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About Koningkrush

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  1. When my duplicates either sleep or use a manual generator, most of them start pelvic thrusting to complete the action rather than the usual animation. I believe the animation is the exact same as the one that uses the hydrofan. It's possible that once a duplicate uses the hydrofan, they start using that animation for all buildings.
  2. Currently, though, it seems like the gasses constantly bug out/conflict with each other because they're not capable of mixing. It's fine for alpha, but if they start adding more content to the game it's going to cause a lot of problems having separate gasses fighting each other for tile space all the time. I'm only a novice programmer and know very little about physics, but I feel like having a standardized method of handling all the gasses together rather than separately is the best route. If they manage to optimize it, it should make gameplay even smoother than what it currently is. Maybe the developers could hire a physicist/chemist to give advice on how to approach it? I don't know how knowledgeable the developers are, but I know that's what I would end up having to do if I tried to do something like this.
  3. Couldn't they create arrays of columns so that each column is handled independently, and then once a gas reaches equilibrium or a ceiling, the CPU starts calculating the distribution of that particular row? Basically, the gas rises/sinks first, then it spreads out left/right. Not at the same time though, as that would be hell to program and take a HUGE toll on the CPU.
  4. Doesn't that already happen in the game though? My dupe would vomit in a pool of water, and all of sudden half my base is submerged momentarily as the water freaks out. Note this is only graphical because none of my buildings become "flooded" as there are only a couple grams per tile.
  5. All gasses in the game should be evenly distributed throughout all tiles (except vacuum), with trace amounts not displayed to the player. I'm not sure how this would be done from a coding perspective, but maybe have each tile "layered" with gasses at different concentrations? I'm assuming it's set up the way it is right now because of simplicity and performance reasons. For example, with a room with equal amounts of O2 and CO2 and with 3 rows of tiles: Row 1: 23% O, 5% C Row 2: 12% O, 12% C Row 3: 5% O, 23% C ^^ this is just a rough example. Exact amounts would probably be some kind of physics equation with molecular weight involved. Basically, there shouldn't be a square of Gas 1 completely separate from an adjacent square of Gas 2. Instead of suffocating the way dupes currently do, they would always be breathing in whatever gas they're in. You would have to look up actual medical data as to the effects, but breathing in different concentrations of gas would have different stress and health effects on the Dupes. 100% oxygen would actually be deadly, I believe. Dupes will eventually fall unconscious in high CO2 concentration and then die sometime later (based on Athletics maybe?). Stuff like Chlorine gas would continuously deal damage based on concentration. This would also open up more research opportunities such as personal respirators that filter out toxic gasses, and also the opportunity to make gas tanks to store gas for breathing. Pollutants is a bit more confusing because of how vague it is. Pollutants should be independent of gas/liquid and float around as modifiers to whatever it's in. Water moisture could also be implemented in a similar way in how pollutants behave. As a resource to developers, NASA has some data that might be helpful for equations/calculations in regard to breathing in different gas concentrations. https://history.nasa.gov/conghand/mannedev.htm
  6. Then where would you start, floating in magma? It would be best to have the whole thing be a large asteroid tidally locked with a star, meaning one side of the asteroid would be mostly molten and the other side would be sub-zero.
  7. For me, selecting "All" always requires two clicks.
  8. I guess they just want mealwood to be unrenewable. Briar plants seem quite easier to farm now in my experience. I have 80 briar plants with no problems managing them.
  9. Well, magma is a hell of a lot denser than water. Although it may be a bug, it's semi-realistic (it should realistically still flow through to some degree, however). Also, I didn't even know you could reach magma. I always thought it was completely surrounded by neutronium.
  10. One thing I did to combat it was to go back to the previous cycle, cancel just about everything, and just have my duplicates do something else for a while. Sometimes it works for me.
  11. I missed this in the Known Issues, so I don't know if this post is necessary. My Duplicates are over 100 degrees celsius, which means whenever they harvest from plants, they instantly fry the plants from their radiating body heat. Secondly, I can't stop the duplicates from trying to replant the plants. I have to cancle the plants entirely because there is no way to change their priority from what seems to be above 9. Coupled with the previous problem, this quickly becomes a tedious chore that can become disasterous if not monitored. **Update: I can't find any way to cool down the Duplicates. I have blasted -100 celsius and below air around them but they continue to radiate heat endlessly. I may have to stop playing until this is fixed, because it just takes one Duplicate to destroy all of my plants with a heat wave, setting off a chain reaction of more Duplicates flooding in.
  12. Whenever water or food is consumed, it should be able to be recycled later through urine/sweat/feces/etc. The reason why colonies are doomed is because for some reason water and matter is erased from existence when consumed by plants/duplicates. Algae Terrariums also seem to absorb water and destroy it without actually producing anything other than oxygen (there should be some kind of organic material produced as well, such as more algae which could be recycled back into water and compost). In general colonies should be producing an equal amount of organic waste and contaminated water, both of which could be recycled into clean water, proportionate to how much water is consumed by the colony. Secondarily, there should be water moisture in addition to any gas, where some areas could be very humid or completely arid. This could both have an impact on temperature dynamics and stress levels. There could also be condensers and humidifiers to add/remove moisture from the environment. Really, the limited resource for any colony should be energy. I don't see any consistent power source such as a star to collect energy from or a vast geothermal energy reserve, so colonies would eventually run out of energy lost through heat which means plants couldn't grow and oxygen would run out. This would warrant an entire new suggestion post though, as it would overload this one to talk about energy on top of water circulation.