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About Junksteel

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  1. Amazing work. I love that base design. Thank you for sharing!
  2. Yeah, I voted "Melt it" in your survey and I felt avenged to see you doing it the hard way. You are our industrial god, I don't dare doing it myself.
  3. Would it take more than, lets say, 5 minutes to deal with this? I think Klei consider it a feature, not something to fix (unfortunately). I believe at some point they expected people to do creative stuff with it like @Lilalaunekuh did with his aquarium. But well, not many people seemed interested in Gravitas facility the way it is. I can list some annoyances that keep me away from it: *We can't expand the building properly (aesthetically speaking) because we can't build the tiled tile. *We can't deconstruct it properly because of the remaining floating objects. *We can't use it properly as a regular room because the ground is uneven and having dupes passing through it all the time is less optimal than a straight line. *Nothing inside the facility presents functionality, in game use or any sort of valor. Solving at least one of the issues above makes room for creativity. Right now it's just an obstacle, the most resilient boulder we have in the game.
  4. Some stuff can improve your experience like small number of dupes (yeah, no fun allowed) and radial pathing. One tile infinite storage really helps too. Jetpacks are a nightmare in this regard. Avoid them as much as you can.
  5. Algum BR aqui?

    Yes, there are some brazilian in the Forums but the official language is English. It isn't recommended to open multiple threads in Portuguese. [Sim, tem alguns brasileiros aqui no Fórum mas a língua oficial é o Inglês. Não rola de ficar abrindo threads em português.]
  6. Man.... I have no words to describe how amazed I am by this project. It is clear, functional, legit and looks outstanding! I had no idea hatching Pacus could transfer that much heat. Or did I? The scale is insane! Finally a good use for Gravitas facility! Good you shared your work with the world, it's a masterpíece! You truely inspired me to keep working on the projects that require an insane amount of effort invested in! Thank you!
  7. Yes. I think the outputs are way too overpowered for those wanting to get the byproducts and too of a hassle for those who don't want them. And I base my opinion in the fact that producing ethanol is dirtier than burning fossil fuel. You don't think the same way and made that pretty clear? There is no such thing as right or wrong opinion as we perceive the game differently. We aren't in disagree for calculations so there are no set of facts I'm against. Venting anything out to space is a generic mechanic of the game and nobody suggested to vent the excess of pre nerf cool slush geyser to space in order to solve its overpowered nature. Why? Because it was an opinion based discussion on the balance exactly as it is right now. But ofc, this like, my opinion, man.
  8. Glad to know it was clear and that you had all the exact answers in an opinion based debate.
  9. Ofc there are many solutions but how likely are they? I'm just trying to point out that there are easier and cleaner ways to generate power. In the case of ethanol chain, the byproducts seem to shine more than the power production itself. Nothing wrong with that if it's a design decision but we already have the steam turbine on that spot and I'm not a big fan of that approach. Well, we got defeated in the battle for weezeworts so I guess this is the way things must remain.
  10. Yes, but is it good? This is one of the problems. The other one being 14 composters running non stop. Pretty labor intensive if we choose to process the byproducts instead of just dumping it. I mean, it feels odd that ethanol generates much more "pollution" than burning fossil fuel.
  11. I have no precise data but I have the feeling that the byproducts from ethanol distiller are way too much. I'm playing at Arboria and my initial plan was to rely purely on Ethanol as a power source but I slowly migrated to other sources since I had already over 1000t of dirt and 2 carbon skimmers running full time only for the ethanol chain area seemed to not even touch the immense cloud of CO2 I was stacking. Ofc I could ranch slicksters to get rid of it but I didn't want to have massive amount of critters in my map and it would deviate anyway from the original purpose of relying purely on Ethanol as I'd create excess of oil instead. I think the main question must be: can ethanol be the only single source of power if not combined with massive slicksters ranching?
  12. How much meat?

    1 dupe converted to meat should be enough.
  13. End game goals

    I got you point. Absolutely. And I agree with you that isn't problematic but rather obnoxious. It is unpleasant for various reasons, one of them being, to agree with you, the waste of potential for those materials. We agree there is a problem with the end game, but we don't agree with the solution. A mechanic forcing us to go space in order to survive would solve one aspect of the problem, but would create several others. While having a new fresh goal is exciting, attaching it to space exploration isn't the best approach because of the poor end game performance for a great portion of players. Fixing performance must be a priority before branching out more mandatory gameplay options from space This is the main point I believe. The rest is well explained in this post below. Those are reasons to not force players into space before making it more enjoyable. But we agree once you spaced out the game is pretty much done and it can be a problem (that will most likely be solved through DLC).
  14. Solar Essentials

    How do you cool those?
  15. Indecision loops

    You just described my experience playing the game. Obsession with simmetry, cleaning, optimization, OCD in general makes it worse. The wild planting mechanic was another strong hit as preserving natural tiles is another thing to be considered in base planning.