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KRidelve

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  1. Like
    KRidelve reacted to Dinkledash in Devblog - r0.15 Update (Part 2): Inventory Revamp!   
    If they aren't going to give us wheeled vehicles and ships to move bulk materials around with, they're going to have to either reduce mass or massively increase engine power and torque tolerance for us to be able to move anything.  I mean yeah, there's a reason we use trucks, trains and especially ships for moving lots of heavy stuff, but if they don't give us the option, they're going to have to do something.
  2. Like
    KRidelve reacted to Destrin in Devblog - r0.15 Update (Part 2): Inventory Revamp!   
    The patch can't come soon enough! Looks really good guys!
  3. Like
    KRidelve reacted to Daphne Jones in Devblog - r0.15 Update (Part 2): Inventory Revamp!   
    So a large container still holds the same volume, but what about mass? Does iron still mass 8kg per liter when it's in the container, i.e. L container full of iron masses 1024 tons? If so, I don't see how this solves the cargo problem unless you can make more with the same amount of mined material.
     
    Someone said on discord that mass is reduced by a factor of 16, but I don't see that in the devblog.
  4. Like
    KRidelve reacted to Vonboy in Devblog - r0.15 Update (Part 2): Inventory Revamp!   
    Very interesting. sounds like we'll be able to mine for longer to fill the same container space, but I wonder how that will translate to how many voxels/elements/ect we'll be able to build from that.
     
    I'm wondering now how much finished products we'll be able to make with the ore we mine now. You mention that now weight will (mostly) be consistent though out crafting tree. Guess I'll just have to hop in after the update and see.
     
    I really wanna play DU now.
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