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About Guinaro

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  1. Indeed! I don't bother with the apothecary at all at the moment. Illness is by and large of no consequence in the game! Illness at the default difficulties should slow colony life down. And only in extreme cases be the cause of death when left untreated! But on harder difficulties. The chance of untreated illness resulting in death should be much higher! On hardest: untreated illness should nearly always result in death.
  2. Food Poisoning should have a more severe effect on the dupes. But not by vomitting where they stand as that for me is part of the stress reaction. My take on Food Poisoning. To be noticeable and having averse effect on colony life. Normal Difficulty: Dupes stay in bed for a full cycle. Still go to the toilet and eat only when hungry (below 1000 calories). Effect: loss of dupe time! Harder Difficulty: Idem + Double calories drain (2000 - 3000 with increase metabolism trait) (body has fever and needs extra calories to burn). Result increase Food Consumption afterwards. When eating: trigger a vomit or diarhea run to the toilet (So bonus polluted water, via your toilet when they could make it in time, otherwise on the floor wherever they ended up on route to the toilet) (This makes it still manageable to prevent dupes from vomitting or making a mess in your water supply if you took apropriate measures!) Hardest Difficulty: Idem + Dupes cannot eat at all. Possible cause of death! If dupe was below 2000 - 3000 calories to begin with. Make sure your dupes are well fed!
  3. For anyone looking for this: I recommend the mods Chemical Burns and Self-Sealing Airlocks. The first one makes Sourgas and Chlorine Gas in packets of more than 100 g/tile deal damage to a dupe on every encounter. The second one, makes the gas managment problem of ONI, more manageable by making Airlocks actually prevent chambers from exchanging gasses. So unless you allow Bleach stone in your base or open a chlorine patch without proper containment, gasses are less dangerous. Think of it like a multi tile system in a single tile, without imposing wait times on your dups to vacuum out a room, before allowing them to pass through. It makes is so that while you can run around outside your base, you are more restricted in how you dig around. Do not open Chlorine/Sourgas pockets! Exosuits are certainly recommended. Unfortunately Chemical Burns currently seem to not be working on the testing branch as of yet. So I haven't been able to test the Rust -> Oxygen and Chlorine cycle, to evaluate.
  4. And that is why I use the mods like Chemical Burns and Self-Sealing Airlocks. The first one makes Gasses like Chlorine and Sour Gas deadly to your duplicants (as I would expect from high concentrations) and the latter makes Airlocks behave like what their name says. They prevent gasses from exiting or entering the room. The latter may seem exploity to some. But the gas mechanics in ONI combined with actual toxic gasses makes sure that you want decent working airlocks, who do what they say they do. Even a single cell of 100 gr Chlorine can wreck havoc in your base. And gaspumps aren't very good at removing that packet quickly. The consequence with rust -> oxygen and chlorine production I haven't been able to test yet. But it will propably provide a nice challenge to make it work without hurting my dupes.
  5. Personally I think we could use different benefits regarding the state of the plant. You could have Potted plants, Wild Plants and Farmed plants. Potted plants that produce stuff be it mealwood, bristle blossoms, wheezeworts or oxyferns. Output at 50% of wild plants. Decor plants would yield double decor in a pot. Wild Plants found or planted by pips: produces as current wild plant does. Standard decor rating Farmed Plants output at quadruple the rate of Wild Plants but have a halved decor rating. This would mean for each Farmed Plant, you would need 4 Wild plants or 8 Potted plants. Ofcourse any plant should yield seeds in this case. The chance could be different for each plant however. So mealwood has a base chance of 10%, oxyfern 3% and wheezeworts 1%. Since you can get them as care packages aswell, this won't be to overpowered. For oxyfern and wheezeworts (currently seedless plants) they could use the growth cycles as measure of producing a seed aswell, as no harvesting is done to the plant. This can be even be combined with the base chances. So a wheezeworts has e.g. 10% base chance, so on average only 1 in 10 life cycles would produce another seed. A Potted Plant wouldn't use resources and have low output, however an occasional Oxyfern or Wheezewort, could make your base more manageable. Also they could be decor boosters. Since they have a limited effect they have their use for targetted spot functionality. Be it decor, cooling or CO2 to O2 conversion. (Hey maybe we could have plants that heat environment aswell?) Wild Plants are for Parks and Nature Preserves. Or just as you found them on your asteroid. Also not consuming resources. Providing a use case for wild farming. (Less spaced used inside your base, Double production rate of potted plants in exchange for dupe travel time and less decor) Farmed plants could be used in Farmboxes (which have their use in not restricting gasflow beneath them and/or not hampering running speed), Farm tiles, where gas and run speed isn't an issue. And Hydrophonics where you don't want the hassle of running around with bottles. And yes automating them with sweepers would make SPOMs and such again a viable solution, if you want a maintenanceless version, you will need 8 times the seeds and place. Wild Plants are a challenge when setting up at fixed points in your base. As Pips need natural tiles to work, and you are limited in what you can easily obtain. So it requires pre planning, and luck with your map spots (e.g. no caves where you don't want them). Or even more hassle to terraform your base to the necessary plants requirements. Take for example that three regular dupes need 10 farmed oxyferns to have enough CO2 exchange for O2 to survive. This would mean in the wild, you need 40 plants (usually I find around 10 - 20 on any given map), and in potted form a whopping 80 plants. (You would only get such an amount at end game, and take a regular crew of 8 - 16 dupes: that means a whopping 214 - 427 oxyferns. 5 Mealwood for a single dupes, becomes 20 wild plants or 40 potted plants. Again 8 - 16 dupes is 240 - 480 potted plants. This could mean that End game you could indeed rely on potted plants instead of farmed ones. But until you hit end game, you would still need to use other means before you can become self sustaining without investing resources. And good luck getting the required number of seeds. I feel this would give us options without harming the game, except maybe if you take exception to the fact that potted/wild plants won't consume resources. However I do hope that you remove geysers from your game too, as those too are free resources, you don't have to do anything for.
  6. To me the most simple solution would be: Yes you may use germy water in the sinks. But hey, do not be surprised that your dupes end up with more germs after than before the washed their hands. That's all that is missing. It would be as simple as. Values to be configured by Klei, but in essence. Sink use takes minimum of 10 seconds. Sink removes 10 000 germs/second. Dupe washes hands until all germs are removed. At the end, germs in the used piped in water are counted, and reapplied to the duplicant. So if a dupe washes away 100 000 germs and the water contains 1000 germs. The dupe ends up with 1000 germs. In light of the fact that 1000 germs hasn't a high chance to infect the dupe. This is a good compromise. But since germs easily multiple in polluted water and sieving doesn't get rid of them. Your closed but sieved bathroom loop will not run for long before you are infecting your dupes instead of cleaning your dupes. If your water contains 500 000 germs however, your dupes will end up with those 500 000 germs and an almost guaranteed case of Food poisoning. Yeah, and in real life that's what you would expect to happen. Using germy water for your toilets, would be no problem, but for showers, water cooler and sinks, it is as it should be, pipe in germs, get germy dupes. Possible consequences. Having a dupe make a mess in your only source of clean water. Not a real issue. Unless it happens frequently. Just isolate the polluted water or pump it away. The few germs spread to the clean water, would be a minor nuisance, resulting in only an occasional infection of food poisoning. Maybe you could use the clean but very germy water, to be used to create polluted water faster, as dirty dupes will keep cleaning until germ free. So just have them wash themselves repeatedly. But there are other ways to get polluted water, so that is just one way out of many, and tweaking the number of germs removed per second would slow or accelerate this process. Now if you want to reuse the clean germy water for your toilets, you can do so, but you will need to put in extra piping. If not go with clean non germy water. What a much nicer concept would be is needing to limit the temperature of your water for your shower and sinks to 45°C or so. Any hotter and your dupes get scalded, hurt or worse. The same could be if showering with below 20°C of water, resulting in chilly dupes with a nice debuff: the sniffles you get from getting soppy wet, until warmed up again. It is already in the game, just extend it to showers. Again makes sense, as showering dupes with 80°C seems ideocy when they get scalded by geysers at temps of around 50°C. This would make a nice progression in Duplicant care. Step 1. Provide sinks with non germy water, below 45°C (No burning your hands) Cold water is only for a few seconds, and won't get you undercooled. Step 2. Provide showers with non germy water, between 25°C and 45°C. Step 3. Provide showers with a nice 37° - 40°C water, and your dupes get an extra anti stress buff, on top of the regular showering that boosts morale. You could even have a positive trait: +1 morale when taking a hot shower. Most initial water on the map is between 0 and 40 degrees. And depending on the pipes used, you can get it to cool down a bit before it reaches your pipes. Getting your water in an ideal range will make players tackle temperature management, which you can do in all sorts of ways.
  7. The first thing about testing out things. Is needing information about what to test. Being unclear in wording in in-game documentation is all fine and well. But this is Alpha testing. If you say Tree Branches take longer to grow. I need to know exactly how long: simply to find bugs in the system. E.g. If they expected 10 days, and it takes 12. Somewhere there is a possible problem. A problem that will never get diagnosed, cause yes branches grow now in 12 days instead of the expected 10, which was more than the 8 days previously. And to the tester it feels longer. Gamewise it shouldn't pose a problem, and you would possible get feedback on it being simply too long. But an underlying bug would never be detected! Furthermore somebody coming late to the testing has also issues. Tree branches take longer to grow. How long was it previously? E.g. Previously it took 8 days, but the tester doesn't know this. And the tester now concludes that branches grow in 6 days. Yes, it seems to take a long time, so is the test a success? Nope cause it needed to be 10 days, but tester didn't know this, didn't know that originally it was 8 days, and probably assumes it was 3 or 4 days. Again gamewise it could be a good result, but your game has a bug, which you will not know about, until you get somewhere else an issue, that had the necessary information for testing given. And when fixing the bug, a whole lot of issues could pop up, due to unexpected changes as those other systems rely on the same programming. The same goes for e.g. Wild Planting Rules: maybe it is intended for 4 plants, 3 empty rows, 4 plants, 3 empty rows. And in our game it is 3 plants, 4 empty rows, ... . A developer may have only tested if the pips still plant seeds. Not the actual mechanism, as testing takes time, and that is why they have us. If you do not know what you need to expect you can not do proper testing. So I do agree with there needs to be more information. Also documentation wise: it's good to know at any stage of the game, what expected behaviour and values are. Yes they do take away some mysticism about the game, and provide Min/Maxers more data. However not all of that actual data needs to be ingame. The min/maxers will always flock to out of game resources to get their fix.
  8. I'm thinking we need some more control over worldgen traits. A. Grouping: E.g. GeyserActivity: GeoActive, GeoDormant, Volcanoes; MaxCount: 2 MetalAbundancy: MetalsRich, MetalsPoor; MaxCount: 1 TemperatureFluctuation: LargeGlaciers, FrozenCore, MagmaVents; MaxCount: 2 Boulders: BouldersLarge, BouldersMedium, BouldersSmall, BouldersMixed; MaxCount: 2 AllRemaining: Whatever remaining worldgen traits that aren't part of a certain group and aren't disabled. The max Count indicates how many WorldGen Traits slots can be occupied by that Group. To simplefy a trait can only be part of a single group. If not part of a dedicated group, it gets lumped in with the All Remaining Group B. Conflicting With: E.g. GeoActive conflicts with GeoDormant, but not with Volcanoes GeoDormant conflicts with both GeoActive and Volcanoes. Groupings and conflicts are specified in WorldGenTraitsGrouping.yaml File To keep it simple: Conflicts should limit themselves to the group the have been assigned to. Otherwise it will be come a complete jumble. C. Disabling (for certain Worlds): Like disabling Cold/Frozen Features on Volcano/Hot Worlds Not liking LargeBoulders: Completely disable it for all worlds. Enable/Disable for World setting, should also feature: isBlackList: true/false (False indicates it is a Whitelist) Blacklist: Can not appear on worlds in the list Whitelist: Can only appear on world in the list If you keep Whitelist empty: it would mean this trait is disabled for all possible worlds. D. Determine weight to be chosen for a certain World Like Cold/Frozen Featues on Volcano/Hot Worlds have Weight 1, but MagmaVents, GeoActive and Volcanoes have a weight of 3 each. Making it much more likely to have one or more of these traits. C and D could also be in each Trait.yaml file. e.g. in volcanoes.yaml Worlds: isBlackList: True List: - SandstoneFrozen - Oceania Weighting: - Default: 1 #Can be 2 or more, to allow a feature to appear more dominantly overall. - Volcanoes: 5 - ForestHot: 3 Thanks for your consideration
  9. When checking through the yaml files. I haven't encountered an option to disable certain traits with a mod. I know you can delete traits from your GamingAssets folder, but that is not a proper solution if you want to do it with a mod. Ideally we would copy the file of the trait we want to disable into our own worldgen/traits folder and add a setting to the file isDisabled: true Thanks for your consideration
  10. I made a suggestion to give us the ability to each time you press reject all, save on look, trait, stress reaction or interest to a Keep or Avoid list. Keep list makes the first duplicant on new Printing Pod cycle have the Keep attributes. All the Dupes have none on the Avoid list. You can narrow the dupes down to your preferred look, set of interests, wanted traits and stress reaction. However once you print something out of the printer the lists reset! So if you start: you need to dedicate yourself to the process. Keep in mind that since looks, interests, stress reactions and traits are still random it could be a few Printing Pod cycles before you get the wanted trait or so. If you are not picky it would be 3 or so Printing Pod cycles. If you want a tailor made Dupe, it could easily be 10 - 12+ Printing Pod cycles.
  11. My bad, should have checked bug tracker first.
  12. Now have a look at the following picture and tell me if you spot the buried pip on it. You can still see part of it. I tried the wrangling suggestion and it did indeed help. However still some critters cannot be wrangled, so a confined status icon would be handy. That seems to be indeed a better suggestion than an overlay.
  13. I'm getting the impression that there is something wrong with seeds. I'm often having seed images on my screen but when hovering above them, they are not there. However they do seem to somehow count to the general tally you see in the upper right hand of your screen. Upon reloading the game those seeds seem to get lost. It seems to happen especially when Pips are emptying a storage box or dupes dropping a seed when going to eat, use toilet, ... I wish I took a screen shot before and after my last load. But I'm fairly sure that I had 24 Waterseed seeds, and now I'm left with 16 after loading. Has anybody else noticed strangeness related to this?
  14. If this treatens to happen I disable the remaining food item in Consumables for all the non starving dupes until my starving dupe has had the chance to eat it.
  15. Well okay some do show up! But the Pips I was looking for didn't show up at all! The only way I found it was going step by step over each tile. You look at the picture and tell me if the Pokeshell and Pips are so easily identified, especially if buried by a tile that has the same heat signature! Implementing a status effect on entombed critters also seem like a good solution!