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About Nebbie

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  1. Specifically, the correct semantics would be "pokeshell shell" for the 10kg one dropped on death, as it is a remaining shell, not a molt.
  2. An exposure event is triggered by the amount of time spent in contact with the germs and I think also needs a certain amount of germs. The dupe's resistance doesn't affect what qualifies as exposure, only how likely an exposure event is to cause the illness.
  3. Having to get dupes into steam chambers and such would just be so stupid that I really don't think they're gonna do anything with this. Not without some kind of amazing new airlock stuff that not only separates gasses but also strongly separates temperature.
  4. Looks like the waterweed is believing itself to be in nearby air instead of the water it's under. It might grow with a row of solid tiles right above...although then dupes won't be able to access it. I think it's clear at this point ONI has a bit of spaghetti code going on, between this and the insanity of tiles and ladders.
  5. To further this, sometimes a mod, or the way mods are loaded, is designed to disable itself as a safety measure if what it's interfacing with isn't a known compatible version. To not get mods not working on every update, you need to reach a point where what mods interface usually doesn't change on updates. That requires abstraction and things being relatively finished. ONI will get there in time.
  6. Finally, my colony won't be so noisy (critter sensors set to below). Liquid element sensor is interesting; I can't think of a use right now, since generally you want a hydro sensor, but maybe for only pumping out the one bit of polluted water in a clean water tank? The power changes sound like they'll be a godsend; I personally never ran into such problems with my setups, but I know it wasn't that hard to end up with overloaded wires despite good transformer usage. On the removal of toxic and flammable tags, I worry that this means we won't get any new problems from piles of chlorine and natural least tell me we're getting a buff to diseases sometime. Overall, very good, I just hope it didn't introduce anything that'll cause crashes for my base.
  7. Thermium rust deoxydizers to produce power sounds like the most pointless abuse of game mechanics I've ever heard of. In absolutely ludicrous quantities, and you can also get it from the oxidized planetoid in space.
  8. Maybe they could make it so buildings could be coated with a shell of "insulation" to dramatically reduce heat exchange with their environment.
  9. Locavore/Carnivore

    They do, yes, because they never regenerate health and meteors can damage them a bit.
  10. Geysers in general will not output if the pressure around them is too high.
  11. Hmm, interesting idea with rails to transfer a lot of the heat directly as soon as the petroleum cools it a bit, The way I've done it before is to cool the petroleum ridiculously and only sweep when it's cold, but this should save a lot on aquatuner power. I guess the fundamental problem with doing it this way, though, is not having a rail thermo sensor as an option to only offload the gold/glass once it's for sure cooled down. My big thought here is maybe this hybrid approach is actually wrong and you should just directly have the metal volcano be part of the steam room, so that the steam cools down the liquid metal to make it sweepable to put on rails for final heat offloading and then cooling, with no petroleum involved. It might be a bit tricky, but would condense things down as long as the steam below the overpressure limit is still sufficient to take the heat.
  12. Quite possible. Gas interactions are all sorts of messed up in this game, it's very easy to accidentally delete mass.
  13. Noticed this one. I wouldn't say "incredibly", but it is certainly low resolution.
  14. conveyor Rails do not transfer heat off-screen

    Oh wow...that's an interesting one. Definitely not suggesting those for heat transfer.
  15. Both outputs are based on the generator temperature with a minimum.