar, 10 electrum and 20 solder.

Wires will degrade over time. Wires degrade faster with more power running through them. Keep an eye out on your wires as their power capacity decreases with degradation and will burn if the capacity drops below the power running through them. Introducing non-degrading cables that have 100kW capacity. The non-degrading cables cost 1 steel, 1 gold, 1 electrum, and 1 tungsten per unit.

Introducing new ores, aluminum and tungsten.

Aluminum can not be smelted but must be refined in an advanced electrolyser. The electrolyser costs 10 steel, 20 gold, 20 silver and 10 solder.

Tungsten ore can only be detected using ground penetrating radar and can only be smelted using an advanced furnace. The advanced furnace cost 100 steel, 50 gold and 50 invar. A pressure of 20Mpa and temperature of 100kK is required to smelt tungsten ore.

All furnaces and atmospherics including the advanced elecrolyser and advanced furnace will degrade over time.

We hope you will enjoy these changes!:steammocking:
This is real bad nightmare. I would add this if I really wanted to community hate me as developer. Mostly nobody will play with degradable items then.

But sarcasm very vell placed haha.
GD Jul 24, 2018 @ 4:14am 
There are better and more fun and intresting ways to pass the time than playing maintenance/housekeeper and there are better ways making materials-sinks if that was the excercise here.
Last edited by GD; Jul 24, 2018 @ 4:15am
CaptainCamembert Jul 24, 2018 @ 4:40am 
I don't think that degrading items aren't a bad idea in general. I just think the consequences should be less harsh.

It's really frustrating when items just break and completely stop working for no reason but I think a loss in efficiency is a good tradeoff as long as they are easily detectable and the items can be repaired instead of replaced.
GD Jul 24, 2018 @ 4:45am 
... or we just return to the non-depleting version on this one and introduce new gameplay instead there are more important things to do anyways I guess.
Rukyaa Jul 24, 2018 @ 6:03am 
Originally posted by CaptainCamembert:
I don't think that degrading items aren't a bad idea in general. I just think the consequences should be less harsh.

It's really frustrating when items just break and completely stop working for no reason but I think a loss in efficiency is a good tradeoff as long as they are easily detectable and the items can be repaired instead of replaced.

Yes, the possibility to repair the filters (using iron or not) would be a good option too and would avoid to build more and more filters. Is it ecologic to pollute the moon or any other planet/moon with useless filters ?
It would attract a greenpeace's spaceship :D
Elfblood Jul 24, 2018 @ 6:30am 
I dont mind crafting some filters for 5 iron here and there. we should be able to monitor their state without taking out every single one from every machine. If non depletable filters are coming after you are about to set up a huge filtration system it doesnt matter at all.
Zepheris Jul 24, 2018 @ 3:11pm 
I'm in agreement with having to replace filters. In early game, it forces the player to keep in mind that there are limited resources and everything is not just a set and forget. Filters don't last forever.

What I'd like to see is automation on repairing/replacing filters from machines. If the repairing option is used, provide some kind of machine that will automatically repair a filter with resources and then using chutes and automation, the filter can be placed back into the machine or in storage for later use. The same concept can be used when replacing filters. Just put the bad one in scrapper and build a new one to be placed back into the filter machine.

I'm really enjoying the game in terms of if you don't automate things, you'll have a very hard time keeping track of everything. I think filter replacement is just another aspect that needs to be automated. It's a puzzle to figure out.

I'm sure the Dev will come up with something to help with automation. Degrading filters seems like a first step in this new development.
Last edited by Zepheris; Jul 24, 2018 @ 3:12pm
CaptainCamembert Jul 24, 2018 @ 3:52pm 
They should put a proper system in place BEFORE forcing it on us TBH. It's like adding a hunger mechanic while all the growing business is still broken and unbalanced. Wait a minute...
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Date Posted: Jul 22, 2018 @ 7:22am
Posts: 18