babba

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Posts posted by babba


  1. I find the cryo dupe chambers a really good idea...also the radbolt battery idea from @goboking

    Maybe the cryo dupe freeze chambers would run on radbolts ? A radbolt per day, keeps the doctor away.

    Also dupe torchlights would be nice, which they can use in darkness. That could look amazing in the dark !

    image.png.15a3803bf7814bbdd52d0046c5db2dba.pngimage.png.1e43bcf33ea3a7667d5f38b9835d376b.pngimage.thumb.png.8e1a4bce9a06518e99d643c589f40a65.png

    Torchlights only work with adapters in the game. The dupes loose adapters every day, so they need to be produced in the adapter production building.

    Dr. babba


  2. 18 hours ago, Mantak said:

    In current previev version of game you added vanilla style asteriod. This is good step. But vannilla asteroid has 12(usully)  Generic Geyeser. This geysers should be in dlc map too.

    Btw: This mod still beats you: https://steamcommunity.com/sharedfiles/filedetails/?id=2414865156&searchtext=

    More renewable geyser and basic metal volcano resources, more plutonium and more polka ! :excitement:

    Its Caturday and I checked if the star constellations are still in place and order.

    Dr. babba


  3. 53 minutes ago, goboking said:

    Would the ability to store radbolts be OP?  What sort of cost (advanced materials, power drain, heat generation, radiation, etc) would we need to pay to keep things balanced?

    I find its a great idea, I spoke with Dr. Jones already about it - He finds it plausible.

    Dr. babba

    Gravitas Statistics & Hallucinations Manager, Isotopes Facility 139

    image.png.ee76141c50ca2518daac63deb2ccbf83.pngimage.png.c2f46024762fa05f10e6442cd359a633.pngrainbow.gif


  4. image.png.876a55068ed66a801257cfc89cee0e95.png

    Klei headquarters made it possible that rockets fly through the entire map, this will enable hyper-speed.

    Also Gravitas understood a bit better what we are trying to achieve here in the Titan Missile Silo, finally they sent more components and backup support. The rocket pile is stacking up. :ghost:

    I told Dr. babba not to complain so much, but he seldom listens. I think its the coffee machine. - We are running out of Isotopes.

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  5. I nearly made the mistake to fuel rocket petroleum engines with ethanol. :ghost:

    Perhaps mixing ethanol/oxygen ( or whatever substance ? ) with some other fuel type could create a very powerful new rocket fuel ? What could that be ?

    What do you think, should there be some ethanol or some new-ethanol-mixed-fuel rocket engine in the game ?

    Any ideas and creativity is welcome :-P

    • Like 1
    • GL Happy 1

  6. 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.

    image.thumb.png.4d15de44dca8d321a393ef3ef28a1c37.pngimage.thumb.png.d4c39f002945409b215457e3244215e6.png

    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.


  7. 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.


  8. @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".

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    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 :p

    Maybe a new control screen would be also useful ?

    image.thumb.png.28a5f174956e26ed5f9a9cde0e790de1.png  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".

    • Health 1

  9. 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

    • Haha 3

  10. 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 :-P A lot of other things I will go along with, I have listed what I would find important as a big base builder. @Ipsquiggle


  11. 32 minutes ago, aresd said:

    I may not understand something. But what is the meaning of teleportation from an oil asteroid with oil wells to a asteroid where there is nothing but oil wells on the " *poop* "classic" *poop* "asteroid?

    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 :rolleyes: + I forwarded your wish to be able to switch off teleporters in the world generation options. Touch wood :-P

    • Like 1
    • GL Happy 1

  12. 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 :lol:

    @TuxSam123 hold you line, never give up :encouragement: If they want to take your apart...at the end you can always resort to cat memes.

    tumbleweed.gif  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

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