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About JonnyMonroe

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  1. To solve your immediate issue you'll need to deconstruct. It is probably possible to do a mixed input petrol gen setup with some automation but to be honest I doubt it's worth it when it's so much simpler to just build 2 generators. If you wanted to do something like that as an exercise I'd guess you use latches and element sensors to count the input of each element and switch/reset them, but that would require only full packets in the pipe (Which can be done through more automation further up the line)
  2. Late game is grind

    Risk of rain, Not risk. Different games. I'm not saying I don't like the slow pacing of the end game. I find it far more relaxing than a difficult early game start when you're having to juggle a bunch of balls and race against finite resources running out. These 2 stages of the game appeal to different things that I seek in this game and I appreciate them both. That, however, doesn't change the fact that the pacing of the game does fall off a cliff at some point and if you still want that frantic gameplay you either dump an ocean into the volcanic biome to create an artificial challenge or you start a new colony. It might not be fair of OP to say the end game is a grind. Grinding implies you have to be actively repeating a low reward task over a long period. If I have to tab back in every 6 minutes to launch a new rocket or select a care package that's not so much a grind as it is just the game running on rails with no real developments occurring. Whether or not that's a bad thing I suppose is up to each player to decide. I personally consider that to be the mark of a successful colony. I have finished building my model railway at that point and now I can just sit back and watch it run.
  3. Late game is grind

    yeah I love the game but once you're doing rockets it's basically a glorified screensaver. Once I'm at that point I normally leave the game running in the background and play something faster paced like risk of rain or some such.
  4. I'm just gonna dump some thoughts here; I always felt like early game techs and options were very specifically designed to introduce new players to the problems they will need to overcome in ONI in a fairly linear fashion. The first problem a new player encounters is dupes peeing themselves. They build a bathroom. Now they need to source dirt and handle waste. That's fine, dirt is plentiful early on and waste doesn't actually create problems for a while yet. After that, they may find stress climbing and need to build beds. Great, players are now introduced to both the morale system and the rooms system. By now your starting food and O2 are probably getting slim (and for most players you're on your 2nd or 3rd colony already). You get the algae diffuser and access to basic farming fairly quickly, but to be sustainable both of these things require you to start exploring out a bit for resources and seeds. Once you have those stable you will probably start to notice your initial water supply is running low and, if you built lavatories/algae stills early, you are building up waste water somewhere. So the next solution for a new player is the sieve, which solves both of these issues. What's the next problem from here? Heat management. That waste water and the natural pH2O pools are fairly cool, and a base entering into the early-mid game won't have many machines, and nothing spewing out tons of heat. But the sieve? That thing is taking in your nice 25c waste water and putting out 40c clean water. Nothing early game is generating anywhere close to as much heat as this thing. Fairly soon your bristles are withering. I believe this is entirely intentional by Klei as this is the point in the game where they want new players to have to tackle a major heat source, potentially in or near their base. The solution this time isn't just another simple building in place since ice fans won't cut it. Heat isn't easily deleted that early on so the player instead has to look at options for moving that heat. Where and how they move it is left up to the player, which I very much prefer over a simple 'here's the next problem, here's the building that solves that, here's the problem that building introduces' setup. Heat management is one of the few problems that doesn't have a stupidly simple solution built into a building. Even the Turbine has a relatively large set of requirements to meet to function, and needs other supporting infrastructure to work for heat deletion. But the sieve? You just build it and dump heat into it and it's gone. I think that's why they left the 40c lower limit but lifted the upper limit. The output temperature is meant to be a problem for the player, not a solution. Back on point for the topic though - Mid game cooling is easy for any player willing to think about a solution or, if they prefer, research one. You lost a crutch. Learn to walk.
  5. Find an ocean biome or a large pool of water in a slime or ice biome, build an aquatuner in it and run p water through as a coolant. Bam. A sufficiently large body will take literally hundreds of cycles before heat becomes an issue and if you still don't have a turbine by then just swap to another water body. Assuming you set a bypass on the aquatuner it won't even need to run that often as early and mid game bases simply don't generate enough heat to warrant it.
  6. You forgot one major source of cooling: not generating heat in the first place. For most new players the first major source of heat is, ironically, the water seive as they will start seiving polluted water below 40c and getting it out at 40c, which is a substantial gain in thermal energy and is normally the cause of crop withering for newer players. Beyond that heat largely comes from industrialisation, which can be put off if you don't mind playing a slower pace and relying on natural resources for a bit longer (algae/rust for air is a major one). If you don't over industrialise too fast you won't need any major cooling methods for a fairly long time.
  7. [Game Update] - 347957

    Don't squeeky pufts turn chlorine into bleachstone?
  8. [Game Update] - 297718

    This was always gonna be an issue when going from large sculptures to metal sculptures in QoL so this change isn't much worse than the previous build. Hopefully QoL 2 will allow building with similar categories and the same dimensions to be built directly over each other (ladders, furniture, wire bridges, drywall/tempshift, etc)
  9. [Game Update] - 296878

    Research station and micro musher both use dirt
  10. [Game Update] - 296878

    See further up in the thread. It's 2 of any structure consuming the same resource. So supercomputers and research stations will break a microbe musher. I've not tested yet but I assume an espresso machine will break a grill as well. My rock crusher and metal refinery seem to be ok so far but I've not left either on infinite for metals yet. Just lime on the crusher.
  11. [Game Update] - 296878

    This is what I'm seeing as well. I suspect the '2 consumers of the same resource' effect is triggering for my musher because my supercomputer is also requesting bottled water.
  12. I don't see why ranch automation would be an issue with the new sensors. We could automate them before without sensors and this just makes it a lot simpler. Have the sweeper deliver eggs directly outside the ranch by putting the conveyor loaders outside behind an open door. Then your sensor will turn it off the second you empty down to 8 critters and your eggs are stored outside the ranch. Use the new continuous incubators or an item dropper if you want to hatch them automatically but then you might as well not bother with a sensor at all and repopulate the stable with autowrangling from a nursery area. Personally im just gonna let eggs hatch naturally in the stable and let them go bad in storage outside it for omelette. I don't really care about keeping a perfect 8/8 in every stable when I can do 6-7 with essentially no power cost and just build more stables, which is very easy to do with the new sensor.
  13. Not really. The graphics are handled by the GPU anyway and the game bottlenecks in cpu. Great patch though klei. I was hoping for an update on fixed temp outputs but there's more than enough here to keep me busy for at least 2 days. Maybe 3.
  14. [Game Update] - 274778

    yep. They also run a steam turbine.