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Looking at the destination planets(space), in the wiki, it seems there is no object that has shinebugs. Is this accurate?

My problem is the seed/map I currently play, has only one shinebug. It is isolated in a hostile environment. As far as I can tell it survives, as long as I don't fully uncover it. While it take almost two cycles to perish, I may not have an opportunity to save it. Is there any planet(destination)-type that has shinebugs? I play without care packages. So, I have no opportunity to preserve the species. The spawning RNG still needs some mild adjusting.

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The starting biome, Sadly no shinebugs spawn in the initial gen. Normally there is the one ruins with the two desks that has bugs in it. None spawned.

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The only living shine is in the vending machine room in the keyhole cold biome, just above the oil biome, at my 6 o'clock. It freezes to death within two cycles if I reveal it.

Currently, at CY63, if I use the reveal tool, the shinebug is alive, it's age is strangely zero, but I did not un-pause it. I'm hoping that I can find them again later, or still try and mount a expedition to save this guy.

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This is a really nice seed. Placement is really good, I can't wait to develop this map. It's not as pleasing as the old Luxury Cosmos, but it is a decent stand-in.

In light of previous changes to seed gen, I am kinda homeless in ONI. I lost Luxury Cosmos a few iterations ago. So, I am trying to find a new home to play in. The current seed is a pick from the codex, as is this one. Which I am using as an example of minor issues, imho, still with seed/map generation.

I feel I want to play this one(current), it has some of the pre-req's I desire. Just no shinebugs. This new one does look interesting, but it just so happens to highlight some of my issues with seed gen as currently implemented.

It's kinda a mess, this map(not the one I am playing currently). I'm trying to find a replacement for my current map. Because of the lack of shinebugs, or if I can't save that one.

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First, is it wide for a common seed? Starting biome seems to be broader than usual. The narrow neck that projects upwards, is awkward and strange.The nap of that neck is too narrow to me it seems. It seems everything still has the ability to infringe upon the starter biome. When it should take some priority.

The temperature is pushing in from all adjacent biomes, The biome ring should take precedence, I feel, if temps on outside eventually raise the mean temp, fine. But, the ring should initially take on, or have, the characteristics of the original biome. Tidbits of alternative materials appearing in the biome should be limited, if not prohibited by default. One exception possibly being ruins. If I let it advance for a few seconds the rings temp will normalize some, but at the cost of lots of cool energy from the biome.

Ruins intersecting the biome ring has it's points, it should have minimum impacts on the starter biome. Insofar as it does not inhibit the colony, and cancel the concept of 'Ideal Terra' starts. Generally seed gen is good about major infringement. Excessive thinning of the ring can be detrimental. Maintaining the width, breadth and integrity of the ring should be paramount. The distance between ring tiles(aka nap of neck) should be increased. A minimum of ten to twenty tiles, the node pictured above will be suffering the infringement of heat from all sides with a few cycles.The plants located in that area will be scorched within cycles, and useless. Had the biome ring spawned with a more relatable temperature, it would be viable for longer. Tons of scalding hot material was thrown in on the lower left quadrant, left to heat unabated. Slime being thrown in and flora spawning on top of it. As I have said before, it's great to get a stray mushroom, or some gold, or some scarce material tossed in on the fringes, but sometimes it can just create headaches when the encroachment is too great. It would also be nice to see the noise/frequency of interruptions in the biome-ring of interspersed materials increased. E.G. threads, tiny veins of ig rock throughout. Giving us a few more opportunities to exit the starter biome w/o having to use Hard Digging. Putting a few more tiles in might be nice. Or creating a slider, as I have proposed in the past, possibly including the thickness. I'd like to see a return of the ring(circle) biome, or options to choose which one(square, rectangle, etc). And sliders for increasing the overall density of matter, across the map. The biome ring does not have to have uniform density throughout. Keeping what we have as a minimum. It(Biome Ring) also could contain rarer substances not normally found on that map type, or found in low quantities currently. Like rust, fossil, aluminum, etc...

Increase the possible density of Oxylite. It was perfect when you disallowed it to appear in flat patches under plant beds, thank you! But that also made it a bit more scarce.

You guys were very gracious to improve the quantity and quality of Algae appearing on the map. I still find that they are somewhat light in production, usefulness(density), and placement. Consider doubling the algae density in slime biomes. Allow algae to have higher density tiles, as much as 500kg tiles, please. Make the algae in slime biomes worth pursuing.

You also did wonderfully with working me, and us, about the buried hatches in the starter biome. It is great that they will continue to survive even if not excavated immediately. Or in 100 CY, like me. :) Giving them an opportunity to last in perpetuity is nice.

All in all, this seed looks okay, really nice flora, some good water, a few shinebugs, some approachable POI's. Not a terrible map.

But, it does lack some substance.... This example seed, the new one. has huge gaps in the cold biomes, and in the abyss rings that surround them. Almost all of them will collapse certainly within a given amount of time. Along the top the RNG dropped the two middle biomes, and simply gave the user massive piles of space rock?

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Player loses a huge amount of material. Doubling the density of the Abyss, at the top and bottom off the map would be helpful. Raise the density of those two important features to the max 1000kg/tile. Time-and-time again I see the Abyss border with space as thin as two tiles. Please consider widening it. The top one especially, it should be able to take a sustained beating from the asteroid rain. And the abyss blocking the magma/oil biome should also have max density, as it is integral to those border biomes.

Increase the width of abyss border with space, make the border like 6-8 tiles minimum. Do the same for the Magma/oil layer border.

Buried POI landing on the side-walls of the seed/map.

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It needs to be like a 5 tile min from touching the side walls, not the wall but from the Neutronium extending outwards from it. Allowing them to be embedded in the wall makes them difficult to use and could create other issues.

 

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Each cold biome on this map, other than a few keyhole biomes, are compromised.

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Some are compromised on multiple sides.

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Many of them still are simply filled with nothing, a vast majority of the volume in them is co2, please increase the density in these zones, allow more granite to appear, give the wheezeworts some purchase. Center the ruins more into biomes, and away from abyss rings. Increase the amount of metal.

(Edit break, my old hands cant type anymore atm.... I'll be back....

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planets are random, even if you play at same rock they build differently in beginning. so really cant help you about that, i seen allot shinebugs also not that may

Terra rock probably  have them allot

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57 minutes ago, gabberworld said:

planets are random, even if you play at same rock they build differently in beginning. so really cant help you about that, i seen allot shinebugs also not that may

Terra rock probably  have them allot

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thank you for the help. :)

I intend to continue playing the seed. Just outlining some issues.

Critters don't technically exist while in the full fog of war, hence the zero age.

If you have reset after finding them in debug, then you probably have time to quickly beeline to it and capture it.  Of course you will need the critter lure first, so if you are very careful to not activate that area, you might be able to get it.

On 11/8/2020 at 12:31 PM, Soulwind said:

Critters don't technically exist while in the full fog of war, hence the zero age.

If you have reset after finding them in debug, then you probably have time to quickly beeline to it and capture it.  Of course you will need the critter lure first, so if you are very careful to not activate that area, you might be able to get it.

I appreciate the insight. I knew to an extent, and had assumed that was the case, I have played to dodge activating a cool steam geyser in the past. I've approached on previous tries, found it to be 17CY old once. So I assume it dropped an egg. If in fact they drop an egg while in that limbo state, I can hope to scurry in at that moment. I also considered trying to get in and drop a blazing hot pile of phosphorite in the room, to eat and get the room temp up. It just needs to warm up a few degrees to survive. It's a winding path, and I need hard digging for sure. It's a difficult run to drive straight there, ignoring all other needs. I have not tried specifically to get to it faster. The quickest reasonable attempt was at CY45-ish.

But, I may try the critter lure.

I've been searching through the available seeds in the codex. I've become more familiar with the space travel aspect. And the chance it provides to get things not normally available, or to replenish finite resources in the colony. Which is great, I really appreciate the chance to pierce those walls. Having a chance to get pips on a terra map is thrilling.

Starmaps seem to have a lot of duplication, many destinations are repeated throughout the layers. It makes it very tough to get a good broad variety. A lot of weight is given to the lower tier objects(Rocky Asteroid, Carbon Asteroid, Organic Mass, Metallic Asteroid, Satellite) it seems, the alternate resources are super scarce, One of the major points of going, and getting to space is to have an opportunity at novel items. If you give me four slime planets, 3 in the same row, I'm unenthused. The amount of effort and time invested by players needs to have better than barely break even odds for any type of useful resource. I'd give all four slime planets to get one arbor/pip planet for certain. The opportunity to acquire rust, or bleachstone(when players have no CH source), more wolframite. Wheezewort seeds. Etc.

Please consider applying additional rules to the destination generation. By the time you are going to space, many hours of playtime have been put into the endeavor. Reward them with some practical destinations. Put earth in a spot as default, don't let it take the slot of something much more valuable. It's a slap in the face to get a possible something, and it ends up being a non-destination. Just make it appear, don't let it be an option.

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Just these few rules cuts the options down to six. While I realize this is not all the possible seeds, it still highlights, I feel, the lack of diversity among star destinations, and map/seed variants. And of those six, many have over-duplicated destinations included in the starmaps.

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One of the better choices. Give one, or two bands better drops, more exclusive, rare destinations. You have like 7 bands, more than enough to fill with all the other bad, and useless stuff.

One of those six, and this one is appealing, but showcases again, the issues.

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Note two ruins intersect the start biome. While I enjoy it for the most part, the presence can create immediate issues for players. Heat being one.

In the top left is a Salt Water Vent, outside it's biome ring, in space, guarded by single tile row of granite.

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In the thermal image, the biome ring has the characteristics ot the adjoining biomes, not the starter biome is here, it takes precedence. In my opinion, at most the ring should be the lightest yellow, nearly green.

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Super hot mass just shows up for no reason inside cold biome. Why does klei hate cold biomes so much? ;p

 

settling for this guy, i think. I'm looking to make as many of the in-game resources available at some point, for me in the game. And as I typically play w/o care packages.

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It is one of the few terra seeds available that has all the important destinations. two CH geysers is a bit much, but okay.

3 AETN's is not bad. 5 neural chairs is nice (2.5 super-duper dupes) Deeper lungs, and Sunny Dis.

Pufts seem to be rare. Across the many maps I have scanned Pufts rarely account for more than 5-7 individuals. And that is high. Typically much less.

This seed wants to allot about 5, I get 10 or more pacu each re-gen. ShoveVoles number in the dozens. Drekk's never have to worry always plenty of them available. This map likely has 30-40 of them.

The flora while mildly numerous, still are threatened, and broadly spaced. Still appearing on oxylite(Plants that appear on Oxylite, should stifle the off-gasing process, similar to having debris on top of it). Although, not to the extent previously.

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seeing these statistics for the first time, I am astonished that this seed only carries 730t of Algae. That seems incredibly light. Incredibly.

There is already half as much regloith on the map, as sandstone. 10x as much ig rock. 1t of oxy across the entire seed.

Diamond is another one they seem intent to be stingy with(this map seems to have at least avg, if not slightly higher). 2t of fert? 1t of HY? But 85t of bleachstone... 164t of copper ore v 800t gold ore v 120t of Wolf? Put copper ore in more places than just the start biome. Increase the density and distribution of wolf appearing in cold biomes.

Loaded, I now take 3 iron gut dupes. Which allows me to disable disinfecting throughout the colony to improve productivity. I do periodically return it, but for the most part, I realized this is the way to go with starter dupes. The mealwood 0cal food bug is too much of an issue. I don't need to be as vigilant about composting the ghost mealwoods. And to my realization, and relief it freed me to change my play style entirely. Now with Iron Guts, much easier going forward. And I did enable care packages for this run.

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All in all not terrible RNG here, decent dupes.

12(10) Berries(2 sit on Oxylite), 8(7) Mealwoods,

4 Shinebugs, 25-ish Pacu, 4 Pufts, 22 ShoveVoles, 40+ Drekk, 22 PokeShell, 6 Morbs(Sad there are more morb than puft)

Seems the Desk POI/Ruins that typically has the 3 shine bugs, was not RNG'd, or was over-written by another object. I don't see a spot where it may have happened outright. Though usually that particular ruins appears consistently. I will keep an eye out.

Voids/Chambers in the start biome filled with co2 are too frequent, filled with to much co2, reduce the frequency at which empty chamber filled with nothing but co2 happens, please. It is so pointless. Or double the likelihood of plants taking root in those chambers.

Allow critter tables to include the morphed variants. The asteroid has been around, give each critter the same % chance to be a morph of some kind at gen as dropping a morph egg. If for no other reason than letting new players know that other versions exist.

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end of cy2

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Start of cy7

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CY10

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when did they make switches, player usable? that was new. :) I do prefer the old one, maybe they can put this switch in the automation section? Return the old switches, and they are still prohibitively expensive in terms of materials. 100kg is as much as it takes for a door, or a ladder. We are talking about a switch. It should be less than a door, as it takes up less space, and would logically need less material, than a door or 6-8ft of ladder. Half as much matter as a solid tile, in a switch that is 1/10 the size and density. Make the cost 50kg, at most.

So, the past few days have seen some progress made. I've reached CY74-ish.

This is around CY17, just trying to establish the heat boundary

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By CY34, some progress.

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A good portion of the boundary is set. I've begun to construct the catch pool for the adjacent cold slush. I have pre-stored some building materials, to get a cold soak. Now trying to nail down natural food sources to sustain the colony with and to begin stockpiling. I'm very lucky with RNG giving me such a close cooling source. This build may go well.

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Well, the game is pretty-much completely changing. This build is likely a wash-out. Thanks for stopping by! :)

I will fiddle with it some more, but the newer format will change the game entirely.

What is old, is new again.

LC is my old seed, just wanted to check in on it. Not terrible. Except for the buried POI's

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Most areas are intact, and no geysers/vent/POI are exposed to space. Feel like I have a tiny Oil biome. It holds pretty consistent at one hex high, going across.

I only lost space-side hex to surface debris. Which is good for overall density. Facility up top is solidly positioned.

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