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  2. Oof...why has the thought of a petrified treeguard never crossed my mind?
  3. [Game Update] - 328827

    The damage on the projectiles definitely needs to be toned now. She basically has a blowdart 24/7 now, and once you start farming rocks she's never going to run out.
  4. [Game Update] - 328827

    It never ends. Also on another note, holy **** Wheeler just gets a free dirt (or rock, I guess) cheap blowdart machine now. High ammo should deal like 50, normal ammo 35, and low ammo 20.
  5. The obvious problem is that the petroleum is 420 C when it comes out. Which means that pump must be thermium, and you can't build this prior to obtaining space materials with petroleum rockets. You're also dealing with very hot petroleum in your base. I like the various counter-flow boilers which transfer heat from the petroleum to the incoming oil, thus giving you reasonably cool petroleum, and reducing the heat cost for boiling.
  6. Sooo hi Joe and anything scheduled for tomorrow cough cough Willow cough cough or not ready yet? It's almost May so just wonderin'
  7. [Game Update] - 328827

    OMG WHEELER IS A MONSTER!!!!!!!! XD Loved the buffs but I agree with the people that say she needs a downside (that won't break her fun completely), maybe lowering her stats? Or removing 3 slots from her and making her speed boost work as long as she is not using a backpack. But I think she is on a right path!!!
  8. When ever I start a new game in the hamlet interior beta I start with all of the items from other DLC already prototyped, such as old bell, piratehatitator, and quaken drill.
  9. depends on what's bellow I ended up with a Neural Vacillator buried in molten gold! wish I had took a screenshot, or remember what seed the map was oh well
  10. I think some of us know that the hippo is probably the beefalo of hamlet, so I don't know if this is planned. BUT GIVE ME THE HIPPO HORN HAT I NEED TO COMPLETE THE COLLECTION
  11. [Game Update] - 328827

    For wheeler's downside, I'd say give her like 25% base speed, but for every inventory slot that is filled, she gets slower, probably like 5% or something. For a final downside, if her inventory is full, then she can't use dodge. Thoughts?
  12. Pretty much, but I personally ran steam rockets for a long time. Mainly because I had serious dirt shortage problems, and I couldn't research petroleum rockets as a result. So I ran the steam rockets just for the extra research while I worked on that. All it cost me was some steam and a Dupe's time.
  13. Which is frankly the best-case outcome.
  14. It sure is. 40 C doesn't sound so bad, but it'll break your farms, and your colony can end up starving easily. I thought I knew better because I had 1300+ cycles in my first colony and survived, but another takeaway from my prior experience was that gas doesn't propagate heat very fast. I wasn't sufficiently careful about where I was moving the resulting hot water, though, and that got me. I think I could probably have built the colony in such a way that the temperature increase didn't matter. I just didn't lay it out right to avoid problems, and that's going to be really easy for new players.
  15. Unless I've missed something, you need two rockets to get from steam to petroleum, and they aren't of any use or value beyond that. The only thing you can reach with steam alone is the 10k planets and the only thing you can do at those 10k planets is bring back research. So there isn't much point in making a long-term steam setup.
  16. Hi. Yes,it's always exactly at 51.8% when it's "Creating personal space". My PC specs are an Intel Core i5 - 7300 processor, 8 GB RAM and a GTX 1050.
  17. A side effect of fixing certain door bugs has left critters and dupes unable to fall through doors. As a result, I've rebuilt the v1.0 version of the Auto Hatch Ranch from this thread: https://forums.kleientertainment.com/forums/topic/101596-wrangle-free-auto-morph-hatch-ranch-v10/ The ranch is duplicated 4 times and feeds directly into a coal power plant, so you only need to pay attention to about 1/5th of the overall build The wrangling drop off stations are just there for my information. I like to hover over them to make sure the ranch has the right number of critters. They can be deleted once you're confident that your ranch automation is working properly The 4 green ranches are all the same ranch, the orange power plant is where all the coal gets dumped onto the ground where it can be swept into a coal plant as needed. The central grey room is the hatchery I've set the critter sensor there to 11 meaning it will trigger once there are 12 eggs or critters in the room. This trigger effects a conveyor shutoff that will send any eggs beyond the 12 in this room to another location. in my case, a drowning pool. The central auto-sweeper has 3 destinations: the top one accepts the egg types that you want to keep (Stone hatches in my case). These eggs will either be sent to the central hatching chamber or to a drowning pool if the central room is full. It's important to drop the eggs on the ledge that doesn't have any door-pez-dispensers on it. This is because baby hatches can't jump. This means only fully grown hatches will be able to enter the system which in turn means all hatches in ranches will be able to lay eggs. no grooming time or food will be spent on a non-producing hatch. The open doors take advantage of the fact that hatches can't fall through doors now. They serve as a sort of staircase for adult hatches that have learned how to jump. The container below the top one sends all other egg types directly to the drowning pool w/o checking the hatchery first The bottom most corner container is for coal. These are dumped onto the floor of the power plant to be swept up again and placed into power plants when needed. I guess you could call this ranch self-powered, but it provides a lot more power than it needs so calling it self powered is undervaluing it's power output. The automation has gotten a lot easier with the addition of the Automatic Dispenser. The only thing that really needs automation now are the Pez Dispenser concept and tracking how many critters are in the hatching chamber The critter sensors are all set to 0 except for the one in the ranching areas which is set to 7 and the one in the hatchery which can be set to any number you like, this number determines how many eggs and babies are growing up at a time. I have it set to 11 but it;s an arbitrary number, I chose it because it felt right, I have no maths to back it up. The first 3 doors have a simple not gate to cause the door to close behind a hatch when it enters. The last door has an and gate to make sure that the last door and the second-to-last door are never open at the same time. This is the part that solves the doors not dropping any more. By removing the floor under the last door, hatches can't get trapped in that door. The door opens when there are less than 8 in the ranch and when there is 1 in the final slot. This will cause the last door to open, the second-to-last door to stay shut and hatches will jump back and fourth for a short while. after 30 seconds or so, all hatches will be in the ranch and none in the final chamber. when this happens, the door will close and the second-to-last door will unlock allowing the process to repeat if/when needed. Lastly, the central critter sensor toggles the 4 Conveyor shutoffs dictating whether accepted egg types end up in the hatchery or the pool. The coal produced isn't enough to run the plants alone, but it is a hefty chunk. I have yet to burn any coal from the map and have about 25 tons sitting on the floor at cycle 150 (I built the ranches without automation starting at cycle 5 or so). the pile is getting smaller, but it's pretty slow. Note: this is while running my whole base, not just the ranches If this were a self powered build with less than 6 coal generators, it would likely be more than enough. The food should be enough to feed 16 dupes with BBQ if you avoid destroying the wild pepernuts you run into (don't turn on harvesting for them, as that takes up your farmer's time, just let them fall naturally and set up a high priority fridge for them).
  18. [Game Update] - 328827

    Not to add more to the bug talk but I tried to play as Wagstaff and was greeted to a lua error. Seems to be something to do with his Beefalo mount animation files? I've submitted bug reports for it.
  19. Last Speculations

    Willow can tame Dragonfly. You heard me.
  20. I felt the same way too, Usually I wait for the next update, start over on a new map, and try new things
  21. Last Speculations

    I had to double take to make sure they werent what I thought they were
  22. hi I wish to use function components.sanity:SetInducedInsanity and so far it works just fine. However I don't want the character's sanity to permanently lock to 0. How can I circumvent this? Essentially I just want the increased Shadow Creature count, everything else should work the same such as gaining sanity from various methods.
  23. That crossed my mind, but I didn't bring it up because they're both fairly renewable by the time you get to the surface. Iron comes from comets, and oil from oil wells. I never felt a real shortage of crude oil or petroleum, so it was hard for me to credit that it's precious. Iron I was often enough short of, but since it does fall from the sky it was hard for me to argue that it's more expensive than petroleum. You don't have to stop using them, though. Maybe if you have a shortage of petroleum. The oxidizer's effectively free since you're going to be making extra oxygen if you're running hydrogen rockets. Honestly, though, I don't know what the game is like post-hydrogen rockets, because that's where I stopped playing. I felt like I was out of goals once I started my first hydrogen rocket shuttle.
  24. [Game Update] - 328827

    @HugoM They still seem to do only 20 dmg.
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