![]() We should have threshold that allows us to tell stuff to stop producing once resources hit a certain level, while also having auto exports stop if resources deep below a certain level. Also if it was setup only to unlock after a certain number of techs are researched, so that short sighted players can't easily whine about hosing themselves because they sold off a surplus that should have been kept. I'd be fine if we got paid 1/5 of what those cost to import. There should be the option to sell off resources that aren't rare metals. Make this structure use metal for maintenance. Maybe a structure that will randomly converts waste rock into metal, rare metals, polymers or fuel, this would keep Brazil's perk being good, but give everyone else an option to burn off waste rock. ![]() Turning it into atmosphere is only worthwhile until you hit a point where the drop outpaces losses and one wants to keep those structures at a minimum since they use machine parts. We only need so much concrete before that creates issues. Not everyone want to play Brazil every playthrough. Currently the chooses are either grab Brazil to turn it into something useful, research the means to turn it into concrete or turn it into atmospheric gases. Mohole should be adjust so that either metal production can be turned off completely or so the player has to choose between metals or rare metals. Also human resources get wonky, given that a ton of the automated stuff shows up after getting colonists and that extractors do run out. The other being that there is a point where the player is drowning in certain resources and in some cases that can bone you (worst offender is metal since you have to move it away from the Mohole in order for it to keep working and even an non-upgrade Mohole can result in silly things, like filling up afar away plains with metal depos. The two big offenders are that some resources fully deplete without a way to get them outside of things like the Mohole. On resources, the devs might want to revise how things work for them. Storage structure should be used sparingly since it uses machine parts, but those can be useful for tons of storage. ![]() polymer depos near the polymer factory & domes that have tons of art workshops. example, food depos near domes & outdoor farms. You only want to use dedicated depos near structures that regularly consume or produce resources on a large scale. I know some of the guides advise against universal depos but they are really useful for maintenance and relay points. Yeah, universal depos are great as relay depos or to setup next structures to hold resources for maintenance. ![]()
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