Machenoid

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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. Matter teleportation is the main reason why electrolyzers sitting in liquids are able to spawn the hydrogen and oxygen without mixing them. It is unexpected to see matter teleportation elsewhere but it's not really surprising it would be possible. It's these fun sorts of gimmicks the one-element-per-tile design provides are what makes ONI a joy to play; discover a rule, then bend it, then break it and do crazy things with it. Personally i hope the physics engine never changes to allow more than one element in a tile, otherwise all these neat engineering features it provides will disappear with it.
  3. As long as it doesn't duplicate matter, i'm certain Klei's coders are not screaming... As much.
  4. It's better to play ONI without spoiling yourself through gameplay videos and suffer some minor difficulty figuring out how game systems work (with a few dead dupes along the way) than it is to copy/paste very efficient designs without understanding why they work the way they do. Playing the way someone else would and saying "This game is boring!" is foolish, because of course it became boring: you're not playing it the way YOU would, you're playing it the way someone else would. For example, learning through experiencing gameplay how kcal consumed versus kcal produced per cycle functions, is better than just copying the "# mealwood per dupe" math, because there are situations (and game settings) that cause kcal consumed to rise and fall in a range. You can follow the "rules" other people have discovered and then wonder why your dupes are still losing kcal stored at the "correct" number of plants. Labor shortages, travel distances and illnesses impacting dupe stats all modify kcal production; things you only learn to account for by playing the game, not following guides.
  5. 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.
  6. Athletics shouldn't increase dupe speed significantly at all (10% to 20% from having a specific job skill level) instead, Athletics should impact the proportion of movement speed penalties or bonuses that moving on terrain offers them. Metal floor tiles provide a +50% run speed bonus. If a dupe has 0 athletics they should get half the speed bonus. Meanwhile if they have 20 athletics they get the full +50% speed the metal tile provides. This way athletics is only as powerful as your base design allows it to be and gives incentive to improve infrastructure outside the base; build your base like a running track and your runners will sprint as well as they are able.
  7. For effecting the asteroid: Porous - Liquid pressure is treated as some multiplier stronger than normal except against abyssalite, neutronium and constructed tiles. (3 natural tiles will still prevent leaks/breaks) A granite tile that would've stopped water pressure will now leak and break. (High/Low) Solid Hardness - (mutually exclusive) The material selection for the asteroid is changed to replace its solids with another material with the same traits which is higher or lower hardness. Ingeous rock (hardness of 25) can become sandstone (hardness of 10) meanwhile a special resource like Salt will stay the same, since there is no harder or softer material to place it with. Gaseous Rock Core - (mutually exclusive with other asteroid core traits) Rock Gas is at the bottom of the asteroid instead of magma. The quantity of matter in the core is the same as normal. Hollow Core - (mutually exclusive with other asteroid core traits) Magma has been turned to vacuum tiles and what would've been rock has been changed to space. The neutronium bottom still exists. Dusty/Rocky/Metallic Asteroid Season - (Not mutually exclusive) During asteroid season, the spawned asteroids will be skewed towards one of these types and given a faster spawn rate. High/Low Density Asteroid Field - (Mutually exclusive) The asteroids spawned during a season are increased or decreased by 30%. The duration of the season remains the same. Long/Short Asteroid Season - (Mutually exclusive) The asteroid season is increased or decreased in duration, but the number of asteroids spawned remains the same. (Long and low intensity, or short and very intense) For effecting the starmap: Distant Thick Nebulas - Some destinations on the star map are surrounded by a thick cloud of gas, which will add a few cycles of rocket travel time when targeting those destinations for a mission. (No additional fuel cost) Local (Hot/Cold) (Hydrogen/Oxygen) Gas Cloud - (Four seperate, mutually exclusive traits) Every tile in space is replaced with an infinite 1 microgram source of hydrogen or oxygen at a few hundred celcius for "hot" or near-condensation for "cold". Any other matter on a space tile is still deleted normally, and gas volumes above 1 microgram in space get drained to vacuum and then set to 1 microgram hydrogen/oxygen at the hot/cold temperature. This makes leaving things uncooled/uninsulated dangerous as temperatures are passively being moved to somewhere unwanted. External Light Pollution - The speed of analysis on new rocket destinations is slowed by 35% (which should be slowed enough to motivate the player into building a second Telescope)
  8. [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.
  9. Balm lilies - Infinite dirt

    I don't consider dupe time and player interaction factors to sustainability. Only the hard resource cost behind the creation or transformation of other resources; if it's not a positive or neutral feedback loop it's going to run out eventually. Balm Lillies could already have "produced" dirt prior to this update, by feeding tame Dreckos with barely enough plants so they never reach the harvest stage. Then let the drecko meat and egg yolks turn into rot piles and it gets composted automatically, for dirt and phosphorite. Maybe make it like the Salt Vine; absorb atmospheric Chlorine.
  10. [Game Update] - 355043

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

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

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

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

    Any ocean biome from any asteroid or just the ocean asteroid?
  15. [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.