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About Beowulfe

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  1. [Game Update] - 217565

    You guys are going fast and furious on the fixes. Can't imagine the crunch you're going through right now. Hope you all survive the process.
  2. What is wrong?

    It looks like you have outputs hooked up to outputs with the pipes... The colours changed with the last update, threw me off a bit too. See this thread: (
  3. Haha, with big patches (especially when dealing with something like an early access release, as well), it's unfortunately easy to miss a small change here or there. As long as people are aware, it's easy to adjust to, so no big deal. Just threw me off for a minute or so.
  4. Just thought I'd give everyone a heads up, since it's not mentioned in the patch notes - intake and output pipes have changed colours. White is now intake, and green is output. It was the opposite before the Agricultural update, and since it wasn't mentioned in the patch notes (and took me a few minutes to readjust), thought I'd mention it somewhere that everyone can see clearly. Hope this clears some confusion up for someone out there.
  5. Klei treats it's community with more respect than any other studio I've dealt with. Thanks, guys, we appreciate it. Looking forward to early access!!
  6. Yeah, this can work, though you need to be careful with it - if the oxygen has a surface to condense on (a wall, or a stepped floor, depending on your room setup), it can condense on the wall/floor before freezing. Last I tested it, if the oxygen condenses and then immediately freezes, it won't turn into a "dropped" piece of solid O2, it will turn into a terrain tile (one you have to dig out), which will then in turn cause your buildings to become buried and stop functioning. If your room is setup to handle it, that could definitely work, but I generally find that the condensation speed difference between -240 and -205 degree hydrogen (for oxygen) isn't large enough to make managing potential solid blocks of O2 in inconvenient spots worthwhile. To each his own, though, definitely lots of different approaches, that's one of the reasons I love this game.
  7. Just a follow up to this - Liquid oxygen freezes much sooner than Hydrogen as well (-219 degrees), so having it at -190 (or possibly slightly cooler) is actually a much better option, too. If you cool it down to -240, you will run into the occasional bit of frozen oxygen, which can reaaaaaaaaally wreak havoc with your system.
  8. Good little tip. Just make sure you don't set *all* of your buildings to Priority 3. Certain ones are necessary for the survival of the colony, such as early game algae terrariums, water purifiers, manual generators (in certain situations), or coal generators. Setting these to low priority could mean they run out of resources at inopportune times if you have large dig/similar projects going, which can put an unexpected kink into your well-oiled colony. Definitely a time saver in a lot of situations, though.
  9. The build he's talking about isn't available to the public yet, it's only available to a handful of testers. There's no way to access it through the betas tab on Steam, at the moment. As far as I'm aware, the "thermal_upgrade_preview" branch on Steam should be identical to the base branch right now. We'll have access to those changes on the 18th, with Early Access launch.
  10. Uhhhh........

    The more features/options in "asteroid development", the better, in my books.
  11. Uhhhh........

    I believe they'll be added in at a later point - though I've heard they won't make it in time for the Agricultural update, so they'll likely be added sometime after May. Looks like they'll be keeping the game fresh and exciting for a long while.
  12. Just wanted to say I really like the idea of using the backed-up filter with gas valve as a way to limit non-hydrogen intake, thanks for the idea! Hadn't considered this yet. Gives me a few new design ideas.
  13. You're right, it's very important to carefully differentiate between difficulty, depth, and complexity, as they all achieve very different things. Most of the conversation so far has been discussing difficulty as a means to cover all three, which may not achieve the right goals in the end. In general, the best approach is ensuring the game has a lot of depth. This promotes choice and options, and allows the end user to decide, for themselves, how much of a "deep dive" (and hence, what point of difficulty/complexity) they're willing to approach, as well as providing numerous avenues to explore once the player is comfortable enough to move beyond their current understanding of the game. For those of you who don't watch Extra Credits, here's a pretty good video discussing the depth vs. complexity side of this:
  14. Yes - but that shouldn't necessarily be the case. I think being able to harness those pockets for (admittedly somewhat short-term gain) would be great. Would help promote expansion, giving you an energy source as long as you keep expanding to more hydrogen pockets, as well as improving the overall applications of the hydrogen generator outside of extreme electrolyzer use. Maybe low priority in comparison to other things in the game, but I don't think there's anything wrong with increasing the number of uses for external, limited sources of energy, instead of simply focusing on large/renewable/internal sources. Would allow for alternate methods of progression.
  15. Agreed on the hydrogen - I think, ideally, the hydrogen generator should consume less hydrogen per second (and likely provide slightly less power). It's easy to build multiple generators if extra generation is desired, but attempting to build a power system off of an enclosure of hydrogen isn't feasible at the moment, since a single hydrogen generator consumes it too quickly to make it a good option, making you have to constantly relocate your pumps. As for new energy producing types, they just briefly mentioned natural gas vents (similar to geysers, but for natural gas) on the stream, so I'm sure we'll get some new energy production through those eventually.