Solar Halo


Adds a solar orbit location and supercomputers. Brave the heat of the sun to gather enormous amounts of solar power. Manage high energy supercomputers and their waste heat to use their computing power to make advancements.

Content
2 days ago
2.0
408
Planets Power

g Mod suggestions

14 days ago

Hi
I have just 2 of them.
1. As told in previous thread tune liquid volume buffer.
2. Make some different price of simulated science. Red bottle consisting of 1 gear and 1 copper plate shouldn't have same price as yellow high tech or alien DNA based sci packs. It could be based on craft time, maybe with modifier that checks if sci pack production has surface limits.
3. Maybe alien science packs simulation should be limited only to halo position, so there is just a single reason to keep dedicated ship on the orbit.

7 days ago

Thanks for the feedback, in the newest version I've addressed a few of these

Liquid bottleneck was actually the input-output state of the pipe connections. I've bumped the buffer a bit as well, but could pipe out at 15x crafting speed with no bottleneck. Loses the pipe through behaviour which is unfortunately a build breaking change, but se la vie.

I intentionally didn't have different costs so that simulation didn't replace all packs. If I differentiate costs, there is a good chance I either make it slightly better than every other science or slightly worse, meaning that you only use simulation or never use it. At fixed cost it lets you do simulation in place of the sciences you don't want to do.

There isn't any way to check at prototype stage where a space platform is. I'd like to avoid more runtime scripts to avoid the performance overhead. I've been thinking about adding a "surface" at the solar orbit. But I'm still brainstorming ideas of what should be there.

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