Red Shark

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About Red Shark

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  1. It's a lower 'yield', but it also doesn't require the fertilizing input.If you have finite amounts of, say, Water, would you rather feed that to Bristle Blossoms, or keep it for your Electrolyzers? Like most things in ONI, it's a trade-off -- lower KCal / Cycle, but if you only need to ensure the environment is appropriate, it's otherwise "Free".
  2. They're using it to disable care packages, so no free food / resources -- only duplicants.
  3. Impressively well-done! I had enough trouble getting every achievement in a single colony on regular difficulty, and that took over 300 cycles for me. I guess the only thing left to do is wait until the DLC releases and do it again with the new achievements?
  4. I believe you're misreading the interface. The two blue asteroids in your first screenshot are Carbon Asteroids and are, in fact, only 10,000 KM away. You should be reading things bottom-to-top -- put more succinctly, the "distance" is whatever the number *below* the planets are, not above them.
  5. There, kinda is? You could set up an incubator to take in Puft Prince eggs, which means, if it's empty, Dupes will run towards it with a delivery. Use some clever automation (and architecture) to cancel the incubator load job, and when the dupes drop the egg, you know it'll be a puft prince. Going from that known egg to automatically replacing the prince is a harder matter.
  6. I believe Grooming isn't affected, since it's a single long animation (the others are looped animations).
  7. I reported this last year. At that time, this was not considered a bug.
  8. I checked the code to confirm this, but yeah. It's separate. Which makes sense -- despite their best efforts to the contrary, Dupes do not *flow* in one direction or another.Tubes are omnidirectional.
  9. I was kinda hoping for a tweaking of the "Critter" sensor to allow folks to test for Critters, Eggs, or Critters+Eggs. Ah, well. Maybe the next content pack!
  10. It looks like Saunas might be deleting heat, currently? Sort of like an ice-maker (but with the other phases). Is that intended? Because I would love to have different cooling solutions outside of steam turbines, and a sauna-cooled base sounds just splendid.
  11. This appears to have been fixed in one of the latest patches. (As of at most 372041)
  12. I set up 4 "experiment cells" with the following properties: - Lamp (Rowan) - Lamp + Mess Table (Nails) - Mess Table (Nikola) - Empty Control Cell (Jean) Using sandbox mode, I spawned in the above duplicants, and they all had identical calorie counts. Since they were in a small, climate-controlled room, there is nothing to spend excess calories on, and so they should remain at the same calorie count if they are fed the same items. Each duplicant was given a single Mushbar (again, sandbox mode spawned), which should have added an equivalent 800 calories. And yet, now you see how the light has done it's evil work -- Nails and Rowan both are hungrier than their peers. (With Nails having sacrificed an additional 10 kcal to feed the dining table - something the canny Nikola avoided due to not using his dining table (despite it being assigned -- an unrelated bug, presumably). The Quarantined Acropolis.sav
  13. There are two competing ways of counting the # of duplicants involved in this achievement. In "DupesCompleteChoreInExoSuitForCycles", it uses Components.MinionIdentities.Items -- the full list of duplicants. However, in "AchievementWidgets", the logic displaying progress towards the goal uses Components.LiveMinionIdentities.Count. Since Live Minion Identities discounts duplicants currently piloting a rocket (maybe others as well?), the achievement widget will happily give a green checkmark for having, say, 15/15 duplicants having completed a task in an exo suit. However, the cycle tracking counter will never increment, because the spacebound duplicant is holding the rest of the colony back.