[quote=“John Candlebury, post:7781, topic:42”]Anyone willing to point out if ready to harvest crops will rot while in the plant? Because I dont really want to throw all this potatoes to the trash.
I dont even know why I bothered… I knew I wasn’t going to eat em.[/quote]
I don’t think food rots while it hasn’t been harvested but if you don’t harvest it when ready you will have to wait again till they’re ready.
so, I found a “plutonium generator” at a military base, but I can’t find anything useful to do with it. I assume it’s am electricity generator that uses plutonium, not a generator that produces plutonium…
I think I could deconstruct it (it’s highlighted in that menu), but I don’t think I could rebuilt it, so I thought I’d ask if there was anything else to do with it first.
[quote=“deoxy, post:7783, topic:42”]so, I found a “plutonium generator” at a military base, but I can’t find anything useful to do with it. I assume it’s am electricity generator that uses plutonium, not a generator that produces plutonium…
I think I could deconstruct it (it’s highlighted in that menu), but I don’t think I could rebuilt it, so I thought I’d ask if there was anything else to do with it first.[/quote]
It powers searchlight bots. The only useful thing you can do with it is deconstruction. If you’re lucky, you can get a minireactor from this.
[quote=“Coolthulhu, post:7784, topic:42”][quote=“deoxy, post:7783, topic:42”]so, I found a “plutonium generator” at a military base, but I can’t find anything useful to do with it. I assume it’s am electricity generator that uses plutonium, not a generator that produces plutonium…
I think I could deconstruct it (it’s highlighted in that menu), but I don’t think I could rebuilt it, so I thought I’d ask if there was anything else to do with it first.[/quote]
It powers searchlight bots. The only useful thing you can do with it is deconstruction. If you’re lucky, you can get a minireactor from this.[/quote]
Why would that be lucky? Don’t minireactors use plutonium to produce electricty? I have batteries plenty and to spare, it’s plutonium cells I need… or is there some other advantage I’m not seeing?
The chance to get the minireactor is 25%.
The other drops are rather minor - up to 8 plutonium cells. They also don’t depend on minireactor dropping/not dropping.
The chance to get the minireactor is 25%.
The other drops are rather minor - up to 8 plutonium cells. They also don’t depend on minireactor dropping/not dropping.[/quote]
That’s not what I meant.
I meant, “Why is getting a minireactor a good thing?” I fail to see why I would spend a valuable plutonium cell on powering it.
Haven’t tried a minireactor yet but I’m guessing that one plutonium cell will have a lot more energy than 100 units of battery. On the other hand plutonium is more or less rarer than batteries.
Well, aside from mininukes and atomic lamps and power for the advanced UPS, there’s really not a lot of use for plutonium.
Because otherwise you get nothing. That’s all.
Oh and you can craft it into the reactor CBM.
I think 1 plutonium is worth 10000 batteries.[/quote]
I don’t - not even close. I use plutonium almost exclusively to increase my max bionic energy, then I use that instead of batteries, as it’s basically free. There are multiple ways to generate power - there is only ONE way to increase bionic energy max.
Me personally I am planning on making a personal mod that allows me to build mk 2s of pretty much every cbm. More specifically I have my eyes on making a joint torsion ratchet mk.II.
Oh fuck yes that would be epic.[/quote]
I have to make it first and as I said I am making it for personal use. Just like the plasma cutter mod I made for myself (not finished though still needs a recipe and maybe a place for it to spawn)
Also if it works out I currently don’t know of a way to distribute it. (And in case anyone was wondering the idea for the plasma cutter is essentially an electric acetylene torch(I keep misspelling that))
Is there any built-in “notes” type function for artifacts? If you have a couple of them with similar names and you take a couple of days off, you have to experiment to figure out which was which again… which can be bad, with some of the effects.
If there isn’t one, it should be REALLY easy to implement - just add it to the description in the artifacts file. That would be really helpful - I’m actually thinking of modifying the bloody artifacts file by hand, just to add notes in the descriptions so I don’t use the wrong artifact again.