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      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.
       

Sasza22

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Everything posted by Sasza22

  1. As for the amount of recreation buildings and toilets it depends on how many dupes you have. From my experience 3 plumbed toilets are enough for 20 dupes but outhouses might get all filled at the same time causing problems. Each recreatuional item works differently. A jukebot can work for 5 dupes at a time and the buff lasts 3 cycles iirc so a single one should be enough for a 15 dupe colony, the coffee machine has a shorter buff and only one dupe can use it at a time. I think you need to experiment and find what setup works best for your colony. The proximity setting (while i`m not 100% sure how i works) should be the last step for the dupe to find the task. First thing is his personal priority, the they check the global priority and finally when they got multiple errands with same personal and global priorities they pick the closest. Also there`s the supply bin problem that makes the sweep tasks be calculated from where the supply bin is and not the debris to sweep but that`s a story for a diferent thread. Farming balm lilles can be problematic but there are possible designs to keep the chlorne in the right place. Most people just use liquid airlocks as they don`t leak gas and atmo suits so dupes don`t breathe out CO2 inside. But you can try to make a "chlorine pit" with a carbon skimmer at the bottom and just fill it with enough chlorine. Make dupes use ladders to come down there and chlorine shouldn`t leak out.
  2. 1. In the priorities tab there`s a setting in the corner that lets you "enable proximity". It will make dupes prefer closer tasks and should reduce scenarios where they dig one tile and run to something else. Specialising dupes also helps. Just have a dedicated miner, builder etc. give them very high priority in their tasks and they will do a lot of things in a row rather than run to harvest a single crop. Personal priority overrides global priority settings (1-9) so make sure you got some dupes on life support tasks and cooking as well. 2. Most of the time there is no need to sweep up all the rock you`ve mined. You will have over 20 000 tons of rock and there is no reason to keep it in the base. Personally i use the "sweep only" setting on supply bins for rock and just order the sweep n the areas where dupes spend most time. The rest i keep lying around as it doesn`t really matter. If you really want it swept you could put auto-sweepers in areas with most ore and lead it to a conveyor shute and dump all to a single tile to save storage space. 3. Dupes need time to use the recreation machines. They will prioritize toilets and eating during breaktime and only use jukebots and other stuff if they have time left. First thing to do is increase their break time (in the schedules tab). Another thing might be connected to your base layout. If they need to much time to return home they won`t be able to relax. Try making fire poles wherever possible and replacing ladders with plastic ones. If you have enough power consider using transit tubes to the distant areas. 4. It`s reasonable to have everything in one place. Just keep in mind some machines produce a lot of heat. You want them away from het sensitive stuff like your farms. It`s best to have your base connected with space using a transit tube to save time. Or at least a fire pole from top to the base so they can get back faster. 5. There are a few techniques to manage gas. You can use corner building, which means you build your tiles diagonal, as gasses can`t pass diagonal walls but dupes can build through them. You can also just leave a lot of room above and below your base, with airflow tiles everywhere and let the gasses settle above and below (mostly below) your base.
  3. I imagine a special challenge map where you got to complete certain tasks to progress. Like pump out water out of an area, deliver a certain amount of resources, build certain buildings in a chlorine filled room. After each challenge more parts of the map would open. The final challenge would take you to a new map with more difficult tasks.
  4. Would be nice to build sculpting blocks over done sculptures. Cool vests... those need a rework. There`s no reason to use them ever. With how dupes manage their heat improving their insulation is always better than reducing it. They should affect the heat stroke/hypothermia thresholds instead or work one way - make them only heat faster with a sweater and only cool down faster with a cool vest.
  5. If one part of the bridge is not in vacuum it can transfer heat to the other side, like if there was a wire bridge over the vacuum it would transfer heat inside.
  6. First thing that strikes me is the amount of oxygen diffusers. For 7 dupes 2 would be more than enough. But air needs to be able to flow through the base. It won`t flow thorugh solid tiles. You should build 3-4 airflow tiles in every room so the gas flows naturally, CO2 will fall to the bottom on it`s own and a single skimmer will handle it. It will likely fix the popped eardrums issue as well. Another thing are the lights. While it`s not wrong to put them everywhere the power usage and heat production adds up. You should put motion sensors that activate the lights if dupes are around. No need for complex automation, just connect all sensors in the room with all the light bulbs and it will work.
  7. What about wires. Wire bridges are known to transfer heat.
  8. Achievements are disabled when you are using mods or sandbox mode. I wonder if the tracking is disabled as well.
  9. Well in theory they would end on a habitable planet with an atmosphere, not a surface of an asteroid so their chances would be much higher. I actually wonder if there will be a dlc where they landed on an alien planet with atmosphere on the surface and the underground being more hostile.
  10. Nice idea, it will reduce the confusion it creates when for example hot steam pipes get "cold damage" once it cools below 100oC.
  11. I think all morphs should require hydrogen to keep it consistent. The glass one could eat waterweed.
  12. I was thinking about normal arbor trees. Just the different drecko morph could eat them.
  13. @Astrologic You should stop escalating before you get your thread locked. Insulting people that dislike your idea isn`t a good way to defend it. I see no reason to be so agressive in your responses. Obviously not everybody will like your ideas or the way you put them out. That`s fine. But if you start insulting people the thread will go nowhere and nobody will discuss th main topic.
  14. Reducing graphics won`t do much i`m afraid. Most of the lag is caused by calculations the game does so it`s CPU related. There are a few things you can do, like change how often the game autosaves and how often it takes data for the colony summary. It should help a bit.
  15. DLC Ideas

    From the other games Klei made (except DST) they rather make dlcs as expansion packs. Basically a "part 2" of the game. It doesn`t affect the first part but has the same base mechanics in a completely different enviroment. I expect they will make a dlc that alters something about the game so much that it fundamentally changes how you play while still leave you with mostly the same tools.
  16. That`s one of the problems with chemistry in ONI. But i`m pretty sure we can find a solution for it. Worst case scenario we could limit chemical reactions to a few spacialised buildings that handle them.
  17. Most designs for reed farming involve balm lilly. If it made a clay morph it would break them. Meanwhile most people don`t consider feeding them pincha peppers since they cost water so maybe that. I thought about different stuff this certain morph could eat. Maybe it could eat arbor tree branches as well.
  18. DLC Ideas

    So there`s a good and a bad way to make dlc. You can make things like the updates we got lately dlc. This means some players are left out from the improvements unless they pay. It`s not a good way to handle it. But you can make dlc that alters the game significantly. This way players that got the base play a different game than the dlc players. That`s the case with DS. You don`t have to buy Hamlet. It doesn`t affect the base game except maybe the travel between maps mechanic. It`s like an expansion pack. And even the base Don`t Starve got some new characters and the beffalo taming mechanic for free. I think the proper way to make a dlc for ONI would be something that changes how you play singnificantly. The base game is great for making clean base designs and optimising stuff. It`s not as much of a survival challenge after you beat the first 100 or so cycles. They could add a lot more dangers and make the game more about managing problems in a growning colony, maybe with random events (kinda like giants appearing in DS) or even space trade eventually. Then people that don`t enjoy their base being destroyed by random stuff would stick to the base game and people looking for a different midgame challenge would go for the dlc.
  19. I think there should be an entire dlc focused around chemistry. A lot of elements could interact more with each other. Acid, especially sulfuric acid, could be used as a sort of fuel for a chemical station allowing certain reactions and material modification.
  20. This would be nice. Dupes laready calculate a path to food or toilets during breaktime. If they would chack if they are passing through a drop point they could hold the resources until they pass one, if not passing one they`d just drop them where they`re standing, like now.
  21. Another source of clay would be nice. Especially for maps with no slime biomes. What would it eat though? Or would the morph be temperature reliant?
  22. Correct me if i`m wrong but doesn`t a single pipe segment hold 10 kg? A 1x2 building should hold at least 50 kg for it to be worthwhile. Like a sort of buffer in the pipeline. They could look like the tanks in the menu screen behind the coal generator and the gas one could look like the spherical one.
  23. It`s working for me. And it has an icon on the top. Are you using the sandbox mode for automation by any chance. The overlay is not available before you research the first automation tech. If you are spawning stuff from sandbox without researching everything you won`t have the overlay available.
  24. You got a hotkey. It`s shift + F2 (or was it alt + F2?) it also has an overlay icon but it only appears after you researched it.
  25. Teleports

    Or you could make this thing really big, like the wind tunnel size so fitting multiple wouldn`t be an option.