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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!

UnSigNed

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Everything posted by UnSigNed

  1. Good / Beneficial: Dwarfism: Able to walk through gaps only 1 tile high +3 Construction +3 Digging Unable to climb higher than 1 tile vertically Bulky: +10 Strength Genius: -3 Athletics +5 Learning +5 Tinkering Brave: +5 Combat Health slowly regenerates over time Patient One: Stress gain reduced by 10% Stress decay increased by 10% Well-tempered: Will not suffer from Interrupted Sleep Charismatic: Decor +20 (8 tile radius) Bad / Disadvantageous Mysophobiac: Can't carry Algea or Slime -5 Medicine Narcissist: Can't be not-assigned to job: Art Can't do job: Sweep Can't do job: Harvest Insomniac: Interrupted Sleep lasts for 2 cycles -3 Learning Hypocondriac: Stress gain from excessive body temperature loss/gain increased by 20% -3 Medicine Forgetful: While running, may become idle for a time before continuing -5 Tinkering Klutz: May trip while running, incapacitating for a short time and losing a small amount of health
  2. Farming - Power - Decor - Liquid - Sanitation - Gas - Percolation - Filtration is my standard build
  3. Agreed, sand used for filtration in any filtration medium should become something like Contaminated Sand, and a building should be added to the game to clean Contaminated Sand back to Sand, maybe through a Furnace or some sort of reverse filtration building, using clean water to wash out the contamination, creating Polluted Water
  4. As title says Started a new colony, got a huge supply of water and a good supply of bristle blossoms to start off, and now at cycle 163 after hard switching away from Mealwood at maybe cycle 40, I noticed I had over 800000 Bristle Blossom seeds.
  5. So its bugged showing I have 793 as well as 1/8th of a seed, aight, was wondering xD
  6. Menu on the righthand side and planter boxes show the same numbers
  7. Give them a tileroof and dig out the area below them to gather up melted ice, leave the sides open for cold air. Gold Amalgam is currently the only ore with that kind of benefit to it, but as we are able to make power-buildings off of Wolframite I assume they will add a benefit to those as well, though they currently don't have one
  8. Same As a side-note by the way: I assume that Coal Generators consume the Coal by burning it, but shouldn't they in that case consume Oxygen as well, not just create CO2? I'm aware Coal Generators are super underpowered in the Thermal Upgrade, but it would make more sense as fire needs Oxygen to eh... burn
  9. If you place your Coal Generators in the ice biome they are much less likely to Overheat, but I'm unsure if there's any benefit to placing them on Granite or Wolframite over tiles, or how far into the biome they need to be placed for cooling down to be more powerful than their heating up. Also, if you make them out of Gold Amalgam their Overheat and Meltdown limits increase
  10. I didn't think of checking the forum for already existing threads like these, and did find some suggestions somewhat similar to mine. Didn't intend to copy ideas if I have, as I in the least found traitsuggestions with the same names as mine, and some very similar