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Coal , Resine , Graphite and Diamonds


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Sounds interesting use hatches and natural tiles to use coal(carbon*) > refined carbon > graphite > diamond. Considering the main goal is change the carbon , maybe a  machine could process the material in small scale. 

*when you select carbon in database, this redirect to coal.

Process some lumber to product some coal sounds good too ^^. 

About resin, sounds more easy use lumber directly. If a mechanic come to extract resin from arbor trees ( since plants don´t display health) applies a debuff for some time on the tree.( trunk health , for example ).

Maybe we could ( and a very far maybe ) use CO2 gas (natural gas sounds better) to produce liquid carbon ( its a hellish hot ) with a building similar glass forge, a gas reciver input and liquid output.

1 hour ago, pether said:

It would be soooo cooool if game simulation got pressure transitions for some elements, not only temperature. Hydrgen under pressure could change to helium, carbon to diamonds

i like that idea too , but i think in some production way to avoid some calculations and constant phase change. i read CO2 become liquid only with high pressure , in 1 atm its solidifies and sublimate , now imagine a perfect room with X gas and any gás enter ... probably brings some problems ( but the idea still cool =p )

17 minutes ago, kisukin said:

i like that idea too , but i think in some production way to avoid some calculations and constant phase change. i read CO2 become liquid only with with pressure , in 1 atm its solidifies and sublimate , now imagine a perfect room with X gas and any gás enter ... probably brings some problems ( but the idea still cool =p )

yup, maybe devs would need to bend some reality to the game mechanics not to break it. or maybe it is too hard to make it good. dunno, its just a random idea I had to share with ;)

4 minutes ago, pether said:

yup, maybe devs would need to bend some reality to the game mechanics not to break it. or maybe it is too hard to make it good. dunno, its just a random idea I had to share with ;)

I prefer a "playable" version. Im not understand about unity or game encoding, but i belive if you have a option to check the game runs with/without temperature calculations, you will notice a considerable game performance change. Another point ( and very important ) is be fun. Could be boring know all interations, predict reaction changes and stuff like that all the time.

2 minutes ago, kisukin said:

I prefer a "playable" version. Im not understand about unity or game encoding, but i belive if you have a option to check the game runs with/without temperature calculations, you will notice a considerable game performance change.

If I remember correctly, devs said that simulation takes small amount of computing. Pathfinding is much bigger issue, for example.

 

3 minutes ago, kisukin said:

Another point ( and very important ) is be fun. Could be boring know all interations, predict reaction changes and stuff like that all the time.

Of course! I'm not saying "lets add tones of new features just to make game more accurate to the real world, no matter the cost!". I say "hey, maybe this feature would be fun? maybe general idea is OK, but it needs some tweaks to be fun and balance? or hey, maybe it is too crazy?"

I like the idea how ONI allows you to use temperature for your designs, petroleum boilers etc. Maybe adding pressure to the mix would allow for more fun stuff? Ofc, I might be very wrong

3 hours ago, kisukin said:

About resin, sounds more easy use lumber directly. If a mechanic come to extract resin from arbor trees ( since plants don´t display health) applies a debuff for some time on the tree.( trunk health , for example ).

The devs added a source of resin in the newest preview update (not fully done yet). Apparently it is supposed to be used to make isoresinbut might have other uses as well.

On 2/12/2021 at 6:17 PM, pether said:

If I remember correctly, devs said that simulation takes small amount of computing. Pathfinding is much bigger issue, for example.

From the view of ( myself ) as hardware guy, that has changed a lot during the games development. There is other forum people which have the detail expertise how ONi calculates stuff ( not me ), what I can say from a hardware view is that Klei has limited a lot of the games various allowed calculation ranges which either led to cpu lockups or instant crashes during the games development.

Also there was a map size reduction at the beginning of the games development, the original base game map was much bigger than the current base game maps ( was it 4x times larger ? I cant remember ). It was indeed the early implementation versions of dupe pathfinding, water and whatnot which made the devs to reduce the base game map size earlier in the games development.

That was the time where people told other people in the forum "You need to lay pipes intelligent!". One literally had to play in certain ways to avoid system collapse. :lol:

I remember that very well because I played on a custom map size in the games beginning which was around 16x times the size of the current base game map with up to 500 dupes in survival and was building a new ONi computer to play this custom map back then.

With a gigazillions of savegame breaks I aborted long time ago playing on that map or with the same savegames. Thats why the base game rework for the dlc hit me so hard...After a long ONi break (1 year or so ) I played 3 months hardcore and then had to trash my 3000 cycles on my cold war rocket silo map with day 1 of the DLC test. Pain ! I knew it didn`t make sense to continue on that map and now I`m waiting.

New game mechanic systems sound cool, but the programmers often get a headache just considering adding major new systems to the game, as they are struggling to finish the DLC in time.

However, gamers will always demand stuff and thats good :adoration:

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