![]() ![]() That way I can at least get back to a system I know has Pentaxid. I'll likely backtrack a little and set down a teleporter only base. So if I'm not careful I may get stranded. There is a cap on stability penalties from amenities, hapiness, housing etc. You can create 'slave world' filled with fortresses and use decision that provides stability for every solder drone and transfer every slave there. So far I have found no Pentaxid anywhere. Regular machine empire can only use bio pops as battery 'slaves'. With your teleporter damaged and no way to fix it, you take one of the enemy ships shuttles to return to your own ship. I'm miming the heck out of the entire system. I was switching everything unnecessary off to save energy, but it didn't help.Īt the moment, I've left the starter planet and have settled in a system that belongs to no faction. Maybe I changed something I shouldn't have. A Command Teleporter is teleport pack meant to be affixed to the normal power armour of a Blood Ravens field commander. But being a noob, I was messing with things to figure stuff out. This was my first base, taken from the Zirax faction on the tutorial save. When you have shields, slave them IN INVERSE to the same sensor, since shields must be off before teleporting. Originally posted by Uranium235:Question: Do the sensors work to turn the teleporter off after you teleport out?Yes, if you configure the signals, mode, and sensor scope correctly. Luckily you can teleport to it even if it doesn't have power. EDIT: Actually its kinda debatable what the current description means. The description of course says that, which would imply that its the intended behaviour and the current behaviour is a bug, but then again its been this way already in 1.8, quite possibly even longer. Am I doing something wrong? At this point, I build a stand alone base just for a teleporter. Im not really sure whether teleport is supposed to always take 1mp or not. So, the teleporter had to stay on while I was gone. I had the proximity sensor working to turn it on and off when I walk on and off of it, but when I returned to the base after using the teleporter the base would still be powerless. Question: Do the sensors work to turn the teleporter off after you teleport out? The tutorial planet doesn't have promethium on it so bio fuel was the only option that early in the game. ![]() I couldn't keep the base powered long enough, while I was gone, to prevent all the food in the frig from spoiling because the generator ran out of fuel. The amount of power it draws is enormous. Powering the teleporter seems to be an issue. Luckily I was on the tutorial planet and only needed to ride my bike about 3km to get back to my base. All the above is great and I have experienced the one direction thing. Anyone Tried Making a Group of Slave Sims. I have been messing with the teleporter on my tutorial save and have an additional question. Requires Slink, Belleza or Maitreya Teleport (For non Essenz group members. I was going to start a new thread but this one is new enough that maybe we can keep it in this thread. ![]()
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