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8 hours ago, becca.is.tired said:

Hey guys, the DLC is fire!

Sadly, at least for me, my Game is barely playable thanks to the fact every second or third missile i fire at the asteriod causing a crash:
Exception in: (ClusterMapLongRangeMissile).ClusterMapLongRangeMissile.root.explode. 
System.NullReferenceException: Object reference not set to an instance of an object
  at KMonoBehaviour.Subscribe (System.Int32 hash, System.Action`1[T] handler) [0x00001] in /home/build/workspace/game/Assets/Plugins/Klei/util/KMonoBehaviour.cs:416 
[...]

Ive attached the whole log as a file. 
This seems to either happen when i fire a missile or when one hits (the error imples hitting), but its happening repeatedly - ive got my meteor down to 650 hp so far and ive had around 20 crashes. 

Also, somehow - food in early is too easy i think? I set up 20 corn and 5 of the pollunators and suddenly both fridges were filled with six-number figues of corn-calories. Cycle 140, no renewable water source or cooling system, i should not be swimming in food to the point where i uproot 20% of my corn so my farmer stops wasting his time xD

Exception in (ClusterMapLongRangeMi.txt 3.3 kB · 0 downloads

I had constant crashes when I was firing the blastshots as they were made. I built up 80 of them and launched em all at the same time and did not crash once, even though I wasn't looking at the Starmap.

Also, yeah, I only have like 6 Sweatcorn plants and my calorie count is through the ROOF. I think the smoker might be bugged.

image.png.2c723868515f8a5c0a2be98223f311a7.png

 

  • Like 1
11 hours ago, matteoj8 said:

I got around the intracosmic blastshot crashing by chilling on the starmap while they launched.

Here is what worked for me: Fire 5, wait for impact in the space-map, fire the next 5. Fire more (dupe reloading fast): crash. Not on the space-map when they impact: crash. Oh, and It did not get the success credited and no regular meteor showers ever started after (no idea whether that is as intended). 

Love the DLC, already wishlisted! I have a question regarding Demolior setting if you are playing another asteroid but mixing in Prehistoric pack via scramble DLC. The game allows you to choose setting for demolior impact but nothing seems to happen only regular meteor showes. Is that intended and the setting itself is useless on other planetoid types, or possibility of Demolior to hit other asteroids is coming later? Maybe option should be greyed out if setting is useless.

Also please make it so that Lumbs spawn in corresponding biome if you scramble DLC? They are important part of ecosystem

 

image.png

5 hours ago, btom said:

Klei, for real.

I would buy your game again if you do a remaster that uses all CPU cores.

Generally a game like ONI is more limited by memory access than computation, it has to "touch" a whole lot of different memory every frame, rather than do a lot of number crunching, basically it does simple calculations over a lot of memory, rather than complicated calculations over a little memory. Thus it would impossible for it to effectively utilize all the cores on a modern CPU as the cores use a shared memory architecture, a single core can potentially max out the memory bandwidth.

What would really improve performance is highly optimized memory access, and it'd still show as using like "1.5 cores".

Edited by blakemw
  • Like 1

Am I missing something or is wood/ethanol in a very weird place in the prehistoric map (no other DLC)? On the one hand, there are Nosh Beans available which you can't grow because you have no ethanol and no pips to wild plant them, and a bunch of prehistoric recipes that can use wood. On the other hand, it seems the only way to get wood or ethanol, is to brute force the evolution of a Pokeshell to an Oakshell by using the critter morph story trait thing.

I know some classic maps don't have access to wood (besides the brute force an Oakshell route), while having recipes that require wood, but it seems extremer with the Prehistoric biomes and recipes.

Maybe there should be an emulsifier recipe that makes Ethanol out of Megafrond grain or something?

Edited by blakemw
  • Like 2
7 hours ago, imazined said:

One possibility for multi core support could be to run in SO the simulation for different asteroids on it's own dedicated thread. But that would still be a major change. 

Even with extra cores, you'd still have the memory bandwidth bottleneck.

1 hour ago, blakemw said:

Am I missing something or is wood/ethanol in a very weird place in the prehistoric map (no other DLC)? On the one hand, there are Nosh Beans available which you can't grow because you have no ethanol and no pips to wild plant them, and a bunch of prehistoric recipes that can use wood. On the other hand, it seems the only way to get wood or ethanol, is to brute force the evolution of a Pokeshell to an Oakshell by using the critter morph story trait thing.

I know some classic maps don't have access to wood (besides the brute force an Oakshell route), while having recipes that require wood, but it seems extremer with the Prehistoric biomes and recipes.

Maybe there should be an emulsifier recipe that makes Ethanol out of Megafrond grain or something?

If your 2nd planet has Lush Core Pod Pip or their eggs may happen eventually. I agree its kinda weird that they give us new uses for wood but yet no access to wood. Only other way now is FPP Ice Cave Biome scrambled in for floxes for Relica. However, I believe Wood being an ingredient in the smoker does make sense for other Planet Start seeds that doesnt have peat therefore can be an alternative like it is suppose to be to make the smoker accessible.

 

With Ethanol Distiller existence I doubt that might happen but who knows their is a possibility. 

Edited by Carib94
22 hours ago, blakemw said:

Generally a game like ONI is more limited by memory access than computation, it has to "touch" a whole lot of different memory every frame, rather than do a lot of number crunching, basically it does simple calculations over a lot of memory, rather than complicated calculations over a little memory. Thus it would impossible for it to effectively utilize all the cores on a modern CPU as the cores use a shared memory architecture, a single core can potentially max out the memory bandwidth.

What would really improve performance is highly optimized memory access, and it'd still show as using like "1.5 cores".

Maybe switching from floats to ints would help. I do not know why they are using float types so much. They are so slow and int's can do the same and faster, just divide them by 1000 for displaying small amounts.

Also will there be new super hard asteroid? I guess players who buys DLC already finished base game.

Edited by PanMarcepan
  • Haha 1

Can anyone tell me how many geysers the new starting planet has potential to generate (or the method to find out myself)? Want to know if I should wait for the DLC to make a new colony with most geysers possible, or if Squelchy asteroid still has the crown.

Hey I'm a long time user of Klei products. This DLC is really cool!

I just had one request. Could you add a feature to disable the Sweat Corn's animation? I have Trypophobia, and the Sweat Corn's animation of varying parts of the corn moving, really triggers me.

I doubt this request would go through, but it would be really cool if such an option was added.

  • Wavey 1

English - The bottle emptyer "does not see" the contaminated water from the peat burner.

Русский - Опустошитель бутылок "не видит" загрязненную воду от сжигателя торфа.

20250601094006_1.jpg

On 5/30/2025 at 9:59 PM, dogz4321 said:

I just had one request. Could you add a feature to disable the Sweat Corn's animation? I have Trypophobia, and the Sweat Corn's animation of varying parts of the corn moving, really triggers me.

I doubt this request would go through, but it would be really cool if such an option was added.

Seems perfect for a mod IMO. I heard a case of with Trypophobia being triggered by airflow tiles using a texture mod to alleviate that. I don't have enough knowledge of ONI modding to easily help you with that myself at this time but perhaps one of our resident modders will hear your plea and kindly provide you with what you need.

On 6/1/2025 at 11:01 AM, gigamoi said:

Seems perfect for a mod IMO. I heard a case of with Trypophobia being triggered by airflow tiles using a texture mod to alleviate that. I don't have enough knowledge of ONI modding to easily help you with that myself at this time but perhaps one of our resident modders will hear your plea and kindly provide you with what you need.

thats a really easy to make mod btw; it doesnt even involve writing code.
just a simple anim replacer mod where the harvest ready animation of the plant is cut off to not do its thing

  • Like 1
56 minutes ago, SGT_Imalas said:

@dogz4321

TrypophobiaSweatCornMod.zip 202.31 kB · 0 downloads

this should disable the wiggling in the "harvest ready" animation of the sweat corns.

here's how to install it

What if I want the sweatcorns to wiggle more? 

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