The thing I hate the most about the hypershunt tap is the fact the resource shipment locations are entirely random. If I remember a post from Alex somewhere, even if you produce all of your resources in your colonies, you can still get shipments from other factions. That means even if you went through the effort of making your colony with the hypershunt tap also have a refinery pumping out 10 transplutonics, you still run the risk of having disruptions, because a pirate killed a mercantile fleet from another faction.A Transplutonic ore deposit with mining + maxxed out refining, + Heavy Industry will never suffer disruptions.
That alone has made me give up the idea of ever using the item, much less bothering to interact with the hypershunts themselves outside of killing [super redacted] for their weapons. I'm not gonna take the risk of my colony suffering major stability loss, because it can't even sustain itself using resources produced on the same planet that needs them.
Having at least two 10 production Refining industries on two worlds helps to mitigate this issue, as even if the Luddics shut down the supply chain, you can still rely on in faction production.Luddics will not shut down your industries if you have given them their shiny.
It is unlikely that you'll suffer a supply disruption within the time your local supply chain is down.
The thing I hate the most about the hypershunt tap is the fact the resource shipment locations are entirely random. If I remember a post from Alex somewhere, even if you produce all of your resources in your colonies, you can still get shipments from other factions. That means even if you went through the effort of making your colony with the hypershunt tap also have a refinery pumping out 10 transplutonics, you still run the risk of having disruptions, because a pirate killed a mercantile fleet from another faction.
That alone has made me give up the idea of ever using the item, much less bothering to interact with the hypershunts themselves outside of killing [super redacted] for their weapons. I'm not gonna take the risk of my colony suffering major stability loss, because it can't even sustain itself using resources produced on the same planet that needs them.
I haven't used hypershunt tap once yet. It doesn't offer much of an upside, you have to jump through a hoop to get it (the 10 ly range) and it seems using it can randomly punish you massively for something outside of your control.
Yeah so the way it works now is "IF spherical horse in vacuum theory holds, you PROBABLY will not suffer disruptions!"
If planets prioritized their local resources first that probably wouldnt be a problem
But now, sorry bro, your transplutonic shipment from the other ass corner of the galaxy got lost, enjo your -5 stability :)
Yeah so the way it works now is "IF spherical horse in vacuum theory holds, you PROBABLY will not suffer disruptions!"
That's only if the transplutonic production is on a different planet. If you put the hypershunt tap on a no atmosphere planet with transplutonics, then it can meet the demand domestically. That does narrow down the planets it's useful on, but for those planets it is actually useful.If planets prioritized their local resources first that probably wouldnt be a problem
But now, sorry bro, your transplutonic shipment from the other ass corner of the galaxy got lost, enjo your -5 stability :)
If it's taking shipments from a different planet, that's NOT random. That only happens if the local output is too low to meet the demand.
How does that makes sense? Not a single planet can jamp 10 volatiles or trans.
Show me a planet jamming out 10 transplutonics?
Not to mention, we basically consume in entirety the output of 2 industries... to buuild one more industry?
This mod is trash, sorry. Needs rework.
How does that makes sense? Not a single planet can jamp 10 volatiles or trans.
Show me a planet jamming out 10 transplutonics?
Not to mention, we basically consume in entirety the output of 2 industries... to buuild one more industry?
This mod is trash, sorry. Needs rework.
It is extremely niche and not worth the effort, which is a bit disappointing, but I do want to clear up a couple things.
I don't think the game does a good job explaining how industries work, which is evidenced by how many people don't know how it works despite being pretty simple. It does not "consume" the output of an industry. You don't add and subtract inputs and outputs of industries. Every unit higher is meant to represent 10x the production in universe. This means you can't add two planets with 5 units together to meet the demand here, but it also means that if you do meet the demand you don't "lose" any output from installing it. That 10 output planet can still supply all your little requirements for other planets because those numbers are trivial in comparison.
Speaking of which, I think the maximum output you can reach is exactly 10. A size 6 colony produces 4 transplutonics. Any planet with no atmosphere can use a catalytic core to boost output by 3. Add 1 each for admin, alpha core, and spending story points to "improve" the industry. It's still way too much effort for one extra industry, but you never have to worry about a stability penalty.
You still get increased profits from exporting 10 units of transplutonics.
Speaking of which, I think the maximum output you can reach is exactly 10. A size 6 colony produces 4 transplutonics. Any planet with no atmosphere can use a catalytic core to boost output by 3. Add 1 each for admin, alpha core, and spending story points to "improve" the industry. It's still way too much effort for one extra industry, but you never have to worry about a stability penalty.You can use a gamma core to reduce the requirement to 9 as well.
That's the thing, though. Once you get to 10 transplutonics, you get the profit from them, your forges are happy, and so is your tap, all at once. You don't "pay" 10 transplutonics.
Funnily, the lamp is probably most useful on the colony fueling itself as ice giants tend to be the ones with plentiful volatiles and the lamp will usually cut off 100% hazard. On a planet where most of the hazard is from those two conditions, it ends up fairly low hazard. Might even end up 100% hazard.Speaking of which, I think the maximum output you can reach is exactly 10. A size 6 colony produces 4 transplutonics. Any planet with no atmosphere can use a catalytic core to boost output by 3. Add 1 each for admin, alpha core, and spending story points to "improve" the industry. It's still way too much effort for one extra industry, but you never have to worry about a stability penalty.You can use a gamma core to reduce the requirement to 9 as well.
Lamp is good because it still provides a (smaller) free upside even if not fully supplied.Cryosleeper is ridiculously powerful, because all you have to do is to keep a trade route with a Hegemony world and a Gamma core, I don't know what happened, but toxic worlds are no longer necessary to run it. You can just get it to run the normal way.
Tap is awful unless you stack the entire production chain on one size 6 planet, because disruptions are too common.
Cryosleeper is awful because the halved bonus isn't worth the upkeep, and disruptions are too common.
Disruptions happening magically with no way to prevent them is a lame and stupid game mechanic in general.
And then Hegemony goes to war with someone, Jangala's accessibility drops below 90% as a result, and your cryorevival has a global shortage for the next 1.5 years.1.5 years? Well, there is Gilead then.
Plus, look... I think something has been done to organic making, because this doesn't feel normal.Organics are 1:1 with colony size, +1 from admin, +2 from condition. That's 9. Nothing mysterious here. Rare ores and volatiles are the ones that produce less than colony size.Spoiler(https://i.imgur.com/I8F4s4Y.png)[close]
[ignore the low income, I did some settings.json changes]
I'd rather export those to my space forges tbh.But you do. There is no internal trade. You can only export to the global market and you can only import from the global market.
I'd rather export those to my space forges tbh.But you do. There is no internal trade. You can only export to the global market and you can only import from the global market.
So, toxic planets are useless. Noted. Time to go back in time and punch that guy in the face who told me otherwise... Just kidding...Plus, look... I think something has been done to organic making, because this doesn't feel normal.Organics are 1:1 with colony size, +1 from admin, +2 from condition. That's 9. Nothing mysterious here. Rare ores and volatiles are the ones that produce less than colony size.Spoiler(https://i.imgur.com/I8F4s4Y.png)[close]
[ignore the low income, I did some settings.json changes]
Okay so then the global market is impotent to supply 10 transplutonics?Yes. It is indeed impossible for the global market to find a 10 supply transplutonic exporter, if there is no such a exporter.
Just my planets alone jam about 5 refineries
Every unit higher is meant to represent 10x the production in universe.The game's actually a bit mixed on that front; order-of-magnitude production numbers make sense when trying to justify why two worlds that each produce 5 of a given thing are unable to supply a single world that requires six of that thing but are difficult to reconcile with market share being more or less [local production] / [sector production], especially in markets where something like a quantity-vs-quality tradeoff is unlikely (my size-3 Ore outpost probably isn't producing such pure ore that it's selling for enough to outweigh a several-orders-of-magnitude difference in production volume, for instance).
So, toxic planets are useless.I wouldn't say that; Toxic worlds are one of the few non-Habitable types that can have Organics, +50 Hazard Rating for Toxic Atmosphere isn't actually that bad unless it's stacking with a couple other bad modifiers, and you don't need to use colony items to make a colony profitable. Furthermore, even considering colony items, Toxic worlds aren't especially bad - with how picky Soil Nanites are, three industries compatible with colony items is usually about as good as you can expect for anything that isn't an airless rock, and there's also a decent argument for only putting a single item on each colony since Luddic Path cells are annoying and a couple developed colonies give you more money than you'll actually need anyways.
Two things you're forgetting. First, toxic planets can give you all 3 mineables out of a single mine. Second, you can put a metal bore on a toxic, unlike a habitable planet. Third, if you're already size 6, you obviously don't need a cryorevival facility anymore anyway, so you need to be able to hit 9/10 production WITHOUT +6 size.So, toxic planets are useless. Noted. Time to go back in time and punch that guy in the face who told me otherwise... Just kidding...Plus, look... I think something has been done to organic making, because this doesn't feel normal.Organics are 1:1 with colony size, +1 from admin, +2 from condition. That's 9. Nothing mysterious here. Rare ores and volatiles are the ones that produce less than colony size.Spoiler(https://i.imgur.com/I8F4s4Y.png)[close]
[ignore the low income, I did some settings.json changes]
The biggest issue is that getting the logistics for a hypershunt basically guarantees you don't need one.
Third, if you're already size 6, you obviously don't need a cryorevival facility anymore anyway, so you need to be able to hit 9/10 production WITHOUT +6 size.You can have more than one colony. Those other colonies will surely appreciate their size 6 big brother supplying the organics needed for cryo revival.
First, toxic planets can give you all 3 mineables out of a single mine.Toxic planets can actually give you all four minable resources, though this is in my experience rare and normally won't give you enough volatiles to meet the needs of Fuel Production in-faction. Additionally, my experience is that resource deposits on Toxic worlds tend to be relatively poor and thus make for fairly unattractive as mining candidates until you actually have an Autonomous Mantle Bore.
Third, if you're already size 6, you obviously don't need a cryorevival facility anymore anyway, so you need to be able to hit 9/10 production WITHOUT +6 size.Because clearly nobody has ever settled two or more colonies and had them grow at sufficiently dissimilar rates for some to still be growing by the time the first reach size-6, never settled an Nth colony after developing a core set of worlds, or anything else like that which could make hitting 9 or 10 Organics production at size-6 useful for running a Cryorevival Facility despite the lack of benefit to the producing planet?
oooooooooooh, big deal... Why would I expose myself to 250% hazard rating when I can just colonise a single habitable planet with 75-125% and a vacuum one with 100-150% using two Alpha Cores. This feels like seeking for sunlight inside a black hole. You ain't finding any.Two things you're forgetting. First, toxic planets can give you all 3 mineables out of a single mine. Second, you can put a metal bore on a toxic, unlike a habitable planet. Third, if you're already size 6, you obviously don't need a cryorevival facility anymore anyway, so you need to be able to hit 9/10 production WITHOUT +6 size.So, toxic planets are useless. Noted. Time to go back in time and punch that guy in the face who told me otherwise... Just kidding...Plus, look... I think something has been done to organic making, because this doesn't feel normal.Organics are 1:1 with colony size, +1 from admin, +2 from condition. That's 9. Nothing mysterious here. Rare ores and volatiles are the ones that produce less than colony size.Spoiler(https://i.imgur.com/I8F4s4Y.png)[close]
[ignore the low income, I did some settings.json changes]
I wouldn't say that; Toxic worlds are one of the few non-Habitable types that can have Organics, +50 Hazard Rating for Toxic Atmosphere isn't actually that bad unless it's stacking with a couple other bad modifiers, and you don't need to use colony items to make a colony profitable. Furthermore, even considering colony items, Toxic worlds aren't especially bad - with how picky Soil Nanites are, three industries compatible with colony items is usually about as good as you can expect for anything that isn't an airless rock, and there's also a decent argument for only putting a single item on each colony since Luddic Path cells are annoying and a couple developed colonies give you more money than you'll actually need anyways.I had a toxic colony (with 175% hazard) in one game. Its main draw was it was in a gate system with the sleeper ship and a five resource 125% habitable (with enough of everything after Mining improvement), and I needed somewhere to put Heavy Industry and another Military Base to defend against expedition spam (in an earlier release), which was the Toxic world. It produced enough organics with Mantle Bore to feed Cryorevival, but I did not take advantage of that because of Pather cells (I needed Pristine Nanoforge on Heavy Industry more than Mantle Bore on Mining as my sole +4 item). It was the first game where I had a sleeper ship inside a good system to colonize.
The problem with Toxic worlds as colonization candidates isn't that they're "useless" but rather that they rarely have resource deposits particularly worth exploiting and (unlike gas giants, habitables, and airless rocks) aren't uniquely suited to any of the current colony items, so they usually just aren't that attractive as colonization candidates unless you have an Autonomous Mantle Bore and they have all three of Ore, Organics, and Rare Ore.
The main problem of a hypershunt is that the easiest way to get +1 industry on a decent planet is to colonize one.
How about not buffing so they are just a bonus if you happen to take advantage of them instead of something that you really want, forcing you to only colonize near them.that's a sandbox thing to do, tbh... But I would prefer if they had a reason to exist...
no, not the gate hauler. Who cares about that... I mean the *** Hyperspace Tiers... Where you get to walk up to a Black Hole and *** DIVE ten quadrillion miles.Generate Slipsurge. Takes a while to build up enough topography to get that and Reverse Polarity. Slipsurge has its uses, though no replacement for a gate. If anything, it is more useful when combined with gates. Jump about 10 to 15 light-years toward a system with a gate, then gate to wherever. Or gate to a system with or near a big enough star or black hole and blast off toward wherever, even off the map for Abyss exploration.
Would gladly trade the Tap for a steady respawn of doritos.
Or even endgame crisis Stellaris-style dorito invasion :)
But yeah, Tap is useless and a headache. Hope it gets some attention, along with other overpriced colony mods like Fusion Lamp.
Good day!Doritos are not recent lol. They are a few years old now. Added in .95 I think which was released in 2021.
Well, as I see the recent stuff geared towards endgame, including doritos, was added in the recent build, so the endgame polishing has already started, and I see many cool ideas flying here (e.g. return of the Domain to reclaim their colony slaves)
So I hope in the upcoming builds devs focus more and more on exciting sandboxing
Oh my bad. It was the new colony crisis events added this year.
Anyway, there is a lot of endgame space to improve on (pun intended).
1) Implement proper map painting / faction warfare /diplomacy.
- Proper assaults and takeovers on planets instead of just bombing them to resettle.
- Claims on sectors recognized between factions. Player faction recognized (settled entire system, game still doesn't feel like I have a claim on it, lol)
- Diplomacy between factions, more interactions with faction leaders, pacts of non-aggro, defensive, military alliances etc.
2) Implement endgame crises Stellaris-style.
- Global Remnant awakening. Interaction with the Remnants, farming rep, rewards, goals, etc.
- Return of the Domain. No brainer, all core gates activate and advanced Domain forces pouring in to reclaim the savages. Cannot use gates until crisis resolved.
- Return of Ludd. Escaped from Domain sentence during gate hack, spent eons in cryosleep, now back in action. Luddic church and path are ecstatic and unite in global crusade against infidels carelessly slapping AI cores in their colonies, namely you.
- Doritos invasion. Instead of useless Hypershunts they are actually high energy gates where Doritos start pouring in. Potential Remnant ally against all organic life.
3) Mentioned before, rework useless and random Tech Mining casino into actual tech recovery, study, and engineering facility with 3 upgrade levels.
- Research advanced weapons and ship hulls based on Ziggurat, Remnant, Dorito, and Domain tech, etc.
- Build gate ships to spam more gates, gates should have serious upkeep costs though
I can go on for hours, but you get the idea.
Stellaris and Endless Space are deflated balloons, and their teams struggle to implement anything fresh besides few text popups or a reskin, while this game has immense potential and I enjoy it a lot :)
But devs do need to pick a side - come out of the closet and join Steam or GOG (which is more in touch with the indie nature of the game), or both, its a serious market share since there are almost no good space games around, and good influx of cash for devs to keep doing what they love.
make Starsector a 4XThis game was inspired by Star Control 2, mostly. It's not going to be a game about painting the map, it's going to be about saving the world (or sector, as it were). I am too lazy to go search for exact Alex quote, but he said something like "it's nice that Nexerelin exists as a mod, but this is not the vision I have for the game".
I have feeling that the hyper shunts will have other uses in late game that relate to mechanics or story events that don't exist yetBaird literally says that we're going to need the Hypershunt to continue the experiment. So maybe Hypershunt tap will instead be like a gate trigger for accessibility...
I'm coming late to the thread, but here's my suggestion.
Remove the upkeep from the hypershunt tap. Yes, you heard me. It should just be good.
When you find a pristine nanoforge, you're just happy. It's just a good item, you found one, so you're glad. Why can't the hypershunt tap feel like that?
You have to have a colony within 10 light years of a hypershunt and beat the entire game to make use of it. Why can't it just be a reward?
Like, just let the player be happy. They won the game. They get an extra industry. No drawback, no gotcha, it's not a bunch of grinding. It's a good job, you get a prize.
Edit: Maybe after you install it, the Pathers send the Grandmother of All Armadas to take you out. That would be an even bigger prize! You get to have an awesome fight, in addition to having an awesome colony, instead of a bunch of grinding with a mediocre payout. After beating Tesseracts, the Pather fight would probably feel cathartic, an appropriate denouement like Merry and Pipin coming back from defeating Sauron to clean up the scourging of the Shire.
Good day!Doritos are not recent lol. They are a few years old now. Added in .95 I think which was released in 2021.
Well, as I see the recent stuff geared towards endgame, including doritos, was added in the recent build, so the endgame polishing has already started, and I see many cool ideas flying here (e.g. return of the Domain to reclaim their colony slaves)
So I hope in the upcoming builds devs focus more and more on exciting sandboxing