![]() ![]() So no, it is not the simplest, easiest way to acquire research. Meanwhile, the user that leaves the game on for the night and then goes to sleep gets nothing after a short while. This is so when people are around their bases crafting, researching etc they aren't at a sum-0 gain. You literally cannot sit around obtaining it forever without moving. It slows, and eventually stops completely. "Unless I've been hallucinating it, standing around on my ship with my thumb up my ass does generate a trickle of research. You'd need to learn a whole ton of things just to do so. So you should be able to magically create one yes? Answer: no. To play devils advocate: If I gave you a huge bag full of spare parts right now, could you sit down and create a phone from it? You have the materials, after all. If you ignore a branch, then you won't get whats in it until you do. This is what the system is designed for - user choice. If you don't research how to make something, you don't know how to make it. "Then, you're gated off from exploring the mech part of the mod until you have enough research, in spite of having the materials." They take longer to play through, intentionally, and try out a lot more content in the process. Thus, progression has been retooled so users can see what they are choosing and unlocking, remove item pickup lag completely as a side effect of the old unlock method changing, and exploration and experimentation are encouraged and will directly benefit players in research gain. Short Answer: there's a lot in the mod, most people skip half of it, and rushing to end-game isn't how things are intended to work. "sycophants who will tell you to smoke a bowl and let the research accumulate while you're AFK"ĪFK will not generate research. I've already explained it in other places ad infinitum. I'm not getting into another giant post about this. No it doesn't.You're simply wanting it to do something it isn't made to do. "but gates you off from exploring other parts of the mod even if you have the materials" People would likely STILL use solar even then, but it'd just be way slower and they wouldn't use batteries. If you want solar panels to be as inefficient as they currently are at out modern technology, consider making it so batteries only store about 30% of the energy you collect (with the rest being completely lost), and have their energy storage gradually decay on top of that. Notice your players don't even care about the environmental impact. I assume you must have a low opinion of solar energy for some reason, but honestly, with future tech like this it doesn't matter if you can fart out huge metric tons of power when solar power plus perfect batteries is the most convenient and renewable option. You are looking at what solar power would mean to people if we had perfect batteries. The solar challenge is solved and it's better than coal or oil in so many ways. You just absorb as much power as possible until the batteries are full, then use the batteries. But if you had 100% efficient batteries that (thanks to all the nerfs on solar in Frackin') are actually cheaper to make than the solar cells, you aren't facing the problem of having to produce power in the moment. Their variable output is a real problem with modern power grids. It's that if it's overcast, it can reduce power production and because you have to make power in the moment, that can cause brown outs. ![]() The big problem with solar isn't that it's primitive or low-tier. If you produce too much, you can blow the power grid. If you produce too little, you'll get brown-outs. Part of managing a power plant involves calculating how much energy you'll need during certain times of day, and then scaling power production forward or back based on those expectations. So the way power plants work is that they constantly feed power to a grid, and entire cities will tap into that power. We're not sure yet how to make them more efficient. We don't really understand how batteries work, and they lose a bunch of power as its transferred. In real life, nobody routes power through batteries. The battery situation, in particular, is some incredible high-tech stuff, that would be a massive game changer if such a thing existed. It's the most convenient form of power in your mod because you don't have to cultivate a tree farm, or mine coal, or seek out radioactive materials, or find a gas giant full of liquid metal hydrogen.Ī working solar farm with batteries that have 100% efficiency is the most futuristic power solution in Frackin, outside the tech-wizardry like quantum power or psychic power. The same exact reason people use solar power every time you ask this. He's using solar power because he wants an automated, renewable farm, Satyr.
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