(09-16-2023, 09:22 PM)sane Wrote: How many Deployable Mining Containers can one carry/deploy at one time?
One per player. All they're really doing is compressing mined ore into 'batches' of 1,000 to avoid clutter, so one is all you need. Of course multiple different players can drop their own container if they want to.
You can carry as many as you want, given that they're stored as a regular commodity. Not much point though.
So, my understanding of using the Deployable Mining Container is that once it gets full when you're mining into it, it will start outputting batches of 1000 units?
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(10-12-2023, 08:55 AM)Kosa Wrote: Do Hydroponics Bays and Scrap Refineries also need 50 Scientists to operate or is that only for Ore Refineries?
Hydroponics have no crew requirement, while scrap refineries have a crew requirement of 100 (not scientists).
Is that 100 crew an extra on top of the normal crew required by the bases core level? So a core 2 base operating a scrap refinery needs 500 crew instead of 400 right?
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(10-12-2023, 09:04 AM)Kosa Wrote:
(10-12-2023, 08:57 AM)jammi Wrote:
(10-12-2023, 08:55 AM)Kosa Wrote: Do Hydroponics Bays and Scrap Refineries also need 50 Scientists to operate or is that only for Ore Refineries?
Hydroponics have no crew requirement, while scrap refineries have a crew requirement of 100 (not scientists).
Is that 100 crew an extra on top of the normal crew required by the bases core level? So a core 2 base operating a scrap refinery needs 500 crew instead of 400 right?
That's right, yes. When a module needs crew, it has to be "unallocated" and not already in use (meaning by the core or other modules).
(10-12-2023, 09:04 AM)Kosa Wrote: Is that 100 crew an extra on top of the normal crew required by the bases core level? So a core 2 base operating a scrap refinery needs 500 crew instead of 400 right?
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(10-12-2023, 09:04 AM)Kosa Wrote: Is that 100 crew an extra on top of the normal crew required by the bases core level? So a core 2 base operating a scrap refinery needs 500 crew instead of 400 right?
Thank you! I like this part of the update very much! +1
The new PoB modules open up so many possibilities. Only the prices might need some fine tuning but you can't have it all at once. And I also understand the reduction of the number of commodities reduce a lot of complexity. Great job!