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About DarkMaster13

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  1. But what do you even do with the rocket interiors? Unless dupes are researching, they're mostly just standing around idle inside the rocket. If they have high skills, you have to go way out of your way to cram as much morale boosting effects as you can into a tiny rocket space in addition to life support. If they are researching, the rocket generally is just sitting around until something runs out and it has to land again to restock. Then you need to almost manually restock the food, water, and air. Then tear stuff down to scrub out the CO2 and polluted water before rebuilding. That's why I find them so unrewarding. They're a huge pain and basically give nothing over a fully abstracted cockpit. Personally my biggest gripe with the original rocket system was that it was far far too slow and moved far too little material. Remember 12 day trips to the fourth ring? I still think rockets should be faster, but at least the launch pods make transporting materials between bases tolerable. Though yes, you needed way too much steel to build the bunker necessary just to get started.
  2. I'm with you there. Using rockets just isn't fun for me, the interiors of them are the absolute worst. It's so fiddly and requires so much micro management. The reason I like base management games like ONI, DF, and Rimworld is because we don't have to micromanage them. I really wish we could go back to the old system of abstracted rocket interiors. It would solve so many problems like stress, storage space exploits, gas management, and dupes running off to the rocket to use the bathroom. Just give the capsules some built in food, clean water, and oxygen storage, with excess CO2 and polluted water automatically being vented in flight if there's no liquid/gas storage on the rocket set to accept them and new oxygen/water automatically pumped in if it's available in storage tanks. Give us a bunch of automation ports on rocket parts that let us create all sorts of conditions for automating launches. We've got automation ribbons if you need more than one output, like say a crew module's life support state (1: All full, 2: Oxygen full, 3: water full, 4: Food full).
  3. That's correct. When stuff is used up and produces no new stuff, any heat it had goes with it.
  4. Your biggest consumption of water during the early game is on research. You can definitely slap down a pump on a cool steam vent and put it into a pitcher pump tank far from your farms and use that to do research and cooking at no risk to your dupes or crops. The steam will condense on its own, probably around 40-60 C. Easy and effective.
  5. Anyone have any idea why my rocket takes off, then immediately comes back down onto the pad? It does this when set to orbit or set to travel to another planet. It's a sugar engine, oxidizer tank, battery, spacefarer module, solar panel, and nosecone. EDIT: Now it finally works. No idea why or what happened.
  6. While an oil well is both disabled and over its pressure limit, dupes will still try to depressurise it. They can't, and will just stand in front of the well doing nothing. No log file was attached.
  7. After a hatch is trussed while burrowed, it cannot be picked up by dupes. They don't seem to break free of the truss either. The only option after that point to deal with them is to kill them. No log file was included for this bug.
  8. The output pipe on my sludge press just broke due to the water in the pipe freezing. However, the dupes continue to put mud into the press to process. The water simply sits inside the building and it doesn't seem to have a problem with that. I have not yet tested if this is also the case if there's no pipe or the pipe is full.
  9. When a grubfruit plant converts between it's spindly and non-spindly version, the harvest setting that's been applied to them is reset back to the default. This is most likely because the plant is being replaced by it's alternative form. No files are needed to report this issue.
  10. Great news. Right now space is terrible and what I want more than anything else is many more asteroids and starts to play with. So I tentatively approve of the plans.
  11. I don't think Nosh Beans have been changed to be stored the same way that Wheat Grains have yet?
  12. Glad this is on the testing branch. I'm always wary when Friday patches come up. Both for the game's stability and the sanity of the development team.
  13. Although they both fit the same function of being both a cooking ingredient and seed, the Nosh Bean is considered a seed and the Sleet Wheat Grain is considered a cooking ingredient. This means that they are stored in different containers and in different item categories. The two should have the same rules. Likely was an oversight, as the Nosh Beans will rot over time like other cooking ingredients but cannot be refrigerated.
  14. This should mostly cover the date format stuff, if you're curious about what the standard is everywhere: https://en.wikipedia.org/wiki/Date_format_by_country
  15. It is odd. There's still no guaranteed sources of tungstan to make certain you can craft thermium, but at least with gold existing you'll be able to make supercoolant. It should also make oxylite production less tedious, especially now that the thruster consumes its fuel. That said, I really wish rocketry was much faster in general and upgrading your equipment made them go even faster. Though probably best to keep that in its own thread.