Supraluminal

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About Supraluminal

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  1. If they ever do make combat a real part of the game (through aggressive critters or otherwise), I hope it's optional. I don't have any desire for combat in ONI, partly because it's not thematically interesting to me and partly because I doubt that it could be implemented in a fun way. As it stands the game is just not built to handle situations requiring precise real-time control over dupes. I think anything other than very light, non-threatening combat mechanics would end up as an exercise in frustration. Environmental hazards and fires could be interesting, but like any new feature a lot would depend on the details of how it's built. For example, I would not want to have to micromanage the maintenance schedule of every building in the colony. If you can find a way to add the risk/reward mechanic (spend time/materials on fire prevention, or accept higher risk so I can spend them on other priorities) without bloating the game though, sure, that might be fun. Even then, it needs to be balanced so that it's not either a mandatory resource sink that you unthinkingly fulfill or a non-threat that you totally ignore - it would need to be a real choice, one that you have to actually weigh and revisit periodically as you play.
  2. The rail system is already 90% of the way to being identical to the liquid and gas systems. I think they should finish the job rather than leave it in a cumbersome state just for the sake of arbitrary difference. If they wanted it to be unique, they should have started with a different concept for moving solid materials. They could have gone with crawler robots or trebuchets or drone dirigibles or really anything that would lend itself to a meaningfully different type of infrastructure. Instead they started with rails that behave exactly like pipes for solids, and the rest follows somewhat inevitably from that. As for energy, of course it matters to some extent. How much is debatable and depends on a lot of factors (how late in the game are you talking, what are the map conditions, what is the skill level of the player) but it's not nothing.
  3. The rail->receptacle->sweeper->loader->rail "filter" does work but it's a majorly complex, space-, resource-, and energy-intensive way to solve the problem. But rather than (or in addition to) a dedicated filter building I'd like to see rail sensors like the gas and liquid ones for temperature, element, and germs. Since we have rail shutoffs now, that's all you would need to make a decent filter.
  4. When I'm going to build a large project far from my base I like to create a supply depot close by. Create a few storage bins, then set them to store the materials you need at a desired capacity (so one for 20t granite, one for 3t refined copper, one for 5t gold amalgam, etc.). Set them to a higher priority than your regular storage so that dupes will haul materials to them and then drop the priority down to normal once they're full. There you go, you have all the materials you need for a building project right to hand so dupes won't run halfway across the map every time they build a tile or ladder section. It takes a little setup but I think it pays for itself. When dupes have an errand to haul 20t of rock to one bin instead of 100 errands to build ladders - many of which they can't reach at first - they'll get the materials onsite in far fewer trips. And of course you can build conveyor systems to keep a fresh supply of materials coming from your central storage area as well if you feel like making the investment. Having smarter dupes would be nice, but from a game design standpoint it's more important that they be predictable than smart. When the rules for how dupes behave are simple and easily understood, you can build to accommodate them. The more complicated they get, the more special cases you try to account for in the AI, the more you might run into unintended consequences - a behavior that is "smart" in one context might become a major headache as soon as you try to do something the programmers didn't anticipate. That isn't to say that there is no room to improve dupe AI. I'm sure there are changes that we would all be happy to see. It's just that it's a balancing act, and on the whole I think it's correct to err on the side of keeping dupe behaviors legible and controllable.
  5. Thanks for confirming this. Although unrelated to this thread, I've started using shutoffs a bunch in my latest run and was starting to suspect they weren't actually drawing power. Good to know. I wonder if this is a bug or just a weird design decision/UI failure. I'd be happy if they dropped the power connection requirement, personally.
  6. Not just magma. Anything that produces temperatures above 125C will do the trick with a free-flowing coolant loop, no aquatuner or thermoregulator required. The kiln and metal refinery are two pretty early examples. The metal refinery of course uses power for its own production, but there's no extra heat pump required to get a steam turbine running with it. The wiki even says it produces net positive power when refining iron and steel since those recipes create so much heat, though I haven't checked the math on that myself. Also, consider this little nugget from the just-released patch notes for the next update: If you're willing to spend the metal on the buff, this could open up a lot of possibilities for more efficient turbine coolers. Pretty sure it will make it easy to go power-positive using supercoolant in an AT.
  7. Conveyer rail bridge cost

    I think the point is that the costs of different bridges are inconsistent, with the conveyor bridge being a huge outlier. Most bridges cost the same amount of materials as a regular segment of the same type of conduit (e.g. wire bridge = 25 ore, wire segment also = 25 ore). This makes sense because they only gain you one tile of additional length to your conduit - bridges are three tiles long but you have to place a regular segment overlapping each end, so only the middle tile really counts. So the question is, why are a few more expensive, and most egregiously why does a conveyor bridge cost four times as much as a normal section of rail? (Also, liquid pipe requires "plumbable" materials but liquid bridge requires raw mineral, which seems odd.)
  8. I've had this problem, though noticed it with a gas element sensor. It won't detect gases exiting a bridge onto the tile containing the sensor.
  9. Ah, sorry, I didn't follow the link. I see how it works now. But it doesn't really change my point, this is something that could be folded into the game so that it's easily visible and available to all players (and so it won't disappear in a year or two if the person running the site gets bored).
  10. I like games that support mods, but at the same time I think it's really important not to give developers a pass on important features just because a mod is available to do it. New players in particular are not going to have any idea what mods are available or even what problems they might want to solve with mods. I'd say some general geyser configuration options would be a welcome addition to the base game. There's already a "Game Settings" menu in the world gen screen, that'd be an easy place to stick something like this.
  11. There are certainly plenty of issues with ONI, a few of which you touched on. However, as I think you're noticing, some of your struggles are due to the fact that you're still learning the game. ONI is really complicated and it takes a while to discover and internalize the intricacies of how it works. Eventually, though, you'll get your head above water and be able to focus on longer-term, larger-scale projects instead of spending all your time lost in the details. You'll start thinking more about higher-level concepts (meeting overall cooling needs, balancing resource usage against constraints, setting up production chains) and less about moment-to-moment small-scale issues (I ran out of algae, water is going the wrong way in this pipe, my farm is overheating, this dupe is starving/suffocating/peeing on the floor). Which is why I quoted that specific bit of your post, as an example of the learning curve - if you stick with the game long enough, you'll get to a place where it's trivially easy to survive long enough to unlock and start building automation. (Under normal difficulty settings anyway.) The challenge becomes planning and executing big, complicated building projects rather than achieving basic subsistence. Since you seem particularly interested in storing gases, for example, it is possible to liquefy gases and store them cryogenically. It takes a big investment of infrastructure and energy, but then you get to stuff 5,000 kg of natural gas in a 6-tile liquid reservoir instead of a 250-tile room. And that's not even getting into infinite storage devices that exploit the game's physics simulation to pump arbitrary amounts of liquid or gas into a small area. This post may seem like a long-winded way of saying "git gud," but really it's saying "you can and will git gud if you stick with it, and that will make a lot of things that seem hard right now easy." Like many sim/strategy games, learning the game is the game in ONI. There's room to make it more welcoming to new players and to make that learning process less intimidating, but even as a software developer who cares a lot about user experience, interfaces, and all that, I think some sense of being overwhelmed at the beginning is probably impossible to design out of the game without making it into something quite different. Your dupes will always try to get themselves killed though, which is why I led by agreeing that ONI for sure isn't perfect. Dupe behavior can be frustrating (although I can imagine a lot of the problems with it are much harder to solve than they appear). The UI is bad in places. There are plenty of bugs and unintuitive mechanical quirks that can mess you up if you don't know to watch out for them. Whatever balance Klei strikes on greasing the skids for new players versus maintaining the game's complex character, there is clearly room to improve some stuff.
  12. Might be good if players get a little more influence over that at world generation, though. I would usually guarantee myself a metal volcano if I could.
  13. It's a fair point, the mechanical incentive to abandon +3/4 quality foods isn't super-strong. It just bugs me on principle that the game's design points in that direction when it could either encourage variety or at least be neutral about it with some very minor changes. Also, just realized I've ignored Spicy Tofu so far in this thread. I started this run on a default asteroid and I haven't seen a nosh sprout yet. I assume the only way I can find some is via space exploration. I guess that would at least give me one other +5 food to use, assuming I can also get what I need for ethanol production. That's a really fun idea. I would imagine it as a set of 2-3 foods per dupe, with the boost stacking on the existing morale bonus. Maybe the equivalent of increasing the food's quality level by 1. To ensure that it affects late-game food choices, it could guarantee that one of the foods rolled would be from the +4 tier.
  14. I've played ONI on and off for a long time now, but I rarely stick with a colony long enough to get to what you might call the late game. In my latest run though, between wild sources and my own small farming/ranching operations, I have a pretty decent supply of mid/high-tier foods: barbeque, mushroom wraps, a bit of surf'n'turf. Now I'm at a point where I can pretty easily start farming sleet wheat and pepper plants to make pepper bread, and with that, it looks like I'm about to permanently obsolete all the other food. That's sort of a bummer. One of the most common types of thread on the forums here is designs for automated critter ranching and slaughtering. People are always talking about producing meat and eggs. But why? I was looking forward to figuring out my own version of one of those systems after achieving mid-game stability, and I might still do that to produce other resources like lime, but I won't have any use that I can see for the food yield from critters. (I guess it provides a little bit of compost, but I mean for eating.) Not only is there no mechanical incentive to keep making a variety of foods late game, there's actually a disincentive since I'd be sacrificing the morale boost from feeding everyone pepper bread. So even if I want to give my dupes different foods just for fun, I'm paying a price to do it. This seems like a missed opportunity in mechanical terms since it narrows down the scope of the game, and it's fairly counter-intuitive (even "unrealistic" if I can use that word) to boot. IRL, varied diets are important for health and most people would be bored to tears eating only one food forever, even if it was the "best" food in the world. Am I missing something here, or is there really no use for lower-tier food late game? If so, I can think of a few changes to address this issue: Add more +5/+6 quality recipes - could be done by moving existing recipes or creating new ones (eggs are pretty under-utilized!) Flatten the morale bonus in some way (e.g. reduce the number of tiers and distribute existing recipes so we have several in the new top tier) Provide a scaling morale bonus for providing a varied diet that compensates for (or exceeds) the penalty for using some lower-tier foods Personally I think the last one is the most fun, but they could be done in combination. More recipes would be welcome, for sure.