Hellshound38

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Everything posted by Hellshound38

  1. Just wanted to show my little S.P.O.M. With some comments. 1. It could self power, but instead I externally power it. However, If the external power fails, it keeps running self-powered forever. Basically your oxygen supply can't fail. One less thing to worry about. 2. Thus it only uses hydrogen when the power fails, and otherwise exports it all elsewhere (AETN / Rocket / Storage ) 3. I do make sure both gasses always have somewhere to go, with the last resort excess being vented into space so it never clogs the system. 4.I use a automation filter to prevent hydrogen getting into the oxygen line, however a mechanical filter would work. 5.The temp output is controllable, and done by a sensor at the location I am cooling, and usually makes most of my non-industrial base temp neutral.
  2. SPOM Noob Trap Edition.

    Yes that is what the automation filter is for in the above. I was merely commenting on the suggestion that no filter was needed
  3. SPOM Noob Trap Edition.

    It seems to depend on a couple factors, as for running it for 2000+ cycles I would occasionally have a hydrogen packet get though. -The lag causes by late game / jetpacks / being off-screen -The rate you run the bottom pumps, as lowering the atmo setting increases oxygen output slightly at the cost of a small amount of energy.
  4. Too much food?

    I was under the impression they spoil in real life even in a vacuum because the foods themselves contain trace amounts of oxygen. However, a non-oxygen based plant that can grow in a non-oxygen based atmosphere may not function the same. For all we know these alien plants could be more like peanut butter, which may last a very very long time in a vacuum, and even if it did rancify would still be edible for even longer.
  5. My overengineered oxygen plant

    You don't even need the 120 watts. I have never seen a 10w filter fail if you build space vent for any excess.
  6. just making the entire map a vacuum is less time consuming, and serves mostly the same purpose if you prevent gas leaks
  7. I think they should increase the morale req increases per difficulty, then also add a late game way to modify dupes. Example - Make nuero vacilitator chargers infinite - and let nuero vacilators add interests as well. This would let for end game super dupe creation, while also making difficulty mean something for early/mid/late game. It would also add interesting ways to use your available vacilators early.
  8. Just so all the comments aren't people that hate it.... I will say that I like it much better. It was annoying, especially on harder difficulty settings, that to advance a single specialized dupe his morale req would be nearly exponential. Now I can specialize earlier, and do interesting things earlier like Ranching or breaking through Abyssalite. I will say that making them get EXP for unrelated tasks doesn't make sense completely. I see two solutions, make EXP skill type specific, or make higher skills require higher related stats.
  9. It is definitely not mandatory. You can get enough Steel to get a single working rocket silo from just Fossil. Then the rocket can eventually bring back all the steel you need.
  10. After a certain point of map complexity (for example Jetpack pathing lagging your game), a watched on screen door opens faster then an off-screen door.
  11. There are tons of games where you don't even realize entire systems or strategies of play exist until you play on a harder difficulty. Oxygen Not Included however doesn't even require that. You are playing differently to manage the effects of stress. Your buildings water locks, your making higher tier food, your managing job promotions, your using exosuits. The sandbox nature makes almost any implementation pointless unless it was ruthlessly balanced against you. Try taking a dupe every 3 cycles and keeping morale balanced and your dupes alive...
  12. Did they remove the ability to place Oil Wells? The good ole Dupe effort until you have enough thermium.
  13. Took me forever to find a seed where I could build this in Survival. Input is 150 degree crude output is 160 ish degree petro, preheating the crude to about 370 -380 ish. Currently running at 3000 g/s for hundreds of cycles, it can do more but that was far more then I needed. The robobiners were completely unnecessary apparently as well. Requires 0 dupe effort once balanced.
  14. You can just loop the pipes to drop back into the cooling chamber so the liquid never sits still. Then no issues with ceramic.
  15. [Game Update] - 311694

    Yeah the sweeper bug is killing me.... My powerplant uses Slush geyser water to keep it cool, and then that water is sieved and cooled and used for berries. If I run the game for any amount of time over 30 minutes, the sweeper supplying the sieve stops working, the slush water stops, the powerplant overheats, and my food stops getting water.... Most annoying bug ever, especially since this is all vacuum isolated and my only fix is saving and loading over and over.
  16. End Game Lack of Resources

    Yeah the only bottlenecks I find are.... Steel -> if you try to build too much with steel before you have a petro cargo rocket. Clay- > If you don't use deodorizers Water -> If you go past 16 dupes and don't get a seed with good geysers. dirt -> The only current one that pisses me off, makes sleet wheat a true pain in the ass.
  17. Any non-debug Turbine builds?

    You can build one to provide power by using hydrogen rocket heat / and volcano heat. You just have to accept it won't run 100% of the time. You can make it crazy simple, dripping water and venting to space and stuff.
  18. the randomness is what gets me... I waited 1,000 cycles for a Care-giving dupe that didn't have horrible negative traits. They should at least decrease the randomness by Cycling through positive traits / care packages until you get them all once, then repeat.
  19. [Game Update] - 299241

    I am still upset I can't build plastic ladders over regular ones.