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      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.


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Everything posted by suxkar

  1. I looked around a bit but couldn't find one. Isn't there a mod that allows to choose whether or not duplicants can interact with automated dispensers, similarly to conveyor loaders? If not, would it be hard/ impossible to make one? It would allow so many efficient builds, especially with the new Sweepy.
  2. Well, darn.

    I have to say, after playing through 4 colonies 1000+ cycles each, adventuring inside the magma biome was the most enternaining thing of all. I was gonna give you a bunch more advice on tackling lava with steam turbines, but no spoilers, you'll figure it out youself! As was said by Kitten, it's only normal if Banhi floods your base with 1000C steam.. or falls inside a lava trap! Enjoy!
  3. Well, darn.

    There is still a lot of heat to harvest,you just need to substitute the tiles with more doors for accessibility through a liquid lock. Then you can mine the solidified magma and move it to the steam chamber. Rinse and repeat. You lose half the theoretical heat but you can keep going until your magma biome is empty! I did it once: from less the a quarter of the magma biome I got enough heat to keep 8 steam turbine at 100% (with some input blocked even) for 200-300 cycles. The only difference is I let the steam invade directly the magma. It needs quite a lot of micromanagement but you are freeing an entire biome, possibly reaching vulcanoes that you will be able to use. Also, it was very fun and scary.
  4. I personally find that very poor considering you get the same from 5 petroleum generators running on 3 oil wells with a pretroleum boiler, plus the free water and CO2 for slicksters, without the huge hassle of regolith removal, although I guess sweepy might help with that
  5. Forgive my slight off topic, but I'm curious to know. From what I've seen you have been around from a long time, so it feels natural to guess that you have probably tried many late game designs, yet you say you don't use oil: do you get that much from solar panels or are you content with being capped with energy? How much power do you get on average from a full sky? Doesn't regolith/regolith disposal kill your fps?
  6. I haven't tried them, but disease restored seems challanging: https://steamcommunity.com/sharedfiles/filedetails/?id=1911357229 There is also this one, the idea is nice, but the executions results in more annoyance then difficulty: https://steamcommunity.com/sharedfiles/filedetails/comments/1744639882
  7. This. Have a look at Francis John's tutorials, you will see that you can build a petroleum boiler VERY early in the game (cycle 100-200) provided you have access to ANY magma volcano. The process is, as was said, water positive, so you have 10kW of free power plus a bit of free water, all for just the dupe time to build everything, a manageable amount of materials and the periodic maintenance of oil wells by operators. The energy cost for running oil wells (and pumping oil and nat-gas) is covered by the nat-gas they produce (using nat-gas generators) so the only power consuption is cooling the petroleum generators. An alternative is using ethanol, but the loop to produce it is more complicated, requires more labor and a forest biome (or pips and acorns from printing pod) and produces less net power, although you get a lot of free water if you wild plant arbor trees. On the other hand, it doesn't require oil wells, which in turn requires you to get in the oil biome, which requires atmosuit setups. EDIT: there are designs for sour gas boilers that require no space materials, but are super complicated and delicate. Also, they convert 10kg/s oil into like 45kW of power and god knows how much PW. That is like twice as much an average base will EVER need. I guess they can be fun to build, but they are for sure not what the owner of this thread is looking for.
  8. That is a crazy supercoolant output! Btw, if you just want the iron ore, you can just build them in space and have them serviced entirely by loaders! They cool themselves with their own output, which then proceedes to dissipate into space.
  9. Depending on the map, you should start with plants and/or ranching (typically hatches), then move to wild planting and/or slicksters to make use of CO2 from petroleum generators (if you get them). It's fairly easy to manage food. Oxygen is a little more delicate since the main sustainable oxygen building is electrolyzers. Sure, at the beginning you have O2 diffusers and rust electrolyzers but you will eventually run out of algae/salt, depending on the map. You typically need 1kg of water per 8 dupes if you use efficient electrolyzer setups (Rodriguez eletrolyzer). At the beginning of the game (100cycles) I tend to get to 10-15 dupes before trying to make things sustainable indefinitely. It all depends on how much algae/rust/salt you have available. Once you have the renewable water output from gaysers, you can get to A LOT of dupes.
  10. Other people have already given you great advice so I'll just add a few things: 1) I strongly suggest developing a "backbone" working class that specializes both in digging and building: this way, when you are exploring building ladders or simply ordering to build stuff in undug tiles they will do both immediately. So give them high priority in excavation and construction. Once you have high enough morale, you can give them operational skills too, so that they will be able to build shipping buildings without having to bother operators (which of course should be another specialized class, along with ranchers, at least one cook, an artist, a researcher and a farmer if you need it). 2) Any storage solution is basically the same since you cannot build a large scale coveyor system for every material (it would make your computer explode). When trying to save fps in the late game, it seems to be the consensus that dropping almost everything (excluding eggs and liquefiebles to avoid issues) in one place with big sweeps and automatic dispensers set to sweep only is the optimal solution. 3) I think it was already said, but I'll say it again just to be clear: dupes will use every kind of recreational building as long as they have the time to do so. Considering their number, if you wanted your duplicants to benefit from every single recreational building you'd have to give them half the day free, which is obviously not desirable. There are topics discussing it, but I would personally suggest jukeboxes (expensive powerwise, but effective), espresso machines (beware, they consume a lot of peppernuts) and water cooler (very simple and efficient). If your dupes are not using them they either don't have the time or they have used it already and the buff hasn't expired (you can see the duration in the duplicant panel). 4) Agree with all that was said 5) People have designed mechanical airlocks using automated doors and pumps but they are overly complicated and tend to mess with duplicant pathing and errands. I know it feels cheesy but liquid locks are very easy to setup and work wonders. In most advanced designs like petroleaum boilers they are basically essential. Later in the game you can build them with viscogel, making them easier to make but more fragile. Extra tip: duplicants without a suit will exhale CO2, potentially breaking vacuum rooms or contaminating others, even if only passing by with tubes
  11. Hello! I am about to build my core base and for various reasons I'd like to build it so that the only place my dupes will not be in atmo suits is their beds. Before entering this endeavour and finding out half way that something doesn't work I'd like to make sure: can dupe eat and go to the bathroom with suits on? What about showering and other recreational activities? Is there anything that cannot be done in atmo suits or is there any reason why I shouldn't do this? From what I've gathered around there should be no problems, I just wanted to make sure! Thanks in advance
  12. Perfect, thanks everyone for the tips!
  13. You mean that when they soil the suit, the PW is released when they get the suit off or is there something else I should know about?
  14. The suit holds up to 75kg of O2, which means that a fully loaded suit lasts 750s, more then a cycle, before needing recharge, correct? So as long as they recharge during sleep, they will last the whole next day right? Great! So they go normally to the bathroom and also wash hands?
  15. I smell someone that hasn't gotten to late game yet
  16. If you have power to spare and logistics to support it, a room with 9 incubators got my 3 ranchers maxed out in about 300 cycles. It's very slow but not impossibly so.
  17. An iron or copper volcano would boil the water very quickly, but for gold you are probably ok for a long while, as was discussed. In one of my playthrough i kept a gold volcano in a baby pool cooled entirely by a cool slush gayser output
  18. Some facts that you might not know and might help: 1) Germs don't die instantly: in the germs tab, if the germs are in chrlorine, you should see something like "xx% dead per cycle due to chlorine" or something. They die very quickly, but not instantly. If your germs are in a cell of chlorine and are not dying then you most likely have a bug. 2) To disinfect reservoirs, only one tile is checked (I think it is the bottom left for liquid reservoirs): if you have even a single wondering packet of non-chlorine in the room, the germs will stop dying when said packet occupies the bottom left tile of the reservoir (they will actually multiply if the packet is polluted oxygen) 3) There is no way to disinfect pipes: germs in liquid going through a pipe don't interact with the environment. This is the reason why tipically these setups involve doors underneath reservoirs ( may be now that reservoirs have an automation port this is no longer necessary, don't know, haven't used them yet since the new patch).
  19. Hello! Just wanted to drop by to say that, along with the fantastic new content, I'm experiencing an fps gain of about 20%. By contrast, I had no noticeable change when you dropped the "optimization patch" a while ago. Whatever you did, it worked a noticeable bit. My thanks.
  20. I have precisely the same setup as yours, 4 exosuit dock blocks at the corners of my core base. It behaves as intended and has done so for hundreds of cycles, failing not even once.
  21. Yes of course, I forgot I take that too!
  22. I'd say specialization is much better not only to avoid stress but to improve the chances of getting joy reaction through high morale. All of my dupes get science (for experience gain), tidy (for strength), construction and digging perks. I have only one specialized researcher that does all the reserch jobs so he gets maxes very fast, then I have specialized ranchers, then one or two cooks, then a vast number of general workers that also have the operating skills so that they can also build advanced stuff, some of which have more priority for operating than building/digging so they are kinda operator specialists. Then as many astronauts as I need, which only have astronaut perks since I keep them frozen if I'm not sending rockets around. They enter a rocket and basically never leave it again
  23. You need power only if you want to make use of the automation, that is, if you want to have the dispenser keep the resources inside and drop them once it receives a green signal. Also, there is no real effective cap to decor, both positive or negative. As for the rest, very good advice
  24. Metal ores are usually pretty abundant mid to late game. They are simply not an early game tecnology. Their real cost is FPS
  25. I had no idea, thanks for the info. One of the most unintuitive facts I've heard in a while.