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About staring_frog

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  1. @ChrisBit thanks for interesting ideas and some numbers! Dupes converting food into some water and making some buildings consume O2 both are easy to implement and sounds interesting. Providing O2 through vents is fine, I usually do it that way anyway, there's no problem with that : D Thermoelectric generator sounds fun, challenging to make though. I did a peltier cooler before it was definitely fun : D As of now I've run into a problem that generating even 100g/s CO2 per dupe with 3 dupes leads to it building up in one place and not moving down fast enough even with 3-tile way. I don't have much spare time too. Anyway.. DLC is not out yet, need to find ways to have fun : D
  2. Memory leak is when an application allocates memory and then "forgets" about it and it's never returned. Allocating memory is fine it's required for game objects and then garbage collector frees up unused objects' memory time to time. What would show a memory leak is a gradual increase in memory usage over a long time with the same map content.
  3. Algae Terrarium is able to suck in water if placed in water which saves A LOT of duplicant time and that is not described anywhere in the game docs.
  4. As far as I understand physics is calculated in a SimDLL which looks like a C++ library, and that makes modifying it much more difficult, but still possible though.
  5. On the starting screen "mailing list" button leads to opening a link which results in displaying an error "The Steam ID was not recognized.". I had an issue doing that in Windows as well, same error I think. What I wanted to do is to subscribe for DLC release notification by email.
  6. @Sanchozz You're right, CO2-related rebalance is yet to be done. OMG, you decompiled my mod True, there are better ways to do that, I'll look into that. Thanks for input.
  7. You're right they actually breath out more mass. On the other hand gas mass in-game represents pressure as well. Currently breathing dupes drop pressure, by quickly eating up gas UPD To be exact that's O2 (16*2) to CO2 (12+16*2), i.e. 32 to 44 or 1 to 1,375
  8. Some issues to solve: if dupes output same CO2 as original O2 input, then there's a very fast CO2 build-up early on, if I lower O2 intake then there's too much O2 on the map.
  9. Goals: - make ONI more realistic regarding energy and matter conservation laws; - introduce new fun challenges to overcome with wit but not grinding; - keep being fun to play; - making it more hardcore. Status: - dupe CO2 output = O2 intake = 100 g/s This mod is intended for ONI veterans looking for tougher experience. If you're new to ONI it would very likely make it too tough to have fun. Vanilla ONI is being gentle to newcomers and that's great. For a long time I was thinking about making ONI more realistic in terms of energy and matter conservation laws. It happens to be a popular idea. So here it is. I'll be progressing gradually and posting updates here, join me if you like. It's already fun Here is the first version. All it has is dupes output CO2 same amount as they take O2. Which is already hardcore O.O due to slow gases moving. It's safe to turn this mod on and off. All things would get back to usual. More Realism!.zip Source:
  10. I get the same bug with dupe stuck at eternal digging. Usually happens with unstable tiles like sand and regolith. I attach a save just in case, dupe stuck at mining regolith at the bottom of a rocket. Home.sav
  11. It would be nice to be able to choose "Any" material and then Dupes would pick one which is closer to find. Most of the time it doesn't matter which material to use. And the one laying around makes building faster.
  12. It's also using constant 120W if enabled and set to "Open". Which is not supposed to be happening I guess.
  13. Log file from that game. PS Crashed on exit from main menu btw. output_log.txt