JahwsUF

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  1. I agree on Biome and Oxygen; little more needs be said there. Both are fantastic additions; I've long wanted the Sublimation Station, as it'll make working with Pufts far, far more viable. I'll agree with the Power section; early-game is quite limited. So far, I've gotten by with a lot of Manual Generators. Metal Ore's never exactly been a renewable resource, so I'm loathe to part with (literal) tons of it for little permanent return. At least Smooth Hatches gave back significant Refined Metal in return. On Food though, I simply have to disagree. Bog Buckets are incredibly simple to work with, especially because of the nigh-infinite Polluted Water from the Swamp start - not to mention the Polluted Mud! Unless there's high variance in how the map is generated... I'm not sure how you'd have missed that. Also, Electric Grill > Swampy Delights, since I don't see mention of the cooked version in your post. Flora / Fauna... I'm not going to write my essay on that here.
  2. Intro There's long been a desire among the player-base for destructable ruins. I'm no exception to that. That said... there have been times I wished to actually build some of the ruin features. Now that there are a few new, very interesting ideas that we're seeing, there are even more cases of that than before. I've long loved the decorative look of the default ruin tiles, and some of the furniture would be nice for a 'creative'-style lounge, even if it didn't offer significant decor. (Like the table with fruit + a pair of chairs.) At the same time, one thing that always seemed really intriguing was the Shattered Planet. Now that we're looking at asteroid clusters and able to manage multiple in-game sites - it would be so cool to finally land on and explore that world! So many possible lore opportunities! The proposal Archaeology would make a great tie-in for extended interactions with the game's ruins, lore, the long-mysterious Shattered Planet, and with end-game tech. Archaeologists can study POI features, analyzing them to gain archaeology points, extract [remove] analyzed ruin objects, and decipher long-lost blueprints. A POI feature must be fully studied before it can be removed. Some POI features require researches before they may be analyzed (and/or certain other POIs to have been previously analyzed) Some ideas for integrating this as a legitimate game system: Printing Pod unlocks the Porta-Pod. Buildable Warp Pipe Input / Output. (Should require late-game resources like Niobium?) Cryotank (useful for distant, late-game space travel; player-built Cryotanks should require power) Teleporter Transmitter / Receiver These should require a unique, unbuildable component only gained by deconstructing them. Neural Vascillator (requires a Vascillator charge, cannot be deconstructed if uncharged) Lobby Chair > Comfy Bed Office Plant (plastic-based Decor) Plastic (ruins) ladder > Plastic Ladder The big double-helix monument (space ruins) > Monument Top/Base/Bottom AETNs should be one of the rare exceptions; they're almost on the level of geysers, so those shouldn't be possible to relocate. Desks in ruins could provide research notes as some form of currency, like the old Interstellar Research points. I'd argue that the Molecular Forge and its related recipes should probably be locked behind Archaeology in some fashion as well; perhaps you'd need to find a ruined structure that either used the material or was constructed from it, then analyze that, before the player gains access to it. The Shattered Planet would probably be a good site for some of this - perhaps initial access to the Forge and the Supercoolant recipe, with the other recipes on more distant worlds?
  3. Honestly... I wouldn't care if we didn't even get any resources from deconstructing them. I just want to be able to remove them.
  4. 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
  5. 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."
  6. 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.
  7. 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
  8. 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.
  9. 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.
  10. Personal suggestion for a fix - could we have the "quality of life" expectation replace that old value, please?
  11. 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.)
  12. 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.
  13. With the latest update, this bug still occurs, though not in as many situations. In particular, their mouths will not appear during break time conversations... until they have the "Took a Break" / "Talked with Friends" QoL buffs. (I'm not sure which of the two it is.) Once those buffs appear, their mouths come back and are restored for any further conversations during that break time.
  14. Apparently I'm treating my Mealwood really well... In particular, note the "Quality of Life: 4" as part of the plant's description. While I don't know the exact trigger, the QoL value will change to match that of the last selected Duplicant. As a result, the Mealwood plant appears to be quite the valued member of the community! It even has friends that it talks with, apparently. I guess those "Meal Lice" on the plant have their own little collective and bathrooms?
  15. Considering the amount of interactions the game provides with heat, I find it extremely odd that heat transfer is modeled very differently for mined/stored materials than it is for placed buildings and existing structures. To get to the point, examine this structure I built in sandbox mode: Insulated Abyssalite walls, Tungsten Metal Tiles, Diamond Tempshift Plates, and 2500 K Liquid Iron. For control purposes, ensure that the internal atmosphere is a vacuum. (Dupes can't exactly work/perform setup in the bottom chamber for the second experiment otherwise.) Basically, this chamber's designed to superheat anything in contact with the Tempshift Plates. Experiment 1: 'Placed' material test Simply place (using sandbox mode) a nice 1 ton block of -200 C Ice over one of the bottom Tempshift Plates. Watch as it melts and turns to Steam in a matter of seconds. Experiment 2: 'Mined' material test Place a Tungsten Smart Storage Compactor over one of the Tempshift Plates, then spawn a Duplicant within the lower chamber and place/mine 2 tons of -200 C Ice. Have the Dupe place it within the Smart Storage Compactor... and watch the non-results. (Also, consider deleting the Duplicant when he's done.) If you inspect the Compactor and its Ice (1 ton mass, since mined materials have their mass halved), you'll see that it slowly heats up by .1 C a tick on Fast Speed. Feel free to kick the Ice out of the Compactor (remove its storage permissions) - it'll still do exactly the same slow temperature crawl, despite being literally the same material. ---- Why is there such a dramatic difference in heat transfer? I've been wanting to build a Steam Turbine plant driven by meteor Regolith (which can be sufficiently hot), but the painfully slow transfer of heat prevents effective use of this strategy. It also prevents creation of an effective mined Ice 'melter' room. I used to think the problem was that I put too much Ice into a Storage Compactor, but this test proves that it's a different issue entirely.