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    • JoeW

      Oxygen Not Included - Early Access Coming May 18   05/03/2017

      Oxygen Not Included Entering Early Access First off, we would like to extend a major thanks for the amazing community response to the Oxygen Not Included Alpha. When we released the game on the forums we'd hoped for a few dozen people to try it out and give feedback, but instead over a hundred thousand of you played the game. This was the best surprise we could have received. We're now excited to announce that Oxygen Not Included will be entering Steam Early Access on May 18th. It will cost $24.99, and anyone who owns an existing Klei game on Steam will receive a 20% loyalty discount. Players who purchased Oxygen Not Included in Alpha will not need to purchase the game again. Upcoming Agricultural Upgrade Additionally, we have been working with a handful of dedicated members of the community over the last few weeks to test an experimental build branch in preparation for Early Access. These players have been working with us to provide feedback on the new Agricultural Update content, and we're happy to say it's now in a place where we are ready to share with you all. It will be released on May 18th along with Early Access. Join us on the livestream!
      We'll be showing off the Agricultural Upgrade today at 3:30PDT! Come check us out on Twitch: http://twitch.tv/kleientertainment
        Check out the official post for more details!


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About Risu

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  1. And that's why it complains about having absolute zero temperature.
  2. Something has absolute zero temperature.
  3. Maximum 60 kg in a cycle, excluding the loss of 20 seconds for work. Only need 2 kg so yeah...
  4. So you're saying you saw the growth percent go from a random number to 100%?
  5. Thimble Reed isn't opted in to the harvest rating system. Just ignore the values for it there.
  6. If they changed it to requiring 3 modifiers where the 4th is optional having all 4 would give ideal yields of... Harvest 1 Harvest 2 Harvest 3 Harvest 4 Harvest 5 Mealwood 66.66666667 100 133.3333333 Bristle Blossom 74.07407407 88.88888889 103.7037037 118.5185185 133.3333333 Sleet Wheat 133.3333333 Pincha Pepperplant 51.28205128 92.30769231 133.3333333 Looks fair doesn't it? This is how it currently looks with 4/4... Harvest 1 Harvest 2 Harvest 3 Harvest 4 Harvest 5 Mealwood 50 75 100 Bristle Blossom 55.55555556 66.66666667 77.77777778 88.88888889 100 Sleet Wheat 100 Pincha Pepperplant 38.46153846 69.23076923 100 Very difficult.
  7. Hmm. That's true. The element consumer is stating that it has a capacity of 5 kg, but that setting is not read anywhere in the code.
  8. They always needed all 4 modifiers to get 100%, they just started with 100% harvest on the first harvest which was completely broken. Now it needs 4 modifiers to get 100% on the final harvest which is far more difficult but fair for all plants. If you are referring to the UI that they forgot, that plays no role in the plant growth. The game is just currently lying to you. Been saying they need to drop it to 3/4 modifiers for 100% on final harvest because 100% is near impossible to reach right now.
  9. From what I can see in your screenshot I can only assume the planters are consuming 5 kg/s. Are you sure you didn't wait long enough for the system to saturate?
  10. While the Air Scrubber does still have the 3 month old Empty Pipe bug (for some reason), I'm not actually seeing a bug here. You're cutting power from the building before it can do anything. The element consumer ticks 4 times a second and the converter ticks once per second. Therefore the pressure will drop before 1 second can pass and power will be cut. If you want to see the Empty Pipe bug... Just cut the water off. Edit: Tried changing the conversion interval to 0.25 and even 0.1 yet the consumer still outpaces the converter. Adding a battery buffer behind the switches doesn't help either because the consumer is still running. Just adds a delay to the bursts of operational. Not sure about the best approach to fix this problem. Ideally should add another intake for CO2 gas and remove the consumer but I know from experience Klei is avoiding this addition for as long as possible because it's a nightmare to implement more than one conduit consumer or conduit dispenser.
  11. It is a problem once you overpressurize the room and the vent stops venting and the pipe clogs all the way back to the generator.
  12. If you want to use a geyser... 1 fertilizer maker and 1 geyser supports 2 generators. Because everyone wants a whole lot of CO2 and polluted water. Edit: Doing the math for it... The 2 generators can support 0.9 fertilizer makers so you only need to scrub a small amount of the 165 g/s CO2 produced to keep it topped off, which leaves you with a whole lot of CO2 to still get rid of.
  13. Huh. That's weird just checked it and they changed it at some point. Don't recall that being mentioned in a changelog. I distinctly remember it checking for a vacuum at the output. Now it only fails if the elements don't match.
  14. Bridges move an entire packet over if there is an empty space at other side. Not a good representation of a planter taking only what it needs.