GTNewHorizons / GT-New-Horizons-Modpack

New Modpack with Gregtech, Thaumcraft and Witchery
https://www.gtnewhorizons.com/
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remove pss recipes #7090

Closed botn365 closed 3 years ago

botn365 commented 3 years ago

the pss stores lots of energy very cheap wich wich allows people to mostly skip power gen in EV-LUV sisne the there is now the LSC wich while stil has problems but is more balanced sisne it is way more expansif then the pss and equaly or more expansif then battery buffers so the pss should be disabled by removing the abilety to make the controller and redox cells

alphaNOVAircraft commented 3 years ago

The lsc on the other hand doesnt really feel rewarding at all to use early on, you gain zero capacity compared to usesing the orbs in a normal buffer, so basically all you do is accept some loss (its negligible, i know) and the ability to have infinit amp io.

The pss in current state is bs, definitly agreeing with that one. With quite a lot of completly passive eu gen available you can simply chunkload it and you have nearly infinit energy to use while your playing, letting it charge up again when your doing something else. Your energyproduction can be less then an amp of your current tier but you can still dont really run out of energy while playing. Setting up an adequate energy production isnt required at all. If you need to remove it, not sure about that one, but since we cant change the storage capacity of it its maybe the only way.

If you diable it i would like to see some small buffs to the lsc, making it rewarding to use it, maybe giving the energy capacity a muliplier.

alphaNOVAircraft commented 3 years ago

Especially around zpm-uv batterys are even way cheaper then the equivalent orbs, so currently its fine in iv / luv, sucks at zpm / uv and is op af at uhv / uev once you got your really ultimate. So its not really a perfectly balanced thing too. But surley ensures you pay something for storage which a2 fails to do

Prometheus0000 commented 3 years ago

Make another issue to suggest changing the recipes of the lapo series and/or normal batteries and/or capacitors?

0lafe commented 3 years ago

Don't make them easier, it's definitely fine atm. We did no LSC/pss and it's really fine. Good incentives for power gen. Removing it seems good. Making the LSC store more or have cheaper recipes seems bad. Hatch/dynamo based power storage is fucking amazing, giving it bonus storage too is just too much.

Good idea bot, let's do it

Prometheus0000 commented 3 years ago

We did no LSC/pss and it's really fine

Not everyone like the idea of removing all power storage 0lafe, 0lafeDusk when?

Making the LSC store more or have cheaper recipes seems bad

Then why should you make it until it's OP at UHV, aside from a central power storage. I don't know if that's enough or not though. Also, power storage is good. Also, why would it be bad?

Hatch/dynamo based power storage is fucking amazing, giving it bonus storage too is just too much.

Drop this on dynamos to outputVoutputA4-8? Any reason not to?

After checking, 8x is what the 1A ones are, but the GT++ 4A ones are 2048x, while the TT ones are 4x. Though not exactly, are they accounting for output loss?

So if you're talking about multi amp hatches, it's GT++ being OP again. Which we can't change. Could someone add compat for TT dynamos to regular multis so we can remove the GT++ ones? Though that might create a balance problem if more than the 4A ones are allowed. I don't know if we could allow only some of them.

So you effectively already have batteries on your dynamos, yet you say you hate power storage? This would just shift the power storage from your dynamos to a more centralized location. And weren't you one of the GT++ haters too? Though I could be wrong on that.

The lsc on the other hand doesnt really feel rewarding at all to use early on, you gain zero capacity compared to usesing the orbs in a normal buffer, so basically all you do is accept some loss (its negligible, i know) and the ability to have infinit amp io.

Increase storage by 5%-50% on each capacitor except the last one? I'm not the person to ask how much. It's reasonable that there would be less unnecessary stuff on each lapo/capacitor since it's all part an integrated system, like cases or interfaces or whatnot. Add way more loss? And/or increase loss as you increase capacitors as well? It's definitely too low. Also, the maint bug causes you to lose less power as you gain more issues FYI.

the pss stores lots of energy very cheap wich wich allows people to mostly skip power gen in EV-LUV sisne the there is now the LSC wich while stil has problems but is more balanced sisne it is way more expansif then the pss and equaly or more expansif then battery buffers so the pss should be disabled by removing the abilety to make the controller and redox cells

Just remove recipes for IV or LuV+ cells, so you can only use it for a limited time maybe? I suggested this the previous time too.

Basically, I agree that there should be a reason to make the LSC, whatever that reason is. Also, GT++ is OP once again in another way.

Prometheus0000 commented 3 years ago

Especially around zpm-uv batterys are even way cheaper then the equivalent orbs, so currently its fine in iv / luv, sucks at zpm / uv and is op af at uhv / uev once you got your really ultimate.

I forgot to mention, we could change this and the according capacitor too.

botn365 commented 3 years ago

the infinit amps you can pull from it is what makes it good is the reason why peolpe are gone make it there is no need to make it store even more

We did no LSC/pss and it's really fine Not everyone like the idea of removing all power storage 0lafe, 0lafeDusk when?

this is very doable and was defnetly fun to do but once you start making multiple amps of UMV thats when it starts to become almost imposible

Prometheus0000 commented 3 years ago

the infinit amps you can pull from it is what makes it good is the reason why peolpe are gone make it there is no need to make it store even more

At IV. You're saying people need infinite amps output at IV. That's, well, something I heavily disagree with? I think most people would have trouble putting out more than, I dunno, 16A of a tier at most? Your time would be better spent tiering up I would think, though maybe people put out 512+ as soon as they hit LuV, which I didn't get to? I tended to stay to 1-4A personally. Not to mention it isn't infinite, it's limited by the number of casings. I dunno how many people would use the laser stuff at IV either, which could put out a lot more.

ScriptedPiky commented 3 years ago

I dunno how many people would use the laser stuff at IV either, which could put out a lot more.

Indeed! There are the low-power BW laser hatches that can be used to output up to a very large amount of EU, though in the form of a singular straight line of low power laser cables similar to the TecTech laser cables. There is additionally a low power laser transformer to transform from said laser energy straight to cable EU energy. While it is quite pricy and isn't limited to UV requirements, unlike the TecTech lasers, it certainly can provide a very significant amount of amperage in one single hatch for the LSC. Not sure if these hatches are compatible with GT++ or other multiblocks (excluding the Mega multi's?), but I will most likely say there is none for GT++.

botn365 commented 3 years ago

sure its not infinit but its a LOT of amps and alot more you can pull from a battery buffer and this comes at basicly no cost in IV and defnetly LuV it is easly to pull a peak of 16A or more and in ZPM+ this can easly be 64 or more it also easyer to upgrade sisne the only thing to increase capacity is add more or upgrade the cells compared to a bat box wich you will also have to deal with transformers in

this thing has 2 downsides price sisne with it has to use the lapos and its constent energy drain

it has the benefits of being viable for centrelised power

Prometheus0000 commented 3 years ago

isn't limited to UV requirements

Seriously? It doesn't require the UV glass? Or did you mean making them before UV?

What about increasing the amount of possible A output based on # of capacitor layers+tier of capacitors or something?

this thing has 2 downsides price sisne with it has to use the lapos and its constent energy drain it has the benefits of being viable for centrelised power

The thing is, given the cost of the lapo series of batteries, I'm not sure it's worth making until later on, like UV+, since you can just make the regular batteries and batbuffers.

compared to a bat box wich you will also have to deal with transformers in

That depends on how much you have to transform down though, and they aren't exactly hard to make either?

in IV and defnetly LuV it is easly to pull a peak of 16A or more and in ZPM+ this can easly be 64 or more

I had 1A in MV until the end of the tier, 2A in HV until the end of the tier, 3-4A in EV until the end of the tier, and I have maybe 2A IV in IV. Not everyone puts out (or uses) crazy amounts of power when it's their first time you know?

ScriptedPiky commented 3 years ago

Seriously? It doesn't require the UV glass? Or did you mean making them before UV?

Oh right, I meant making them before UV. The BW 'low laser power' hatches can be made before UV tier and I think as early as EV or IV? TecTech's laser energy hatches, although while even more obscenely powerful, require a UV assembler to use make the laser pipes. Additionally, the LSC and the Mega EBF require UV tiered glass if they are to properly form. Otherwise, you can freely apply a LuV 128 low power laser hatch onto the LSC, though you would presumably need LuV glass to supply the energy hatch. Or was it tier -1? Whatever the case may be, low energy power is quite significantly powerful. And if you have UV tiered glass, then you can input practically any energy voltage hatch onto the LSC, instead of potentially be limited by the glass tier requirement.

Prometheus0000 commented 3 years ago

Additionally, the LSC and the Mega EBF require UV tiered glass if they are to properly form

I hope you mean when using the laser hatches, because otherwise, you're wrong? I made quests for them (LSC, lasers, LP lasers), so I did a decent amount of experimenting after all.

ScriptedPiky commented 3 years ago

I hope you mean when using the laser hatches, because otherwise, you're wrong? I made quests for them (LSC, lasers, LP lasers), so I did a decent amount of experimenting after all.

I meant the TecTech laser hatches requiring UV tiered glass, whoopies. TecTech lasers require UV glass, while low-power requires I think tier-based glass or tier -1?

Prometheus0000 commented 3 years ago

Yeah, I just checked and it doesn't form until you use the UV glass, even for the EV LP lasers. It also doesn't properly change color or w/e when it forms.

dvdmandt commented 3 years ago

I feel like there's a lot of balancing propositions going around that makes more sense for second and further playthroughs than firsts. I personally feel like balance isn't too bad for a first play through, but if you know everything then some things can be abused basically. I feel like the PSS might be a bit overpowered, but not stupidly so at the tier I'm in (late IV) at my first play through. Paying for my PSS cost me basically everything, but it did open up a world of opportunities. And I liked that.

I think the PSS at its current state is somewhat decent at this tier, but I could see it being overpowered going forward. I like it where I'm at right now (late IV), but I do see the issue about being able to not produce power and that's bad. I feel like we could afford to have that for IV and to some degree LuV where it feels rewarding etc, but I agree, power buffers shouldn't replace powergen forever. Personally, I feel like the PSS is slightly overpowered where I am, but not stupidly so. If we were to limit the tiers of blocks and dynamos to this tier, with some more thoughts going through it, I think it could be fine really.

I've said it on Discord before, I think having different challenges at different times of the pack is nice. I think the safety of an affordable power buffer is ok at late EV/IV/early LuV, as long is it doesn't stick around for too long after that. It's a great time to focus on other stuff. For me, the price and buffer level is OK at late IV on my first run, but I definitely see how it could become OP after that.

alphaNOVAircraft commented 3 years ago

I dunno, 16A of a tier at most?

I most often build my energy grid for 16 amp of a higher tier. But even those numbers can be achieved with normal batterys as well (4 16x buffer of your tier or 1 16x on tier above, not that hard to get). Especially with batterys staying roughly the same cost if not even getting cheaper, while lsc need 8x nested crafting batterys seem to be as usefull depending on your resource and autocrafting situation.

feel like the PSS might be a bit overpowered, but not stupidly so at the tier I'm in (late IV)

So you feel like 3 Vanadium, 1/4 gallium and 4 dense lead plates are as expensive as 10 lapotrons? That is not even as expensive as a single lapotron. And if you are ev (which you need to be to build the pss anyways) you can directly upgrade to the iv cells, which are worth 40 lapotrons. All you pay is 4 dense titanium plates. If you set up even a comparably simple titanium automatisation, you can easily upgrade 27 or more cells, giving you 10,8 billion eu storage (thats 108 lapotrons). If you do that in mid ev you can basicly buffer 16 amp of energy for 8 hours, that is insane and not balanced at all. Considering your mor likely to do around 4-8 amps it can keep your base running for over a day without any generation......

LewisSaber commented 3 years ago

I would suggest: buffing assembler recipe of pss power cell to tier + 1 and/or limit height of it based on tier, OR increase power storage of lapotrons, 10 millions per battery on ev is funny, as u drain it in just 4 minutes

alphaNOVAircraft commented 3 years ago

ncrease power storage of lapotrons

A lapotron isnt really costly, not even when you barely reached ev, buffing it seems uneccessary.

I would suggest: buffing assembler recipe of pss power cell to tier + 1 That one is meh, you couldnt use any hatches of your current tier on the pss then, its fine due to multi amp hatches and power transformer tho. Still it would be comparably cheap. All you need to upgrade are some dens plates, to upgrade a lsc e.g. you need pics, circuits, field gens etc

If we dont remove it i would suggest heavily nerfing the redox cells, making the higher ones require assembly line and adding field gens, pics, circuits and sc to each recipe, so they actually have noticable costs.

0lafe commented 3 years ago

Basically, I agree that there should be a reason to make the LSC, whatever that reason is.

@Prometheus0000

Is easy power centralization, crazy high throughput, and ability to tier up, not all crazy good aspects of the LSC? I'd argue the storage quantity shouldn't be high as high buffering low-key kills the harder parts of GT power gen. If you wanna talk unbalanced shit, maybe we shouldn't give away TT multiamps for free, and actually make those extra amps cost more to output.

Prometheus0000 commented 3 years ago

Is easy power centralization, crazy high throughput, and ability to tier up, not all crazy good aspects of the LSC?

Those are included in the reason. I've never used it, only tested it.

I'd argue the storage quantity shouldn't be high

Then nerf batteries instead. Like I said it make sense for an integrated system to be more efficient. Also, what about alpha's comment:

Especially around zpm-uv batterys are even way cheaper then the equivalent orbs, so currently its fine in iv / luv, sucks at zpm / uv and is op af at uhv / uev once you got your really ultimate.

If you wanna talk unbalanced shit, maybe we shouldn't give away TT multiamps for free, and actually make those extra amps cost more to output.

Maybe link that issue? I recall you wanted to super-nerf multi/4a hatches.

0lafe commented 3 years ago

The ability to centralize, and upgrade, makes it much more efficient than single bats. Storage really shouldn't be something we touch at all imo. Low storage = better game for the most part. Try running the current LSC vs batteries, and you'll see the issues they each have. One costs more, and can do a lot more for you in terms of centralization. More buffering is a really horrible mechanic imo as it can help you change tier up mechanics. No longer is it 4x power = T+1, but simply 4x time. The larger the buffer, the more recipes you can do with it. If you're able to do multiple recipes out of your power gen reach, because you can wait and buffer, imo we messed up.

@dvdmandt

I see what you mean, but I'd argue that the only reason it seems fine to new players is because it's already in the game. It's difficult to get a wholeistic view of tiers in your first playthrough, so a lot of what you do is governed by what is and what isn't available to you. Imo, raising power gen reqs gives a better cost to these tiers, and incentivise learning to tactics to overcome this. As we have so many options, it seems a lot more fun to incentivise the more complex ones as you progress this far. I think with quests and the current LSC new players will be fine, they'll just probably spend longer in these tiers focused on power gen/logistics. Imo, that seems like a good thing due to their depth.

Devtron3D commented 3 years ago

There is also the lag part about using battery buffers, having a LOT of them causes a lot of lag. Transformers and diodes do too if you have a lot. If we are going to remove the pss, we need to fix the lag from energy storage in general.

Also, if people say they don't make new energy generation cause they can just charge up the pss and then craft. even when you get it first that is a pain, the higher tier you get the more complicated stuff gets and you use a LOT of power for smelting a LOT of ingots, as well as crafting stuff. I HATED the part of running out of power all the time. even with a full-size pss. So i dont see it as people dont make better power. I scream for power at all tiers. well almost, am kinda happy atm with 4 plasma turnines, but I see that becoming an issue soon again, and even a max size pss with second to last power coils seams to small for upcoming UV stuff

botn365 commented 3 years ago

lag is becous of GT energy system its not only there with transformers and battery buffers but also dynamo hatches so pss isent mutch better if not worse then what battery buffers do

LSC exists and will replace it

i hae seen plenty of people who make a sjit power gen and only got this far becous they abused the pss while this stil can be done with the LSC that thing is way more expansif so its harder to do

0lafe commented 3 years ago

Imo it seems much better to use the LSC rather than single buffers. The throughput is a pretty big bonus. We were always limited by our throughput in the singles, and had to use multiple highamps. Kind of sucks because at that point it's not really centralized, and not in the way the LSC can do.

I think we really should move away from the idea of wanting large power storage in general. As bot mentioned, it can trivialize some things. While I agree a multi should have improvements over the singles, I don't think this is the way to go about it. Personally I think the option that simply lessens your quantity needed, for a given power gen, is quite useful. While increasing it's ability to buffer that power is too powerful imo. As @Devtron3D said, "running out of power sucks". If we allow people to solve this by simply making more of a storage component, I think that's a bad design. If you properly setup cables, and power gen, you won't run out of power.

I'd encourage people to try playing without the pss to see how it's quite reasonable, but a bit more challenging.

alphaNOVAircraft commented 3 years ago

I dont think having an infinit throughput is really a thing till late game, and once you really need that you have infinit storage with the really ultimate battery capacitor. I still like to see a small buff to the lsc capacity. A multiblock should allow for higher storage then a movable battery. It doesnt need to be a lot. But u small benefit could be a motivation to use it.

Prometheus0000 commented 3 years ago

I think we really should move away from the idea of wanting large power storage in general

Well, I think we should do the opposite, we already did power gen all over the place in earlier tiers.

I'd encourage people to try playing without the pss to see how it's quite reasonable, but a bit more challenging.

I think most people think it's hard enough.

Devtron3D commented 3 years ago

Atm on my little playthrough, I have 4 plasma turbines, even running them with full speed, they can in NO WAY power a crafting recipe of most stuff I craft, At my level (just built mk2 fusion reactor). If i need to power the base, so many machines need to run, and I need a LOT of amps to do it. Then comes just ore processing, which can take 10-20 amps just with my current setup. Think my 1 chunk smelting block (4 EBF, 4 volcanoes,) eat a lot when running. And most of the time with AE, I am crafting more than one thing. Then there are the mega vacuum and mega ebf that both eath 64 amp each

alphaNOVAircraft commented 3 years ago

Think my 1 chunk smelting block (4 EBF, 4 volcanoes,) eat a lot when running.

Thats one of the reasons ppl are for nerfes, you shouldnt have a smelting setup that you cant really power without a stupid amount of buffer.

Devtron3D commented 3 years ago

Question, how slow do you craft?? I have 2-4 smelters going with most recipies. remember at each tier, it takes HOURS to smelt the new tier ingot, so one smelter is at least going full time on just that. then you have the last tier material that you are still using a lot of, then comes all the other stuff you need for whatever you are crafting. I have yet to see an Luv or higher base with smelters that don't run more or less all the time. Take as an example, you want to upgrade to ZPM energy hatches, so you order up a lot of them, say 100 (my base needs more), how long will those machines be running for to make those, you also need either superconductors, or I think draconium which is what I am using, that takes a long time to smelt even at ZPM.

I could chain a lot of smaller battery buffers together to make sure that everything has power. I do that for all my LCR chunks anyway, as the power chunk loading, and diodes don't work very well, so I need a battery buffer anyway to power the chunk when it loads. Otherwise, the LCR's will stop mid-cycle and I need to restart them. Been a few months since I have had time to play much, but if I remember correctly, my base atm has at least 15x (16 slot) buffers, most full of batteries. I would love a single block that could do it, that i could automate the creation of, The main thing I use the pss for is a buffer for all chunks, so I know if I am using too much power or producing to much. if I have to use industrial craft monitors on 15 single block units ill go NUTS trying to keep track of how power is being used or produced.

If we go to say a single block design, people will just make one chunk their battery chunk anyway, and spam single block buffers, it is simpler to do, I have seen a few people do this that did not know about the pss, it added a LOT to the TPS,

I use the dynamos on the pss atm to trace lag in bases, if people use it and branch out in a tree pattern from it, it is quick to see what area is causing high TPS, and then help people create more efficient designs that don't lag as much.

In real life, we have large battery buffers too for areas that need energy. Either mountain lakes that are filled with water when electricity is full, and then the flood gates for the generators are opened when power is needed and the water generates electricity cheaper to help with the network load is high. There is the Tesla battery storage in Australia, which helped a large area save a LOT of money from energy costs, and more or less eliminated blackouts in the area.

alphaNOVAircraft commented 3 years ago

I have 2-4 smelters going with most recipies.

Thats normal, if your energy production cant keep up you can always build a second fusion. Noone tells you not to have 2 at luv, i did and i never regreted it. I had 8 ebfs running nearly all the time. But i also checked if a 4x4x oc was possible and if not i maybe even did it in multiple lower tier ebf. The fact that you dont even question your energy setup and simply rely on the pss shows why it shouldnt be in the game. The solution should be to manage your load and when you use how much energy. Not "i buffer a lot and once i need one i have basicly unlimited power aviable to autocraft".

botn365 commented 3 years ago

@Devtron3D i think your miss understanding here we now have the lapotronic supercapacitor wich is basicly the pss but more expansif and we have controll over how it functions if you want a centrall power storage and distribution will stil be posible with the LSC this even suports TT lasers

Devtron3D commented 3 years ago

@alphaNOVAircraft I question it all the time. I do have more than one fusion and am planing more, planing 6 mk2 atm. Before fusion, I was spamming naquadah generators. I have seen other spam nukes, (one I saw had over 40 to power his base), others build a TON of solar to power their base (only solar) and build in a garden so they always have sun.

@botn365 If I remember correctly the lapotronic is a single block structure. I must admit my distaste for small single block structures, I like the pss cause it is BIG, it forces people to spread out and not build in one chunk (though some still try)

I like the pss cause it gives me a working window to build some things, and if i use up my power to fast, my base shuts down, and then i can't do anything until it comes up. This forced me to look at other energy options ( I refuse to fo solar :) )

So I looked at steam, gas, bio fuel, nuclear, naquadah, wind, water, dragon egg power, and other means to power my base. What I have found is after EV the quests don't show much about how to generate a lot of power, so unless you know what you are looking for it can be hard to figure out what energy routes to take.

I wish there was a power generation quest series, that showed all the ways to generate power at each tier, this would help people get started with a new energy setup, but they stop after EV more or less.

If you remove the pss, most will just spam single block battery buffers, and fill them to the brim with batteries, to create enough backup power. That is what I use the pss for most of the time, backup power, in case I screw up and blow up my power generation (it won't be the first or last time i do that), it enables me enough time to build a replacement.

My absolute biggest concern is the spamming of single block battery buffers, I have seen what 10 of them can do to a chunks TPS. Think of people having 50-10 of those in large bases instead of a few pss

botn365 commented 3 years ago

afbeelding this is the LSC

Prometheus0000 commented 3 years ago

This is the min size LSC. You can only use the casings at the bottom for I/O too. You can look at the quest for details.

Prometheus0000 commented 3 years ago

Max size LSC next to a max size PSS, and min next to min image

Devtron3D commented 3 years ago

How many outputs can fit on an LSC ? Also, what are the exact benefits you want with replacing the pss, besides storing less power and reducing the amps you can pull out

botn365 commented 3 years ago

afbeelding storing less? what we want is mostly for it to not be dirt cheap to store lots of power sinse it can use TT lasers it can do 20+ MA of UEV ofcour this all comes at a price

why replace it simple sinse the pss is GT++ we have almost no controll over it only controll we have is recipes sisne the alternetif exists, we have full controll over it and is more balanced it only makes sense to migrate to it

Prometheus0000 commented 3 years ago

34 casings can be not casing, controller, or maint.

It's only OP at UHV though, the other capacitors are far more reasonable.

Devtron3D commented 3 years ago

If you can code this thing your self, is it possible to add more lag detection to it. Can we add so say I have 6x (16amp) dynamos on it, so it can show each dynamo TPS?

Prometheus0000 commented 3 years ago

Doesn't the portable scanner detect cpu load on all of them separately already? Or is it just changing when I look at a different one or something?

Devtron3D commented 3 years ago

you have to hit each dynamo atm to check which one is the problem. Would be nice if you opened a UI on the main controller block, that you could see the tps info there, or have it display warnings if one has high tps. Warnings and such of high TPS, help give people a reason to fix lag problems, most feel bad about creating lag.

Take the bending multiblock (think it is that one) If you order up 10k copper plates or copper foil, the main machine block will register a GIANT lag spike, but you have to be fast to catch it with a hand scanner, would be nice if such a machine had a log of high spikes.

botn365 commented 3 years ago

somthing like that would use more tps when it should also there are plenty of tools to see lag scanner/tickprofiler and visualVM and there are a few more options

Devtron3D commented 3 years ago

just for the nosy. my current base layout image Of all the chunks, its the LCR chunk that is most laggy, need to redo that The rest dont show up on the servers lagboard And in the center the pss

alphaNOVAircraft commented 3 years ago

@Devtron3D You can have the same layout afterwards. Your buffer would probably be smaller and way more expensive. But if you want to you can still store decent amounts of energy and keep the layout and the lsc as a distribution

Devtron3D commented 3 years ago

@alphaNOVAircraft The problem as i understand it is, that unlike the pss, I cant put dynamos anywhere on any block, only the bottom? Was planing on moving the pss down so i got more access to dynamo locations

0lafe commented 3 years ago

True, but that's more aesthetic than game changing. You got an easy 10+ dynamos and hatches, which can do >640A in/out at least. Imo we might want to lower the hatch quantity you can start with and scale it hard on tier or something, but that's just me. 600+ amps in EV/IV is quite a lot tho, and I'd definitely argue we dont need more. Maybe if we let TT support the LSC you could build it upside down, and put your hatches on top lol

Devtron3D commented 3 years ago

True, but remember in ev/iv tier you have more or less no use for 64amp, at least I have never had If I remember correctly my base ran on under 16amp at EV.

Remember, nerfing just cause it seems like a good idea does not always make it so. An example, Tiny dust, might have seemed like a good idea at the time, but it is the BIGGEST TPS downer on servers, packers, supperbuffers, and warehouse are the TOP laggers on the server I play on by FAR on IV+ bases.

I prefer that people use more dynamos and energy hatches, it makes tracking down problem TPS setups a lot simpler. Id rather a base is spread over 10x dynamos than one, cause when you check with a scanner, it makes locating the area that has a machine causing issues simpler with energy problems. Like AE power usage is KILLER on TPS on a dynamo on large AE setups.

sintken commented 3 years ago

Unless I'm missing something, why not just increase the cost for PSS cells? as it is, the first tier is kinda expensive for tantalum at that point in progression, but upgrading ZPM -> UV is literally trivial (dense naq plates? really?)

If the concern is ease of storing power, just make the power cells require difficult more stuff - gallium, high tier circuits, noble gases, whatever.

alphaNOVAircraft commented 3 years ago

Unless I'm missing something, why not just increase the cost for PSS cells? as it is, the first tier is kinda expensive for tantalum at that point in progression, but upgrading ZPM -> UV is literally trivial (dense naq plates? really?)

You wanna tell me the few tantalum ingot you need is expensive?????????????????????????

If the concern is ease of storing power, just make the power cells require difficult more stuff - gallium, high tier circuits, noble gases, whatever.

we already have a more expensive version in the game with the lsc. Having two with the same costs doesnt make any sense And due to the minimum size requirement ppl wouldnt be able to upgrade all the cells at once if they have a adequat cost. We have the lsc, that we can also modify, so why not stick with it and disable the pss.