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About Satyrical364

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  1. Well, you can liquify the hydrogen using thermo regulators at 10% pipe capacity, or you could super cool water with aquatuners at 10% capacity and liquify the hydrogen that way. However, I agree there must be some other way.
  2. Would you mind sharing your strategy on my thread about hard food balance? I don't want to clutter things up here too much but I'm interested in hearing more. I will be trying another hard run probably after released on 12/8
  3. Have you tried playing on hard in the swamp? Because this is just incorrect. Your "I think" seems to suggest you haven't tried it. I always stay with 3 dupes and run out of food before I can get enough crops to feed them. I tried 4 starts on hard and it always went the same way, no matter the strategy. Your comment on stress being a non-issue also screams that you again haven't tried it. Stress is absolutely an issue on hard. If your dupes have contact with liquid, even getting wet feet on a regular basis, your stress will steadily climb. If you have to get fully submerged, that's a large amount of stress added and it only goes down by a few percent per cycle (only due to social interaction with other dupes and while sleeping). This adds to the difficulty of the swamp by quite a bit since there is so much liquid. You have to snake around taking highly inefficient paths to gather seeds, or otherwise deal with a lot of stress reactions. Popped ear drums are also a big deal on forest start because oxyferns over pressurize and can be equally as disastrous as getting wet.
  4. I disagree. You can easily correct balance for both normal and hard; here is my reasoning: There are plenty of seeds already for normal mode, so adding more seeds to world gen will not really change the balance of normal difficulty. If you add more seeds it will just bring the balance of hard more in line with the other biomes (which have plenty of seeds for you). Then you have basically the same situation in normal difficulty, but a more reasonable amount of seeds in hard. I believe that increase in difficulty should require different decision making, and not grinding. To take an example from a different game genre, there are RPGs where the increase in difficulty is just a grind (enemies have way more HP, so the fighting just takes longer as you whack away at them), while others give you an increase in difficulty that requires a different approach to gameplay instead of just grinding the gameplay loop. My experience with hard mode on the other biomes has been the latter; it isn't really a grind, you just have to approach gameplay differently. You must manage your labor more carefully because you need 2x food, you must manage dupe paths and recreation more carefully because of stress, etc. this leads to different base builds and priorities, but not a huge increase to grinding core gameplay loops. Having to stay in "maintenance mode" cranking out mush bars while you wait for seeds to randomly spawn from bog bucket harvests before you can tackle the rest of the game is an example of the bad kind of difficulty increase that just creates grind with no need for creative problem solving. When you might as well just put the game on super speed and walk away for 30-60 minutes and come back to see if there are enough seeds yet, the game is not doing its job. The game should be engaging. I hope this makes my point. Even if you disagree, you have to be able to see what I'm talking about and why the devs might want to change this. I have been playing games a long time and really hold to this ideal.
  5. Yes I made a post a while ago about the swamp being unbalanced for hard mode and this was my main criticism. There just aren't enough bog seeds as a basic food source compared to what we see with the mealwood seeds in other biome starts. You can get by on normal difficulty with other foraging until you breed enough seeds, but on hard mode its not possible to forage through it and you must resort to mush bars for quite some time. I don't feel this is balanced considering what we see in the other biomes (some of which are meant to be very hard but in which I rarely have to use mush bars).
  6. I made a little column of diamond window tiles to tap magma. There was a bit of iron and abyssalite that dropped in the magma but otherwise nothing fell in there. This drop of molten iron turned into a pile of debris after it cooled, and then over 13 tiles of magma also turned into igneous rock debris and created a vacuum pocket where the molten iron was. It should not be dropping as debris and should be making solid tile with an entombed iron debris. Save file included Fake Chocolate.sav
  7. I was just a teenager, but from my memory Windows Vista didn't last very long at all. We had it installed for maybe a few years and then went to Windows 7. Vista users must make up a VERY small percentage of computers now. 0.16% market share in 2019 is what I'm seeing on a random website I googled
  8. I did some research on how accurate steam achievements, and I believe it's very accurate except for games that didn't always ship with achievements enabled, but added them later. I think ONI fits into this, as I don't believe it always had achievements. Anyone who bought the game, and put it down for good or ended up installing mods (thereby disabling achievements in Steam) before the achievements were released won't be counted. As such, I don't think the numbers for ONI are all that relevant, considering how much attention and players the game was attracting before those achievements were added.
  9. How so? I know if you have mods installed steam achievements don't register, but I doubt people would not create a bed and toilet before installing mods. I'm inclined to believe thats accurate.
  10. Well, if you go by the steam achievements, most people who buy this game don't even bother to start it up. Only 34.4% of players bothered to make a toilet and a bed. Only 13.5% of players make a base that lasts 100 cycles and only 8.2% of players make it to the oil biome. We're a pretty small bunch. However, people are starting up ONI all the time and there is a small but active community on Twitch because people keep firing it up for the first time and falling in love. I agree I wasn't that enthused about recreational buildings considering what we have going on, but I theorize that Klei is pushing out the things they had in the pipeline, or things that are minor bugfixes, while they work on bigger and more important things. I'm confident that includes the major glitches and probably also a DLC of some kind. I just hope the glitches get fixed before the DLC, but I understand they may need to make more funding for this game via DLC to justify game engine rework to patch out some of these bugs. I'll wait and see. I continue to play my current base but sometimes it's only for a few minutes a day before I get bored. I think I need new content AND bug fixes. Imagine that!
  11. Instead of "game breaking" I think it would be better to call some of these bugs "joy draining." I like to do math to find out how the simulation will run, but if there are bugs that make the math unpredictable it really drains the joy out of the game. In general, I've noticed the community seems to really love bugs that give them extra resources, but hate bugs that drain resources (such as valuable heat in a steam turbine setup). Personally, I find my enthusiasm for the game drained by either type of bug. I think everyone just wants the simulation to run predictably and according to set rules. Right now, the thermodynamics are out of wack in some key areas and its just frustrating and joy draining...
  12. I just got the same thing on Volcanea
  13. I guess, but you can still max everyone in digging, building, plumbing, carrying, and another profession of your choice until you reach that point (assuming barbeque diet, great hall, washroom, bedroom, and decor bombs in living area). There really isn't much point in assigning more skills than that.
  14. @Ipsquiggle Having a hell of a time getting the Job Suitability achievement on Steam. Everyone has been suiting up for their entire day and no achievement 15 cycles later. I'm lead to understand that only dig/build jobs count. Can you please change this so the achievement works for all tasks, including sweep, power (hamster wheel), etc. as the achievement text indicates when it says any chore will work?