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887 ExcellentAbout Lilalaunekuh
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After some playtime with 3 different colonies reaching a stable food supply: Not sure if it´s just my (overautomated) playstyle or intended, but I only visit my 2. planetoid after my first one is "running stable". [And I mean could run overnight without me watching, stable.] => It feels like starting a new game to hop to a new planetoid, while my first one is just running to slow my game down without adding any additional fun to my game experience.
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I´ve done that and might do it again, but it doesn´t add anything new compared to beeing lazy and just building a box around every geyser^^ [And I like tinkering with stuff so having a geyser to (ab)use after my base is already sustainable sounds more fun to me than not having that option later.] Most of them are not worth mentioning and will be completed regardless if you care or not. But beeing a completionist, it buggs me to see a failed achievement looking at my colony summary. => I adapted the habit of dedicating the first 100 cycles to this task
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If I go for efficiency in a late game base, having a lower skill cap let´s me treat the duplicant like if he can´t do the task at all. [Like only a grease monkey can make refining gold amalgam energy postive ...] But with the current system your duplicants starting skill will be raised to compensate for a bad trait (and the traits seem weighted): => It introduces a new layer of planning regarding early and late game duplicants/traits
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One rule I enforce most of the time and would love to become part of the base game would be: Only offer/print duplicants matching a specific skill chosen before I embark. [Like just biohazardous or mouthbreather duplicants if you want some pain, or all with diver lungs if you want. Diver lungs + deep diver lungs (neural vascilator) could enable whole new rocket concepts ...] PS: I just noticed I play like "ironman" mode already, just (ab)using my last save game to reload if I´ve done something horrible wrong. [The only thing which made me reload a base at an early time was me using "alt+q" without noticing and disabling achievements^^]
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DLC Max difficulty
Lilalaunekuh replied to misotoma's topic in [Oxygen Not Included: Spaced Out!] - General Discussion
Reaching 100% in a frankly depressing colony isn´t that hard and I don´t mind most of the time. [The first cycles are always stress free with the new arrival buff, afterwards the stress will slowly creep up for the first 10-50 cycles depending on what I needed to focus on. But with the introduction of plug slugs it didn´t took me long to build a massage clinic, without having to deal with productivity-loss of using a manual generator.] If you run out of food so early, you most likely didn´t expand agressive enough. [Sure, I like to preserve wild food sources and biome temperatures, but there are times you just need to dig towards every food source^^] PS: Select starting duplicants with the "Duress to impress" attribute, it is awesome early on. [Which is or should be the only time with an elevated stress level.]