CodingKitteh Posted March 10, 2018 Share Posted March 10, 2018 I just finished my first session (cycle 60-80 or so) for the Rancher Upgrade, here is my summary: Geyser reliance is now lessened - they've become fickle and unreliable. I spent most of this game session searching for geysers. When i finally found them, I realized at that moment that I screwed myself (located very far from start) because they were DORMANT. I spent a lot of resources (10t algae, all my available water) using my old game strategy (bee-lining for geysers) to learn my lesson: GEYSERS ARE UNRELIABLE AND I LOVE IT. Larger pool of geysers adds a RNG aspect to the game. Forcing you to be on your toes. That water geyser may just never show up. You must secure a reliable source of water fast! My map only had two starting pools (possibly only 20t) Ranchers are very important, obviously. Animations are cute and introduces a fluffy yet functional mechanic. Your colony's needs are supplemented by symbiotic relationships. Know and love your animals. More animals = more different relationships and gameplay methods I like the eggs but I have a feeling they'll be tweaked like mushrooms Building a advanced base takes longer now with a sense of progress. The sense of progress I am referring to is milestones for your colony. Water is extremely important now and has become a pre-requisite (perhaps it was my map) before going into Nat Gas/Oil/Steam. I can't simply just build a ton of electrolyzers or fertilizer plants anymore. My session couldn't even sustain any (lack of water). Research takes a lot of water. I was running out of it. So go for the routes most beneficial to your colony and not just randomly research. Ice Biomes = water. You may even need that polluted ice now. Link to comment https://forums.kleientertainment.com/forums/topic/88509-new-geysers-are-great-for-diversified-and-innovative-play/ Share on other sites More sharing options...
BlueLance Posted March 10, 2018 Share Posted March 10, 2018 Eish you got a relly bad start with water, I m almost at cycle 100 and have only touched one of my three pools of water, the RNG of the Geysers though is the best part for me, but I think there is supposed to be one in each biome but don't quote me on that. Also yeah research is a massive water drain. I havnt actually gone into ranching yet but from what I have heard its really good. Link to comment https://forums.kleientertainment.com/forums/topic/88509-new-geysers-are-great-for-diversified-and-innovative-play/#findComment-1013338 Share on other sites More sharing options...
Coolthulhu Posted March 10, 2018 Share Posted March 10, 2018 I don't mind low average per-cycle output, but those 100s of cycles in between active periods are the deal breaker for me. 100 cycle colony is ancient, it's dupe equivalent of 1000 years of civilization. Link to comment https://forums.kleientertainment.com/forums/topic/88509-new-geysers-are-great-for-diversified-and-innovative-play/#findComment-1013359 Share on other sites More sharing options...
Technoincubus Posted March 10, 2018 Share Posted March 10, 2018 100 cycle dormancy means geyserns are worhless. Now I base all my colonies being dependant on puft-morb combo as it is one of the few remaining sustainable ways to run a colony. Link to comment https://forums.kleientertainment.com/forums/topic/88509-new-geysers-are-great-for-diversified-and-innovative-play/#findComment-1013366 Share on other sites More sharing options...
NanoD Posted March 10, 2018 Share Posted March 10, 2018 I think the restrictions is good. Makes players to try different routes. Link to comment https://forums.kleientertainment.com/forums/topic/88509-new-geysers-are-great-for-diversified-and-innovative-play/#findComment-1013370 Share on other sites More sharing options...
Technoincubus Posted March 10, 2018 Share Posted March 10, 2018 3 minutes ago, NanoD said: I think the restrictions is good. Makes players to try different routes. Yeah, now we have a single sustainable option of mushroom food+puft-morb power plants. A great improvement. Link to comment https://forums.kleientertainment.com/forums/topic/88509-new-geysers-are-great-for-diversified-and-innovative-play/#findComment-1013372 Share on other sites More sharing options...
Seeker89 Posted March 10, 2018 Share Posted March 10, 2018 I think it will be good. With two reasons. First it makes each play through different. Secondly with more people wanting more end game stuff, this makes that harder to get to. Link to comment https://forums.kleientertainment.com/forums/topic/88509-new-geysers-are-great-for-diversified-and-innovative-play/#findComment-1013392 Share on other sites More sharing options...
Nascarlaser1 Posted March 10, 2018 Share Posted March 10, 2018 1 hour ago, Technoincubus said: Yeah, now we have a single sustainable option of mushroom food+puft-morb power plants. A great improvement. There are more then 1 sustainability options. When you do find a geyser, pump 50% of its output to where you need it, then pump the other 50 to a storage room. By doing this, you can collect multiple kinds of energy sources, and use them 1 at a time. If you have a coal generator and water geyser, pump half the water to the oxygen machine thing, then pump the other half to storage. While it converts the water to oxygen and hydrogen, pump the hydrogen to a storage room and use the coal. Once you run out of coal/need other energy, start using the hydrogen. Once that's been used up, either go back to coal or use the extra 50% of water you've had in storage to create more oxygen and hydrogen, repeating the cycle. In the time frame between the 2 water dosages, you can use slime>algae and polluted water>oxygen and clean water>storage and use. Link to comment https://forums.kleientertainment.com/forums/topic/88509-new-geysers-are-great-for-diversified-and-innovative-play/#findComment-1013394 Share on other sites More sharing options...
watermelen671 Posted March 10, 2018 Share Posted March 10, 2018 One thing I don't like about the geysers is that (at the moment) it makes seeds completely useless. If you're sharing a particular seed so you can get the right geysers and the perfect setup, in this build it renders it all moot. Because there's now two layers of RNG: Worldgen Geysers Worldgen is set, it's linked to the seeds, every time you make a new world with that seed, it'll generate in the same way. Spoiler (unless the hash changes, which it seems to do every upgrade) In the latest preview, geysers are generated completely at random, it's completely independent from any given seed. So if you made a world that you knew had, say, steam geysers relatively close-by, well now there's a chance that not only it could be a COMPLETELY different geyser, but that geyser could just straight up not spawn! Look, I get variety makes things more interesting, but to be bluntly honest, I do not like it when my odds of survival are heavily reliant on whether or not I pray to RNJesus. Link to comment https://forums.kleientertainment.com/forums/topic/88509-new-geysers-are-great-for-diversified-and-innovative-play/#findComment-1013404 Share on other sites More sharing options...
CodingKitteh Posted March 10, 2018 Author Share Posted March 10, 2018 2 hours ago, NanoD said: I think the restrictions is good. Makes players to try different routes. It definitely changed my playstyle for sure. In the past, I always bee-lined in scouting for geysers, now I actually have to adapt and plan a bit according to the map environment. Water and natural gas was definitely depleted on my map, the geysers are dormant, so it forced me to invest directly into crude oil (in the past upgrades, I derive all my energy via natural gas). Another indirect effect of this is relying on biomes now. If you lack water, Ice and swamp biomes are your friend. 45 minutes ago, Nascarlaser1 said: There are more then 1 sustainability options. When you do find a geyser, pump 50% of its output to where you need it, then pump the other 50 to a storage room. By doing this, you can collect multiple kinds of energy sources, and use them 1 at a time. Exactly why I enjoy this upgrade. I stopped making my 20 kW natural gas factory copy-pasta that discouraged me from other forms of power generation. Obviously, my game was boring not after having so much excess power. Now I actually have to adapt to the map's lack of specific resources before I attain energy independence. 3 hours ago, Coolthulhu said: I don't mind low average per-cycle output, but those 100s of cycles in between active periods are the deal breaker for me. 100 cycle colony is ancient, it's dupe equivalent of 1000 years of civilization. I think the overall idea is to reduce dependence. I have a feeling Klei will adjust the dormancy period this or next patch because some of them makes the geysers completely useless. But the idea is there, reduce geyser dependence and force players to adapt/cycle around (gives automation heavier emphasis). Like mushrooms, I think eggs will be adjusted because +2 quality can easily sustain 5 with just 8-10 hatches. Link to comment https://forums.kleientertainment.com/forums/topic/88509-new-geysers-are-great-for-diversified-and-innovative-play/#findComment-1013406 Share on other sites More sharing options...
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