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Even simpler is to not require a battery in the recipe, and make floodlights not come with batteries.
That way it is equivalent to the current recipe: you still have to use a battery to power it, but it fixes the exploi… -
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ROFL. A fully charged battery to boot. -
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1) sounds like a great idea! Batteries should not be part of the recipe. Making you go make one is equivalent to having it in the recipe, without the exploit.
Right now the battery charger is not as useful since I can j… -
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This is worse since you start with a totally/partially empty battery and end with a full battery without using up anything.
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I'm not sure. This is not strictly a bug. I see it as a game mechanics problem.
Since it is not a bug (intended) to be able to craft with less than fully charged batteries, and not a bug (intended) to get back a 100% ba… -
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If you venture out from beyond Safe Shallows or Kelp Forest, there are a lot of silver in sandstone outcrops or large deposits. I have a locker full of silver just sitting around. -
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I take the Cyclops out on resource runs around the map, filling up like 10+ lockers each time. If I ever get off the planet, I could start a space trading empire overthrowing Alterra Corps. -
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I think water filtration plants are intended to use up a tremendous amount of power. That being said, the power consumption for appliances could be better communicated.
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I know how you feel about it being a clicking simulator. I have two lockers full of each resource, including food and water. Would be nice if resources are finite and I'm forced to go out further in search of more.