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      Rhymes with Play 145 - Oxygen Not Included (Update Preview)   06/27/2017

      Join us on our official Twitch Channel, where we will be previewing content that are currently being developed for the upcoming Oxygen Not Included update. As always, the stream will be going live on Thursday, June 29th at 3:30 PM Pacific (10:30 PM UTC), only on the Rhymes with Play Dev Cast. Note: As the game is still in development, game content shown in the update preview streams may change before going live on Steam Early Access.  Where is it?
      On our official Twitch channel here:
      10:30 PM UTC (Coordinated Universal Time)
      6:30 PM ET (East)
      5:30 PM CT (Central)
      4:30 PM MT (Mountain)
      When is it?
      Thursday, June 29th 3:30 PM Pacific (10:30 PM UTC). Here's a handy tool to figure out what time that means for you:
      http://www.worldtimebuddy.com Check out the stream announce thread for discussions!

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Found 99 results

  1. Is survival a breeze for you? Do you butcher every giant thing that gets in your way? Are the Ruins about as threatening as a hound attack? Most importantly, do you long for an actual challenge? If you've answered yes to all of these, then I introduce you to Don't Starve: Hard Mode! Gone were the days when survival was too boring! Now, you can use all the skills you picked up from playing the game hardcore! The prerequisites are simple. Either die or teleportato with 1000 days or more completed, and this harsher take on survival will be unlocked permanently! With this mode activated on a new file, you'll experience the harshest of challenges to overcome, designed to break the weak and leave only the truly strong! With such a challenge, you may expect the following. -Your world customization is limited to Default or Lights Out! -Resources are set to Less, mobs are turned to More! -A sleep and water meter will be added, with penalties to maximum sanity and health if not upkept! Drink from the pond or the sea to restore your water, but be prepared to lose some sanity! Get a canteen going as soon as possible and purify that water! -Hound and Depth Worm attacks will be set to their peak intensity from the get go! -Giants will be set to More, and will spawn right after the first warning! -The health and attack power of all aggressive mobs will be doubled! -Cold and Heat damage will reduce maximum health, which will regenerate over time! -The sanity threshold for a shadow creature attack is increased, making them attack you at medium sanity levels, as well as ignoring a portion of your armor! -Touch stones are a thing of the past! If you wish to revive yourself, build a Meat Effigy or a Life Giving Amulet to keep going! But don't depend on them too much...they become inert for 100 days after one use! -Imprisoned Birds are unable to be fed eggs, and will die if either overfed or underfed! -Speaking of overeating, remember all those times you ate food for other benefits at full hunger? Well, that's not going to end well for you here! Overeating food anywhere over maximum hunger will damage your health for half of what that food restores from hunger! Eating that Meaty Stew from 100/150 hunger? You'll restore 50 hunger, but lose 50 health from the remaining 100! -Low sanity? You'll never be alone! Shadow Hands will give you a hand in the dark and lower the durability of your light items! -Thinking fireflies or bioluminescence will be your go-to non-spoiling light source? Think again! Both of them will now starve after 2 days if not fed meat items! -Are you a jerky fiend for all that sweet sanity? I doubt you'll be into it much when it starts lowering your water meter! That's right, the hunger you gain from Jerky will remove the same amount from your water meter! -Do you partake in the consumption of stale and spoiled foods sometimes? Well, now you can enjoy it more with HALVED stat gains! -Have you been using fires to block larger foes from reaching you? Well, no more! Every last one of them can destroy fires, or in the case of the Dragonfly, fly right over them! Go show them who's the better fighter! -Do you hunt hard for your health restoration foods? Well, now you can enjoy doing it more! Frogs, Butterflies, and Birchnut Trees now have a halved chance of dropping their delicious items! -Are you the type to nom on Monster Meat in times of crisis? Well, now there's a bonus to eating it! Upon eating any version of it, you'll now begin to gradually lose health over the next day! Don't you feel accomplished? -Are you a hoarder in secret? Do you fill your pack to the brim and use nothing else? Well, now you can enjoy hoarding longer! For each slot filled, your speed will be reduced by 2.5%! -Do you stuff your crock pot with poison food to magically cook edible food? Well, we've got a better food! Just one monster food will be enough to make that delicious lasagna! -Do you think that suit of seashells or that helmet with horns will protect you from poison? Do you long for a little more challenge? Well, here you go! Both of them now only offer 50% poison protection! That means a half chance that you'll be poisoned when bitten by those spiders and snakes! Is this challenge just right for you? Do you have any ideas to make this harsh challenge even harder? Were you simply looking for something to read? Post down below!
  2. I wish the don't starve together had an offline mode same as the single, because as don't starve this finished I at least that much game offline to migrate to a continuation being forced to create server, and deal with ping etc.. I think it's really bad I would an offline mode in the don't starve together because not everyone likes to play Onlaine.
  3. It'd be nice if this code in grue.lua component gets changed from this current code code to this Adding a check for if the entity being attacked has Sanity to remove Sanity, then if they don't have Sanity the game doesn't crash. I'm sure this would be extremely easy to add & it'd be good for any modders adding AI players (like me) which don't really need Sanity .
  4. Hide priority numbers on picture frames and statues when they are finished. Helps with number clutter on priority screen and optimization. Add a gas sensor. Activates when selected gas is around it. Helps with further atomization. More variations of storage compactor. Just like with battery upgrade, more expensive and efficient. Which one you think will fit the game best. 2x2, 3x2 or 4x4. Again, it helps with optimization, less things you need to build for same storage - the better. Add another or rework the F1 oxygen overlay screen. Back in the day, PO2 was in different colour. Make each colour for each gas; it is hard to hunt for CO2 in hydrogen if it is all red. Make Jobs/Consumables/Vitals expandable with edge drag. It is nice to see more information if your screen can handle it. Make Rejuvenator and Medical Cot operate same way you did with massage table, on percentage automatically. Playing with 60 dupe’s base and selecting right one from list is frustrating. Alternatively, if you really do not want make it the same, change the dupe selection screen, which should sort by health percentage. Most damaged ones are always on top of the list. (Also there is a bug, dupes sometimes do not get out of it even if they are 100% health). Make manual generator wattage scale with athletics skill of a dupe, it does not have to be much if it is really a balancing issue. Let us make a door out of Abyssalite or add another metal with less thermal conductivity. In addition, when door is in closed state no gas is in it. When it opens gas fills those two tiles, but then it closes again the gas vanishes, it does not gets pushed to the sides. Pressure loss if you use doors anywhere. Make Sweep on any bottled gas/liquid Empty it by a Dupe. Unless you plan Adding Gas/Liquid tanks that will fill them up instead with those bottles when you sweep them. Add a number input from keyboard for precision on Valves/Sensors. (And a copy feature, eloy2030 suggestion) Add comas for thousands to all resource numbers like Edible have. Make a toggle in options if people dislike it. Let us click and drag to extend resource selection box, let the game remember the settings at least for a session. Right now the scroll bar makes it more frustrating. I understand why it is like this, many more resources will come and its a must. Also numbers above 100k are still buged? I saw a fix in patch notes somewhere. This is all I have for now. Now I want to say big thank you to Klei and amazing people who work there for making such a gem. I never was so excited to wait and read for patch notes of a game to see and test out the changes. 18.06.2017 Edit: few more additions.
  5. Just a little thing that irks me. it would be easier to read your system status at a glance if the icon used for machines that are currently switched off by a regulator switch between them and the power source was the "disabled" one, rather than the "empty battery" one. Sure, it makes logical sense to use the no power icon, because there is no power, but in practice... because the player has chosen to unpower it with a switch, on a gameplay level it makes more sense to me for the icon to be the same as the other things that are disabled by choice.
  6. Hello, I would like to make a suggestion on the storage compactors. Could it be possible to have a value beside each item entry that states the max allowed that container can hold of that resource? This would allow for such things as having filtration mats near by at various locations. Also, could you add an option to the item in the container as to trash. So that any such item going in that container marked as trash would just be deleted from the game instead of taking up storage space. I find that I am making special containers that hold nothing but the stuff I have 3+ compactors full off set to sweep only, and then when I tell it to hold nothing all the stuff falls out on the ground, and having a dup remove the floor tile allows all that 20k of sandstone or dirt or what ever you have way to much of falls into a pit you have setup the dups cannot reach. Heh. Also, works nice when you can have a critter in the pit that will eat up all the mat over time. I would also be handy to have various container colors you could pick from so you can know visually what each one is meant to store.
  7. Hi there, Now I have a "working" colony so I play around with pipes and comfort. But in some complicated shape (like the picture included) it could be difficult to understand which pipe done what. Could we have a way to see with a label or a color or whatever the purpose of a or more pipe ? Thanks you and happy diggin'
  8. Hello everyone i made myself into the game and i want to see my personlitys in game example i love decoration or building base and in games always pick fighter for team and i wanna mix them Wakan the hunter can build basic tower and play on areas like you build a tower and chase koalefant when koalefant run near the tower ( or towers) tower will start the fire but this can be change like build on trap he hunt but he cant hunt bosses because him traps or towers uneffected for big guys maybe we can add extra choice for alchemy machine can build medium tower also he will faster when escape from big mobs or we can change the tittle Wakan the engineer or somethin like that and add the simple pic for him thanks for reading.
  9. I noticed that YouTube recently added a 'Pin Comment' feature, meaning that when a comment is pinned, it gets pinned to the top of the comments section and shows up prominently when a user scrolls past the video. I think it'd be useful to have a function like that on the forums around here. One example that comes to mind is something like this: If the comment in question was pinned, it could show up under the main comment without users having to look through 96 pages to find it (Though to be fair, it is located on page 8 of the thread).
  10. I love the game so far, but there are a few things I have noticed that I think would make the game much better. 1. Automatic sweep / mop / harvest. Just a button to click that will cause the duplicants to automatically sweep / mop / harvest anything they can access without me having to drag to select. It's very annoying to me to have to constantly tell my duplicants to sweep things on the ground. When I'm doing a huge dig in a buch of places, I have to constantly watch to make sure I tell them to sweep. Just an auto-sweep option that as soon as something is sweepable (or moppable or harvestable etc), they will do it, by priority is fine. 2. More (higher quality) food!! I'm only about 20 hours into the game, and I'm not exactly taking it slowly, but I can't even begin to make enough food what with the very limited optins available. 3. A giant storage container. Instead of having to put 30 storage containers, it would be nice if there was a large one that had a huge capacity.
  11. I would like to have a Peltier Element available: 1x2 (airlock sized), rotateable, useable as tile, walkable, powered, neither gas nor fluid permeable, fun part would be if it could be switched from consumer (actively creating a temperature differential) to producer (generating power from dissipating an existing temperature differential). Maximum thermal spread archiveable should be 50°C (or so) in consumer mode, efficiency around 10-15%. Producer (generator) mode efficiency around 5-8%, so basically not that much but a nice gimmick that could be used with steam geysers and to bleed heat from the base into a cold biome for a little gain. Also I would like a Gas Fan (also airlock sized and rotateable) that moves gas from one side to the other, 120W, 250g/s, maximum pressure differential 500g (higher on output side than on input side), gas permeable, fluid permeable, damaged by flooding. These two could be combined nicely to build interesting stuff.
  12. I think that pneumatic doors should block decor transfer from room to room.
  13. Day/Night Sensor Switches or DNSS for short... What are they and why should they be added? A DNSS is a useful tool much like the power switch, atmo switch, thermo switch and hydro switch but instead of being toggled manually, by pressure, heat or liquid. The DNSS is toggled by the time of a cycle. So why should it be added? Well... Say you have a dangerous mechanism in your shelter that you want shut off while your colony sleeps. All you would need is to hook up a DNSS and set it to disable any further power cables passing through it during the night. Now, this is not the only use for a DNSS, it can be used for many different reasons. Want to lock down all outside access to your shelter during the night? No problem! Want to trap your colony inside their rooms during the day? No problem! Want to turn off all oxygen supplies at night? No problem! The DNSS has got you covered! Feel free to throw in some sketches and ideas! I am interested to see what people think of this one!
  14. A thought just came to me. Why is the heat clear at the bottom of the asteroid and cold spots are random? Hopefully when this game is full release the asteroids are bigger and look more like asteroids. Also, hopefully the heat is in the middle of the astroid and all the cold spots near the outside like you'd think an inhabitable asteroid might be. The only problem is that you'd have to make the magma gravitate to the middle of the map unless you pump it out to store somewhere else. Otherwise the whole bottom of the map would likely be eaten by magma. Another way to do it is, all parts of the map focus gravity to the middle where the magma is. The only way that magma on one side of the asteroid makes sense is if it's a comet or something floating near the sun. Anyway, just an idea for the future.
  15. Hi, Please make cable beauty effect not being applied when the cable is hid in floor or wall... Cheers, SF
  16. Well, on the wiki-forum thingy*, some anonymous contributier said we needed more female characters(The male to female ratio is 10:5). Various people responded, mostly telling them to suggest one. So, because I thought that wasn't a bad idea, I will put a few ideas here, feel free to add more. And yours don't have to be female- I'm simply writing female characters to put more out there. So, Willa "The Animal Whisperer" -Can tame wild creatures -Can't bring herself to kill an innocent being W. A. Banks "The Lady Poet" -Can live on words alone -Can't stand the sight of blood Willhemina "The Princess" -Treasures her crown above all -Can use gold to make things royal Indepth: Willa can befriend animals, by giving them food they like. For monsters and angry beefalo, once she feeds them, they will be neutral until she walks at least two screen lengths away. With non-aggressive animals, they will follow her for a little while. However, she can't kill anything considered an innocent creature. W. A. Banks can write poetry, how this works is: she spawns with a pen, while she is holding it, she can write on papyrus. She writes by examining something, while having both pen and paper. Each poem she writes restores 25 health, hunger, and sanity. This uses up papyrus, and she can only write on one thing once. So, if you examined a evergreen tree to write, she couldn't use an evergreen tree again, however she could use a birchnut tree. Also, she loses 5 sanity whenever something dies. Willhemina spawns with a crown, which is a headpiece that gives her high sanity gain. However, if she isn't wearing the crown, she has a massive sanity drain, unless she is wearing the Thulucite** Crown. The crown has durability, but she can craft it out of 5 gold. She can also craft a Royal Parasol(Keeps her dry) with a pretty parasol and gold, and a Royal Robe(keeps her warm) out of beefalo wool and gold. Personalities: Willa is a tomboy, about 10 years old, and kind of a oppisite Wendy. Wendy thinks nature is boring, Willa wants to spend her life outdoors. Wendy is morbid, Willa is cheery. Also, while Wendy clearly came from a rich family, Willa has a much more lower class background. Her hair is reddish brown, curly and unruly. W. A. Banks finds beauty in everything, if she examined a rock she would have something nice to say about it. W. A. Banks is not in fact her real name, it is a pen name, similar to how Wigfrid is the name of her character, not her real name. She has brown hair, which she wears in two neat buns. Willhemina is very prim and proper, and will often make comments such as 'How distasteful!' or 'Ugh! I don't like the color.'. She has black hair, which she wears in two neat braids coiled around her head. Thank you for reading this long post, feel free to give me comments or suggestions, and post your own ideas too! Oh, and if you can draw, I appreciate any fan arts you can make. *if you don't know what I'm talking about, it's not worth it to explain **I know, I spelled it wrong
  17. Simple suggestion: speed up the scrolling with ASWD while the user holds shift - on big bases it takes to long to go from one end to the other...
  18. There's a feature that's very important in colony management games and that's planning mode! We should be able to plan our colony prior to having to think of, where to slap freshly created tech in our cramped base, so please guys, I know you listen to community and a lot of people (if not everyone from community) will agree that it needs to be included ASAP. Personally I'd suggest as simple planning tool as Prison Architect has: Tile plan Object plan "Line" plan (wires/pipes) I slapped quick idea, how I'd see it in paint(dotnet)
  19. I'm suggesting some commands for Maxwell's Shadow Puppets like ''Stop'', ''Mine'', ''Cut'' and ''Dig''. For example if I plant some marble trees in my base and I have a Shadow Miner Puppet, that Puppet will go and mine all the trees by default, so in order to make him stop, I have to go away from them which it's kida annoying for some time. Since they are Maxwell's Puppets, could be cool to implement a way to command your Puppets when to stop and when to do the desired task/s.
  20. There would be 2 kinds, the first one is Basic Transportation, unlocks conveyor belt that transport items that is on the ground or transport item that duplicates dropped off at the conveyor belt, the belt can also transport the duplicates but at a slower speed than only transporting item. Also unlocks item trap doors, Item separator. Advanced Transportation, unlocks portal gates and teleports, portal gates uses a lot of electricity but is faster than teleporters, teleporters uses less but is slower. The teleports and portal can transport duplicates and items. But would suddenly consume tons of electricity when something passes through them.
  21. I've only just about started playing this game, and I absolutely love everything about it so far! Best €20 I've spent in a looong time. Although I haven't made major mileage in cycles or in population yet, I still have a few ideas I'd love to see implemented. We've got factors like oxygen, temperature, pressure, pollution and so on – what I'm suggesting is radioactivity to become a new elemental factor. ☢️ Radioactivity and Nuclear Power ☢️ ❌ Radioactivity Certain minerals and metals have a natural radioactive decay. They dissipate in mass slower than Oxylite based on their half-life – and while doing so they emit gamma rays and pollute the air and water around them with fallout. Gamma rays directly irradiate things in their vicinity – while radioactive particles (fallout) is the byproduct of that, which exists within irradiated air and water and follows the flow of waves, currents and wind. Gamma rays can penetrate certain materials, some more easily than others. For example; gamma rays have no problem passing through sandstone, while having much more trouble passing through wolframite. The only visible signs of radiation is that radioactive or irradiated matter begins to glow in the dark over a certain threshold. The most susceptible to radiation is of course lifeforms, most notably duplicants. Via direct contact to gamma rays – or be it inhalation of irradiated air or from consuming irradiated water – duplicants may now contract radiation poisoning. The main symptoms of radiation poisoning is diminished Athletics and Strength skills, depending on how irradiated they are. After becoming sufficiently irradiated to the point that it's of lethal dosage, they may either die or transform into mutants. ❌ Mutants Mutants are duplicants whom have become horrific, wandering monstrosities following massive radiation poisoning. If the duplicant was previously destructive, they will be innately aggressive and attack constructs and duplicants alike. If the duplicant was previously a vomiter, they will be neutral to their surroundings – but will instead occasionally vomit, contaminating and irradiating the area further. Duplicants can combat mutants, but will become greatly stressed from the encounter. Additions to the Research Tree Red bars indicate "advanced research", something I assume will arrive in a later update. Green squares indicate additions, white squares indicate changes to existing items and the orange square indicate a speculated, altered item that I think will arrive in a later update. Shielding Leaded Gas Pipe – a pipe which completely negates gamma ray penetration from or towards the gas within. Leaded Liquid Pipe – a pipe which completely negates gamma ray penetration from or towards the liquid within. Leaded Tile – a tile which completely negates gamma ray penetration from all sides. Absorbing Storage Compactor - functions similarly to a Storage Compactor, except it is specifically designed to contain radioactive metals and minerals and stop their radioactive output from leaking into the environment. Medbay Decontaminator – a connected bed, IV-pole and machine that slowly cleans the user of radiation through chemotherapy. Protective Gear Space Helmet Station – assumed suitable research location for a space helmet station, which holds and recharges a "space helmet" with oxygen (through a gas input). The station and its "space helmet" can be assigned to a duplicate, which will wear it when instructed to. The space helmet supplies the wearer with the air that it was charged with, while draining its reservoir. It is – however – fragile, and can take damage during combat or under heavy pressure, which will eventually break the helmet. Hazmat Suit Station – looks like a locker. Holds a hazmat suit, which is an all-covering bright yellow leaded jumper sporting an air-tight hood with a built-in visor and a gasmask. The locker and its hazmat suit can be assigned to a duplicate, which will wear it when instructed to. The hazmat suit completely protects the wearer from gamma radiation and converts surrounding contaminated oxygen and chlorine gas into unirradiated clean oxygen for the wearer to breathe. During this conversion – which only occurs when inside such gas – the filter on the gasmask will start to slowly deplete, and will eventually have to be replaced with a "full" gasmask filter or cause the gasmask to stop functioning. The gasmask will not generate oxygen where there is none, and cannot function underwater like the "space helmet" can. Advanced Filtration Fallout Filter – functions almost like the Gas Filter, except the two outputs emit the same combination of gas as the input. The primary output (the filtered output in the Gas Filter) contains fallout, while the secondary output is clean from radiation. Percolation Water Purifier – now also purifies the water from fallout. Nucleonics Geiger Counter – functions almost like the Thermo Switch. It automates switching power grid on and off based on surrounding radiation. Thermal Reactor – the main component in nuclear fission energy generation. It looks like a large machine and can be fully submerged into preferably cold water. It requires a coolant to be safe, usually by said cold water that surrounds it or by otherwise removing excess heat from its vicinity. It has one liquid intake for nuclear sludge, one liquid output for nuclear waste and one electrical input and output. As long as the Thermal Reactor is powered, it will consume nuclear sludge and output a heavy amount of both electricity and heat alongside nuclear waste. Any liquid other than nuclear sludge that comes through the reactors intake will pass through harmlessly and out the outtake for nuclear waste. The reactor needs to be sufficiently cooled down while it generates energy from fission, or one risk causing a meltdown – which, not only melts the surrounding area, but also leaks nuclear sludge, waste and gamma radiation on a large scale. Naturally – nuclear waste, while still heavily radioactive, does not work as nuclear fuel. It is a byproduct of exploiting nuclear energy, meant to be dumped somewhere far away from your duplicants. Nuclear Converter – a smaller but equally important part of nuclear fission energy generation. It has one electrical input, one liquid input, and two liquid outputs. It looks like a large cylindrical vessel with a thick plane of glass in the front, inside of which a large "screw" rotor constantly spins to mix the inside materials and generate nuclear sludge – the liquid required as fuel for a thermal reactor. On the left side there's a vent where radioactive material (minerals, metals) is dumped into the vessel, and on the right side the nuclear sludge is excreted trough a liquid outtake. Lined across the walls inside of the cylindrical vessel are thin but heavy pipes, whose purpose is to warm up the contained materials to a melting point. On top of the vessel is the intake for such heated liquid, and on the bottom is the outtake for the same liquid. The nuclear converter needs to be both powered and supplied with exceedingly warm liquid to start converting the materials into nuclear sludge. Compact Nuclear Converter – a smaller version of the Nuclear Converter. It looks like a large household mixer, and has one electrical input and one liquid output. When powered and operated, it generates nuclear sludge using the same materials but less efficiently and with a reduced amount of resulting sludge, but it does not require a heated liquid source to function. Duplicants risk becoming slightly irradiated by use. To recap my suggestions as a whole: ☢️ Cons Radioactive materials are quite scary and very dangerous. Can easily irradiate your entire colony if you do not pay attention to fallout. A sufficient mutant infestation can turn the tides quickly. Nuclear energy is hard to produce and yields nuclear waste. ☢️ Pros Nuclear energy is the finest and final solution to gigantic colonies. Nuclear energy may be required to power very heavy power grids. Radioactive minerals and materials should be easy to detect and avoid. The hazmat suit is useful even outside radioactive areas. Hopefully these suggestions speak out as fun additions to an already incredibly fun game. These are merely suggestions – however – and it is just how I envision the implementation of radioactivity as a new natural element, and nuclear energy as a resulting factor from that. In my opinion, it is not something required to make Oxygen Not Included a better experience, but it might make it more difficult and entertaining. Thank you for reading!
  22. I've been playing this game for a while now, with a colony that's probably going to last to round 300 before I run out of filtration media. Since running out of sand now is literally a definitive game-ender, unless you somehow or rather harvest thermal energy from the environment, I've come up with a couple of suggestions which I hope the developers would consider. (I) Water purification 1. Water distillation plants Given the current need of filtration media to obtain clean water from polluted water - I think it'd be nice to provide an alternative - water distillation plants. Such plants would run on more joules of energy as compared to the current water filters and not require any filtration media; the rate of which the clean water would be produced would also be about half the rate of the current water filter. Since distillation requires water to be boiled, heat should be generated around the plant, and the plant should have an overheat temperature exceeding the boiling point of polluted water. Dirt should also be produced as a by-product. 2. Reverse osmosis plants The reverse osmosis plant would provide another alternative to purifying water. Again, this system would run power - since reverse osmosis is a process where water is moved from an area with lower water potential to an area of higher water potential, which needs energy. This system can be used to treat brine (or salt water, if that's implemented in the future). The reverse osmosis plants would run on ceramics - which could be made from hardening clay. The salt could then be removed as a by-product. The reverse osmosis system could be used to treat polluted water but it should be noted that this should be more wasteful than using it to treat brine only. (II) Humidity and rusting 1. Humidity I feel that humidity should be something that should be added as it would add a new level of difficulty to the game but at the same time not overdo the difficulty. The warmer an area is, the higher its capacity to carry water vapour (relative humidity). High humidity levels could increase stress levels in duplicants and very high relative humidity levels would cause fogging and reduced visibility. Humidity is something the player should worry about late-game rather than early game, when rusting starts becoming an issue. 2. Dehumidifier Dehumidifiers would be an option to deal with humidity. They consume little energy and reduce the humidity levels around them. 3. Rusting Buildings made of primarily iron should rust when there is oxygen and water. Specifically, high levels of humidity, oxygen and high temperatures should increase the rate of which buildings rust. Hence, corrosion can generally be slowed down by using dehumidifier. Alternatively, buildings can be made out of materials that do not corrode as easily - such as gold, copper, tungsten, wolframite and silver. It should also be possible to create alloys such as stainless steel using steel (which I believe is currently being added), chromium and manganese (extracted from wolframite). 4Fe(s) + 3O2 (g) -> 2Fe2O3(s) [in presence of water] (III) Electricity 1. Wires with higher capacity Currently, for my colony anyway, it's impossible to create a completely connected power grid without the circuits overloading. I think there should be an even better wire than the high-capacity wire available currently - that should at least make a single, central power grid system work properly without wires breaking all the time. 2. Thermal generators and steam dynamos I believe it would be auxiliary to have these generators as there's a presence of magma on the asteroid the duplicants are stuck on. It should be noted though, that the steam dynamos be more effective than the thermal generators. (IV) General 1. Easier replacement of wires, pipes, etc. Say, there should be an option to allow wires and pipes be replaced. That would make redoing power grids so much easier as instead of having wires deconstructed and then building better wires, a single replacement function would be much more convenient. This has been a long thread of suggestions that I've got - I'm not doing a TL;DR on this one as I think I've summarised the points above as much as I could without digressing. Hopefully the developers would consider some of these suggestions and maybe, just maybe, implement them into the game. Thanks for reading!
  23. So right now the chlorine doesn't serve any purpose and I was thinking that it would be a nice idea to use it to purify water. I have 2 options in mind: A machine that runs on electricity, pumps in chlorine and contaminated water and pumps out purified water. (harder to implement) A machine that runs on electricity, pumps in chlorine and contaminated water and pumps out chlorinated water that dissipates chlorine into air over time. Suggest below if you have any other ideas how to implement this.
  24. Not gonna lie, I've been getting flustered with the difficulty in rounding up hatches and keeping pufts alive. The title screen to ONI got me thinking. What if you could integrate them into your base by building machines that could provide them with their required environment? Maybe the puft enclosure would require polluted oxygen input and dissipate clean o2 in the area around it and have a slime cache that required emptying like the outhouse. The hatch enclosure would not require power but need material delivery that had settings as to what your dupes would feed it (I.e. clay and/or fertilizer)
  25. Klei Team, Anything in the works in terms of a 3rd and 4th tier of research? As you introduce more machines and deepen the gameplay I think that we should have a very lofty research goal to strike. Last night I started a new world and had only ONE person research. I had all of my research done in 16 cycles. I think the balance for research is a bit easy but given the current range of materials that we can unlock this may not be a bad thing. What I'm suggesting is that we make research much harder for more "op" machines later in development.