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About goboking

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  1. You're not wrong, but given how ubiquitous steam turbines already are, I think I'd rather see a dedicated nuclear reactor produce power (in addition to heat, radiation, and radioactive waste).
  2. That looks so relaxing. I want to be able to build windows looking out into space in my dupes' bedrooms.
  3. You had me at hello sneak peek of the upcoming content pack.
  4. Maybe, maybe not. There are always going to be bugs. And like it or not, at some point Klei has to consider the return on investment they're getting on squashing more bugs vs developing new content. Bug fixes are welcome, of course; I just don't think they're as vital to the game's success as some of you make them out to be.
  5. Can we get Tame Only and Wild Only checkboxes on the egg cracker? I'd like to the ability to automatically process tame eggs[1] without obliterating the wild hatch populations I like to keep in various biomes. [1] I know this can be achieved via automation (quite easily, in fact), but the egg cracker's animation is too cute not to use.
  6. Long ago (before diseases were nerfed) I pitched an idea for the ONI equivalent to the common cold. The idea was to have it cause sneezing, meaning the germs could be airborne, and would necessitate either judicious use of sinks or quarantine to keep afflicted dupes from spreading germs to everything they touch. This was back when Slimelung was lethal, so my idea was for this new disease to be much milder and easier to spread by comparison.
  7. In addition the problems you mentioned, a custom asteroid created in such a way also looks off. Different biomes have different hues to them, so when you tear down a slime biome (background hue of green) and build an ice biome (background hue of blue) in the same spot it looks off.
  8. There's nothing wrong with form over function. If aesthetics are you thing, then lean into it and make the best looking, centrally located warehouse/storeroom you can make. Of course there's nothing wrong with function over form either, so if efficiency is what you're after then strategically placed storage compactors near buildings that consume specific materials is a good way to go. Doubly so if you can use shipping and automation effectively.
  9. Since we've run out of things to data mine I propose we go Ocean's 11 at Klei headquarters and do some next-level data mining. I can be the getaway driver. Is anyone here flexible enough to be the contortionist?
  10. We have ourselves a murder mystery to unravel. Meep, donning his deerstalker, will be along to question potential suspects all shortly.
  11. I'd still like to see a rocket module in which we can store materials to be dumped in space during missions.
  12. You are correct, and thanks for digging this stuff out.
  13. I thought this was going to be about chilling or freezing eggs to slow or stop incubation and I was ready to voice my support of such an idea.
  14. Bear in mind that fire doesn't necessarily have to be about heat. Overloading circuits could be a source of fire. This gives players the agency to avoid accidental overloads, but also adds a new challenge for people who get careless. The game is about problem solving. Combat, implemented properly, could be another problem to solve for without changing the paradigm. Take the shockworm, for example. These could be aggressive, territorial critters that attack on sight. Now you've got to account for your pacifist miner's inability to defend himself. Or take it a step further. Say they spawn from nests and drop something valuable. Now you've got a decision to make. Do you clear the area and destroy the nest, eliminating the threat? Or do let them keep respawining, giving you a renewable source of whatever they drop at the cost of injuries suffered during combat? And as with everything else in this game - be it germs, stress, or calorie intake - I'm sure Klei would give us the option to toggle aggressive critter behavior on or off so we can each play the game we want to play it