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About NurdRage

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  1. Joking aside. i've always wondered why mixtures of oxygen and hydrogen or natural gas never exploded in the game. Lesser known except to a chemist: Hydrogen and chlorine should also explode. Not a huge issue, i've always thought it was an interesting difference from real life.
  2. Those animated trailers are adorable.
  3. Ya know what would be funny? if the generator also did something silly while it generated free power. Like it's temperature locked and holds exactly 50% charge like a battery. If you connect it up to your grid but put power into it so it goes above 50% then the generator gets *colder*. At 100% it gets very cold. But if you start drawing power from it the generator heats up. Rather than just free power it'd be an amusing balance of trying to figure out how to deal or exploit the temperature capabilities. With the automation update it becomes possible to set up a system that adjusts power and temperature. It'd still be useful in game for free power but becomes very interesting late game for its temperature control abilities. To make it different from the hydrogen crystal maybe it only works underwater or something. I agree. Maybe the computers can have useful automation improvements, or the neural vacilitator can be reprogrammed to relieve stress or something. at the very least, maybe after some technology research, we get the ability to deconstruct the ruins. So even if they're useless they don't get in the way.
  4. The hydrogen crystal cooler thingie is so cool. I personally don't use it very much but i LOVE the idea of having to go through the ancient ruins and having to hunt down something you can't build yourself. It extends the gameplay after just making a base. I know the neural vacilitator is one but it's one time use. So after using it you can just buried it again and never bother with it. I love a device that you can continuously use. It makes for interesting base design. I'd love to see more ancient devices. Thank you very much Klei!
  5. I'm not seeing any automation I/O on the coal generator. if you're willing to brute-force it and just need input control then you can build the generator on top of a mechanical airlock and automate that. You turn it on by closing the lock and turn it off by opening.
  6. Smart Batteries

    Yay!!!! I can't wait for that update.
  7. -182.6 degrees Celsius according to the in-game tooltip.
  8. A very roundabout use is to feed them into coal generators and collect the CO2 to feed to slicksters. From there you get oil which gives you petroleum and in turn plastic. Yeah its really roundabout and i'm not sure if it's worth it but it's an option. Nonetheless i do generally agree there should be more uses for coal. Maybe we can get a diamond press later that converts coal to diamonds. Now that i think of it, coal should be an option for the rock crusher to made sand. The real life parallel is that activated charcoal is used for water filtration.
  9. Can confirm we're getting some awesome super heating effects. In all my experiments i made the metal refiner out of abyssalite. If it make it out of anything else it eventually overheats and starts taking damage. I put crude oil (9c) through the metal refiner and the output kept getting hotter and hotter as time progressed. Eventually it got so hot that it busted the pipe and spat out petroleum. This killed the cycle though and the temperatures started over again. I then put petroleum (41c) though the metal refiner and sure enough, the output temperature rose in steps until it started boiling. Interestingly enough the pipe did not bust but the metal refiner seemed to be emitting natural gas. A huge amount too, i got like 5kg per tile in the room it was in. Next i put in polluted water and regular water. They both produced steam after a few minutes of running and didn't bust the pipes. The metal refiner is awesome for heating liquids, even boiling them. The fluid accumulation bug as mentioned earlier by coolthulhu seems to be in full force. All my experiments worked with a "once through" design where the fluid only goes through once and exits out a vent to waste. The heating still occurs and builds up. Obviously for greater efficiency you would loop the output back to reuse the wasted fluid. Only limitation i see is that the pipes occasionally get busted. Annoying but manageable. There also isn't an unlimited supply of metal to refine so you're stuck in that respect.
  10. **** YEAH!!! (kisses feet of Klei Developers) THANK YOU! THANK YOU! THANK YOU!
  11. I'm just a sadistic monster, but i'd like for the exosuits to have limited lifetime, like maybe after 50 cycles they break down and must be remade. How do they breakdown? The exosuit helmet should crack and the dupe runs in a panic back to the exosuit dock while it leaks oxygen. Also there is a gas cloud trail behind them while they run. Bonus points if they're clutching the helmet and screaming all the way back. To be honest i don't really care about the exosuits having limited lifetime or what not. I just want to see the dupes suffer in life threatening panic. I'm a monster.
  12. MORE pincha pepper and thimble reed farms! Also how are you generating the water? The trick is to have more consumers than producers and given time your polluted water reserves will go down. If you have the space and the power, you can try building the distillation systems featured here to boil the polluted water and convert it to clean water.
  13. Could seasons work?

    Not sure about seasons exactly. But i agree on some sort of cyclical or discontinuous major change to shake up the game and keep it interesting. Once you have a good base going... heck even a mediocre base going... you're pretty much set. The rest is just exploring game options. While there is nothing wrong with this and you could certainly build a massive game out of just that mechanic I agree it would be beneficial to have challenges that change with time. A random solar flare would be nice. Similar to Rimworld there are random times when a major electrical disruption severely messes up your electrical systems. Maybe it reduces your power output to just 25% but still consumes the same resources. You have to shut down non-essential systems and just focus on life support while you whether the solar flare. Massive food disruptions could be a thing. I'm not sure the mechanics but maybe a horrific blight might destroy all your crops for 5 cycles. You have to rely on your food stores so if you're unprepared... well.. good luck. Alternatively, maybe on easier modes, the microbe musher still works even if you have a blight going. But your dupes will be monstrously pissed off at eating mush. It's tempting to want changes in temperature... but that's already such a big mechanic in Don't Starve that it would make ONI like don't starve in space if we went that route, i'd be against a temperature changing mechanic. For extreme danger, a high-velocity meteor shower. Basically meteors would be shooting through the map perpendicular to the plane of the screen and would cause massive damage on their way through. Worst of all it's random. They could pop your power plants or your life support systems. A few hits could kill your dupes are at least severely injure them. Once it's over half your base is inoperable so you have to prioritize key systems to fix first before going to the rest. This event punishes those that don't make their base easy to access and repair. A lot of us. myself included, just wall in systems once we're done building them. A meteor shower would force us to build better. Extra fun would be the meteor shower piercing liquid storage cisterns. Imagine half your base flooded with a mixture of water, polluted water and oil. Maybe have Geysers go through a "dormant" period or an "excess" period that lasts several cycles. A lesser periodic disruption could be some sort of quaking that prevents dupes from sleeping. So for 5 cycles the dupes no sleep and get VERY cranky.