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      Rhymes with Play 149 - Oxygen Not Included (Update Preview Stream)   07/26/2017

      On this week's Rhymes with Play episode, our team will be playing and discussing content that we are currently developing for the upcoming Oxygen Not Included update. As always the live stream will be going live on Thursday (July 27) at 3:30 PM Pacific / 10:30 PM UTC only on the Rhymes with Play Dev Cast on Twitch. NOTE: As Oxygen Not Included is still in active development, content shown on Rhymes with Play streams may change before going live on Steam Early Access. Where is it?
      On our official Twitch Channel: https://www.twitch.tv/kleientertainment When is it?
      Twitch Stream Date: July 27, 2017 10:30 PM UTC (Coordinated Universal Time)
      6:30 PM ET (East)
      5:30 PM CT (Central)
      4:30 PM MT (Mountain) Here is a handy tool you can use to figure out what time that means for you. Check out the stream announce thread for discussions!

Masterpintsman

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  1. It would be exploitable if you could neuter the binge eater by simply removing access to all food...
  2. Set default new action priority

    Fine with me, being able to configure a software to work in the way the user likes best should be the #1 default feature for everything digital.
  3. Now add water to the basin with the pump till it overflows and you should be able to shutdown the pump...
  4. Final stress respond

    They could go into combat mode and execute an extended assisted suicide... but only if you treat them badly excessive- and constantly.
  5. That depends on the kind of stone, and the height of the water above them.
  6. Just flood the pipe toward them, they'll take what they need and any eccess will sit ready in the pipe for the next plant cycle.
  7. Adiabatic (de)compression was asked from several times, as was phase change enthalpy. Time will tell if we get it (so we can recommend ONI as a physics trainer to schoolkids) or not (for both).
  8. You can simulate one with a bunch of thermo switches and creative wiring, look at the old hydrogen bubbler topic to get some ideas.
  9. Save or it didn't happen.
  10. Set default new action priority

    The priority selector should simply stick to the last selected priority per action type (build, dig, sweep, mop, priority paint, ...)
  11. Portable Ladder

    It would be nice to get rid of the usual fixed grid bases (where every 5th tile is a floor) which are currently enforced/encouraged by the range limit of the duplicants. Scaffolding is one possible solution, the other would be to have duplicant skills (or research) affect the effective range of their tools: they could start with one tile range (from both tiles the duplicant occupies, so they can build vertical in both directions) which would limit them quite a bit (as they're inexperienced) which when maxed out extends to a multiple of that (enabling 5 or 6 tiles reach, at least in vertical directions, or at least upwards).
  12. Bridges separate the two connected pipe runs into individual chunks (with individual pathfinding for the packets), they are extremely useful to force flow direction inside pipes and enable construction of connections that give priority to one side (both splitting and joining). The bugs with bridges and deleted mass / thermal magic are history (or will be, if not yet already, in the next update). Breaking up a long pipe run using bridges might have the potential to speed up the game as the pathfinding inside the individual runs might be less costly (pure speculation, but given some of the bugs I have seen in this game it might well be the case).
  13. For some obscure reason this is really better to read, at least for me, even with the pipes being constructed in the background. Might stem from buildings being built on the ground (and we as humans being rooted to it, thanks to gravity) that the building (in the connector icon) being on the bottom is easier to parse for the brain... This should definitively be implemented, IMHO, at least selectable.
  14. Number of pipe tiles in total - or does it help to partition longer lines with bridges?
  15. Kill off some duplicants. A possible option to reduce simulation overhead is to section off unused regions (spaces you just strip mined for materials) and pump all the gas out till at vacuum.