Mjello Posted October 10, 2017 Share Posted October 10, 2017 I gotta say, this has been the most enjoyable update to play so far. A few days after release it was very well polished, and I was really nitpicking to find bugs. Very well done Klei I play with immunity on its lowest setting so -15% debuff. Only a little germs and they get ill immediately. I love it. It requires thought and the new balm lillies to keep your colony thriving (normal mode is for me like playing without germs (So anti germy people should be happy too)) Stress seems well balanced on normal mode and there is a lot of interesting responses. Seems very well polished now. Digging for oil. Hitting an over pressurised deposit is really fun and adds a good angle to the game. More of that please. The deeper the harder. Animal traps. Now hatches are easily coaxed into a position for coal farming. And slicksters are good co2 scrubber replacements. Exosuit that limits access to an area without them and a bean counter effect is absolutely awesome. (Little problem: Seems to conflict with existing suits) The aquatuner works very well to cool your base and geysirs. I still use the thermal regulator for a freezer because of the aquatuners huge powerload. Love the comfy beds - More of that please Room buffs - Slam dunk here, very nice. No more max temp limit on room heater - I do understand why it is still on the tepidizer. Soo much heat so little power used. Wish list Traps for flying animals Warm and cold suits could have something similar as exosuit lockers so we can use them for cold areas and warm areas, and they no longer need to be assigned (Make the dupes more sensitive to heat stroke and cold without them) Big dangerous creatures in the deep that require weapons to counter (Like a nest that spawns them) Factory for weapons - automated weapon turrets to guard tunnels against dangerous creatures Radiation biome with nuclear power as a reward Something to use diamonds for (I would love diamond glass ;-)) Leisure area for dupes when they go idle Leisure area thread A chemical factory to make refrigerant gasses weapon components or bug killer sprays (toxic waste as by product - could reprocessed for a small amount of resource usable in weapons) Iron works and aluminium works (Furnace to process ore into higher grade materials for building better stuff like pipes (Plastic is a step up )) Lithium batteries with brine deposits as source (Brine geysir) Salt for food as biproduct. A debuff (- 5% immunity and 10% stress) for grimy and make it a percentage like stamina that goes up depending on what the dupe does (In polluted oxygen, fabricating, digging, idling) When hit 100% grimy and debuff until shower. Make food quality matter please Animal breeding for meat (maybe silk worm) Byproduct silk thread Carnivourous plant Fruiting tree with a nasty bite Research room. We could have an artifact analyzer and an ore sample processor. Provided that we get artifacts to analyze for research offcourse . And the usual research station, supercomputer and something new we don't know about. Link to thread with idea That is all. Keep up the very good work you are doing in making such an enjoyable game. Link to comment Share on other sites More sharing options...
Kasuha Posted October 11, 2017 Share Posted October 11, 2017 I wish they fixed the drip cooling bug. I dropped some polluted water on an overheated oil deposit trying to cool it down and it instatly changed to 50 C. There's no fun and no challenge in that. Link to comment Share on other sites More sharing options...
iCaughtFireOnce Posted October 11, 2017 Share Posted October 11, 2017 I'm glad I'm not the only one waiting on nuclear power. I love the carnivorous plant idea too, that sounds awesome, but hard to manage. Link to comment Share on other sites More sharing options...
Mjello Posted October 11, 2017 Author Share Posted October 11, 2017 55 minutes ago, Kasuha said: I wish they fixed the drip cooling bug. I dropped some polluted water on an overheated oil deposit trying to cool it down and it instatly changed to 50 C. There's no fun and no challenge in that. Can you replicate this? Because I tried to make this bug happen. But I can't... I have several times now dripped some polluted water on hot oil and it works just as expected. Link to comment Share on other sites More sharing options...
Kasuha Posted October 11, 2017 Share Posted October 11, 2017 3 hours ago, Mjello said: Can you replicate this? Because I tried to make this bug happen. But I can't... I have several times now dripped some polluted water on hot oil and it works just as expected. Try the attached save, order the duplicant to open the door and watch what happens with temperature of the oil. drip test.sav Link to comment Share on other sites More sharing options...
Mjello Posted October 11, 2017 Author Share Posted October 11, 2017 7 hours ago, Kasuha said: Try the attached save, order the duplicant to open the door and watch what happens with temperature of the oil. drip test.sav At first sight I see nothing wrong. Water heats up slowly and boils of until the temperature is below 100 degrees in the oil. I think all the water should evaporate. I see no instant cooling on my screen. Maybe there is some numbers wrong, but the basic physics seems to be right. Maybe there is a state change calculation from water to steam like in real physics too that accounts for where the rest of the heat goes... Do you see the same? water 26 oil 226 5600 * 1.69 = 9464 capacity 1000 * 4.2 = 4200 heat capacity Attached screen video. 2017.10.11-18.39.mp4 If take 1000 oil and 1000 water it equals at 51 degrees. That seems right. Maybe there is some magic cooling going on in the oil column. Just tried again and this time only some 100 kg. turned to steam. Definately bugged out there. I submitted a bug report. Link to comment Share on other sites More sharing options...
LeadfootSlim Posted October 16, 2017 Share Posted October 16, 2017 After enjoying the challenge of digging down for oil, I'd be very interested to see what a biome you have to dig upward for might look like... Maybe a saltwater biome? Salt would have a lot of uses, and the risk of flooding your base by breaching a lake from underneath is too delicious to resist... Other than that, I definitely agree on sweater/vest lockers. Designating clothing-wearing dupes as "thermonauts" is neat, but still feels very micromanagey. Link to comment Share on other sites More sharing options...
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