Registered Users
  • Content count

  • Joined

  • Last visited

Community Reputation

183 Excellent

1 Follower

About Octyabr

  • Rank
    Junior Member


  • Interests Play games!
  • Occupation Cashier

Recent Profile Visitors

1,306 profile views
  1. If you are really really lucky you could feed a void tile with any gas/liquid you don't want. I wish we could have access to outer space, mostly for fun tough.
  2. Red alert will interrupt all duplicants from whatever they were doing, (including using the bathroom?) and will make them do any task with a higher priority if they find any. Contraindications and side effects: Using the red alert button while they are all idle will only stress them for free. Using the red alert button while they are performing a single task and there's nothing else to do will only make them resume what they were doing, possibly making them swap positions. Using the red alert button while some duplicants are eating will make them drop whatever they were holding in their mouth, in conjunction with a high priority container without sweep only marked will make another (if not the same) duplicant store the gooey partially eaten ball of food in the previously mentioned container; also giving you odd values in the calorie counter: Something worth of mentioning is the interaction between containers with and without sweep only: If you set a couple of containers containing, let's say dirt (tinny word... dirt) if the sweep only container has got a lower priority all available duplicant will empty it and fill the non-sweep only container. (only if your colony is clean enough to not having any dirt laying in the ground) Something I would like is that lower priorities (1-3) would count as "idle work" so that any duplicant performing any action with said priority would easily interrupted to do a higher priority task (as if they were idle) Let's consider the following scenario: 3 duplicant, all of them charging batteries in manual generators set to priority 3, then you want to build/dig something and... nothing happens, they keep running, until you manually interrupt them with the red alert button or ordering them to move (one at a time)
  3. But... but I was an active member and player, I even went as far as upgrading my computer exclusively for this game... (all inconveniences included) talk about bad timing! And that's why they had to come up with the idea of releasing the alpha in a parallel branch and not in the proper steam page, doing otherwise would have make people think the game was finished or at least in a stable state. Also they've stated several times that they did expect a hundred of players at most, not thousands. That's why Klei had to select a smaller and more easy to handle group, and on top of that they wanted people that actually give feedback constructively. If they chose people from their forums, fine, it's their ground, that's how things used to be before Steam discussion boards ever existed, call them old fashioned if you like.
  4. I would like something like Don't starve's adventure mode, something that requires certain preparation to do, something challenging but optional. So that when you feel that you have mastered the mechanics of the game you would say Adventure time! (no pun intended) only to find out that you are not ready yet and you must prepare some more before the next try. -Based on personal experience in Don't Starve. I also like the Idea of customising the options at start: available resources, stress gain rate, hardness of materials, diseases, gravity! and the occurrence of random events to list some.
  5. Most probably (as I've seen it many, many times) is a small bubble of carbon dioxide exhaled by a duplicant that is counted when the plant checks the air around it - as plants breath from their root in outer space- since it checks only the lower tile. A well ventilated area using gas permeable tiles or a room full of carbon dioxide should deal with this particular scenario.
  6. I proposed that scenario because that just happened to me: Made a room full of cool carbon dioxide to make my garden, managed to collect inside that room a thousand kilos of very cold clay, enclosed a single duplicant to build all the planter boxes using the cold clay only, shortly after he started to complain of full bladder, I allowed him a break because I didn't wanted him to contaminate the place, and after that he came back with the hottest clay he could find to continue building... Needles to say I found out when it was too late.
  7. I think is talking about the pot the plant is and not the plant itself. It might be that he made a planter box out of hot clay.
  8. Playing with high temperature rooms and buildings I've found that once they become incapacitated, is tricky to save them, as duplicants sometimes drop them trying to climb tiles or even halfway in a ladder, making another duplicant pick them up if they are available, no matter how far they are. Sometimes this can make incapacitated duplicants stand up and reach safety by themselves even though they are still incapacitated. Once they reach bed, they will ignore any need or command and will starve or suffocate in bed until their health is full again. De-assign them from the bed they currently are or activating red alert will make them respond again, but if they have spent enough time they will make a mess immediately.
  9. Not exactly a bug, but an undesirable situation due to the fact that duplicants can't walk long distances whey they are underwater. If you make the "move to location" command you notice the icon will turn red before reaching the ladder. In this particular case, all duplicants are trapped because they can't reach the ladder, making all resources beneath the ladder being marked as unreachable. What you can do in this case is to dig a tile of raw mineral (here, sandstone) to make a 1 tile ladder just 1 tile above ground (so they can climb it) halfway between the ladder and where duplicants are, this will make the big ladder reachable again and save your duplicants. ...Or devs could make duplicants swim...
  10. Carbon dioxide is to blame! Well, actually, carbon dioxide in low concentrations, gonna post it properly soon, but a testimonial should do for now: In a cold biome I had an array of batteries which were in the range of 40º~60º Celsius in a small cloud of carbon dioxide at 60ish g/tile, wasn't causing problem, but it was ugly to see in the temperature overlay, I destroyed one to make room for an algae terrarium (to eat the carbon dioxide) and when it was replaced for oxygen in the next cycle, all batteries turned in a nice pale blue colour.
  11. Oh my! you are right, I just short-circuited Sterile = Not Contaminated which is half true... Well, since it doesn't work as intended, better do a bug (exploit?) report about it using your findings if you don't mind.
  12. Took me a while to understand it, I even had to make a table to see how the possible values interact, and to me it seems that the first if statement is a copy paste of the second. The first condition should only check whether is refrigerated or not. Deleting "&& this.ContaminatedAtmosphere.Value != 0.5f" should make it work as intended: Completely stopping spoilage occurs only if food is in a sterile and cold environment.
  13. Use this one to complete the setup: I personally prefer the CO2 approach, as low temp delays spoilage but CO2 stops it completely. I would like that items in cold environments had a nice delay in spoilage (the way it is right now) and sterile environments have the same treat instead of stopping spoilage, I would also like that fridges halve spoilage and completely stop it if you freeze food, that would need to be defrost to be edible.
  14. Nope, they don't (at least based on the description) Thermo switches not requiring duplicant intervention is, in my opinion, very likely to be changed as adjusting valves do require duplicants to apply any change.
  15. I haven't tried in Thermal Upgrade, but before that duplicants refused to put things inside unpowered fridges.