Implemented Vote on Gendustry for Dark Trilogy

Discussion in 'Archive (Suggestion and Feedback)' started by jitsublade, Dec 17, 2014.

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Should we keep or remove Gendustry on Dark Trilogy

  1. Yes, keep it enabled.

    24 vote(s)
    51.1%
  2. No, remove it.

    17 vote(s)
    36.2%
  3. Potato

    7 vote(s)
    14.9%
Multiple votes are allowed.
  1. caithleen

    caithleen Patron Tier 1

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    Out of the box, the prod upgades have been bugged. Adding 5 works fine, the 6th just consumes all power it can get (in my case 20k rf) and it will stop working due to low power.

    On the nerf thoughts :

    I really see this get gregteched.

    Really, we have genetics. Which can achieve the same with just more waiting time and tedious micromanagment.

    The results for me on the uber nerfs (esp. natural degrade at 25%) will result in a huge machine complex of genetics and also a big complex of alvearies with pipes and autocrafting. Will achieve the same, save power, let me do tedious micromanagment and also is a middle finger at newer players that didnt used the "old gendurstry" machines at server start.

    My opinion as allready stated : Forestry vanilla style, or if you go genetic machines, gendustry. Gendustry = Genetics - gregteched.
     
  2. Lawmonark

    Lawmonark Well-Known Member

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    Since we kept this, the power shouldn't be adjusted.
    By defualt it uses a lot of the power. the power usage is not what made the mod unbalanced and increasing the power doesnt balance it.

    IMO, it should just stay at its default power usage or get removed completely.
     
  3. chugga_fan

    chugga_fan ME 4M storage cell of knowledge, all the time

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    you two should be called necromancers, the thread died guys
     
  4. Lawmonark

    Lawmonark Well-Known Member

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    not really, we were discussing why your base has sooo many Big reactors, this came up as to why someone will need that much power.
    Maybe you should join TS sometime
     
  5. Decnav

    Decnav Proud member of the VRMasterRace Patron Tier 2

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    The little ones were turned off weeks ago, just never took them down. The big one hanging out the side of the hill is the only power supply for rf.


    A big no the the TS for me.
     
  6. Lawmonark

    Lawmonark Well-Known Member

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    Slind just told me its been reverted back to the default power usage days ago. So currently the power is the power usage the mod author set it to
     
  7. Ralph_Anthony

    Ralph_Anthony Well-Known Member

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    Interesting, they I know where to file bug reports.
     

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