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Klei Bug Tracker

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Everything posted by babba

  1. Thank you Klei, for making rockets now fly along the entire flight path...from the bottom of a deep rocket silo map. ...Building the Titan Missile Complex is fun now again and feels much more realistic ! ...also nice engine flames on the star map 1000 kisses
  2. The constructable glass aquarium, for dupe relaxation, costs 10 tons of glass. Players can destruct some of the games POI glass windows, to scrape together the construction cost of 10 tons glass. The aquarium only gives a morale improvement, for visitor viewing and photographing dupes, if the hammerhead shark has evolved inside. The "Hammerhead shark seed" can be found on the heavy radiated "Plutonium" asteroid, which is 166-199 tiles away from the players initial spawn planet. The found and retrieved seed needs to be dropped in to the aquarium + some nuclear waste needs to be added as reaction solution in to the aquarium, then the Hammerhead Shark will evolve and grow. Pacu`s need to be regular fed to the shark, to avoid shark depression and death.
  3. I would love to build asteroid windows ... where the background stars glimmer through. Twinkle Twinkle, little star
  4. Good idea @pether...Because of the name confusion I call it currently "The FAT reactor". Are we talking about the same building
  5. Currently I am flying dedicated rockets with loaded rocket fuel to asteroids where I have no fuel stock available for the parked rockets...Also I am operating a variety of rockets with various different fuel types. Perhaps a Space Station, which can act as Rocket Fuel Station, would be good. Then I could send dedicated fuel loaded rockets to the Fuel Space Station. That could be a great place to run all the various fuel refinements, have energy storage tanks and also the Space Station could serve as microwave energy transmission relay, the starting point and energy hub for an multi-asteroid-interconnected-electricity-grid. If we had fire in the game, I would bite in to the table if a fire would break out at the Energy Space Station...because Stinky started welding somewhere with the fire sprinkler system being water depleted ( because I didn`t refill the sprinkler system with water ). This could cause a player triggered endgame-style energy crisis on multiple asteroids at once + collapse of rocket routes due to rocket fuel shortage. The Space Station could also act as resource storage hub. Player caused accident there could then have dramatic outcomes for the players asteroids, due to not delivered resources and resulting shortages.
  6. Everyones input on Interplanetary Automation would be welcome
  7. @pether on asteroids I would like to put up an automation connected Resource Requester Box ( Automation Box ). The Resource Requester Box checks the total resource values of the entire asteroid ( currently the insides of rockets have their own resource stock accounting ). Examples: Send green signal, if ____asteroid refined gold is below(or)above 10 tons. Send green signal, if ____asteroid pwater is below(or)above 100 tons. Send green signal, if ____asteroid calories ( entire edible food class ) is below(or)above 1 million. Its a kind of automation call for "Hey, I need stuff. Here is a green signal - You got the Resource Requester Box and the Rocket launch automation connected ? Rocket is now automatically loading/launching". It is also important that the planet destination can be pre-defined/pre-selected and some "Auto return rocket empty to sender asteroid" and some kind of tick box for the rocket "Only launch rocket if fully loaded" and "Send rocket back to sender" and "Launch regardless if full, after xxx cycles". Klei would have to figure out what cargo settings belong to the rocket and what settings are best for the requester box. Its about automating cargo routes between asteroids and automatic rocket resource loading. The Resource Requester Box could also be connected and used for the Interplanetary Launcher. So somebody would have to sit down and design a proper asteroid`s resource routing system in combo with rockets and the Interplanetary Launcher. The whole cargo rocket situation, rocket cargo modules, rocket interior transport possibilities and rocket ports are still a kind of unorganized mixed up mess IMHO. Perhaps proper Loading Management is required ? Some typical example scenarios a player wants to achieve: > I want to always have x amount of resources on asteroid x > I want to get x resources to asteroid x now or when some defined condition is triggered So if Klei imagines those example scenarios and then works their way to routing/loading/unloading/reloading design...That would be nice Maybe a new control screen would be also useful ? The Rocket/Interplanetary (Un)Loading/Requesting/Routing Screen Mission Control ...would need to look cooler than the space map please...It could be a dedicated upgraded pro-version of the star map, dedicated to "cargo management".
  8. 6:25 babba wakes up and switches on ONi 6:31 all parked rockets are auto-fuelled and cargo loaded via @pether system time automation plug, pulling the local time from the pc system 6:33 all 28 rockets lift off automatically, to their pre-programmed destinations, to transport cargo in a non-efficient brute force "fun way" 6:34 all colonies dupes are auto de-frosted via pether-time-plug automation, all @goboking-system-de-frosted dupes start working 6:40 babba`s reactor in the dlc classic terra map starts to overheat, Klei never spawns enough water 6:49 babba returns to the pc with molten morning lasagne in the hands, everything around the reactor is fluid hot and melting 6:50 babba posts a vent meme about the rmbk-1000 and the lack of cold water spawns, prepares a radioactive coffee and asks for spreading fires and cargo space shuttles in the game
  9. Урановый реголит, пожалуйста DLC Terra Classic Map - Uranium Regolith please Атомный реактор будет преобладать Atomic reactor will prevail Пожарные позаботятся о безопасности Firefighters will uphold the safety
  10. I actually like to receive materials from the destruction of existing map items It feels like a kind of destruction reward - Especially for the nice big glass bars.
  11. DLC Terra Classic, my input: > At least 1x -10 Celsius geyser. I would love 2x cold ...The 2nd cold fluid spawn could be by chance, so people could get excited by winning in the lottery, exchanging their seed numbers. The total of spawned water/pwater/swater/brine should be 4-6 geysers spawns IMHO, I`m tired of being thirsty in the game. A variety of temperature ranges is a must, from cold, medium to hot. > Please spawn the steam geyser ( 110 Celsius ) far away from the player, to avoid instant player suicide. The 110 Celsius is good for players trying to get a steam turbine/engine working. Would be perfect if a metal volcano can spawn in tandem with the steam geyser. > Uranium ideas: Either uranium mining tiles by seed chance "Winning in the spawn lottery", or supply via radioactive biome or via radioactive regolith > Suits: This could be "Winning in the spawn lottery", either the map seed gets mining lead for radiation suits or plants to make exosuits. However, one of the suit types should be guaranteed and made possible in the map. > Steel/Plastic is a must. 1x guaranteed oil source + 10 tons of fossil mining tiles + 12 crabs hopping around..either players can tame or kill them for steel. > Water: Spawn 100 tiles water minimum at game start, additional pwater/brine/swater is always welcome > Ice: Spawn 200 ice tiles minimum > AETN spawn guaranteed > 8 Wheezies + 50 tons phosporite > Basic metal volcanos. The refined metal spawn types can be randomized, so that please get excited about their refined metal spawn seed number finds > Metal ores: Make lots of ore mining possible. > Dirt: +200 tons > Coal +200 tons > Sand: +200 tons > Diamond: +10 tons > Algae: Algae is great and simple to use in rockets/player base for oxygen. Spawn +200 tons algae/slime in the map. > Teleporter on/off: Players should have the option to switch the spawning off before they start the world. The 2nd asteroid can still be reached via rockets. > Space Intro: Place one ready-to-go, fully installed sugar rocket to the map top + 50 ton sucrose mining tiles. Players can hop in and lift off for the first time or deconstruct the whole thing. Make it an old rocket ruin, its a kind of rocket tutorial for quick success and that people understand how space journeys work. > Plants: At least 6 arbor tree seeds + a wide variety of all kind of food seeds. Be excessive with seed variety, its the easy map. > Critters: I don`t do critters, partly because of performance and space requirement reasons. So I`m not the right person for critter input ( besides my steel crabs mentioned earlier ). Thanks for starting this @Sasza22 A lot of other things I will go along with, I have listed what I would find important as a big base builder. @Ipsquiggle
  12. I think Klei is attempting to come forward and implement more resources on the dlc classic terra map, I think there is 1x oil well now in the 1st map ? They have not yet worked on the 2nd spawn map ( which has lots of oil spawns, reachable via teleporter ). I think they now realized a bit more what classic players want, they need more time to work on further spawn implementations and renewable spawn changes. Give them more time, hopefully spawns will be better in a few weeks or month(s) - I`m praying for cold water renewables + I forwarded your wish to be able to switch off teleporters in the world generation options. Touch wood
  13. If we get a @pether automation connector to pull the system time, then I could set a timer to defrost all dupes at 6:34 in the morning
  14. Perhaps there could be an automation connector to pull the pc system time ? Then I could have all rocket launches set to 6:33 in the morning.
  15. Its great that Klei reads the forums, many thanks Developer participation: Klei = 30% Any Call-of-Duty-Forum = 0.0000000000000000000000000000000000000000000001%
  16. A gust of wind could whip away all the resources laying on the map top of asteroid "Thumbleweed", this could also give back a tiny bit of frame rate/game speed. "Thumbleweed" has an atmosphere, its also smells rotten from all the surface sulfur bubbly ponds and triggers the dupe puke animation lots of times. The "Hydrogenerator" can be a designed building, which has a visual water inlet. Any kind of gravity or whatever is faked, the water gets sucked in as graphic animation at the top and pops out at the bottom...Looking like a drain. Its just a relocation of fluid resources. Makes 50 Watts power, as 3x2 tile building. The fancy "High tower drain" version is 20x5 tiles and makes 200 Watt. If one wants to add a trait, make the water a bit warmer as it comes out at the bottom. The whole game is faked together, as its created by humans @TuxSam123 hold you line, never give up If they want to take your the end you can always resort to cat memes. Live CCTV from Planet Thumbleweed Critter Twitter "Thumbleweed", half critter, half plant . Hatches mini "Thumbleweedies". "Thumbleweeds" will attempt to mate with Gassy Moo`s on visual confirmation ! @Lbphero
  17. Superb idea, would reduce the amount of executions in my colonies, due to Klei not handing out water geysers. Perhaps the initial cryo sleep activation costs hydrogen and power + permanent power upkeep of 5w per cryo chamber. Maybe we could also freeze dupes by pouring fluid hydrogen on to them. If Klei someday is "done", then I`ll build my hydrogen waterfall. Cycle 2122
  18. ...A Space Station Shuttles & Space Stations could be part of another DLC. I would love to transport heavy cargo with shuttles B O U N D A R Y
  19. Very nice @MEATGOOD Perhaps this LeadSuitTrafficJam is of any inspiration for you The one with the smiley is reading Reddit on the way
  20. ...but what isn`t OP in the game my dear friend The IcyFan Need more water geyser spawns, that`s not OP. Once I have more and nice cold water, then I want to build OP OP OP water wave generators consuming power ( waves look nice ) and a big hydro dam which generates power Water Turbine is a great request for post number 11 @TuxSam123 ...also, still no fluid wood in the game Wind ( concept ) ...Also, need catz ! Catz eat Pacu Modern year 2000 cat operating "The Wave Collider"
  21. I think Klei has some performance analysis tools activated since recently or something is different in the game code or my save has exceeded a critical ONI capability. I started playing again on my cycle 1321 save ( small dlc maps ), which has 1 mega-base, 1 small-base and another 1 small-base. The fps has halfed for me in this recent preview update and scrolling has changed from smooth to stuttering, opening the research screen is delayed by 1-3 seconds. Cycle 1321, small dlc maps. Mega-base in 1st spawn map ( cold Swamp ). ~2 weeks ago I had 60 fps with the same save file on the preview branch Starting the save directly allocates 7.7gb ram ( system has 32gb ). 10 minutes later its now 8gb ram. Game is utilizing the cpu as before, 2 cpu cores to the max. gpu load is the same as before, ~15% of nv gtx 1060 gpu, using nearly no gpu vram. 3 colonies in total 2nd spawn map, currently an accident hazard zone, due to holes in a wall 3rd colony, "Uranium". No water geyser, would welcome an world generation option "Min 1 water spawn per asteroid", for builders like me. No need for thirst stress, I find this handicap silly. Due to limited water supplies I regularly execute dupes. Game at 8.3gb ram allocation now as I`m writing this
  22. @madcat1188 Such a lovely base The monument statue in the middle looks soooooo nice
  23. Simplification example: The Vanilla Base game is Coca Cola = Overwhelmingly positive rating of ONI on Steam. The current DLC condition is Cherry Coke = Mostly positive rating of ONI DLC on Steam. If Coca Cola would only run the Cherry Coke brand, I find that would be targeting only a fraction of the entire possible audience. Anyways, I have stated for myself what the problems are from my point of view and have ( for now ) nothing more to add about the dlc situation. I will leave Klei now time to deliver, its their game. BTW I love Cherry Coke
  24. As counter one could ask the same theoretical vanilla base game question "What point is there to use rockets in the vanilla original game?", from my point of view. Did lots of people attempt or regularly fly to space to aquire resources ? I guess so Was it fun, for those which managed to get resources in the vanilla base game via rockets, and did they make use of aquired space resources ? I guess so, for those players which managed to get in to space with rockets. My requested resource list for "big dlc classic map`s" in this thread is copied far below ( resources highlighted in purple ), it goes up to Steel and includes basic metals ( that would be gold, iron etc. ) - Which practically allows the player to basically run equipment more or less safe with up to ~300 Celsius temperature with Steel. The reason I have also added Uranium as suggestion is from my gut feeling as builder fan. It would allow base builders to do lots of nuke stuff in a base, as a guestimate this will only minor affect the lust to explore space exploration for the average total player audience. However, that is my opinion. I find that your question ( according to my provided resource list ) would doubt the usefulness of rockets in the original vanilla base game. You have every right to perhaps disagree and to have a different opinion. One must imagine that some players get stressed out if they a forced in to multi asteroid play, this is reflected by some steam dlc review comments. If one wants to explore...Then its building rockets and flying in to space to find new and better materials, to gather vast amount of resources and to build further asteroid outposts or new bases elsewhere. Its about options and not to enforce multi asteroid play stress on to every player. Once a player is more confident, has gained experience...and is in the mood to explore space...and perhaps also wants fancy items, is curious, wants great temperature materials, is keen on multi asteroid play...then you can bet for sure they will explore space and want to visit other asteroids in big dlc classic maps. I will fly to space if Klei would follow suggestions, as rocket launches, rocket gameplay and aquiring advanced space located resources ( like Niobium , Thermium and other materials with much higher temperature resistances, materials like graphite, more lead for suits, mega tons of water/ice/algae etc. as other examples ) are the key reasons why I play the game - However, I tend to first build a mega base for the first few thousand cycles, as I`m a builder by heart. In the initial base building phase I also do not want to be bombarded exclusively with ~100 Celsius water sources, like in Terra. Klei`s tagged "Ideal" world(s) should also have cold water sources. Also some players like that some starting map renewable resource spawns are randomized, so that searching for big map resources is more fun and exciting. There is also lots of base game players which love to build mega monuments, a barrage of rockets, waterfalls and what not in their bases. Decoration players love to build their dreams and refine their creations in a big map, they also have expressed their disappointment with Klei constantly breaking their game saves over time and therefore Klei destroying their lovely decoration base works. "Big Map Classic World" conditions are an option for players and will especially appeal to big base builders and big base decoration players. If you want to play as you do currently...That would be choosing your usual starter world with your usual starter world options. Nothing will be taken away from you. I hope I could, at least perhaps a bit, convince with arguments. I would send you a crate of "lovely brewed dupe beyr" in the game, if ONi had multiplayer