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Posted: Sat Mar 03, 2007 9:06 am
by deadboy
Alright, I'm up for that, brings in abit of diversity

Posted: Wed Mar 28, 2007 3:15 am
by wichita
Nakranoth wrote:Okay, I look at this and see possibilites... forget needing bigger, better machines, and forget removing the abilities to do it by hand. Get two projects on the same harvestor. One is Cantrian powered and goes at the current rates, the other is fuel powered and goes faster (and possibly is automatic) No need for fuel tanks. No need for new coding. Fuel goes in, (resources) comes out.


This has been implemented.

Posted: Fri Mar 30, 2007 4:11 pm
by Surly
Automatic?

Posted: Fri Mar 30, 2007 4:19 pm
by Chris Johnson
No - Manual

Posted: Fri Mar 30, 2007 4:34 pm
by tiddy ogg
But only petrol? Not other fuels?

Posted: Sat Mar 31, 2007 12:14 am
by wichita
Correct. Manual. Petrol only.

Posted: Sun Jun 17, 2007 8:47 pm
by BZR
Sorry for refreshing this topic, but IMO output using fuel shuold be increased, or the amount of fuel decreased.

Posted: Sun Jun 17, 2007 8:53 pm
by sanchez
BZR, for which machines and by how much?

Posted: Mon Jun 18, 2007 6:15 am
by Nakranoth
Honestly, the amount of fuel in and gain caused by it are based on eachother. If output is increased, so should fuel consumption, or you risk causeing an imbalance in gain per day labor. I can't remember the percent anymore, but a day's worth of fuel gets you more then a day's worth of extra resources.

Not saying it definitely shouldn't happen, just letting you know why the values are as they are.


On a side note, putting a fueled project on the water pump might help with current water issues in places that have petrol access.