JonnyMonroe

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Everything posted by JonnyMonroe

  1. 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.
  2. 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.
  3. 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.
  4. [Game Update] - 347957

    Don't squeeky pufts turn chlorine into bleachstone?
  5. [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)
  6. [Game Update] - 296878

    Research station and micro musher both use dirt
  7. [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.
  8. [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.
  9. 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.
  10. 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.
  11. [Game Update] - 274778

    yep. They also run a steam turbine.
  12. [Game Update] - 274778

    It isn't cooled that much. Not even close; I'm using a corner cooler to keep the pump cold while the gas it pumps is hot.
  13. [Game Update] - 274778

    yep. The beauty of conveyor loops is that new material won't enter the loop until old material melts off it so the average temperature of the loop is always below the melting temperature.
  14. [Game Update] - 274778

    the sweeper arms don't cover 100% of the ground area so those doors can be manually toggled closed/open to push some of the rock out to the sweeper covered areas. It works fine without them but I wanted to get all the rock out for my hatches. That conveyor rail contains regolith shipped down from the surface. It heats up as magma cools and eventually it melts into magma as well, increasing the overall mass I get from the system. It's a bit exploit-y as it also increases the overall thermal energy from the system, but I found designing it all to be a fun challenge and my stone hatched don't complain about getting 3 hot meals a day.
  15. [Game Update] - 274778

    Sorry it took me a while to get back to you on these. It's been a busy couple of days. Yes, a 'corner conductor' is a way of conducting heat through insulated tiles in a controlled way. It's normally used to cool gas pumps that are pumping gasses above 125 Celsius but I'm using it to cool the sweeper arm; Those little grooves in the ceiling have tempshift plates in them. Since tempshift plates cover a 3x3 area they are able to conduct heat between the oil pools and the outside world. The volcano chamber is a vacuum so the only cooling in there comes from that regolith conveyor rail. Technically speaking, I don't need to use insulated tiles for the ceiling as the vacuum prevents any of the volcanic heat going up there anyway. I could have just used normal or metal tiles. However this was my first attempt at this build and I didn't really consider that when laying out the walls and now it's not worth changing it.
  16. [Game Update] - 274778

    Yes, but they're in contact with the rocks for a very short amount of time so they're not hard to cool with a corner conductor and some passive cooling outside of the chamber (in my case a few wheezeworts is enough)
  17. [Game Update] - 274778

    When I get home from work I can show but for now I can explain; Liquids freezing will decide to form a solid block rather than debris if the mass of the cell is at or above the natural density of that liquid (1800kg for magma, 1000kg for water, etc). My volcano spills into a chamber sufficiently wide that cooling magma never reaches this density. Importantly, the source of cooling comes to the magma at the far end of the basin from the volcano so the cooling hits hardest where the magma is at lowest density (it does reach 1800kg near the volcano but flows out and drops below that before it is able to cool further). The whole setup is inside a vacuum so that I can use sweeper arms without worrying about overheat. The hot igneous rock powers some Nat gas cookers and a steam turbine before being eaten by stone hatches.
  18. [Game Update] - 274778

    I'm not seeing a problem with mass loss that can't be avoided with smart play. For sand early on you could dig from the top down but honestly since cosmic sand is renewable anyway so who cares? As for things freezing in a cooling/heating loop? It sounds to me like you cooling system is poorly designed. Either use some automation to prevent freezing or design your system such that liquid freezes directly into debris rather than solid blocks. My volcano setup does just this and gets 20t+ mass per eruption without ever forming a block.
  19. [Game Update] - 273908

    I'm pretty sure this was the plot of a superman comic. Like, he punched the fabric of space so hard it shattered.
  20. [Game Update] - 267379

    If they fix the 'stuck at 100% incubation' bug then critter populations can be automated.
  21. Dupes and critters standing on an open horizontal door do not fall through. Tested with both mechanical and automatic doors:
  22. Critters don't fall through open doors. This is messing with my automatic ranch population control build; Edit: Not just critters. Dupes as well:
  23. [Game Update] - 266516

    Yes. That's how they eat.
  24. [Game Update] - 266516

    Shine bugs are getting stuck at the top of this stable and won't leave until I alt-Q them out: