Registered Users
  • Content count

  • Joined

  • Last visited

Everything posted by Collic

  1. I like this idea. It could lead in to more specific special clothing further down the line as well if they add in more hostile biomes (it could even go as far as hazmat or spacesuits). It would lead to interesting management challenges as well. You'd want to only have dupes use certain doors so they equip the correct the clothing when leaving the base for different areas. I'm imagining proper double airlocks with changing stations inside.
  2. Are you sure that's a bug? Shouldn't the wire only short when your power draw goes over the 2 KW limit? If you have too many things connected, but they aren't operating and drawing enough power to over stress the grid (eg. lots of items not in use, various stations and such) isn't it working as intended? Neither of your screenshots show the usage going over the 2 KW limit. It just shows the potential power draw being way in excess of what's safe.
  3. Following some of the advice in this thread I've used the water cooling solution. I've been lazy/ greedy and packed the top two gens in quite close which has raised all the temps, but the principle works fine. With gold generators they stay well within the operating temperate (and with only only two or three in the space, they stay no higher than 50c at worst, so suitable for copper). The recent update has doubtlessly made this easier, but you do still need to cool them somehow, which I think is fine really.
  4. To an extent yes, but this isn't setting up a system, it's just fiddling with the settings of a container. For me the fun is setting up machinery, base building and other stuff. Edit: As also mentioned it does mean you can do this to keep things safe i guess. perhaps it was needed. It's just a minor gripe anyway.
  5. At the same time though, removing that just adds needless micromanagement. I think they should have left it in.
  6. Will we need to start a new game to see these changes? Excepting geyser spawns of course
  7. It seems to be working, It's just that the method posted by the OP here is very inefficient and doesn't work. It's good to hear that allowing it to naturally pool at the top of the base works much better. I'll try that method out myself next time I play. I suppose the question is, if allowing the gases to build to make a buffer makes all the difference, how many elecs are needed to keep the gen running smoothly? Or are the amounts of hydrogen produced perfectly fine, and something else is going wrong? Will have a play around with this later.
  8. Definitely. I'm really hoping the devs are going to push the physics hard with this game. It already stands out from other colony builders because of that. I'm also hoping the incredibly viscous water is a performance compromise that will gradually lessen over time. Better fluids would really add a lot as well I think.
  9. The coal gen is definitely broken right now. I don't have an issue with it making the area around it extremely hot (you should have to put something like that out of the way, and it already belches out huge amounts of CO2), but for it to break moments after turning it on is clearly far too much. I'd like to see the heat build up being much more gradual. If overheating is an issue it should be something that happens over the period of a few cycles, not in minutes. Players should be able to see if it's going to be an issue and have enough time to set up a cooling solution. I'd enjoy being encouraged to do things like circulating cold gas around equipment like this, while pulling the hot CO2 away so it can be cooled and scrubbed. Right now it's going to be far too much to manage for the vast majority of players. I'm expecting this to get hot-fixed before the branch hits the rest of the alpha. Along with geysers - who knows what's going on there, seems like the world gen is spawning multiples of them on top of each other sometimes.
  10. With two electrolyzers set up in a similar method to the OP, I wasn't able to get a constantly running hydrogen gen either, so it's not just you. The problem isn't down to the electrolyzers; they're constantly working. It does provide some power, but it will work for only short periods before stopping. At the moment it seems like it's strictly useful to take the edge off how often you need to get dupes to crank the manual gens. I'd much rather be using coal generators, but at the moment the overheating headaches have led me to give up on that idea for now (this is all on the thermal update). Hydrogen output from two electrolyzers isn't enough to comfotrably feed one of these things unless i'm doing something drastically wrong, but I don't think I am. It will take far more and that isn't practical or really feasible unless I hugely expand to the point that I really need all that extra oxygen. It could be more viable if you had a head start though, as a big part of the problem is that the trickle of hydrogen is very slow because it has to reach the gas pump(s) in small pockets be filtered out, and travel to the gen, and that's just not enough gas quickly enough when the filter is working through the massive amounts of O2. Maybe we're being too clever for own good and the best method is to build a tall base, make minimal effort to control the gas, and let the stuff really accumulate before pumps are set up to begin putting it to use.
  11. I'd also like to see water surface tension hugely reduced. It just feels too viscous right now. I suspect it's partly this way so the physics are less demanding, but as the game is optimised I'm sure there'll be more room for better modelling. Fingers crossed. I'm fine with the way fluid mixing works though. I think the game would be too punishing if one stress vomit or other mishap could poison your entire fresh water supply.
  12. Very helpful, thank you. I think I was going wrong by not leaving any soil for them to burrow down into. They'd wander over to a container and eat, but wouldn't stay there so I could pen them in.
  13. Speaking of hatches, does anyone have any tips for herding them into beneficial areas? I struggle with this unless it happens by pure luck and I can trap them with an airlock. Also, it seems once I've asked a dupe to attack one hatch, they always target them, and I can't see how to stop them from eradicating them. I'm sure I'm missing something.
  14. wiki

    I'm assuming he was joking. Its a decent wiki for the current state of the game imo (the first link).
  15. wiki

    Having looked, for the state of the game I don't think it's that bad at all. I personally wouldn't push for huge amounts of more detailed content for the reasons stated above. I think a lot of it would end up being wasted effort when it quickly becomes inaccurate.
  16. wiki

    Given how much the game is changing with every update (and likely to continue to do so), the bugs and the fact we don;t know that much about the game yet, I can't see it really improving much for a while. Could someone provide a link to it ?
  17. Startopia? I can't say it does i'm afraid. That was an excellent game though. I'm mostly reminded of Rimworld as far as the dupes and their traits go, just with a focus on in-depth fluid and gas physics, rather than the social interactions and larger scope of Rimworld.
  18. There are ways to upgrade to 64bit without spending any money. Not that I would advocate such a thing *cough*
  19. I know a lot of us are talking about RAM, but I suspect the real reason is the game using features in the 64bit unity engine.
  20. 32 bits is really antiquated now. There are all kinds of reasons why it's been gradually phased out (like physical RAM limits). Sometimes you really just have to upgrade your system I'm afraid.
  21. I'm also expecting electrical hazards at some point. You shouldn't be able to drip water onto batteries for free stream for example. That should net you a nice big explosion, or at the very least an electrical short. Insulated wires could be a way of dealing with moisture as well as heat.
  22. Big plus one here from me. The game is clearly going for a physics heavy approach to this stuff, so its only natural we should be able to create sloped tiles so we can funnel liquids down into pumps, and to manage the flow of other liquids. Even just one sloped tile (flipable along the x axis) would go a long to helping us create proper liquid tanks. It could even be made as some kind of meshed hybrid tile, allowing dupes and solids to stand on top, while the water flows down across it underneath (I mention this because if dupes had to clamber over it and materials rolled down it, i'm assuming that would be a lot more difficult to implement).
  23. Yeah, just to reiterate, this is pretty expected. As time goes on I'm sure the devs will continue to optimise the game to get it working faster. It's great you posted your specs for them though, as it gives them a good idea of how it's currently performing on a system like yours
  24. This is an issue, to varying degrees, in all colony management games. Similar things occur in Rimworld as well. It's really quite tough to totally eradicate, so I'd expect this to always be present in some form. These are deceptively tough problems to fix without breaking more things in the process (like incurring unacceptable performance costs or creating undesirable behaviors). Improvements would be great of course, I'm just pointing out that this is a common problem in systemic, management games and there is a reason for that, so keep your fingers crossed, but don't expect too much
  25. I think as the game matures it will be more and more possible to conserve and recycle your resources more efficiently, and for longer periods. I imagine that's going to be the core game play other than exploration. This game has a lot of promise!