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Would you disable meteors if you had the chance to do so?


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Do you consider building bunker tiles and doors to protect our surface building projects an engaging aspect of this game?  If so, what about it do you enjoy?  If not, do you consider the renewable source of iron and filtration material a sufficient reward to a task you'd rather not do?  Or would rather just disable meteors altogether when choosing options during game creation? 

I like meteors. I think they still need to do some tweaking with the damage they do, but it is an interesting challenge to work around.  Perhaps a thin layer of superfine regolith or something down at the bottom that prevents the meteors from penetrating all the way into the other biomes -- after all, that regolith has protected the surface of the asteroid for... how long before we get there?  Then the hazard is only a problem when you're building while exposed to space.

IMHO it would be great if the game allows the players to activate or deactivate certain game content via on/off toggle before the map gets generated. In this way, its the personal choice of the players, not being felt disturbed as they work and play with their colony.

Deactivating functions and content could also result in a higher game score if players and Klei would like to have some current game score in the game. I like infinite gameplay, others like a game to end. Players should be asked if they want to continue if this game ever has some kind of ending.

TheyAreBillions screenshots, its a lot of fun to choose how hard the game should be. A possible ONI score could take all player settings, before map seed, into consideration

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Nah, I love space. Now to be fair, I play this game at least 20-30h a week so it might be different for someone who does not have as much free time as me. But without the challenges of meteors and all the rocket stuff, I would probably get bored fairly soon. Thanks to all the space content, I am planning on building a liquid Oxygen, Hydrogen system. Thinking of stupid designs using super coolant. Building a regolith collecting and sorting system for the new critter and so on. 

I love all the late game content. 

2 minutes ago, goboking said:

To be clear, I'm specifically talking about meteor showers, not the surface biome, rocketry, or any other space-related aspect of the game.

Got you. The meteors are annoying but they give you iron and I like working on the automation for the scanners and so on. You can cover the whole space with bunker tiles in like 200 cycles so I really do not see the problem. 

It was so much fun to see dupes jump and fly into all directions due to meteor impacts, on the first day they introduced Regolith in the preview build. They switched that off, most likely due to the dupes pathfinding and their to-do-schedule going crazy - Creating big pumping FPS lag spikes.

Being able to switch off lots of stuff before map generation, especially if it's not simulated anymore would be good. Being able to switch off Meteors, fully deactivate the Germ Simulation etc. would help people with their framerate, especially those playing on mediocre notebooks + preference choices to play what one`s personal desire is = Good :)

IMHO I like mega-disasters - So I would max out options like: Alien visitors and guests, some wells releasing extreme pressure, lava & ice comets coming down, exploding rockets on the launchpad due to wrong cooling, water flooding events, melting nuclear reactor because of non-appropriate cooling etc.

Just now, Mullematsch said:

You can cover the whole space with bunker tiles in like 200 cycles so I really do not see the problem. 

The problem, as I see it, is that the solution (spamming bunker tiles/doors) doesn't make for engaging game play.  You cover the surface with bunker tiles and bunker doors, then you hook up some automation and maybe some robo-miners or auto-sweepers and you're done.  Now contrast that to heat management or food production.  There are multiple ways to approach either of these problems and you can get creative in how you choose to tackle them.  Neither feel like tacked on elements and the rewards to both are tangible.  I find it personally satisfying when I engineer a solution to deal with heat or finish construction on a climate-controlled farm.  I don't get that same feeling when solving for meteors.

I am not particularly enjoying them.  Maybe in the next playthrough I will but I would definitely like the option to disable them.

The top of my world is pretty much missing half a biome all the way across thanks to meteors.  I did not realize there was such a disgusting amount of heat "in space" (where the biomes used to be).  Expecting a vacuum without actually looking I poked a hole and let tons of heat in.  I would like to explore space but instead I'm trying to gather enough steel to build a nerd pole up to where the actual vacuum of space is (ladder with bunker tile on either side).  Maybe I play too slowly for meteors, I don't know.  I think I started my ladder up to space around cycle 800.  I'd like to get to the new content and meteor + ex-biome heat is not an enjoyable obstacle for me.

55 minutes ago, KittenIsAGeek said:

Perhaps a thin layer of superfine regolith or something down at the bottom that prevents the meteors from penetrating all the way into the other biomes -- after all, that regolith has protected the surface of the asteroid for... how long before we get there?  Then the hazard is only a problem when you're building while exposed to space.

I agree with this.

30 minutes ago, goboking said:

The problem, as I see it, is that the solution (spamming bunker tiles/doors) doesn't make for engaging game play.  You cover the surface with bunker tiles and bunker doors, then you hook up some automation and maybe some robo-miners or auto-sweepers and you're done.  Now contrast that to heat management or food production.  There are multiple ways to approach either of these problems and you can get creative in how you choose to tackle them.  Neither feel like tacked on elements and the rewards to both are tangible.  I find it personally satisfying when I engineer a solution to deal with heat or finish construction on a climate-controlled farm.  I don't get that same feeling when solving for meteors.

I agree with what you are saying from a game design standpoint of is this mechanic of the game “interesting”. I like the meteors as a challenge and game mechanism but you are right, the way we have to deal with them with be the same every play though. Now I have no idea how to make it better so it’s hard for me to complain about it. 

I`d like an option to tune it when selecting the difficulty. I`d reduce the amount slightly but i would like to have an option to either turn them off completely or increase the amount to a non stop shower with a short calm window every few cycles.

Of course I will do everything to stop this Armageddon, heck, I actually did since it is not that difficult~

4 hours ago, Oozinator said:

I would triple the amount of meteors, but i would like to have/activate an option to remove the "breaks" between meteor showers..

Well, that's all possible if you just use dnSpy on Assembly-CSharp.dll, it's so effective that even after a hotfix update you just have to open it and modify the values again. I can pretty much update my Safe Space mod withing minutes. This affects all saves instantly.

The values for the Meteor Seasons can be found in SeasonManager (might as well just search for "Meteor", the third entry "activeMeteorBackground" is closest and pretty much located a few lines above). The parameters are pretty much self-explanatory, you only have to modify class (not method), , do whatever you want to do, compile with a click and save.

 

by the by, I am still waiting for a mod loader/harmony compatible version (or well, the next update bringing the arguably best QoL improvement which saves lives), it should not be so difficult to implement it into a config either (which one can just use notepad on)... it merely is beyond my knowledge and abilities to do so (I rather not blame the tutorials for their lingo and apparently not having a simple "that's the required files+template you need to replace and that's the syntax/command" like XCOM 2 has, which is just a -line +line and a few other files but 50GB of Development Tools)

I just want that devs make so natrural abyssalite tiles don't take damage from meteor. That way asteroid would be protected from destruction, but you still need to protect your surface equipment from meteors.

 Now i think the regolith problem is solved. You have mafic rocks and regolith protecting layer at -60 degrees (to prevent initial heating) and abbysalite to prevent heat alteration of the bottom area

Now you have the shove vole that eat chunks of regolith (and iron but i don't see one to eat iron) and make boulders of regolith to protect the abbysalite layer

Now from what i see the gravitas facility walls protect against meteors (i will see how long) 

The dust meteor drop less regolith that in past, and the other type leave trace of co2, and the iron one make damage but leave you some free iron. 

So except the situation whit a rocket landing during a meteor storm? What is the problem? 

I started another game and still testing the balance from input and consume of the regolith by the shove vole... but from what i see until not it seems this part have some balance. 

3 hours ago, tzionut said:

 Now you have the shove vole.. by the shove vole..

No vole on my map. One spawned and it crouched somewhere, unable to find it.
While i hunted it down to the oil biome, it escaped and my map looked after that, like swiss cheese.
 

3 hours ago, Fischer_L said:

I just want that devs make so natrural abyssalite tiles don't take damage from meteor. That way asteroid would be protected from destruction, but you still need to protect your surface equipment from meteors.

Since Abyssalite is no longer building material, it could be property of the material itself. It will most likely make it easier to code, or even mod into game.

As someone still learning the game I find the early meteor destruction of top biomes VERY annoying. While there are other death-clock mechanics in the game, the meteors are the ones that make me feel the devs just want to mess me around. Sure, sometimes its better to restart a game if you make a mistake, but I like to play in a survival style, and take my own sweet time to lean about the mechanics as I go. That means not having to restart after EVERY mistake. 

I don't like creative mode, I see it as a tool for those with lots of hours in the game who want to try weird stuff. I like to do my experiments "in survival", which is hard to do if I have to rush to the surface to stop my asteroid (which presumably has been around for millions of years) getting blasted away in the next few hundred cycles.

So, yeah, if the devs can't get this under control themselves, I'd like to see an option allowing me to set a delay (in cycles) before the universe notices my asteroid and starts blasting it to smithereens just for giggles.

3 hours ago, tzionut said:

(and iron but i don't see one to eat iron)

They actually eat iron ore which is pretty weird or another typo. Would make more sense if they ate regolith, mafic and iron than dirt and iron ore.

Quote

No vole on my map. One spawned and it crouched somewhere, unable to find it.
While i hunted it down to the oil biome, it escaped and my map looked after that, like swiss cheese.

I started this new map in the stable version, if you started in prebuild version is possible. I as usual cover my top vacuum surface and then i will make the area for the shove vole . As i know the shove vole can't pas trough abbysalite so except my up tunnel they can't pass in the other biome.

13 minutes ago, tzionut said:

I started this new map in the stable version, if you started in prebuild version is possible. I as usual cover my top vacuum surface and then i will make the area for the shove vole . As i know the shove vole can't pas trough abbysalite so except my up tunnel they can't pass in the other biome.

They could until a patch a couple of days ago pass through neutronium so all your efforts to contain them may have been in vain as they could burrow through the neutronium border on each side of the map.

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