BlueLance Posted March 15, 2018 Share Posted March 15, 2018 6 hours ago, kuroko0820 said: they cook it. lol nice BBQ BBQ at a funeral, as long as it isnt a cremation Link to comment Share on other sites More sharing options...
Oozinator Posted March 15, 2018 Share Posted March 15, 2018 (edited) 1 hour ago, trukogre said: You could adapt your colony to what geysers you had active at any one time in other ways. .. there will be no challenge left in the game. Yes but: When they balance out starter biome / ressources / geysers, you could adapt, but then we see more similar solutions. When they don't, you can get really unlucky, with 3 x Chlorine geyser. Edited March 15, 2018 by Oozinator Link to comment Share on other sites More sharing options...
trukogre Posted March 15, 2018 Share Posted March 15, 2018 (edited) 1 hour ago, Oozinator said: Yes but: When they balance out starter biome / ressources / geysers, you could adapt, but then we see more similar solutions. When they don't, you can get really unlucky, with 3 x Chlorine geyser. That's not what I was talking about at all, I was talking about length of dormancy. Since you brought up the chlorine geysers: 3x Chlorine geysers is pretty horrible currently, perhaps the best way to solve that is to give more uses for Chlorine though? Personally I'd rather have zero Chlorine geysers if I could get any other geyser instead, as the game is now, unless I"m playing miserable/fatal. Edited March 15, 2018 by trukogre Link to comment Share on other sites More sharing options...
BlueLance Posted March 15, 2018 Share Posted March 15, 2018 I would also love to see chlorine removed or limited, or given more uses. A long dormancy means a player has to adapt to it, less water for 40 cycles? no Gas? etc, make due with what you currently have or dont take on something you cant handle without them etc, I was never at a loss because I didn't rely on geysers for the most part. 1 Link to comment Share on other sites More sharing options...
Oozinator Posted March 15, 2018 Share Posted March 15, 2018 3 minutes ago, trukogre said: That's not what I was talking about at all, I was talking about length of dormancy. What about, when it would be possible with a tenured scientist to "reroll" geyser type and or dormancy seperate? Spend some materials and time to reroll. Link to comment Share on other sites More sharing options...
Lutzkhie Posted March 15, 2018 Share Posted March 15, 2018 or since tenured scientist were "analyzing" this fumaroles maybe they found a way to force activate a fumarole by using some "device" also once finished analyzing you see some devices attached to it, maybe we can connect automation wire to it which will act as input and will activate buildings and etc when the fumarole is out of it dormancy period *ideas for ranching update mkII 1 Link to comment Share on other sites More sharing options...
BlueLance Posted March 15, 2018 Share Posted March 15, 2018 39 minutes ago, Lutzkhie said: or since tenured scientist were "analyzing" this fumaroles maybe they found a way to force activate a fumarole by using some "device" also once finished analyzing you see some devices attached to it, maybe we can connect automation wire to it which will act as input and will activate buildings and etc when the fumarole is out of it dormancy period *ideas for ranching update mkII So similar to the oil reervoir where you pump in one resource to get another? I cant rememebr what it was but isnt that how fracking or shale mining works? I think its called shale XD 1 Link to comment Share on other sites More sharing options...
chemie Posted March 15, 2018 Share Posted March 15, 2018 11 hours ago, Saturnus said: Or return to wild state which would have been the sane way to handle it. With the plethora of bugs ONI is plagued with you can easily unbeknownst make creatures extinct because of a bug. Especially creatures there are very limited amounts of in the wild such as hatches and shine bugs. Or maybe we just need to make a spare dime mall zoo cage for one of each creature to conserve them in a wild state to regrow a population from should you have an accident occur to your domesticated egg machines. I was thinking caging few wild ones would be the way to go.... Link to comment Share on other sites More sharing options...
Lutzkhie Posted March 15, 2018 Share Posted March 15, 2018 how about when a creature is still wild they consume more but produce less, when they are tamed they consume less but produces more, isnt that more sensible for ranching, especially the puft's output slime Link to comment Share on other sites More sharing options...
Saturnus Posted March 15, 2018 Share Posted March 15, 2018 13 minutes ago, chemie said: I was thinking caging few wild ones would be the way to go.... Having them return to wild state so you'd have to groom them all over again would be more logical and less potentially devastating. Link to comment Share on other sites More sharing options...
BlueLance Posted March 15, 2018 Share Posted March 15, 2018 What happens when they stop being groomed for so long? do they become wild? Link to comment Share on other sites More sharing options...
Exa Posted March 15, 2018 Share Posted March 15, 2018 Just something about hatches, how could you possibly let them starve, they are so easy to feed!, and for other critters, no real point to farm them at the moment, except maybe slicksters, but so easy to feed too... Link to comment Share on other sites More sharing options...
BlueLance Posted March 15, 2018 Share Posted March 15, 2018 You can passively still feed Pufts for Slime which is better than not at all. Slicksters still have a use to some degree Link to comment Share on other sites More sharing options...
Neotuck Posted March 15, 2018 Share Posted March 15, 2018 (edited) 1 hour ago, BlueLance said: What happens when they stop being groomed for so long? do they become wild? I think they simply stop producing eggs, my puft ranch has glitched preventing grooming and the happiness has dropped to 0%, but they are still tame Edited March 15, 2018 by Neotuck 1 Link to comment Share on other sites More sharing options...
BlueLance Posted March 15, 2018 Share Posted March 15, 2018 Ahh ok so they can still die then instead of going back to being wild Link to comment Share on other sites More sharing options...
Neotuck Posted March 15, 2018 Share Posted March 15, 2018 2 minutes ago, BlueLance said: Ahh ok so they can still die then instead of going back to being wild they don't die from 0% happiness, I think they only die if they starve Link to comment Share on other sites More sharing options...
BlueLance Posted March 15, 2018 Share Posted March 15, 2018 Yeah that is what I meant, so no capture and release program to help save the extinct in the wild XD 1 Link to comment Share on other sites More sharing options...
SamLogan Posted March 15, 2018 Share Posted March 15, 2018 19 hours ago, Cheerio said: Creatures should now die if they run out of calories. Except if the creature is wild. Link to comment Share on other sites More sharing options...
Neotuck Posted March 15, 2018 Share Posted March 15, 2018 27 minutes ago, SamLogan said: Except if the creature is wild. ya he should have clarified that, lots of players thought wild critters would die early game 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now