Artorias36

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Everything posted by Artorias36

  1. I remember auto planting being op because it had no "rules". To be honest I always use pips combined with sage hatches. It is not hard to take 1 pip out of the stable and let it plant wild plants on an area where you stored the seeds. It is just time consuming. Besides the agriculture skill doesn't have any purpose. Seed chances and fertilizering seems quite not worth the skill points, while the ability to plant wild plants would be worth it. Unless some new plants which requires agriculture skills to be planted in plots comes, i don't see any use of that skill. Also, autosweeper should be able to harvest plants, maybe with 0% chances to get seed.
  2. After playing a bit I have some suggestions to give about this dlc. Probably some have already been stated in other topics while other are idea from some mods i saw and some are just things i'd like to see implemented. - Swamp Biome 1) It should have more water critters, eithe fishes or toads 2) It should have underwater plants, either algea or some other plant to be used as food for pacus. - Deodorizers 1) You should be able to rotate and build it on the floor or by sides. 2) If your deodorizer removed all the polluted oxygen, there will still be some grams inside which will get leaked the moment you deconstruct it. This is because it needs 100 grams at least and any amount lower than this will stay inside forever. - New Critters 1) Slugs seems to eat quite a lot while the divergent needs a renewable sulfur source. Maybe from vulcanos? - Space 1) I believe the rocket indoor needs some pre-existent building, like a bed and a bathoroom / system to recycle p water. It is much easier to build the outhouse which is not really technological. I won't express on the rest as i am sure many things were deactivate for the purpose of testing, plus only 3 planets out of 6 were released. As for my wish list 1) Kitchen room, either speed up the cooking or give morale bonus to the food prepare inside it 2) Gym room, I always disliked the fact that new dupes had no atlhetic and took them forever to catch up with the rest or wear atmo suits. I know that now you can get a dupe with learned skills, making auto sweeper buildable sooner or using atmo suit without the movment penalty but is still a roll of dice. Gym should boost your stats, maybe till 5 or 8. After that the stats get boosted by doing errands. 3) Dupes planting wild plants. I know pips exist for this but i just find it odd that dupes cannot plant things on the dirt. The idea is to build a station which store seeds and the dupes plants them. Same planting rules as the pip, long animation to do it, maybe using tons of fertilizer to make pip still viable somehow.
  3. Maybe we can build a crypod and that dupe is the last survivor of a failed colony attemp. Being the last of his kind he put himself to sleep hoping someone will save him one day.
  4. We just need a machine that reverts refined ores into normal ores.
  5. No need to make it this complex. The game would improve a lot if the dupes continue to finish the current task after the lunch break. I literaly saw once a dupe drop 500 kg of steel meant for a bunker door 1 meter before delivering and then a metor shower made the steel fly across the map. If a dupe finish the current task before going to eat the game would improve drasticaly.
  6. I was so happy i got accepted but i am stuck into this. Any solution?
  7. Volcano gives refined metal, i believe these critters feeds on normal metal.
  8. It depends if other critters can produce metals. In that case is not just viable but also op, since hydrogen can also generate power.
  9. I love the new critters. I hope i get picked for the beta.
  10. My first problems were water, oxygen and slimelungs when it was lethal. I don't remember if geyser were not a thing back then or if i just didn't dig one out but i was running out of water and alges. Then i went to dig more alges on swamp biome and they had slimelungs, whole colony died. I don't use guides on my first try i like to solve my own problems on my way but after i do i check what others do and I may copy parts of what they do to improve myself. It is what i will do when the DLC comes out.
  11. Robo miner will also overheat in around 50 cycles. You need to cool them down somehow.
  12. Well some time this year means in max 3 months but i doubt it will be ready. Some bug fix would be appreciated, like the heat exchange bug that is currently going on.
  13. Or build some rockets and put all the dupes except one inside them. It is easy to do this achievement with just 1 dupe.
  14. Saying that the base game is a mess is quite unfair imho. I almost spent 800 hours in the game and never found a game breaking bug that made me say "ok this is unplayable". Yes there are some bugs and yes I am not into complex builds so i encounter less bugs compared to those who push the game at its limits and are way more skilled but I still enjoyed and achieved every content the game offered me, so I wouldn't consider the game broken at all and the DLC is more than welcome. As for the DLC, the sole fact that it revamp the space rocket is a good addition to the end game content, hopefully it will make more sense than the current system. Another good thing is to be able to colonize more planets in 1 playtrough, something i even posted on a wish list thread some weeks ago. I agree that some ingame mechanics are controversial and is hard to call them legit or exploits, but some others aren't and they are easy to detect. Melting abyssalite with the refinery is not an exploit. It was probably unexpected from the DEVs but certnaly is not an exploit. Maybe with nuclear power we would reach those high temperature and melting abyssalite would be easier and less sofisticated. Using a timer on a liquid tepidizer to heat the liquids above 80 degrees, is an exploit.