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Mindustry large launch pad
Mindustry large launch pad











There is no energy weapon that attacks air units.ġ. Some essentials are overly difficult(but not overtly difficult) to obtainģ. Thorium isn't available when it should be.Ģ. There are some things that you have good points on and bad points on.ġ. Still no details on how each ammo affects the stats of the turrets.Default shots are hard to see against snow backgrounds.Inventory merging with containers was swell and I hope to see that return.Being able to specify the input and output direction on the conveyor tunnels would be nice so we could use them like tunnels back in 3.5.Details on conduit throughput are needed.A third tier of regular conveyor and conduit would be nice.Tech tree now hides everything beyond what you can currently unlock, makes aiming for distant goals difficult because you don't know what they are.This is exacerbated by turrets not immediately reacting to an enemy entering their radius as well as them not returning to a more convenient position to engage incoming threats after defeating the current wave. Air units almost always end up flying over the turrets before the turrets actually rotate to face them, making turret usefulness against air units universally pathetic.Which is especially bad because the Arcs were the only turrets that actually engaged air units immediately after they entered their radius. No energy-based weapons target air units anymore.You cannot increment custom loadouts more than 100 at a time.You cannot remove a resource type from a customized loadout.Customizing loadouts is great and should not require you get to Wave 40 on each map in order to be able to do utilize that feature.As I said in my last comment, it's just grinding to waste time. Needing to spend resources to uncover a new map in addition to the resources you need to spend to unlock the prerequisite research is incredibly stupid and a major waste of resources.Can't do damage to anything, let alone the bombers that tear everything apart. But the cultivators and presses are also pretty much useless. Once you finally get the oil extractor it's pretty bearable, though. On the topic of Plastanium, it's obnoxious to make because of how many cultivators you need to get anywhere near enough oil to make production more than a trickle.The mend projector is useless but all you have until you can get enough (I think it was Plastanium?) to unlock the Delta Mech which THEN lets you unlock the Tau mech to repair things yourself OR you can get drones to repair things all over the map when they need to be repaired instead of setting up a Mend Projector temporarily and tearing it down because it costs too much power, covers too little an area, and is too infrequently needed to be set up permanently. The mend projector takes long enough to research, then you need to be able to build it and power it for a laughable repair area that repairs very little over a very long time. You can't repair structures reliably for way too long.(Unless this was a bug because it carried over my save from the last version - which I REALLY hope it is.) So the only way you can get to the last map to get Thorium is to repeatedly launch on the penultimate map, deconstruct the vault on that level, and use the Thorium you get from that to research the drill. But the best part is that in order to unlock the final map you need to research the Airblast Drill, which you need Thorium to research. Thorium is required for a lot of the late-game things. Only one map has Thorium (the final map) which makes its usefulness (and all research related to it) incredibly useless.Without it I would have given up long ago. The launch pad removed the limitation on how many resources you could collect, lessened the impact of losing (at least you got something out of it), and allowed for researching upgrades with newly acquired materials without needing to relaunch. I had minimal desire to play the recent builds until I unlocked the launch pad in the Beta 64 build. Placing the launch pad so far back in the tech tree really bites.Requiring something that has more advanced materials as an unlock requirement to unlock later branches that do not need as advanced materials makes zero sense.Things that immediately come to mind are: The research tree is still poorly ordered.Also the efficiency text for the thermal generators and certain other buildings are sweet, they should be implemented for all drills and all pumps as well. In regard to the most recent beta versions, I will start by saying thank you for returning grass as well as water animations.













Mindustry large launch pad