BaccoShow Posted February 17, 2022 Share Posted February 17, 2022 I always loved this game. At first watching it, then learning it wasting colonies after colonies. Yet i enjoyed every plays. The game was raw but devs made it so it became a rare gem. Scrolling down materials for the best TC and SHC while trying to manage the gameworld took me hundred of ours.I started looking for specific seeds for personal challenges and reproduce crazy buildings I saw online. QOL came out but the real time savings part was mods. Something you would assume should have been in the base game wasn't, so players made it. Then updates on updates, mods not working, a perpetual rush to keep everything oiled. I started waiting for mods updates to play instead of game updates. World generation revamps made it impossible to replay maps. Ok I said, let's play a new one. Sooner or later they'll broaden updates and I'll play as I prefer. I guess it happened somehow, SO became the priority and the base game was left there. Then the merge, i can imagine the backlash cause for the first time in history they gave the possibility to rollback. But it was too late, mods i couldn't play without went incompatibles and so my desire to start again. I feel like you left the base game players alone. This game is time consuming ( at least ^^ ) and you could have improved several ideas from modders to help cut time ( not difficulties ), but you did not. Don't know why, Your game, your decision. Anyway, thanks for making it, I really enjoyed it, the concept is magnificent from a creative/tech prospect. Link to comment https://forums.kleientertainment.com/forums/topic/137599-a-bittersweet-goodbye/ Share on other sites More sharing options...
MinhPham Posted February 18, 2022 Share Posted February 18, 2022 - Most mods get updated, they just have another name. - There is a guide to play older version of steam games somewhere in this forum. - There is also a public_previous_version on beta section. Link to comment https://forums.kleientertainment.com/forums/topic/137599-a-bittersweet-goodbye/#findComment-1540672 Share on other sites More sharing options...
gabberworld Posted February 18, 2022 Share Posted February 18, 2022 31 minutes ago, MinhPham said: - There is a guide to play older version of steam games somewhere in this forum. yeah @cpy post that but dunno where, search is not best in this forum Link to comment https://forums.kleientertainment.com/forums/topic/137599-a-bittersweet-goodbye/#findComment-1540678 Share on other sites More sharing options...
pether Posted February 18, 2022 Share Posted February 18, 2022 21 hours ago, BaccoShow said: I feel like you left the base game players alone. This game is time consuming ( at least ^^ ) and you could have improved several ideas from modders to help cut time ( not difficulties ), but you did not. Don't know why, Your game, your decision. Anyway, thanks for making it, I really enjoyed it, the concept is magnificent from a creative/tech prospect. SO implemented many QoL mods and more updates are announced for the upcomming Art Content Pack (around April-May-June probably), so it's not like the devs are blind to QoL mods and features. Sure, some of them may impact the game too much to be officialy included, but overall we are going in good direction. Also, many mods got updated by their authors after the mergedown and if not - other people released copies of the original mods with nessesary updates. If your game is missing some mods, please ensure that you have most recent version (Steam is doing really bad job to update mod files, so don't assume it is updated correctly) or search Steam for similar mods (they happen to have names like "<ORIGINAL NAME> fixed" or <ORIGINAL NAME> updated") Link to comment https://forums.kleientertainment.com/forums/topic/137599-a-bittersweet-goodbye/#findComment-1540680 Share on other sites More sharing options...
ZombieDupe Posted February 18, 2022 Share Posted February 18, 2022 I would say at least half of the mods for this game specifically have ideas and mechanics that are almost . Things like: * Pliers (various versions of) * Blueprints * Sealed airlock door (I am sick of the necessity of tedious liquid locks for keeping gases separated!) * Steel ladder (any refined metal material would be preferable for a better ladder late game other than just plastic) * Diagonal ladders and scaffolding (with a foreground layer) * In-game adjustment of certain buildings (especially for wattage coming through transformers and cooling loop buildings cooling potential) * Buildable POI (despite their cheap way of constructing something like AETN) * Jetpack mods (faster jetpacks and less waste from jetpacks) * Diseases restored (including frostbite damage) * Material colored buildings (mentioned this in color blindness feedback, the existing mods that do this don't have proper textured color variations however, just change in hue and saturation of the texture which doesn't always look as good) * Multiple mod manage features (if you have way too many mods, even with them it's a pain to sort through for different save files) And probably many more, are all mods that should exist in the game as features. I don't understand why Klei doesn't take these ideas and implement them to be maintained with the core of the game. There are a few mods that I wouldn't really say do justice for the complexity of the game and improve upon it and can stay mods, but a large portion of them should be part of the game. I hope they really put focus on this with their focus on improving the performance and foundations of the game, if that's what they are really up to. 7 hours ago, pether said: Also, many mods got updated by their authors after the mergedown and if not - other people released copies of the original mods with nessesary updates. Some modders explicitly do not allow for copied versions of their mods on the workshop, even if you just fix a bug. You need to ask for permission in the first place regardless. I don't know Klei's policy on if it's all your own code just replicating what another mod did entirely, however. Link to comment https://forums.kleientertainment.com/forums/topic/137599-a-bittersweet-goodbye/#findComment-1540750 Share on other sites More sharing options...
Odeen Posted February 19, 2022 Share Posted February 19, 2022 I was having an issue with mods not updating. Mod Updater in the Workshop forced all the mods to update, and everything runs fine now. Also, now that SO has been fully released, I doubt there will be many changes that require a fresh start rather than simply being implemented in old saves. Link to comment https://forums.kleientertainment.com/forums/topic/137599-a-bittersweet-goodbye/#findComment-1540805 Share on other sites More sharing options...
BaccoShow Posted February 20, 2022 Author Share Posted February 20, 2022 Thank you all for the replies. I know about the previous build option on steam. Several mods that are being updated aren't compatible with older versions of the game. TNI doesn't work anymore with old versions of the game ( again thanks for updating it, i thought it was going to die and it would have been a regret, I found it useful ). What I'm trying to communicate is the feeling of a game with still great potential for a managment game but still undeveloped and left behind other projects. There are mods that solve game issues with different game orders, others, as said above, allow players to play an even more precise game. I'll keep an eye for new updates, finger crossed. Link to comment https://forums.kleientertainment.com/forums/topic/137599-a-bittersweet-goodbye/#findComment-1541056 Share on other sites More sharing options...
avc15 Posted February 20, 2022 Share Posted February 20, 2022 On 2/18/2022 at 1:48 PM, ZombieDupe said: I am sick of the necessity of tedious liquid locks for keeping gases separated! Hmm. In fact, liquid locks are not a necessity for keeping gases separated. Have you ever thought about a build for scavenging gases from a low-point gas sink and a high-point gas hood? Have you tried a pumped airlock design? If you have a proper gas scavenger, you only need a few of them. (for temp locking and containing high pressure differences only) Also visco gel is amazing, for when you can access it. I haven't used a liquid lock or hydrogen lock since before the DLC entered early access. (careful about making absolute claims. there are always eighteen ways to approach any problem in this game) Link to comment https://forums.kleientertainment.com/forums/topic/137599-a-bittersweet-goodbye/#findComment-1541072 Share on other sites More sharing options...
cpy Posted February 21, 2022 Share Posted February 21, 2022 On 2/18/2022 at 3:20 PM, gabberworld said: yeah @cpy post that but dunno where, search is not best in this forum Not even I remember where I put that post. *looks for more FPS* Hmm more FPS not found but I found this: Link to comment https://forums.kleientertainment.com/forums/topic/137599-a-bittersweet-goodbye/#findComment-1541140 Share on other sites More sharing options...
ZombieDupe Posted March 1, 2022 Share Posted March 1, 2022 On 2/20/2022 at 11:07 PM, avc15 said: Hmm. In fact, liquid locks are not a necessity for keeping gases separated. Have you ever thought about a build for scavenging gases from a low-point gas sink and a high-point gas hood? Have you tried a pumped airlock design? If you have a proper gas scavenger, you only need a few of them. (for temp locking and containing high pressure differences only) Also visco gel is amazing, for when you can access it. I haven't used a liquid lock or hydrogen lock since before the DLC entered early access. (careful about making absolute claims. there are always eighteen ways to approach any problem in this game) It's good enough to claim so because in the vast majority of cases, you will need a liquid lock to keep yourself sane and your fps from tanking more than usual. Won't matter how pressurized an area is so long as no other spills come in contact with the liquid and displace it (solid tile lips and hooped travelling help this). Gas locks only work well so long as the pressure is right, gases like to travel a lot. Just because technically, if you keep micromanaging and being even more extra careful about gases and high/low gas pressure, it may not be entirely necessary depending on how you approach something, doesn't mean that it isn't generally a go-to for many to make sure that you can keep chambers of gasses separated. Can't imagine having an open entrance for a volcano tamer though, that will just seep heat outward through the steam pressure escaping very quickly. Link to comment https://forums.kleientertainment.com/forums/topic/137599-a-bittersweet-goodbye/#findComment-1543679 Share on other sites More sharing options...
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