Red Shark

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About Red Shark

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  1. Indeed! If you have other questions about food ratios, I'd direct you to the Oni Food Calculator. Which gives plot #s, but also resource input like water and fertilizer (if applicable)
  2. Starmap - visual glitches/wrapping around

    This appears to have been fixed in one of the latest patches. (As of at most 372041)
  3. 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
  4. Since it is rather non-obvious what the "Lit Workplace" buff affects (and because I think I probably helped spread some false information in that regard), I did some testing today. The good news: Light does appear to have an effect on duplicant food! The bad news: That effect is a molecular decimation (or thereabouts) that leaves your duplicants hungrier! Let me explain: 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). So a word of warning - keep your great halls dark, lest you needlessly waste food as your dupes grow hungrier! The Quarantined Acropolis.sav
  5. [MODS] Red Shark's Mods

    Added "Wrangle Fliers" and "Prioritize Everything"
  6. I threw together a quick mod to add priority to the "Tinkerable" generators which didn't already have it. Give it a spin (but please note I'm about to go on vacation, so use at your own risk): Steam Link
  7. Trace just means less than 1% - there's more precision than is displayed. Cargo rockets with "trace" amounts of Fullerene have personally brought back 1.5kg or so, which equates to .15 %. Hence, "Trace".
  8. [MODS] Red Shark's Mods

    Added "Trapdoors & Floor Hatches" to add some additional extra vertical mobility and catch items that fall from above.
  9. Puft slime production

    Overcrowding causes glum. Tame critters not being groomed also causes glum. Glum makes creatures consume (and thus produce) 80% less. Or, in other words.
  10. Just managed this today: Did it on a Terra asteroid b/c I wanted easy hatches for Carnivore. Last achievement was "Job Suitability". Ran into trouble on that one, since it appears to count Duplicants on space missions as required. Since I had just sent off a duplicant to the temporal tear, I had to wait almost 50 cycles for him to return alone (I thought it was a one-way trip, anyway?) Carnivore is definitely the hardest one, especially when combined with locavore and super sustainable, though it was worse when I attempted it on the Launch Preview (where only raw meat counted). Took me just shy of 640 cycles, again, in large part due to having to wait for the rocket to return, and then also having to retrieve a gassy moo. Critter Whisperer looks like it might be bugged - I got credit for slicksters and pokeshells despite never taming any (at least not intentionally). Easy Living was easy with the 1kg coal -> coal generator setup.
  11. It's actually the liquid vent that gets damaged due to "overpressure". Something about liquid + gas pressure interactions, perhaps? I broke my liquid vent this way back in a QoL III colony, I assume it's the same in LU. Edit: Actually, I double checked. It was the pipe itself, as the water unable to escape was heated and converted to steam. So don't mind me.
  12. 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.
  13. Incomplete construction tasks

    Can confirm this as well. Attaching an image of the symptom.
  14. The code that makes pneumatic doors critter repellent has to do with the "door" part and not the "pneumatic" part. Put another way -- yes, mechanical airlocks are the same impenetrable forcefields.