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Author Topic: Orbital Fusion Lamp ways too expensive to upkeep  (Read 2377 times)

Juno

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Orbital Fusion Lamp ways too expensive to upkeep
« on: May 14, 2024, 04:42:37 AM »

It's very cool colony mod with nice colors interaction but the outlandish upkeep of 10 volatiles is just making it completely terrible to use.
First, even if set up on a volatile mining world +2 volatiles it STILL cannot fullfill the request, thus always having a malus
Second why the hell would a player ever bother with it when using those volatiles better in fuel production

Suggestion is to drastically reduce the upkeep (literally 1 from 10) since its fun flavour mod and wont hurt economy too much as it is now
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Killer of Fate

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Re: Orbital Fusion Lamp ways too expensive to upkeep
« Reply #1 on: May 14, 2024, 04:51:19 AM »

you can put it at much less volatiles, it'll still reduce hazard rating significantly... It's mostly just meant to encourage players to build a gas giant colony and use the plasma dynamo on it. Cause otherwise there is no reason to settle gas giants...

Also, strangely enough... In the past I thought u needed a colony like a Toxic planet with Mantle Bore to get the 10/9 organics to power a Cryoslepeer, but now you can just fully power one as long as you have a Gamma Core and are friends with Jangala for eg.

Also also, can we make gas giant farming, and lava planet farming a thing? It'd be a neat science-fiction concept and... Eh, nvm... That's probably too convoluted.
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Juno

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Re: Orbital Fusion Lamp ways too expensive to upkeep
« Reply #2 on: May 14, 2024, 05:00:16 AM »

Putting it for less is possible but why?
The demand is still not met = -1 stability
It's much better economically to meet all demands, than have a questionable space lamp running on and off and destabilizing your colony. The miniscule improvement to habitability it provides is simply not worth it

This colony mod is basically same issue as hypershunt tap - good on paper, but as soon as demand is not met, they *** up your colony. I hope devs find a workaround
« Last Edit: May 14, 2024, 05:03:24 AM by Juno »
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Killer of Fate

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Re: Orbital Fusion Lamp ways too expensive to upkeep
« Reply #3 on: May 14, 2024, 05:12:35 AM »

wait, Orbital Lamp reduces stability???
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Sandor057

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Re: Orbital Fusion Lamp ways too expensive to upkeep
« Reply #4 on: May 14, 2024, 05:42:43 AM »

I think the intent is the same as with the fleet size capped skills: you need to make an effort to utilize it 100%, otherwise you can only use its benefits partially. Case in point, even if you don't meet the full demand it is beneficial to install it on worlds with the Extreme Cold or Darkness modifiers. They won't get negated completely, but will still net you a better habitability.

The lamp does not decrease Stability to my knowledge, but it may increase hazard if installed on a world lacking either the Cold or Extreme Cold modifiers (as it increases heat level by 1, so gives Hot to a world lacking the aforementioned modifiers, or gives Extreme Heat to one already having the Hot modifier.

Spoiler


[close]

Granted, if you want to make full use of it, you need to use a Gamma Core where you have the Lamp and a +2 Volatiles Gas Giant, with a Dynamo, an AI Admin and an AI Core at Mining, or improve Mining for SPs.
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Phenir

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Re: Orbital Fusion Lamp ways too expensive to upkeep
« Reply #5 on: May 14, 2024, 07:21:43 AM »

Second why the hell would a player ever bother with it when using those volatiles better in fuel production
I think you're misunderstanding how supply works. Just because you have industries that use the same resources doesn't mean they split up the resources. As long as something somewhere (even if its not your colony) is producing enough volatiles, your fuel production will work even if you slap a lamp down or even another fuel production. 1 colony producing 6 volatiles can supply an unlimited number of fuel industries. It's not expensive to upkeep either, there's no penalty if you can't fully supply it besides not getting the full benefit. You still get a modest reduction in hazard if it's partially supplied.
As for actually reaching 10 volatiles, you just need a gas giant with +3 and a plasma dynamo, or +2 with an admin or gamma or alpha or improvement. Heck you can even do -1 if you use everything.
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eert5rty7u8i9i7u6yrewqdef

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Re: Orbital Fusion Lamp ways too expensive to upkeep
« Reply #6 on: May 14, 2024, 10:08:07 AM »

It's very cool colony mod with nice colors interaction but the outlandish upkeep of 10 volatiles is just making it completely terrible to use.
First, even if set up on a volatile mining world +2 volatiles it STILL cannot fullfill the request, thus always having a malus
Second why the hell would a player ever bother with it when using those volatiles better in fuel production

Suggestion is to drastically reduce the upkeep (literally 1 from 10) since its fun flavour mod and wont hurt economy too much as it is now
You don't get a stability malice, and you get the partial effects. It's most useful on extreme cold + extreme darkness worlds, as even a partial supply will drop the world from 250%+ hazard, down into the 150%-200% range, which greatly reduces industry cost. A partial supply of volatiles can make such worlds viable for industries that would otherwise be too expensive such as heavy industry.

Regular volatile mining produces 1, +2 brings it to 3, admin brings it to 4, improved brings it to 5, max size (+3) brings it to 8, Plasma dynamo brings it to 11 (+3).
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Beep Boop

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Re: Orbital Fusion Lamp ways too expensive to upkeep
« Reply #7 on: May 14, 2024, 12:13:19 PM »

It's very cool colony mod with nice colors interaction but the outlandish upkeep of 10 volatiles is just making it completely terrible to use.
That's because you're using it wrong. The fusion lamp isn't for you. The fusion lamp is for the core worlds, where if you give it to core worlds that can use it, their volatiles demand will shoot through the roof and create a demand sink that only you can fill. This is the only way to increase core world financial value. Handing out a few fusion lamps can turn volatiles from a relatively obscure market with low volume into one of the most valuable markets in the sector.

Second why the hell would a player ever bother with it when using those volatiles better in fuel production
Resources are not "consumed" in the traditional sense, so this isn't a thing. A planet exporting N units can fulfill EVERY demand of N units simultaneously.

Suggestion is to drastically reduce the upkeep (literally 1 from 10) since its fun flavour mod and wont hurt economy too much as it is now
That would make it useless, though.
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Killer of Fate

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Re: Orbital Fusion Lamp ways too expensive to upkeep
« Reply #8 on: May 14, 2024, 12:18:46 PM »

It's very cool colony mod with nice colors interaction but the outlandish upkeep of 10 volatiles is just making it completely terrible to use.
That's because you're using it wrong. The fusion lamp isn't for you. The fusion lamp is for the core worlds, where if you give it to core worlds that can use it, their volatiles demand will shoot through the roof and create a demand sink that only you can fill. This is the only way to increase core world financial value. Handing out a few fusion lamps can turn volatiles from a relatively obscure market with low volume into one of the most valuable markets in the sector.

Second why the hell would a player ever bother with it when using those volatiles better in fuel production
Resources are not "consumed" in the traditional sense, so this isn't a thing. A planet exporting N units can fulfill EVERY demand of N units simultaneously.

Suggestion is to drastically reduce the upkeep (literally 1 from 10) since its fun flavour mod and wont hurt economy too much as it is now
That would make it useless, though.
who cares, you get infinite money anyway
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Phenir

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Re: Orbital Fusion Lamp ways too expensive to upkeep
« Reply #9 on: May 14, 2024, 01:01:34 PM »

It's very cool colony mod with nice colors interaction but the outlandish upkeep of 10 volatiles is just making it completely terrible to use.
That's because you're using it wrong. The fusion lamp isn't for you. The fusion lamp is for the core worlds, where if you give it to core worlds that can use it, their volatiles demand will shoot through the roof and create a demand sink that only you can fill. This is the only way to increase core world financial value. Handing out a few fusion lamps can turn volatiles from a relatively obscure market with low volume into one of the most valuable markets in the sector.

Second why the hell would a player ever bother with it when using those volatiles better in fuel production
Resources are not "consumed" in the traditional sense, so this isn't a thing. A planet exporting N units can fulfill EVERY demand of N units simultaneously.

Suggestion is to drastically reduce the upkeep (literally 1 from 10) since its fun flavour mod and wont hurt economy too much as it is now
That would make it useless, though.
who cares, you get infinite money anyway
Could be infinity +1 though.
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Juno

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Re: Orbital Fusion Lamp ways too expensive to upkeep
« Reply #10 on: May 14, 2024, 07:26:38 PM »

Thank you for insights!

In my humble exprience, the volatile demand for these lamps is NEVER met after first month even if my empire is vomiting volatiles. It just doesn't.

It's weird interaction, and I still feel like it shouldn't consume 2 fuel plants worth of volatiles to have a glorified space heater on.
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Talkie Toaster

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Re: Orbital Fusion Lamp ways too expensive to upkeep
« Reply #11 on: May 15, 2024, 02:48:03 AM »

It's weird interaction, and I still feel like it shouldn't consume 2 fuel plants worth of volatiles to have a glorified space heater on.
So to be clear - it doesn't consume two fuel plants worth of volatiles. Supplies of a resource aren't consumed and don't stack. You could have 2 colonies each supplying 6 volatiles and they won't meet a 10 volatiles demand. Equally, a single colony supplying 6 volatiles can meet any number of colonies demands as long as they're 6 or less.

The idea is supplies are logarithmic, so 'supply 6' is millions of units/month (10^6, i.e. 1,000,000) and can satisfy a bunch of 'demand 6's that're on the order of millions of units, but could never satisfy a single 'demand 7' for tens of millions.

W.r.t. it being a space heater... it's an orbital fusion reactor that provides enough heat and light to cover an entire planet. It's not meant to be efficient, it's a showcase for how absolutely insane the tech-level of the Domain was. The 'efficient' way of just turning up the radiators is the upkeep penalty for higher hazard.
« Last Edit: May 15, 2024, 02:49:35 AM by Talkie Toaster »
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Juno

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Re: Orbital Fusion Lamp ways too expensive to upkeep
« Reply #12 on: May 15, 2024, 04:16:22 AM »

It's very cool colony mod with nice colors interaction but the outlandish upkeep of 10 volatiles is just making it completely terrible to use.
That's because you're using it wrong. The fusion lamp isn't for you. The fusion lamp is for the core worlds, where if you give it to core worlds that can use it, their volatiles demand will shoot through the roof and create a demand sink that only you can fill. This is the only way to increase core world financial value. Handing out a few fusion lamps can turn volatiles from a relatively obscure market with low volume into one of the most valuable markets in the sector.

Second why the hell would a player ever bother with it when using those volatiles better in fuel production
Resources are not "consumed" in the traditional sense, so this isn't a thing. A planet exporting N units can fulfill EVERY demand of N units simultaneously.

Suggestion is to drastically reduce the upkeep (literally 1 from 10) since its fun flavour mod and wont hurt economy too much as it is now
That would make it useless, though.

Evil plan! I like it!
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Comrade_Bobinski

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Re: Orbital Fusion Lamp ways too expensive to upkeep
« Reply #13 on: May 15, 2024, 05:53:53 AM »

It is certainly to expensive for what it brings to the table... If it could somehow reduce fuel requirement of a colony by some points it would actually be worthwile... Like -1 for partially supplied and -3 for fully supplied. It is in a sense a giant fusion reactor so it could theoricaly provide some energy in some way or another.
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Juno

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Re: Orbital Fusion Lamp ways too expensive to upkeep
« Reply #14 on: May 15, 2024, 07:27:55 PM »

It is certainly to expensive for what it brings to the table... If it could somehow reduce fuel requirement of a colony by some points it would actually be worthwile... Like -1 for partially supplied and -3 for fully supplied. It is in a sense a giant fusion reactor so it could theoricaly provide some energy in some way or another.

Yes exactly! I have 5 of these lamps now,  12 colonies, some of them are freeing, and the current mechanic of this mod basically makes me not using them :(

This is a cosmetic colony mod at best, and with monstrous demand that is not met 80% of the time it's just useless :(
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