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About Lurve

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  1. They ought to, but they do not. You need a little liquid or gas in the same tile to get heat transfer.
  2. I'd make a couple of small changes to wild breeding mechanics. If a critter is in its comfort zone or if it's fed, it breeds at replacement. If it's neither, it's just under replacement. But if it's both in its comfort range and fed, it breeds enough for 2-3 eggs over its life. This way you could do a kind of slow, lazy ranching just by putting a feeder out for the wild critters and letting nature do the rest. Critters: Ice Vole, a thermovore morph of the shove vole. Can't burrow through artificial tiles or anything harder than ice. Eats ice and polluted ice, excretes 95% mass in tile form at a much lower temperature. Use case is to amplify the ice maker's cooling into the midgame, and natural tile construction for cold plants in the late game. Revamp the morb to be a ranchable critter that eats slime and polluted dirt and expels polluted oxygen at a faster rate than it would offgas naturally, with a small loss of mass in the process. Keep the slimelung but reduce the added germ count to the point that quickly converting it to O2 is enough to keep it in check. Put some in the forest biome, but keep the toilet spawning because that's fun. Rust Morb, a morb variant found in the rust biome. More fur than you'd expect. Eats salt, expels chlorine.
  3. If you just want power, you can use wood generators. They make the same net power-per-lumber as an ethanol distiller + petroleum gen. The first reason to use an ethanol system is the byproducts. It makes dirt easily renewable, and the accumulating polluted dirt can directly provide O2. It offgases slowly, so it will take a while to build up, but it's 100% efficient. Ethanol power comes into its own when you factor in tuneups and fertilization. Then it's a net 2 kW in power, and a positive water loop running on (iirc) 4 domestic trees. I've been surprised at how easy they make space access. Four distillers make more CO2 than a two-tile hole to space can completely vent, so you can just leave it open and never have to worry about airlocks again.
  4. It's meant to be a very cold map, much colder than Rime. Almost entirely ice of various kinds with flecks of stone. Liquid pockets of methane, hydrogen, etc everywhere, so power's abundant but you'll want to keep heat from escaping your base or else everything will melt. I started with it first, but then I did Vesuvia as a gimmick to test getting rid of abyssalite, only that turned out to be survivable and fun, so I just haven't gotten back to the cold yet.
  5. You'll need to turn to mods if you want anything genuinely challenging. I have a mod, Vesuvia, that's Volcanea without abyssalite: I can also heartily recommend Pholith's Emptera mod (it's on Steam), which gives you the starting biome and that's about it. The first is a chaotic scramble to secure resources before the heat does, the second is a forced march to early-game sustainability.
  6. Gate charity

    Exactly the opposite, actually. My game is heavily modded. There's lots of stuff in the vanilla game that aren't quite the way I'd prefer, but I have the power to change most of it to my satisfaction. As does the OP. My argument is that he should learn to use that power himself, if the existing options don't suffice. And as that's like the third time I've said it, I think I've said it enough.
  7. Gate charity

    It's all that unconstructive discussions merit, yes. The "actual problem" here is a simple assertion that care packages are too good and should be changed for everyone, with curative tablets held up as one representative example, followed by whining about people's tone. "Pod is OP nerf plz" should get a "no u" in return.
  8. Gate charity

    Condescending, huh? Better call the tone police! If you don't know why I'm saying exosuits obviate existing clothing options, you still have a lot to learn about the game. You should do that instead of just stomping your foot and demanding respect, it'll work better. As for the rest of your points, they've been addressed many times in the thread. It's a singleplayer game. No one's reaching into your computer and making you print out that drecklet. If you don't like what you've been offered to print, you can reject it (actually... you DO know you can reject it, right? It's the "refuse all" button at the bottom). If you want different stuff, you can mod it. You can customize your game to any degree you want to make it the ideal experience for you. If you don't like that answer, tough tiddies.
  9. Gate charity

    If you didn't mean to be combative and to come off as attacking other's play styles, you'd have done better not to refer to care packages as charity and be generally dismissive of their use. As Winston Churchill once famously said: don't start nothin, won't be nothin. I think you've yet to learn why no one manufactures these items. It's not because they can be rolled from the pod, it's because they suck. Exosuits are just generally better than the other clothing options, and food poisoning should be ignored. I also disagree about game settings for an issue like this. This is a mod ask, not a dev ask. We don't need to clutter up the settings with options that never get used. If you're one of the few people who aren't satisfied with the existing choice having care packages one or off, virtually the entire game code is available to be altered. The care package options are just one file, already located and dissected for its spadey innards. Change it to your heart's content, push the mod to steam for others to play with, make heartfelt posts in the mod forum about it being the way the game ought to be played.
  10. Gate charity

    By the time you're several hundred cycles in, you should have outgrown the care packages. There's only two or three that are always a welcome boost. The rest are ignorable. Yay, more shinebugs, amirite. Personally I'd like it if turning down everything came with a 50% printer cooldown reduction, so you could choose to get nothing but only have to wait a cycle and a half for another roll. If you don't like the care packages, don't use them. If you don't like what your world is missing, play a different one. Just don't whine about care packages and then whine about what your world is missing without them.
  11. I know it's meant to cut down on typically-unnecessary temp interactions, but buildings really should thermally interact with tiles they're supported by, and tempshift plates should interact with everything in their zone, even in vacuum. Those rules made sense back when the only way to get a vacuum was to intentionally make one, but it's come up again and again ever since we got a space biome.
  12. I don't think the doors open from the inside.
  13. I get the same way. It's not the eyes, it's the brain. I sit down with a plan that I put in motion, then I put out the fires that the plan started, and I can do the next thing, but after that I just run out of creative juice. With my brain making that empty-straw shlorping sound there's nothing on in there keeping my eyes open. The solution is to switch it up for a bit with something actiony and mindless, until you get an idea for the next thing to build in ONI. I've been alternating with Prey lately, to the extent that I catch myself counting my storage compactors to make sure one's not a mimic.
  14. Most of the complaints people have here go away if you tune up the generator. 1 kW surplus becomes a 2 kW surplus, which is enough power to run one heavy thing (aquatuner, refinery) without constant brownouts.
  15. The bug is that branch harvesting doesn't count for new acorns, then. "You have to manually uproot the branches for the tree to register new ones and give you a small chance of a nearby pip doing an undocumented acorn-production task" isn't an intuitive step.