AsenGaizo Posted January 22 Share Posted January 22 Dude got a point there. I know that geysers all about approximate amount of resurses and you can't count on them most of the time. but maaaan, i'm end up thinking to set living quaters with dups near geotuners. Like making a room where dups can live and have acsees to only rooms that contain geotuners buildings so they can do "experiment" thing as fast as they can. This building is all about science, and i know that klei already doing so much for this game, but meaby it possible to make geotuners run without pauses? it will help to plan production chains more efficient 1 Link to comment https://forums.kleientertainment.com/forums/topic/169598-geotuner-suggestion/ Share on other sites More sharing options...
AsenGaizo Posted January 22 Author Share Posted January 22 I'm ashamed of the things I emphasized. I may not even be an average player, and I made some rather unconvincing statements. English isn't my native language, after all, sorry. Geysers are a fantastic renewable resource source, the most convenient compared to space zones of interest, so I wouldn't want to waste even a small amount of resources obtained through geotuning. Damn perfectionist in me. In any case, your game is wonderful, and I'll love it no matter what. Link to comment https://forums.kleientertainment.com/forums/topic/169598-geotuner-suggestion/#findComment-1849740 Share on other sites More sharing options...
Charletrom Posted January 23 Share Posted January 23 I would love it if we didn’t have to build 4-5 geotuners per geyser. It can add up very quickly. Perhaps geotuners should have 5 “recipes”, each more powerful while requiring more resources and tuning time. First recipe would be equivalent to 1 geotuner, second recipe would be equivalent to 2 geotuners etc. 1 Link to comment https://forums.kleientertainment.com/forums/topic/169598-geotuner-suggestion/#findComment-1849869 Share on other sites More sharing options...
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