JahwsUF

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About JahwsUF

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  1. I definitely agree. One of the biggest things I appreciate about this game is that you can eventually reach full automation for some of the 'systems' in the game, freeing up "mind space" to worry about other things. Also, before that, you can often reach near-stable solutions that require very minimal maintenance. In either case, these 'solutions' tend to scale well without much need for direct intervention. With Spaced Out, we're now asked to do that multiple times in different settings. Reaching Water/Oxygen sustainability on the Oil asteroid will naturally look quite different than the Forest / Uranium asteroid, and both are different from the starting asteroid. I'll admit that I prefer the new Terra-style start, as the lack of in-world Lime on the starter world is less of an issue when Gold Ore is available for high temp uses. I don't like heavy multi-tasking for long stretches, so I like getting my first base near-stable before settling the second asteroid. (For me, this means getting an Aquatuner setup for Cool Steam Vent capture in place and converting to water-based Oxygen production before branching out, along with the pumps needed to drive the system and refine the required metals.) I like how it's possible to reach a semi-stable state without exploration, which greatly reduces my personal stress as I move on to tackle a new area in order to reach a better solution down the road. I definitely prefer the new rocketry system and how it changes game progression for more and more advanced resources. You have to branch out (through the teleporter) to find Oil, then again (via rocketry) to find Uranium / the crashed satellite for better Radbolt production. After that, it's a search to find the three planetoids with advanced industry resources - one a piece. (Or the Moo Moonlet, if you want that sweet Nat Gas. I don't judge.) For me, such systems include: Early game ranching can be relatively high maintenance. It takes about 1k refined metal for me to build a nice, self-managing ranch for a set 6 critters, at least with my usual design. Then again, it's probably partly my own fault - it definitely takes longer when you 100% avoid using the Rock Crusher for metal refinement. I could use unpowered Incubators to safeguard eggs, but even then, I think that's 400 refined metal... and it's impossible to set a "domesticated eggs only" option. (I like leaving wildlife 'wild' once my ranches are up and running, so ensuring the 'right' eggs are used is high maintenance.) Especially when there are higher-priority items on the Refined Metal to-do list. But don't include: Atmosuit, etc management. Just build one extra suit and leave the 'worn out' recipe on repeat. While I know we don't have the ability to go "infinite" with rust deoxidizers, I definitely appreciate the fact that we at least have one extra choice past Electrolyzers for long-term oxygen production. I'm so happy they added the Sublimation Station; when used with the output of an Ethanol loop (Arbor Trees -> Ethanol -> Petroleum Generator, with the P Water sustaining the trees), all that Polluted Dirt can be rapidly converted into Oxygen and viably sustain a good number of Duplicants.
  2. I agree with the first paragraph. To me, a great comparison would be the base game's planetoids - they'd be temporary "points of interest" with various resources and artifacts. You know, those cute displayable artifacts you'd sometimes get from base game space missions with humor and decor bonuses? This'd be a great spot to put those. Also, Neural Vacillator recharges. This would also provide an interesting late-game exploration option. Once you've settled down on most of the planetoids, where do you go next? Why not check out a comet or two? ------ Now, I would implement things a bit differently, partly in order to keep things simple. Just add a new rocket module and fitting: Airlock Module (similar to your "Jetsuit module") Used to allow Duplicants to spacewalk. Requires two Jet Suits for construction and supports two Dupes when spacewalking. Contains its own Petroleum tank, which may be filled from an external source. Multiple copies of this module may be built on the same rocket. The difference: no Oxygen storage. We'll opt for a slightly different paradigm that will be easier to communicate while also more slightly more flexible. Airlock Gas Fitting Used to supply Oxygen to spacewalking Dupes. Conceptually, this would establish a "tethered spacewalk" paradigm, using Oxygen from whatever source the rocket's design already required. This could be from an Algae Deoxidizer, stored Oxylite, or merely forwarded from Gas Cargo via Gas Output Fitting. To be safe, let's also give it a 10kg oxygen buffer; when the buffer is exhausted, all active spacewalks immediately end until it is (reasonably) refilled. (Optional) Airlock Liquid Fitting In case someone wants to bring extra fuel in a Liquid Cargo Tank, it could be forwarded from an appropriate Liquid Output Fitting to allow for greatly extended spacewalk sessions. Say, from a long-term deep-space mining rocket. ------- Finally, there is the matter of the Temporal Tear initiative. How's that going to work in Spaced Out? It'd be neat if this, along with other features, are added to support a deep-space mission to the Tear that might require deep-space mining to pull off. You'd actually have to make the trip and sustain your Dupes the whole way this time.
  3. With a Gantry built at the proper location, it works as normally when a rocket is launched. No breakage, smooth launch. (When extended, the end of the gantry lines up with the nosecone's door.) With the Gantry still retracted, when that rocket lands... The rocket not visually appearing is a separate matter. The first time I noticed the bug I'm reporting, it was fully visible upon landing. To be sure my positioning wasn't the issue, I tried building the Gantry one tile to the right. Duplicants were unable to board the rocket when I did that, however. I haven't stress-tested this, but I am two-for-two with this bug. Makes 'day trips' for orbital research a pain.
  4. Certain "care packages" from the Printer Pod refuse to print on some in-game asteroids. The main "rule of thumb" I've found: if a resource or seed has not yet been uncovered or obtained on an asteroid, any attempt to "print" a corresponding care package will be redirected to a different asteroid that has obtained that resource. There is no warning that this will occur. Pre-cooked food, dupes, and critter eggs do not appear to be redirected. Here's a recent case. One of my four offerings from the Printing Pod was a single Wort Seed. Asteroid 1: has obtained Wort Seeds Note: Wort Seed - 1 unit. Asteroid 2: has not obtained Wort Seeds After taking that screenshot, I then used Asteroid 2's Porta-Pod to print the Wort Seed care package. (Apologies; I forgot to screenshot that part.) Results: Still no Wort Seeds! But, on the other asteroid... Now there are two! But I didn't ask to print it here! ----- IF this is intentional behavior, then I still consider this to be a bug - in particular, a UI bug. The UI should not allow users to think that the care package will be printed here (on Asteroid 2, which has never seen a Wort Seed). It would be kinda reasonable if this is just a UI bug, as rockets are the intended 'import' pathway, even if I'd prefer not to have the restriction. My suggestion: the care package should be greyed out on worlds that cannot print the package. Consider the use of alt-text to indicate that this asteroid/Porta-Pod is not allowed to print it, but others are able. Perhaps the alt-text could even list the worlds with permission?
  5. I'm quite surprised by this as well. It looks like it's supposed to be more advanced, so it's odd to find it less useful than the carbon-dioxide engine.
  6. Using the CTRL+1 through CTRL+0 hotkeys to set a screen-position hotkey on one asteroid and using the corresponding SHIFT+1 through SHIFT+0 hotkeys on a different one do not work as expected. Admittedly, it's not immediately clear if these hotkeys should be asteroid-specific in the future or unique across all of them, but I'm pretty sure the current behavior is unintended. Example #1: a position on the first asteroid CTRL+0 was used to save this screen position on my first asteroid, "Smellito". A map overview (thanks to ALT+S): Using SHIFT+0 on my second asteroid, "Ottista": If I press SHIFT+0 in ALT+S mode, the view will be centered far, far off-screen. The image below is what I saw on my best attempt to keep the mouse cursor at the exact center that results from ALT+S -> SHIFT+0, then zooming out until the actual map is in view. (No intentional left-right or up-down scrolling.) Example 2: a position on the second asteroid CTRL+1 was used here on my second asteroid, "Ottista". A zoomed-out map of "Ottista": The result of using SHIFT+0 on the first asteroid, "Smellito": Comparing this against Smellito's map, this is just above the edge of the... uh... "cooled magma" (?) biome on the starting asteroid, near the bottom-right corner. Using ALT+S -> SHIFT+1, centering the cursor and then zooming out (like before): One more fun thing: this time, I dropped ALT+S while zoomed out and noticed something quite interesting. This is from very shortly after a file reload, before all the notifications stabilize: There are small notification symbols visible in the blacked-out area... and they line up with those from the second base! ----- The attached save file has these hotkeys set, so feel free to verify the behavior for yourselves. Simple Outpost.sav
  7. Further notes: It does clear on a reload of the save. It most likely happened after the attached auto-save. With no further modifications or interference, let the Dupes run until idle; Nails will have a lot of stacked debuffs by that point, and fairly early into the cycle at that. Simple Outpost Cycle 22.sav
  8. I've been watching this Dupe for quite a while, and the "Minor Irritation" debuff has been sitting at 0 seconds without disappearing, even when sitting in gasses that decrease irritation for prolonged periods. At least at this point, the debuff itself doesn't seem to carry an attribute penalty... but it's still a warning on the Dupe's status, and the Dupe still stops to rub its eyes every so often, which definitely is a debuff. While the Dupe has wandered around a lot, the debuff is still there... 5 cycles later. ' In this image, all of the gas tiles are either Oxygen or Carbon Dioxide. Low pressure, to be sure... but still, both gasses are supposed to "decrease irritation."
  9. Played a little bit more - from that save point, without any additional direction (aside from having Nikola abandon his suit instantly) I saw the issue happen at least two more times within a cycle in the same screen. (It's at the very top-left of the base.) So... to reproduce it, just go to that area and watch any Dupe with a Jet Suit. I have a hotkey established that may help - SHIFT-9 jumps to a spot one screen to the right at the same height. Should make the area very easy to find; SHIFT-9, then hold left.
  10. It took me a while to pin this one down, but I've been experiencing a bug with Duplicant pathing through Mechanized Airlocks without valid permissions. I did find this old issue, but in my case the access is clearly left-to-right only, with no top-to-bottom access available. The setup pictured here is designed to permit door access for only a single designated astronaut, for when it is time to board a rocket. Other duplicants can access either side of the door; the left side should have Atmo Suit access only, with the right side only having Jet Suit access. No astronauts are allowed access to Jet Suits - I don't want my dupes absconding with them on long rocket trips. Key aspects: The Mechanized Airlock prohibits all access for all dupes but one - the designated astronaut. Despite this, I've seen dupes cross the door in both directions. Check out Nikola below - his access permissions for the airlock are disabled. Despite that, he's got a planned pathway to an errand on the other side, violating those permissions. The attached game-save was made at this exact frame, still paused. I've only caught Dupes in the act two or three times. That said, I've had it occur many more times without me witnessing it; I know when it happens when Jet Suits start showing up in nonsensical locations within my base. The base's setup is such that Jet Suits should only ever show up in the Space biome. (Note that this doesn't currently hold true within the save, as I still have to hunt down one more stray suit-wearing Dupe from a previous breach, not including Nikola here.) Arborean Annex.sav
  11. The Planter Box continues to request fertilization material after it's been delivered, at least for Mealwood: I'm not sure if this affects any other combination. Discovered within a new game under the most recent hotfix (290443), but note that I hadn't started a new game since the preview's beta finished until this one.
  12. Sandbox mode broke a little bit with the new testing branch - resources are now required for any building construction, even in "Instant build mode." Resources aren't consumed, but if they cannot be accessed, buildings cannot be built.
  13. Personal suggestion for a fix - could we have the "quality of life" expectation replace that old value, please?
  14. 1. The in-game description is actually pretty accurate these days. Based on the description, we should even be able to add power to a Heavi-Watt line safely from a hamster wheel through plain Wire, so long as the Heavi-Watt is on the 'low' side of the transformer. It's been described as a 'step up' and a 'step down' transformer in one. 2. If we ignore generators. Otherwise, the Petroleum Generator and Steam Turbine would both like to say hello. Honestly, I thought it was a minor bug that the battery was required - it didn't make sense to me that it couldn't fully supply the line before without the battery. (Aside from being a programmer and noticing the 1 kw capacity of the transformer, that is. That was a big hint.)
  15. Basically, the title. When an Outhouse has been visited 15 times, it still says "0 visits remaining" but does not go into the "Out of Order" state without directly triggering that from its properties.