Nebbie

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About Nebbie

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  1. I can confirm the game is finally actually starting on Linux with the DLC now.
  2. Very excited to see swamp start and revamped surface/space tech. How much of that will be added to the base game when the DLC comes out, as opposed to being DLC-exclusive?
  3. Well if they return with mercury from it, it'll be worth the wait!
  4. I'm sure they're still fixing bugs in the base game (especially since some have been fixed relatively recently), and the DLC will probably only add bugs in its own area. My bigger worry right now is really performance. ONI struggles with the currently large map size and certain issues like pathing.
  5. Wouldn't work. Just use the ore from space plus generated materials (you can, in the end, make dirt from dead shove voles...) to replace everything in your base and dump your starting biome's materials somewhere.
  6. How would radioactivity be a problem like that? Even massive radiation levels in the magma biome would just mean, assuming lead is somewhat realistically good as shielding, you could slap a layer of lead tiles at the bottom of the map and continue on as if everything's normal. Do you mean the asteroid violently explodes?
  7. No thanks, that would be kinda boring. I'd rather they make the Oil Refinery produce more byproducts (sulfur and bitumen, maybe a precursor to isoresin too?) so that input and output masses are equal, and then give us lategame ways to make those byproducts useful. I'm in general not a fan of how ONI stuff currently tends to go from stupid buildings that delete mass but work relatively fine to crazy lossless tile setups with no real in-between.
  8. 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.
  9. 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.
  10. 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 gas...at 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.
  11. Quite possible. Gas interactions are all sorts of messed up in this game, it's very easy to accidentally delete mass.
  12. Noticed this one. I wouldn't say "incredibly", but it is certainly low resolution.
  13. Oh wow...that's an interesting one. Definitely not suggesting those for heat transfer.