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About Machenoid

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  1. [Game Update] - 359645

    Nosh bean variant Drecko: If they eat Nosh beans they produce impressive amounts of pure chlorine farts (Beans, beans the magical fruit; the more you eat, the more you toot.) that are within the nosh bean and salt vine temperature ranges. If they splash around in puddles of ethanol, they produce rust scales. In order to create the variant, normal Dreckos have to eat salt vines, not nosh beans. Eating nosh beans as a nosh drecko raises the chances of making nosh drecko eggs, while all the other edibles remain for their chances of making the other drecko species.
  2. I'm sure the newbies will be more disappointed when they watch the Space Industry short and then realise they can't build the astronaut training rocket simulator building.
  3. [Game Update] - 355817

    The files for 'The Rock' and 'Helicona' still exist in the game folders, but are disabled from appearing. Not missing much, they're just prototype Arido and Rime.
  4. [Game Update] - 355043

    Klei: Rock Granulators are now Amalgamators. Also Klei: Amalgamators are now Rock Granulators. Translators: "Grumble Grumble"
  5. [Game Update] - 353289

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

    Food for regular drecos again.
  7. [Game Update] - 351503

    Any ocean biome from any asteroid or just the ocean asteroid?
  8. [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.
  9. [Game Update] - 349444

    It's difficult to have controversy when there's an objectively correct choice. Which we now have.
  10. 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.
  11. Sandbox Destroy Crash

    Sandbox will crash when using the destroy tile tool, either while the game is running or after unpausing.
  12. [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.
  13. [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.]