RoverDude

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About RoverDude

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  1. RoverDude

    [1.3] - Modular Kolonization System (MKS)

    Yes... the USI Tools Repo
  2. RoverDude

    [1.3] Community Resource Pack

    @FreeThinker - as I have stated previously, CRP should be optimized for stock. Your use of a custom harvester is irrelevant here. And I have yet to see any compelling argument here (and in reality, quite a few to the contrary) of @Nertea's proposal. I feel like I am repeating myself... but if you want Helium3 reduced to an infinitesimal range... use the harvester parameters. That's exactly what they are there for. To be clear... that PR is rolling on on Monday. I'll leave it to you two to hash out any differences, but ultimately those would be reflected in the final PR that Nertea provides, and we call it a day. (Edit for further clarity) I am not going to play dueling PR's. I'm deferring to Nertea's pull for this one.
  3. RoverDude

    [1.3] Community Resource Pack

    I agree with @Nertea - there's no reasonable gameplay value in that extreme of a difference in concentrations, and ultimately CRP should enhance the gameplay experience. I would suggest finishing discussions with the assumption that I will be moving in Nertea's PR, and wrap up any other disagreements on final numbers with that in mind, as well as the constraints Nertea has put forth. Nertea - I will merge the PR at the tail end of the holiday weekend, so just ping me when everything is finalized and I will merge it in.
  4. RoverDude

    [1.3] Community Resource Pack

    You can have multiple modules (even stock has this).
  5. RoverDude

    [1.3] Community Resource Pack

    Per other commentary, I just don't see the value in a concentration that low.
  6. RoverDude

    [1.3] Community Resource Pack

    Pretty much what @JadeOfMaar said. The correct way to have super-rare stuff that extends to super-low concentrations is to adjust the harvesters, not the abundance numbers. With both of those levers, you have an almost infinite level of variability. And at this point, I am seeing no compelling arguments against this approach.
  7. It *should* work but let us know
  8. RoverDude

    [1.3] - Modular Kolonization System (MKS)

    In general - I use stock mechanics for cooling.
  9. RoverDude

    [1.3] - Modular Kolonization System (MKS)

    Placement is only relevant if you're using the fixed panels.
  10. RoverDude

    [1.3] - Modular Kolonization System (MKS)

    Yep, an IVA Which does not exist for that model
  11. RoverDude

    [1.3] Community Resource Pack

    Because we're dealing with floating point math and available GUI real estate. The right answer is that if you want something to be extremely scarce (beyond 0.001%) you're better served by limiting the harvester itself. There are a ton of dials and levers for handling resource harvesting, folks are not limited to just one. RE the current discussion, I have no skin in this game, ultimately I'll let folks hash it out. Though I'd say that the focus of CRP has to be within the operational parameters of the stock game and it should be mod agnostic.
  12. RoverDude

    [1.3] Community Resource Pack

    I think you mean CRP not CTT
  13. RoverDude

    [1.3] Community Resource Pack

    You don't even need module manager for that... resource distribution configs are additive. It's more an issue when people mess with resource densities/costs.