Machenoid

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Everything posted by Machenoid

  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. [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.
  7. [Game Update] - 355043

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

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

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

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

    Any ocean biome from any asteroid or just the ocean asteroid?
  12. [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.
  13. [Game Update] - 349444

    It's difficult to have controversy when there's an objectively correct choice. Which we now have.
  14. 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.
  15. Sandbox Destroy Crash

    Sandbox will crash when using the destroy tile tool, either while the game is running or after unpausing.
  16. [Game Update] - 348892

    Big oopsie.
  17. [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.
  18. [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.]
  19. [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.
  20. [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")
  21. [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.
  22. [Game Update] - 347269

    It wants to sit in just 1 layer of water. Blame world gen for not providing the ideal environment (ie: entombment of peppernuts and balm lillies/dashasalt outside of chlorine)
  23. [Game Update] - 347269

    It's nice to have developers that pay attention and make reasonable adjustments to issues brought up by their players.
  24. [Game Update] - 322093

    Good enough for me. It was rather silly 95oC water took the same time to cool as 5oC.
  25. Pneumatic doors not requiring power to be automation-controlled is a bug, considering every other powered building doesn't respond to automation when not powered. The physical process of pushing gasses out of the door location is just a quirk of the 1-element-per-tile rule.