Paradigm87

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About Paradigm87

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  1. Overheat temperature font barely visible (yellow on white) Window tile of visible ruins at initial spawning time look like minable diamond tiles (some even allowing plant growth), when dupes come close then they suddently switch to real window tiles The glass window ruins have too much glass, which allows for deconstruction and a lot of glass building Some technologies are too early in the tech tree, which makes those techs too early available to be useful (e.g: sugar engines, telescope) it would be better to place them later in the tech tree Fossil in the starting biome seems a little bit off Consumable window pictures is misalligned with checkboxes Mass of polluted dirt in swamp biome is seems to be too large. One can last without oxygen generators for many cycles Polluted mud emits gas, mud itself does not. Seems strange to me. Sweetle seem to ignore spindly grubfruit plants which haven't been inside their reach at spawning Starmap biome overview might be giving spoilers you do not want the player to receive yet (it adds to the exploration feeling if they are marked by a questionmark before the biomes are encountered) Teleporter reveals planet and contents before having been there/seen it Starmap reveals all types of geysers on starting asteroid without having found any of them Polluted dirt doesn't seem to emit polluted oxygen, unless there is polluted oxygen in the air next to it. The traits which allow dupes to start with a certain skill seem a bit over powered when you just started. Cool salty slush geyser doesn't emit anything when the environment temperature is below the freezing temperature of brine. If intentional then the geyser should appear shut tight with a tooltip that it needs to be heated up in order to produce. tamed plug slug power production of 1600W seems overpowered (word pun intended). I believe 800W tamed and 200W untamed should be enough Every time a spindly grubfruit changes to a grubfruit or vice versa in the wild the auto-harvest settings revert to no autoharvesting I'm able to spawn briar seeds and oxyferns by care package on the swamp asteroid, even though they are not on the asteroid. I would suggest disabling the spawning of plants that are not present on that asteroid, even though multiple asteroids have been discovered (or disable the spawning of seeds and animals/eggs entirely) Minor irritation doesn't seem to disappear even when in oxygen for a long time. Exploring the surface without even been to the surface is strange Death of a dupe on one asteroid affects dupes on all asteroids, while those on other asteroids cannot cry it off Would be helpful that if a dupe changes asteroid that his old bed gets unoccupied I think the teleporters should require being charged with power Warping items appears to be weird. It's probably nicer if we launch it trough space I would prefer if the daily reports can be filtered as a whole and per asteroid The bog bucket seems quite inefficient with polluted water, 30kg/cycle would be more fitting If the diagnostic graphs are not an issue any more (for like 3 cycles) then I would prefer it to revert to its original state Oxygen masks cannot be recycled/reused? Otherwise having lot of fun
  2. It is not as intended, because for all other ores it's exactly the same as the melting point as the product it refines to. Also this melting point is exactly equal to that of the copper ore, so they forgot to change this one.
  3. The melting point of aluminium ore seems to be copied from copper ore. Should be much lower, see attachment
  4. Vulcania with Frozen Core..... uhm? Geoactive and Geodormant is also an interesting combination.
  5. All things in the lists of filters are ordered alphabetically except Polluted oxygen, probably because it used to be named contaminated oxygen :).
  6. Clicking kiln recipe after it has been built, or clicking one that has a recipe causes a crash.
  7. Having the same issue in my game
  8. When reloading a save the time until death for all creatures resets to 10 cycles
  9. Ravaging hunger (very hard food setting) seems very badly tuned. No way to survive the initial stage with it.
  10. Heating algae beyond the boiling point (125 degrees C) should normally turn it into dirt. However when done if the conveyor belt is within a tile results into dirt tiles created above it. Problem however is that it continues doing this well into space, the final frontier. Where it goes where no dirt has gone before.
  11. Consumables tab still have old expectation column. See pic.
  12. All versions of Pacu don't overcrowd. The result is pretty much having hundreds of eggs in a small water area hatching and producing their little offspring in no-time. Sure I don't mind having hundreds of Gulp fish cleaning my polluted water and providing infinite food, but they lag my entire game.