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Author Topic: Hypershunt tap problem  (Read 3997 times)

Juno

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Hypershunt tap problem
« on: May 14, 2024, 04:35:15 AM »

Good on paper, terrible in reality.

You killed doritos, hauled the materials, got it working.
Install tap in colony.
Build the bonus industry.

The mere second a shipment for the Infrastructure gets disrupted (and they do A LOT), you are at 5 out of 4 industries, suffer -5 to stability for that, and colony goes on a downward spiral.

I suggest to make it either ignore Infrastructure issues, or consume local transplutonics, or even lower the upkeep cost, or even remove the upkep because it already took a lot of effort to get it up and running, otherwise it's a massive pain in the ass and you are better off never using it.
« Last Edit: May 16, 2024, 10:12:46 PM by Juno »
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Comrade_Bobinski

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Re: Hypershunt tap problem
« Reply #1 on: May 15, 2024, 05:51:10 AM »

Too add some more to the hypershunt problem, I recentrly found that the 10LY from colony requirement is not including 10LY, so it's more of a "improve colony in a 9.9LY radius". I was truly disapointed to go to the hassle of activate the hypershunt (I usually never bother, but this time I had a colony at 10LY range) and realising it did not offer me the choice of building a new industry.

If it is a bug I would like to know.

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Pizzarugi

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Re: Hypershunt tap problem
« Reply #2 on: May 15, 2024, 06:02:31 AM »

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.
« Last Edit: May 15, 2024, 06:05:51 AM by Pizzarugi »
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eert5rty7u8i9i7u6yrewqdef

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Re: Hypershunt tap problem
« Reply #3 on: May 15, 2024, 03:27:52 PM »

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.
A Transplutonic ore deposit with mining + maxxed out refining, + Heavy Industry will never suffer disruptions.
HI provides the required heavy machinery to the other two industries (no improvements are required. Refining with an industry admin, on a max sized world, with improvements, a catalytic core, and alpha core will give you 10 Transplutonics and will overfeed HI. Mining improvements are dependent on the local ore quality.

Meaning Hypershunts are only really viable on low hazard worlds without an atmosphere. Even then Luddics can still sabotage any of the industries in the supply chain and "potentially" shut down the tap.
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.
It is unlikely that you'll suffer a supply disruption within the time your local supply chain is down.
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Juno

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Re: Hypershunt tap problem
« Reply #4 on: May 15, 2024, 07:20:34 PM »

Yeah so the way it works now is "IF spherical horse in vacuum theory holds, you PROBABLY will not suffer disruptions!"

In reality though, this colony mody is near-permanent -5 staility debuff due to the demand not met 80% of the time.

Why bother with it? The extra industry that randomly screws up your colony is just not something you would expect to see from a cool endgame colony mod. It's a massive disappointment.
« Last Edit: May 15, 2024, 07:32:13 PM by Juno »
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Beep Boop

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Re: Hypershunt tap problem
« Reply #5 on: May 16, 2024, 01:08:37 AM »

The Hypershunt is another example of an item you can use for "Create Problem, Sell Solution". Find a nice habitable planet. Grow it to size 6, preferrably with a Cryofacility. Build a farm or light industry. Wait for the Church to covet the planet. Let them have the planet. Now THEY own a 10 Transplutonic, 10 Organic Demanding Money Pit. Your problem now, so long, suckas!

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.
It is unlikely that you'll suffer a supply disruption within the time your local supply chain is down.
Luddics will not shut down your industries if you have given them their shiny.
« Last Edit: May 16, 2024, 01:10:13 AM by Beep Boop »
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Megas

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Re: Hypershunt tap problem
« Reply #6 on: May 16, 2024, 06:36:47 AM »

Because the tap adds +8 interest, whoever (size 4+) you sell it to gets a shiny new Pather cell to terrorize them.  I have considered selling it to a low stability world just so the Pather cell can destroy the world with terrorist attacks.  (Yes, I can raid it into the ground myself to decivilize it faster without the sat bomb.)

P.S.  Come to think of it, do they install the tap if not in range?  That idea would not work in that case (no shunt close enough to core), and in case of Ludd takeover, I guess they do not get cells because they are Ludds.

P.P.S.  Hypershunt Tap, and maybe Orbital Fusion Lamp too, should be more useful for its intended purpose and not for ruining enemies by creating a money pit and/or permanent destabilization.
« Last Edit: May 16, 2024, 06:54:54 AM by Megas »
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Juno

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Re: Hypershunt tap problem
« Reply #7 on: May 16, 2024, 07:14:11 AM »

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.

Yeah this one was a headscratcher, because the colony I hypershunted actually had refinery and was producing transplutonics itself lol
I was thinking "HEY this planet can probably support it, yeah?" *** no lol

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 :)
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SCC

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Re: Hypershunt tap problem
« Reply #8 on: May 16, 2024, 10:27:17 AM »

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.

Zsar

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Re: Hypershunt tap problem
« Reply #9 on: May 16, 2024, 10:35:02 AM »

The whole idea is questionable, considering that most sectors I have rolled so far have not had sensible systems in range of a Hypershunt.

Meanwhile according to the lore, these two Hypershunts somehow transmitted their power through the whole sector to power the gate network (and even one gate, similarly, is not at all guaranteed to spawn within range of a Hypershunt, to maybe work as the gate-way to the rest of the network).

... This makes me hope that the things are just placeholders and will eventually be reworked somewhat extensively. (If not outright dropped in favour of a shiny, new, fully functional gate network.)
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Juno

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Re: Hypershunt tap problem
« Reply #10 on: May 16, 2024, 10:11:26 PM »

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.

Yes exactly the way its implemented now. Was very unrewarding and disappointing after hauling all the crap to get it to work.
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BigBrainEnergy

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Re: Hypershunt tap problem
« Reply #11 on: May 17, 2024, 02:44:59 AM »

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.
« Last Edit: May 17, 2024, 02:47:24 AM by BigBrainEnergy »
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TL;DR deez nuts

Juno

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Re: Hypershunt tap problem
« Reply #12 on: May 17, 2024, 05:38:09 AM »

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.
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BigBrainEnergy

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Re: Hypershunt tap problem
« Reply #13 on: May 17, 2024, 01:39:45 PM »

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.
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Juno

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Re: Hypershunt tap problem
« Reply #14 on: May 17, 2024, 10:12:22 PM »

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.

Thank you for explaining! Now I understand how it works, and yes, looks like 10 output i theoretically possible.
Which brings us back to original - why would you completely suck dry one industry to build another one? Makes zero sense.

Both Hypershunt AND Fusion lamp suffer from extremely high upkeep of 10, which makes these colony mods useless.
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