PhailRaptor

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About PhailRaptor

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  1. On the Cool Steam Vent topic... The larger issue here is that Plastic isn't a given. By the time you're looking for an infinite water source, it's pretty doubtful you've gone to the Oil Biome to get Crude for turning into Petro then Plastic. Especially for a newer player, as this discussion has been framed, you are probably still on Algae and are in need of an Electrolyzer setup. Depending on how much Water your particular seed has/had in the Starter Biome, you might not even have Steel, and only then if you have got a Hatch Ranch set up for the egg shell to make a lot of Lime. A newer player probably won't have a Glossy Drecko Ranch for alternative Plastic, meaning they can't build a Steam Turbine. This presents a substantial challenge for newer players who are desperate for Water and happen to trip over one of the exposed Cool Steam Vents, or even the Water Geyser or exposed Salt Water Geyser. You just don't have any tools to work with other than the latent temperature of the Cold Biome for cooling that water and/or Oxygen for your base. This is one of the common death spiral points, because the hot water will heat the base and stifle crops. I wonder if that's why there is some Crude Oil that spawns with the Teleporter Pod. I don't know how the numbers work out, if that's enough Crude to make Petro from for a quick'n'dirty early Plastic Press, and how much Plastic you'd get from that.
  2. Hydrogen has no waste products to output that heat into (NatGas does), and therefore is just destroyed. As long as you have a decent material to build Insulated Tiles and Insulated Gas Pipes from, you will have hundreds of cycles to work on getting a cooling loop in place before it becomes relevant. You can also just choose to not open it if you are concerned about generating too much heat from it.
  3. I'm slightly confused about this apparent reduction in guaranteed Geysers now in Spaced Out. In vanilla, the Sandstone start had a lengthy list of guaranteed spawns: exposed Cool Steam Vent in the Jungle exposed Cool Steam Vent in the Swamp exposed NatGas Vent in the Swamp exposed NatGas Vent OR exposed Chlorine Vent in the Jungle exposed Salt Water Geyser in the Salt Biome bricked over Cool Slush Geyser *somewhere* So has the Swamp exposed Cool Steam Vent been removed from the guaranteed list? It has the same chance of spawning as any other PoI in the Swamp Biome? Is there somehow a reduction to some of these other vents/geysers? I ask because I went through a long series of map generating to find one I liked just a few days ago in Spaced Out, and the list wasn't any different. All the exposed ones were there. Is that not supposed to be the case?
  4. Have to agree here. It's a really nice addition that I want to stick around, but it needs further iteration. The appearance doesn't really fit with the art aesthetic, and honestly just kinda sticks out.
  5. Probably because of this: The way mods themselves are handled has changed, so all mods, whether they use the new things or not, need to be updated to a current version. Even if nothing actually changes to the mod itself.
  6. The first asteroid, Terra, will not spawn any Traits. All other asteroids still do.
  7. I feel like if we're talking about setting up Sweeper Arms and Conveyors to supply Wheezeworts, we're not talking about early game spot cooling. In order to get Sweepers and Conveyors, you need to get to, what, tier 4 research? Not to mention have the supply of Refined Metal to build all the parts, and have spent at least 6 Skill Points on one of your Dupes to get Mechtronics. None of that is early game spot cooling, which is what Wheezeworts were best at and most often used for.
  8. Some new players would figure that out, sure, but we've all seen enough people come to the forums asking if there's a bug, because they changed the pipe to insulated and it's still breaking etc etc. Some of the warning tooltips could be clearer.
  9. I would also like to point out that we're right back to the devs telling us basically nothing about a change or why they are making it and expecting us to figure it out, all over again. It was just the previous update where we had that big outrage about this very specific topic, and again we're getting a sweeping change out of left field with no direction. I gotta admit though, I was surprised they were actually making posts directly responding to us for all of a week. Seems we're going to have to reinvent the wheel, though. Again. *sigh*
  10. Sounds like they oops'd the code and had it look at the Sand's temp instead of the Polluted Water's temp.
  11. Auto-wrangling from the Critter Drop-off works on fliers. Standard Wrangling doesn't. I don't understand. Instead of requiring 500 g/s of NatGas while running, it now only requires 100 g/s while running. Still very disproportionate to the NatGas Generator, though.
  12. You can already do that by building the walls and doors out of Refined Metals, such as Steel. They can't dig into Steel.
  13. You have to assign them separately on the Skills screen. They are no longer automatically equipped.
  14. But a Visco Gel "airlock" is not a Door for the purpose of creating Rooms. It creates a thermal and fluid seal, but the game will not create, for example, a Plumbed Bathroom for your AstroDupe to use when they return from a mission with a full bladder. You're forced to build a firepole from the top of your Rocket Silo down below the Surface level of the asteroid in order to make the bathroom into a Plumbed Bathroom for the Morale benefits. That's why the Pneumatic Door was given "backwall" properties like both Airlocks. At least, that's my theory on the matter.
  15. It's probably for the purpose of creating Rooms with high traffic on the Surface. When both Manual and unpowered Mech Doors open and close too slowly for a room that sees a lot of traffic, like a Plumbed Bathroom or a Great Hall. The way around this is to use a Pneumatic Door. But if Pneumatic Doors don't block Space Exposure, you're going to be constantly bleeding air through the Door.