Machenoid

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About Machenoid

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  1. [Game Update] - 353289

    high kcal density muck root replacement for the forest biome.
  2. [Game Update] - 353289

    Food for regular drecos again.
  3. Pips could be different from other species in that it's their pre-adult version that has a fraction of the adult behavior already present in it from hatching. All pips mature into the same adult version, but the egg that's initially laid depends on the adult's living conditions since the theme is "the pip tends to the flora of the asteroid" so naturally, its children should be naturally capable of starting early on that job. Pipsqueak - The adult was in an oxygen environment at 15-45 degrees celcius. This young pip enjoys getting into and simply removing the contents of storage compactors, and will crawl on the walls and ceiling to find a new thing to rummage through. It sneezes adorably sometimes, and you'll know because of a little squeak. Hushpippy - The adult was in a carbon dioxide environment of any temperature. This young pip prefers to pick up and plant seeds that it finds in an attempt to plant oxyfern and reduce the ambient carbon dioxide levels. It won't climb walls until adulthood, so it will try to patrol the floors that it can jump to as much as possible. Sometimes it just decides to take a nap, because walking is hard. Pipwoe - The adult was able to eat enough arbor tree branches during its lifetime that this young pip was born exceptionally strong. The youngster will display its strength by displacing debris and seeds over long distances by carrying it around in its mouth pouches while climbing and jumping on any surfaces. Its jaw strength is also improved and can defend itself better than an adult pip ever could. Then when the Pip grows up, it becomes a "normal" pip, gaining all the other abilities it was not born with. The notion here is that if you have one of each young pip type, you've effectively got one whole functional pip the moment they all hatch, saving 5 cycles of "do nothing because you're just a baby" Pokeshells are basically bottom feeders. There should be some kind of social "present in pen" dynamic similar to the pufts, but instead of depending on the mere existence of a "Prince" they would stratify their population based on consumed foods, which are either available naturally or are pooped by other pokeshell subspecies or other creatures entirely. Water Weeds plant/product, rot piles, sand, polluted dirt, generic or special meat, egg shells and molt shells as options. Since shells molt naturally, a subspecies could be centered around the consumption of shells to produce meat, and a species that consumes meat to produce rot piles (which decay into polluted dirt) Behavior does include aggression, so presumably one subspecies could be hostile all the time, and another could be non-hostile even in the presence of its own (or others) eggs. Eat your food and raise your own egg rate. Present with the same subspecies in the area, raise the other subspecies egg rates. Present with a "liked" subspecies, raise that subspecies egg rate. I would say "three subspecies like the puft" but that's a bit much for having both child and adult versions... Unless you consider the notion that two of the subspecies could hatch as "adults" one which is the size of a single tile from an egg, and one which is the size of the gassy moo from a massive egg. (Obviously, the one without a shell an drops meat instead of molts, since all the potential lime production would be in the shell.)
  4. [Game Update] - 351503

    Nice, thanks.
  5. [Game Update] - 351503

    Any ocean biome from any asteroid or just the ocean asteroid?
  6. [Game Update] - 350563

    The first one is going to get you a lot of heat, because there is a segment of ONI who want the game to be easier... There's also a segment who wants the game to be more difficult. Frankly, self-planting should only happen under specific conditions; only certain soil types, temperature ranges, entombment, atmosphere, etc. For example in order to "wild plant" Sleet Wheet, you would need to entomb it in some kind of ice. This turns a fairly braindead "build planter boxes /storage containers, assign seed, deconstruct" to something that's more of an engineering challenge and fully limited by the environment, even if that environment is itself artificial; there are only so many tiles of phosphorite on the map, chlorine does not normally get that hot/cold, switching liquid types between "planting" and "growing" phases, etc. The second one is a good adjustment, and helps reduce the chances of wild arbor trees being placed so close together they can't grow branches.
  7. [Game Update] - 349444

    It's difficult to have controversy when there's an objectively correct choice. Which we now have.
  8. Sandbox Destroy Crash

    Considering the number of other crashes in the game after the recent update it may not be related to sandbox mode or the destroy tool specifically. Also, the range on the tools are dependent on your machine. If you set the range too large even a good machine will crash. If the game chokes and dies with the large ranges, just reveal/destroy the map using a smaller brush.
  9. Sandbox will crash when using the destroy tile tool, either while the game is running or after unpausing.
  10. [Game Update] - 348892

    Big oopsie.
  11. [Game Update] - 348553

    No more free cooling is great, but we're still getting free heating (reee) Sieve output should be based on filtration media used. Heat exchange between 5kg polluted water, 1kg filtration medium, add the DTU value of the machine operating to the output. Need more exchange? Increase the amount of filtration medium used. Add more wattage cost to the sieve and add a mathmatically sound amount of DTUs to the output. Don't worry if the player put polluted water through the sieve that could freeze on the output after being turned to pure water. If the player needs to figure out an external heating solution, let them and let it be part of the game. A player mod already on the workshop already did the full scope of dynamic temperature on the sieve and it worked fine.
  12. [Game Update] - 347957

    If it wasn't for wild self-planting being reintroduced, the moment there was zero chlorine left in the universe the last use a waterweed seed would get, would be getting thrown into the composter. But like Gurgel stated above, you can just have 200 wild plants for 12 dupes (and considering the number of seeds you get in each biome, that's probably going to be the case) If waterweed really needs to be fertilized by something when domesticated, then it should be fertilized with lime, based on some ratio of pokeshells fed by wild waterweed, to dupes fed by that pokeshell-lime fertilized waterweed. The bleachstone could be replaced with very small amounts of lime and fossils. (shells on a beach) [It could even be a plant that requires two fertilizers, both lime and bleachstone, with the majority of the fertilizer being lime since it's assured to be infinite, and thus stretch the bleachstone supply more.]
  13. [Game Update] - 347957

    They should be fixed by creating a middle-road trait that would imply both but doesn't take up 2 trait spaces. If geoactive adds 4 geysers and geodormant removes 3 geysers, the intermediate would just add 1 geyser.
  14. [Game Update] - 347957

    Masochism challenges. There needs to be a third difficulty level beyond "Survival" that enforces these negative traits appearing on asteroids, while "No Sweat" completely disallows those asteroid traits which limit gameplay from appearing. (fewer geysers should never happen on "No Sweat")
  15. [Game Update] - 347957

    Fertilizing with bleachstone isn't the problem, the issue is the lacking mass of the bleach stone tiles, the loss of mass when it's mined and the difficulty in manufacturing more of it when it inevitably runs out. I'll cut to the end of the story: In order to successfully colonize the asteroid the game wants you to print 12 duplicants. Remembering kcal requirements double with the hardest hunger difficulty, meaning you need twice the plants, which requires twice the fertilizer being spent (effectively 24 dupes) From there it's simple multiplication to find out just how gimped you'll be if you want to rely on waterweed as a food by itself or as a morale booster. I have found tidal biomes that spawn small enough to only have around 40 tiles of bleachstone in them on non-oceania maps, making it only a novelty instead of something useful. If it wasn't for wild growth and replanting, it would inevitably become worthless (and if it was confirmed by space exploration that you had no chlorine source at all, the waterweed seeds would get more use by being composted!) tl;dr: Multiply bleachstone mass in tidal biomes by 5 to 10 times. Something that won't run out within 100 cycles.