blash365

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Posts posted by blash365


  1. 1 hour ago, Sasza22 said:

    We could just restrict stuff but if we restrict mass it will be more flexible. We could still decide not to build something to fit something else. With only a set of buildings there wouldn`t be many options and we might end with only one way to build the module.

    Restricting mass seems very arbitrary, since we do it nowhere else in the game (e.g. debris does not pile up).

    They could then rather make it a starting condition for the rocket to have it swipped. That should be easy to implement and be a clean condition. But then again it would limit us drastically.

    As i said before, i would rather keep the current freedom but provide a much better alternative for cargo that makes cargo modules worthwhile.

    • Like 4

  2. 38 minutes ago, Sasza22 said:

    We would have to limit the interior to just a handful of buildings. Even a simple door is enough to force dupes to drop items on the ground. Actually just building and deconstructing stuff is enough to leave debris laying around and it doesn`t even need any setup inside the rocket.

    Yes, but most players would consider this as a nuissance and would rather stick to the storage module.

    38 minutes ago, Sasza22 said:

    The best way to do that is limit the overall mass of the command module to something "reasonable". Lets say it should be able to carry all the necessary stuff (power generation, oxygen/algae supply, food supply, some furniture in the bigger one etc.) that couldbe a few tons of equipment but above that it would enter an overload state making it unable to liftoff or hinder the range.

    Well then you might as well only allow command-module specific buildings. Both suggestions restrict the players choices. Both of which i'd consider not in the best interest of ONI.

     

     

     

    I am still hoping for a new rocket module ("Recycling module") which will change up the way we use our rockets right now. It should basically be a mini colony, which stores, collects and converts resources to lengthen the time a rocket can support dupes before they run out of food or oxygen.


  3. On 12/16/2020 at 1:22 PM, Sasza22 said:

    Yes it`s a weird balance issue. 2 tiles in a command module can carry multiple times more resources than the cargo module. If you build an auto dipenser you can fit infinite resources in a single tile. No easy way to address that without redoing how command modules work.

    Simple way would be to limit the choices that can be built in the rocket. E.g. only allow rocket-specific buildings. But that would also require alot more content.

     

    The other simple way would be to make cargo modules alot more convienent.


  4.  

    34 minutes ago, AzeTheGreat said:

    Can you expand on what exactly you mean by unified here?  Will the base game and DLC version share the exact same code base, and just have certain parts of code locked out / no assets distributed without the DLC?  Or will it be less unified than that?

    I would say, he was quite specific already. "Same version of the game" = "same code". "DLC features toggled on and off" = "certain parts of code locked out"

     

    6 hours ago, Ipsquiggle said:

    Sometime before we launch, all players will be playing on the same version of the game, with DLC content and features being toggled on and off from the main menu.

    • Like 1

  5. 31 minutes ago, EricKlei said:

    When you start a new game you are choosing a cluster to play. A cluster consists of everything on the Starmap and there is only one per game. It's conceptually divided into the inner and outer cluster but this is not expressed anywhere in game. This makes reading the patch notes slightly confusing.

    Much appreciated (read with british pronounciation).

    So as a sidenote i take from it that there wont be more (at least not significantly more) planetoids than we are already seeing, but they will simply be spread further apart in the final dlc (maybe making room for something else? like a blackhole, a death star, a Dupe-build Space station (e.g. DS-9) or space weather:D).

    • Like 1
    • GL Happy 1

  6. 3 minutes ago, Slvrsrfr said:

    Wait! There is an SO feedback subforum? When did that appear?!

     

    At first glance "Bogwater Bayou" is certainly one of my favorites. Not a fan of all of them as some of them (e.g. "Pacu Fishtank") are a bit generic. But then again, i would mind encountering them ingame.

    What i am missing a bit in the long run (not that we have a good planetoid for it yet) are some names that either seem outlandish ("swisshhhhhhh", "ol'rak'tal", "örss") or technological ("Fractal VII", "Technodrom Mark FFB12C" , Farbenreit 1984").


  7. Alright. I was kinda hoping for one or two new things. But i guess stability is the better road to head towards the holidays.

    22 minutes ago, Ipsquiggle said:

     some random geysers around both clusters.

    Could we maybe get some kind of illustration on what you are calling inner or outer, first or second, start or endgame cluster? Are the first 3 asteroids the inner cluster? Or the map as we see it right now?

    Are you thinking about it as tiered groups of asteroids (similar to the classic telescope map) or is it more like a circular ladder where each asteroid is the next step to progress further?

    You are using the term alot and you seem to have a quite definitive semantic for it, while for us (read: me) it seems to be a bit too fuzzy to get a more wholesome picture.

     

    Quote

    New:

    • Added Terra Cluster as a new starting option
    • Switched Terra Cluster to be first in the list
    • Added some random geysers to the inner cluster non-start worlds
    • Added a new Liquid Sulfur Geyser

    Awesome! Those will spice up the game just fine.:D

    Quote

    Changes and Fixes:

    • Added Plug Slugs and Sweetles to care packages

    Thanks for listening. <3

     

     

    Enjoy your vacation days! Stay safe, stay home, stay healthy and see you next year!:D

     

     

    P.S.: It might not be a big deal, but the update is marked as a hotfix:

    grafik.png.b2d807844d272c5ee72d8e9807e0bfb5.png

    21 minutes ago, Ipsquiggle said:

    Hello friends!

    P.P.S.: https://youtu.be/tRfKdNxIOcQ?t=6:cower:

    • Like 2
    • Haha 1

  8. 15 hours ago, darknotezero said:

    will those who bought early access still have to pay full price for final release?

    I think, it is safe to asume that you only have to play once and from then on you own that content (on steam). It worked the same way for the early access purchase in the base game.

    5 hours ago, SabishiiFury said:
    At what time does Klei drop new updates? I mean, I'd like to take a holiday on the day of the dlc release, but it's probably not going to be out earlier than evening for us in the European time zones, or?

    What updates are you talking about?

    Remaining alpha patches? The early access launch? Forum posts? Patches in early access?

     

    For 1. & 4. you can browse the klei patch list for when they normally release patches: https://forums.kleientertainment.com/game-updates/

    Early access launch will most likely be in a similar timeframe.

    Forum posts should be in their respective canadian timezone.

    • Thanks 1

  9. 50 minutes ago, DefectiveNu said:

    2. My saves seem to not be migrated though, 0 bytes used in steam cloud storage and no long wait for sync on first quit

     

    You need to activate cloud saving for each colony (or for all) by pressing the cloud symbol on the load screen. See Rubys answer above for more details:

    https://forums.kleientertainment.com/forums/topic/122968-game-update-cloud-saves-now-in-preview-437482/?do=findComment&comment=1386047

    • Thanks 1

  10. 2 minutes ago, AzeTheGreat said:

    Thank you so much, this will help a lot.  Please consider encouraging users to send the full output log - it can make a massive difference in fixing bugs (which I'm sure you know).  Adding a button to open the log location, and a message telling users to submit it to crashing mods would be ideal in my opinion.  (I still really think the stack trace shouldn't be shown to end users, but oh well).

    I imagine that already happens when you press "report issue" on the blackhole screen.

     

    Also there is a button (a bit hidden) under options -> feedback -> log files to navigate to your log file folder.


  11. 13 minutes ago, chemie said:

    cloud saves is always the first thing I disable in a game....

    True, they are not always working in your favor. Also i kinda thought cloud saves were already part of ONI.^^

    But at least we have a good batch of other changes along with it.

    !!! Word of caution:

    Quote

    FileNotFoundException: Could not find file "C:\Users\...Documents\Klei\OxygenNotIncluded\save_files\x.sav"

    file exists, but cant load it after migrating save system.

     

    Restarted ONI, loading worked afterwards. Might be a strange caching effect.