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I also built the entire chain of stuff you need to refine and whatnot and it does cost and reaches into the endgame quite a bit and to do so you have to travel A LOT which means blowing money on fuel to keep the lights on. Literally.
Solar pannels remove pretty much the need for fuel.
= more money and energy to blow on travel and other systems, or trading...
Once you realize that fact it seems kinda obvious.
The first time around i just ran dry a lot and suddenly i had more resources than cargo.
Kinda imbalanced like that :i
ps. the obvious: batteries... use em. Those are the biggest hurdle in solar. Batteries = $
In general, our thought with the Ore Processor was more in the vein of the Composter. Build 2 or even 3 and become good at processing ore to resources, as a ship specialized in mining.
But, the ratio might be too small still to have a few Ore Processors be useful and worth it. We can look into balancing them with time.
Additionally, I responded to your bug report about the Ore Processor and I do believe you are right that the discomfort is not properly dropped by walls. We will look into that as well.
The ore processor is a supplement to the surface mining. The idea would be to have more than one Ore Processors processing, to speed up their production. They do not need to be capped, it is enough there are some ores in there. I'm not sure how well the AI distributes them at the moment but it is something that can be tried.
It doesn't seem to take that long for a lone mining pod to empty the asteroids, if that's what. Actually happens. The processor keeps running fairly long time, though.
Forces you to just wait in the sector if you don't want to leave resources behind (and I'm greedy)
Not the most exciting way to spend time in the game.
Plus you can't sell ore.
Seems like an arbitrary limitation.
best seen in resource rich sector. 5 chemicals spawn in resource rich (what is identical to the none resource rich sectors) is way to less. before the patch it was 20+ at a spawn like that. and all this ores that need to be refinded first block the refiniery after the first stop because all drills are 100% filled and need years to work on that stored stuff.
a big storage is much smaller that the refiniery but can store tousend times more stuff it seems.
Possible ways this could be salvaged: First, I don't like the fixed 5% nonsense for each of the minerals. That makes no sense. It's easier to program, sure, but it is really lazy. I think each deposit should have a chance to be a certain kind of ore. But that is a small gripe, the more important is the ore quantity. I think every 'Ore' should give you 200% of a resource crate bu i think the actual division should be random at the time of processing, unless you implement the previous system to determine random ores for each deposit. Basically, it would work like this: You bring back 2 Ore, so you have 400% of a resource crate. Since this is basic ore, then you have a mix of 4 other things. RNG gives you, 125% of a carbon, 75% of a noble metal, 1.40% of a raw chemicals and 60% of aa base metal. There, now you have made the system profitable, slightly less predictable but still worthwhile to invest your time, resources, and ship space for. Without the randomness, you would basically get 1 of each of the 4 resources for every 2 ores and that would be kind of boring. A little RNG in the mining makes sense and add an element of tension if you are really in need of a specific resource.
Oh, and the Ore Processors should be faster. It should be WAY faster than Composting. As a compensation for speeding it up and increasing the yield, you could add in a small cost in water for the processor to work. I do mean small, but non-zero. Like 5% of a water per ore processed.
1.No more ore deposits. At least initially.
2.Two stage mining. When you arrive at the system all you see is surface level resources (base metal, ice, etc.) that can be collected by any pod (maybe give speed boost for mining pods). Once those are collected deep ore deposits are revealed in their spots. Those can be collected only by mining pods.
3.Refineries do not have drills, mining pods do. And they eventually break and need to be fixed (but instead of refineries, it happens at pod hangars)
4.Ore can be accepted by refineries and ore depots(once refineries are full). Ore depot is storage for ore. It either functions as ordinary storage or (if possible) linked storage that can be built right next to refinery and supply it directly.
5.No more exotic or basic ore. It's all just ore, but exact composition is defined by source (ore from ice asteroid will have higher proportion of ice, with low ammount of other raw resources, for example). Once this ore gets deposited into ore processor or depot, it mixes with the rest of ore and composition changes accordingly. Let's say you drop off 2 units of ice ore (0.1 ice, 0.05 the rest) into depot with 8 units of carbon ore (0.1 carbon, 0.05 the rest). Depot will now show 10 units of ore with composition of 0.06ice, 0.09carbon, 0.05 the rest. Every ore addition will change composition accordingly.