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About foosda

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  1. the radioactive biome starts with liquid chlorine, but as the nearby biomes heat it up, the liquid chlorine vaporizes, leading to this. hardly a bug, just need to plan around it
  2. werecat mentioning liquids was interesting, I hadn't seen those cases before so I decided to test these as well methane, chlorine, and co2 are difficult to keep in liquid form, the dupes keep vaporizing them. further, during these tests I had initially assumed that "if they get irritated by it, it'll be the same function of time and pressure for all materials that irritate them." while I was running this, that was clear it was not the case, but it'll be decidedly more difficult to test liquids, given the different densities involved in each of their cases. table for people who like tables
  3. doesn't have to be a 1 way trip if you prepare beforehand: the idea being, you use the canister emptier to put co2 in the capsule, use the pump to pump it into the storage area, and then pump that co2 into a canister filler that you then use to put in a storage area in the far asteroid. but yes, they are still unable to be reached without the cartography module. Funny thing is, when that module is dropped, we'll likely have better rockets anyway and not have to worry so much about the difficulties of planning a return trip with a co2 rocket
  4. No, critters do not get the irritation exposure. It may also be worth pointing out, just tested mask stations and exosuits for exposure. Masks give 0 protection against exposure, suits give immunity:
  5. I wanted to test to find out what gases dupes need to be exposed to in order to get the Irritation debuffs. Minor Irritation = -2 Athletics Major Irritation = -4 Athletics First test is with 10kg of each of the following materials. Only PO2 and CO2 give no irritation whatsoever. During this testing, I noticed that different amounts of gas cause exposure more or less quickly. Next test is to see how much of a gas a dupe needs to be exposed to to get the irritation, and how fast it takes to go from "no exposure" to "minor irritation" to "major irritation." Upon unpausing, it took 3 seconds for the 10kg exposed dupe to get a minor irritation. The next second gave Abe a major irritation. Next is Meep, at 17 seconds for a minor irritation: And then 31 seconds for the major irritation: Poor Camille, she didn't live long enough to see her skin be irritated: So it looks like small exposures to gas irritants don't give irritations, given that they won't live long enough to get irritated. Next lets test the minimum required pressure for exposure. 19 seconds for Hassan for minor irritation. 21 seconds for Bubbles for minor irritation. 27 seconds for Mi-Ma, minor. 34 seconds for hassan for major: A lot of pictures here already, I'll just type out the rest of the results. Bubbles gets Major at 40 Gossman gets minor at 41. Mi-Ma major at 51 Gossman Major at 75 Devon Minor at 81. These results lead me to believe there's no minimum required exposure, its just a direct function of time and gas pressure. Hope this helps!
  6. the ease of use for a mask station is its main draw. the biggest problem is that you need to put so much o2 into each mask, so it takes so long for it to become available for use. you can mitigate this drawback by doing a couple things: 1. build multiple stations in a row, daisy-chaining them 2. build your o2/po2 producers immediately near the stations but this main drawback will always be the problem. to address it, the easiest fix would be to just limit the amount of o2 that can be provided inside a mask. there's no reason to put a full 25kg of o2 inside a mask, especially when most dupe tasks will just take them a small distance from the station to fetch a small amount of material for a task.
  7. most of these suggestions are rubbish, but I'll address some of them: wild slugs produce 400w of power for 3 hours of the 24 hour cycle. averaged out thats 50w of power, IFF you have the power storage (batteries) to last the entire cycle to when they produce again. There's clearly nothing OP about wild slugs. the lack of meteors and easy availability of glass is pretty silly I'll agree. reed fiber is most certainly attainable without printing pod, you just have to get to the third planet w/ a rocket. even before that, you can make jetsuits, skipping over the atmosuits.
  8. tried that, it just deletes its "child" rockets as well
  9. so, after some help, I've discovered you can in fact, nest these spacefarer modules indefinitely: happy exploring, spacefarers!
  10. if there are objects that have tags attached to them like "no wire attached," they are visible from other spaceship interiors on the fog of war EDIT: I've since realized that this is a bad report for 2 reasons, its in the wrong place, not the DLC bug tracker, and 2: this was due to zooming out further with ALT-S, apologies!
  11. I was messing around in debug with the spacefarer module, and behold, I give you the "Space Saver:" its pretty simple to create. you just 1. build an launch pad and any engine, then a spacefarer module. 2. deconstruct the launch pad and engine, in any order for those of you wondering what its useful for: 80 tiles of auto-vacuum'ed space, that have an automatic airlock that fits in 20 tiles of space you can put anywhere you can fit a launch pad and engine to start. enjoy
  12. I understand the need to demand proof, but I'm not gonna go through 6 and a half hours of my last stream to verify something I know already. I should have clipped it, my bad twitch dot tv/andreww
  13. no screenshot, but I've gotten 14 on a dupe stat roll just earlier today
  14. on dlc alpha, telescope can function with no power
  15. Thank you for all your hard work, and stay safe!