TaZ

joined 1 year ago
[–] TaZ@lemmy.world 4 points 1 week ago

112111, although it used to be 111111 until the trailer. I started saying Glebbah because it sounded so weird, and now it stuck with me.

[–] TaZ@lemmy.world 2 points 2 weeks ago

Use the fish signal, together with a circuit network cpu, to encode and transmit a digital stream of item ids that need to be sent down to the surface... I would go with the inserter over the edge method!

[–] TaZ@lemmy.world 1 points 2 weeks ago

Thanks for the heads up! I wonder why they did that. It would be nice to be able to restart the base (restore power) from the space platform, but I don't really see how to do that.

[–] TaZ@lemmy.world 7 points 2 weeks ago (4 children)

I think you can horizontally flip the engines to let the fluid pass through, allowing you to place them next to each other.

Not sure though, my platform had only 1 engine. It didn't last very long though, yours is definitely better!

[–] TaZ@lemmy.world 2 points 2 weeks ago

Interesting idea, make the machine start the craft to put the egg into stasis, then disable the power to stop the crafting progress. This sounds like it could prevent spoilage an indefinite amount of time. But experimentation is required to know for sure.

I can't play for a while to test this out, perhaps @jet@hackertalks.com has the opportunity to test this out.

[–] TaZ@lemmy.world 6 points 2 weeks ago

It's brilliant how the devs force us to be the baddies!

[–] TaZ@lemmy.world 3 points 2 weeks ago

If I understand correctly, the machine shouldn't be idle, it should be crafting! Then, when the craft is almost done, cancel it and loop around for the next iteration. I hope that's possible by changing the recipe. I can't play right now so I'm just guessing here.

[–] TaZ@lemmy.world 4 points 2 weeks ago (2 children)

Brilliant! We can now control the recipe using circuit logic, so this should be able to seriously increase the hatching time! Eventually it will still hatch, but we can transport the egg to the wild when that happens.

[–] TaZ@lemmy.world 4 points 2 weeks ago (2 children)

No, it does not. Interesting to note: either the rocket silo or landing pad generates radar coverage without power, it seems... I have them next to each other, and that part of my base is the only part with coverage right now.

 

I want to automate pentapod eggs without having to kill any surplus when they expire. Just to avoid being the bad guys as much as possible... How do you do that?

I thought about shipping any surplus eggs to a far away place and letting them hatch there, but I'm worried it will become too crowded.

Another idea is to throttle the production, but it can't go any lower than one egg per 15 minutes.

How do you do it? Any other ideas?

[–] TaZ@lemmy.world 6 points 2 weeks ago

I was the opposite! Eager to check the new content, and confident I could make fixes using the remote driving feature.

But it's fun in a new way; I'm the type of RPG player that finishes the game with all expensive potions still untouched in the inventory, everything meticulously minmaxed. I realized it makes me a very nervous player that doesn't like risks, so this time I went with a role-playing approach, and it really pays off! When I'm not playing, I'm thinking of my poor engineer stranded on an alien planet, and how I'm going to bring him home again, possibly to a ravaged base...

[–] TaZ@lemmy.world 9 points 2 weeks ago (3 children)

Yeah... Also, it won't unload because the inserters need power. Or was a good lesson in failsafe design at least!

What precautions did you take before leaving?

[–] TaZ@lemmy.world 11 points 2 weeks ago (6 children)

With radar coverage yes, but my power is down so the radars are too!

Next time I'll put my tank in a special spot together with a radar, solar panels, accumulators and enough supplies to "build" my way back to the rest of the base.

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