This is fantastic. To summarize your "msupp auto-repair" findings at the end, it looks like all player-built structures repair decay damage at 1% per hour (not sure what's up with the tripod). Two questions: 1) how does auto-repair change the msupp consumption rate? I believe it just uses twice as many msupps but I haven't thoroughly tested that. 2) Auto-repair is always slower, but it is it ever more resource-efficient? Are there any structures that cost less salvage to auto-repair with msupps than manual-repair with bmats? I don't think so but I haven't done the math.
To maintain a bunker base you can do that. But bear in mind that you will maintain everything in the bunkers radius, you might still want to opt for a tunnel and set the category to only bunker/trenches
Freerk, you're the only way most of us would ever know even a quarter of this stuff, thank you for your service.
These tutorial videos are very helpful thank you.
It's why I make them ;) You are very welcome!
I learned new stuff!! Thank you.
This is fantastic. To summarize your "msupp auto-repair" findings at the end, it looks like all player-built structures repair decay damage at 1% per hour (not sure what's up with the tripod). Two questions: 1) how does auto-repair change the msupp consumption rate? I believe it just uses twice as many msupps but I haven't thoroughly tested that. 2) Auto-repair is always slower, but it is it ever more resource-efficient? Are there any structures that cost less salvage to auto-repair with msupps than manual-repair with bmats? I don't think so but I haven't done the math.
Do I need to put maintenance supplies in a bunker base so the rest won’t decay?
To maintain a bunker base you can do that. But bear in mind that you will maintain everything in the bunkers radius, you might still want to opt for a tunnel and set the category to only bunker/trenches