ToiDiaeRaRIsuOy

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About ToiDiaeRaRIsuOy

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  1. I second that. I think given it is still early days, it's not really an issue that we for instance have to play with unfinished art or unrefined game mechanics. If bug and crash fixing pushes that backwards, then I can definitely cope with that. Just want to be able to try stuff out and give decent feedback. That's what testing is all about.
  2. For the record, I always agreed to have the water sieve a variable output. I even fully agree with a standard rise in temperature. However, a flatline base of 40°C and from there a variable output is shifting the balance too much to the other side. Also, I always believed that even though this was needed, additional or improved ways of cooling were also needed to compensate. The icemaker does not cut it, and with wheezeworts also somewhat nerfed, this will make cooling much more difficult. I think most experience players will be handly this, maybe even comfortably. However, do know new players will fail at this and maybe get extremely frustrated. Given the QoL updates were to make things easier for those players, I do feel this is nullifying to a degree the efforts made in QoL.
  3. I agree that the fixed temp is too much. It should just add heat, and the other cooling solutions should he bumped up.
  4. Hmm. I don't know anything about modding, but am able to make art and probably frames for animations too. If anybody feels like doing a pilot project with me, hit me up!
  5. Yes. I'm just saying: you are effectively deleting heat, instead of displacing it like the aqua tuner.
  6. If I am correct, you are still deleting heat. It will just take more power per unit of heat deleted (or better said: it will take a fixed amount of power per deleted unit of heat).
  7. Pitchforks? That's so dark age. Nowadays we laser them
  8. You do get what I was saying, right? I hardly call sweepers not working a feature . And yes, the bunker door animation bug was quite annoying, but they would close and open eventually, just with a delay you could alteast build around fairly easy. Sweepers not working, that is game breaking for me. I am at the point where I want to automate my base as much as possible, including the food storage and supply. That's gone out of the window now.
  9. IMO, sweepers not working should be a high priority to fix. I can accept that for instance the steam turbine issues are lower priority, but conveyor and automation are a large part of the game. Not able to use them is missing out on a large part of the game. I effectively cannot play the game without the sweeper working!
  10. Will there be a livestream today or Thursday @Ipsquiggle?
  11. A new player would of course have less gripes with it. New players are always much more adaptable than us concerning gameplay mechanics. I do think if you put the choice of either having the convenience of double layering, so a new player has more ease in experimenting and constantling adapting his or her designs, or having to pay a (small) penalty for each change to a setup he or she is not immediately happy with and wants to improve, I think they'd also choose for convenience. Question remains of course: is double layering intuitive? I can't really answer that as a more experienced player stuck in his ways. My guess is if that if you are allowing double layering, it should be reflected in the tool tip which would help said new player understanding the capabilities of drywall. That was the original change, but that brought issues with doors and airflow/mesh tiles not being compatible anymore with drywall in space designs. That one change was very easy, but did not account for other gameplay mechanics. Changing those other mechanics was more difficult, and will be more difficult as again ladders proved surprisingly challenging in regards of inter replaceable. This has been a very time consuming experience for the developers and will consume time in the future. I agree with @Cairath when he says that time could have been spend for more pressing matters, like for instance the broken steam turbine.
  12. In my case it would be oxygen. Slightly more of an inconvenience, but ok: still just an inconvenience. It's something I can life with, but what it's more difficult to swallow is: why. Why did the change had to go this way. We talked about there's perhaps an exploit with more mass being able to absorb more heat. I think it was you who proposed a much better alternative by reducing the mass of the drywall tile. I am all for stopping exploits, but most people do not use that exploit and those people are also having to do a lot more work now. As it stands now, you'll manually have to deconstruct and construct when you want to adapt your setup of tiles and drywall. Now I assume this will change in the future where tile and drywall can just replace eachother. Doors too hopefully, and the issue will become minimized towards loosing gasses when replacing doors. I can life with that. But was it really necessary? It's possibly even a much bigger inconvenience towards the developers because having tiles replace other tiles is not straightforward (just look at the bugs that came with replacing ladders). New art had to be made for the doors. They had to code that open doors would not loose gasses anymore. They had to code that pneumatic doors let gasses through but not let it suck out into the vacuum. The had to do the same for mesh/airflow tiles,... . So yeah, again: why.
  13. Doors will be impossible to replace with leaking out some gas. As soon as one drywall is done, the door should be deconstructed, at which point the second tile will leak out gas. Not even mentioning the technical challenge this brings and all the bugs along.