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About kerosene

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  1. Yes that was the observation that led me to propose this. If the home base depends on imported water, then you need regular and reliable cargo rockets arriving and leaving, with facilities to unload the water and refuel the rocket, all automated of course. If several such rockets are needed to meet the demand for raw resources, then you'll need an automated spaceport.
  2. Here's my rough concept for a scarcity game mode. The idea is that you start out on an asteroid where very few key resources are renewable and the rest are scarce and available in limited quantity. You need to manage these resources well and go into space early and set up resource harvesting operations elsewhere and supply chains. I want to see rockets bringing cargo with vital resources (like oxygen) back to the home base. You're going to have to explore and prioritize which resources to start bringing in first. It's meant to put pressure on players to expand and carefully balance things. Asteroids are also smaller and there might have to be mechanics to put time pressure on players (to discourage strategies that delaying having additional dupes for as long as possible). Expanding into other asteroids is tied to tech progression and better tech will enable you to expand into richer asteroids. Over time you'll not depend on nonrenewable resources as much but probably have to deal more with the complexities of supply chains.
  3. I hope that atmosuits will no longer trivialize so many problems at once and have some real downsides. I'm thinking about "atmosuit station right in front of bedroom for all dupes" designs. This eliminates problems with liquid airlocks, eliminates problems with temperature, unbreathable gases and trivializes diseases. It's just too good. Speaking of airlocks, I still think it's weird that the low-tech liquid airlocks are the optimal solution and much better than anything else a player can come up with. Reworking space biome gameplay and rockets is good. It was quite tedious and difficult to understand all the rules. Rockets should definitely come into play much earlier rather than being a late game thing. I also hope for a game mode where resources are truly scarce and need to be managed well, and going into space and on other asteroids will occur sooner and be necessary to gain important resources and achieve greater sustainability.
  4. It doesn't look anything like lasers or radioactivity.
  5. You missed the part where I said that the direction should be changable without rebuilding. Is this the only bad thing you can think of?
  6. Have you played Factorio? I'm describing the Factorio conveyor belts. The difference is that the Factorio belts have two lanes and no joiner section. A special joiner section wouldn't actually be necessary because it is always clear in which direction liquid should flow. Anyway, in Factorio there are never any ambiguities in regards to how items on a belt move and there have never been bugs because the system is so simple and robust. Factorio has figured out how to make a system that is simple to understand and just works. The ONI devs should consider just copying it (only the parts that are relevant to ONI).
  7. Is it too late in development to make pipes have a predetermined direction of flow? I think it would eliminate bugs and be easier to understand. While construction pipes, the direction of flow is set according to the direction they were being constructed. The direction of flow is visualized with little arrows that are visible with the pipe overlay. To join two pipes, there is a joiner, and to split a pipe into two, there is a splitter. Joiner and splitters have the shape of a T. You should also be able to change the direction of flow without having to deconstruct and reconstruct. At the moment people are using pipe bridges to control the direction of flow which is unintuitive because the intended purpose of a bridge is just to allow two pipes to cross without joining.