chemie

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Everything posted by chemie

  1. If you can't make a round trip to the one tile away planet with the sugar rocket anymore, I am not sure that rocket is viable. Basically, they are saying they want you to cheat and carry the sugar in the capsule, but why not let it go in the engine like it is supposed to.
  2. The bad news is that off gassing across large areas deletes a lot of CO2 (swamp biome for example) I am glad they capped off gasing. The whole exploit of leaving large bottle of PW to O2 production did not make sense (ie should not scale)
  3. I had one map with oil at 350C (melted lead) so exosuits are mandatory. I had another with a oil reservoir surrounded with 65C so no exosuit needed. However, I found the teleport biome mostly useless. I got a hatch egg and some algae for the rockets but that was it. The oil is not needed for power with solar. Plastic would have been nice, but at 350C, there was not happening. Sending a rover to the other world quickly gave printing press with reed fibers and pip eggs. One rocket brought back 3 drekos and all the aluminum and gold ore I needed. So neither base really made sense to have a colony on. What I was left with was a single base on the starting world but with a much smaller map. I know not all content was in the alpha, we will get more worlds later, but I was not too impressed with the overall intent of splitting the game between maps. I did like the swamp biome as a biome though
  4. I have had arido seeds with <10 tiles of starting water. No way to get research to insulated tiles, farm insulated, and still have that water for cooling. Yes, you can get aquatuner up by ~30 cycles but that still means mush bars for a period of time. I used to hold at 4 dupes but later found 6 was better to manage the mush bar production and building queue vs trying to keep food demand low.
  5. as currently implemented in latest patch, slugs are worthless. Rather than micro feed management, better to build up to the surface and spend the metal on wires between solar panels and base
  6. I could not figure out how the loader thing worked (turns out you have to build on the right hand side of the platform (which is where I happened to have a ladder). Saw 600 kg and figured, I have a better way....20 t of gold and 20t of aluminum, and three live dreckos came back with a single rocket return flight.
  7. The cargo bay is useless. Put all your cargo in the nosecone instead. You can load 20t in a compactor. In fact, you can empty/fill and leave multiple 20t on the floor for infinite but micromanaged transport.
  8. 100:1 ratio in crusher is what makes it useless. 1:1 would be better but honestly the whole morale/skill system is pretty meaningless. Easy to be +50 with only ~20 needed
  9. If you add a new dock and request a suit to be delivered, dupes will grab a suit from an existing, equipped docked. This results in musical chairs as they keep grabbing from an equipped dock.
  10. Solar power is tricky to balance. In base game, they put them behind a big late game wall, needing steel and a lot of infrastructure to manage meteors. However, since you already have H2, methane, and petroleum set-up, there was no real point to building out solar. Petroleum is just as easy and free. Now, they made solar early game and it is easy to see that it is the only power source you will ever need. Even if they removed the free glass, I would rush glass to get some early solar (just 400 kg gets you two panels which gets you on your way to free power just the same. Your proposal makes managing rockets very hard so I do not think that makes sense, and would not stop anyone from building out 4 or 5 early panels before getting exosuits. In my current game, I have to vent H2 and methane since solar is meeting all my needs so I agree it is broken, but I do not see an easy fix between OP and useless. Perhaps multi-cycle stretches of low brightness?
  11. I would rather build a second printer on that world and choose versus rolling the dice and having to kill a really bad negative trait dupe.
  12. If they did not do this, the water would freeze if the brine/salt water was below -3C....so that would be bad
  13. carbon skimmers were broken the last update....they just stop working, often when you switch worlds but even sometimes right after you build it
  14. When you add too many things to the resource display, you lose the ability to click on the "remove new" and the "see all: buttons
  15. I had something similar but only on the 2nd world. Skimmer ran fine on original world. Deconstructing and rebuilding it would start up again but only run a few ticks. I had same issue with a deoxidizer too (but on starting world). The skimmer I completely rebuilt the entire skimmer/sieve loop somewhere but it is still not running. It stops running as soon as I switch view to another world. Edit: It does it on all worlds.....switching back and forth breaks the skimmer The Lunar Home.sav
  16. The build menu remembers the last material you selected for each building. This needs to be remembered for each world uniquely. That way, you can build with copper on one world and aluminum on the other. Going back and forth on 3 worlds is hard enough but having to always select the right building material for each world is a big pain.
  17. Wild slugs (no feeding) give a paltry 40 w. Yes, 1 ton in 14 cycles is a very large amount.
  18. No materials; they will not leave if you select "crew" apparently
  19. How do you get dupes to build in there? I have put the build commands but it says unreachable....and if I assign crew, they go into the capsule but just stand there until they suffocate? Its weird because it did it my first game but not this time so I assume I did something I can;t remember last time.
  20. If you want to compost food, you must have a compost heap. However, this will also consume polluted dirt, even if you wanted to use the sludge press. You need to be able to have a drop down selection on what the compost pile will consume.