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Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265592#msg1265592
« Reply #168 on: June 20, 2017, 02:00:01 pm »
Because I had no indication that there would be any disadvantaged aside from energy costs? I intend to turn it off asap now when we know where the elevator is.
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265593#msg1265593
« Reply #169 on: June 20, 2017, 02:15:05 pm »
because we dont have enough oil available to make the elevator work once and contact the outside that alone should have been enough to sway you from that option; if i knew how much in a rush you were to do that to scout sth you cant possibly power afterwards (making it useless), id have said more. Does the choice between gear and oil still exist or was it one time use?
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Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265594#msg1265594
« Reply #170 on: June 20, 2017, 02:21:06 pm »
It was a one time choice. I picked gears. I didn't have any idea where the elevator was and we are running out of time.

Can the troglodyte go through walls?
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Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265595#msg1265595
« Reply #171 on: June 20, 2017, 02:26:59 pm »
Did you try to break the wall to the elevator or are you just guessing that an ordinary ram won't be enough?
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265596#msg1265596
« Reply #172 on: June 20, 2017, 02:29:02 pm »
Quote
There was a slight rumble that nobody noticed as the wall between D10 and D11 crumbled. There were claw marks on the pieces of concrete laying on the ground. Shame there were no sane eyes to record them.

Weather report: Slight showers, with the promise of a lot of sun tomorrow.

Round 11 ends: Round 11 has ended
.

Its their group action and npcs never fail to use it. i just hope their passive isnt as op as I fear it is (probably sth making their invasions impossible to stop or makes them immun to hazards) a bomb in r10 would stop any normal faction unless they went for E9 in which case we may want to burn it as well.
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Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265597#msg1265597
« Reply #173 on: June 20, 2017, 02:29:58 pm »
This may be of interest to someone.

Quote
On the computer was a blueprint for some sort of Tunnel Bore - in fact, this may have been the exact device used to carve out the Pipeworks themselves from the rock surrounding the concrete. You could probably make this yourself - you estimate that you'd need a Battering Ram, a Mortar Hammer, and a Gear

This Tunnel Bore may be an answer if a normal Battering Ram does not work. We in Lords are also very close to the elevator, so if you deal with troglodytes we will focus on  reaching the elevator.

Should we send a message trhough the external communications process or should we turn on hydroponics? Or save remaining energy for now?
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265598#msg1265598
« Reply #174 on: June 20, 2017, 02:30:28 pm »
Did you try to break the wall to the elevator or are you just guessing that an ordinary ram won't be enough?
Did not try, but it says that the walls are shiny, which co says is clearly snail slime metal
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Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265599#msg1265599
« Reply #175 on: June 20, 2017, 02:30:49 pm »
If we are to build a tunnel bore we would need 1 Mortar Hammer
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Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265600#msg1265600
« Reply #176 on: June 20, 2017, 02:32:58 pm »
Or if someone knows a crafting recipe for it, using a damaged hammer in crafting does not give a mortar hammer, it instead gives a "sticky hammer":

"Sticky Hammer | Single use: Collect pieces of concrete (broken ram) when breaking a wall with this."
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265601#msg1265601
« Reply #177 on: June 20, 2017, 02:33:53 pm »
 we need to  get ext comm. working until it succeeds and somehow obtain a total of 60 MJ on top of it to operate the elevator twice. So yeah even if the generator survives them we need to find at least 2 more oil canisters, using no other ability. Also note that we cant store more than 40 MJ at once, not that I predict that to be the limiting factor soon.
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Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265603#msg1265603
« Reply #178 on: June 20, 2017, 02:43:27 pm »
Maybe I have misunderstood, but I think we can only store 20MJ right now since do not have any actual access to the second Generator. I mean, it's in the middle of a fire, and no one owns it.
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265604#msg1265604
« Reply #179 on: June 20, 2017, 02:46:56 pm »
Its still a generator that hasnt exploded yet
Its been through some shit, but its wiring is still connected, which is all that is needed to store the energy.
We have enough worries as is, i hope your gear burns well.
as you can see there is only 1 oil canister in a factions possesion left, gotta storm 2 rooms with oil canisters swiftly. I doubt the 2 of us are going to make it out of here (every other faction has been (self-) destructive) and you were very inefficient when it comes to using/obtaining our most needed resource right now. also if neither cultists nor brewers nor medics put out the fire its game over anyway.
« Last Edit: June 20, 2017, 02:52:50 pm by kaempfer13 »
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anything
blarg: