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About Gunhaver

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  1. Apologies if this has already been discussed, but I couldn't find answers anywhere. What does the (+#) to rocketry skill do? There's no % attached to it, so I'm stuck wondering if I should recruit that +13 Rocketry dupe. -Also- regarding cooking and metal refining: Does a higher skill lever reduce operating time? If so, then can I conclude that the oven uses less Nat. Gas and the Metal refinery produces less heat overall? Researching does seem to use more resources depending on the dupe researching, so i'm confused. thanks!
  2. Haha I used to FEAR lava before I logged on to the forums because I thought my dupes would melt instantly. After I realized they just need a band-aid, extreme temps no longer concerned me. Personally responding to the OP I think durability on suits is fine, as long as it doesn't put micro-management into the gameplay. I am already stressing out bouncing from planet to planet. I know it was a goal for many here on the forums to make self-sustaining bases in the original game, but It never was mine. I have always played where I use manual switches over automation because I like to power on areas of my base when needed. This creates a lot more stress for me when I have 3+ bases now. I liked automation as an option, but I found it to be confusing b/c well... my brain just doesn't work that way! More micromanagement may be an attempt to force me to use more automation, but I'm not finding that enjoyable. I've played ONI 2000+ hours and I've quit most worlds due to things getting messy and complicated. I now find myself restarting now shortly after moving to 2 new worlds. I think adding more routine maintenance for one particular piece of clothing/item/tool in the game doesn't make much sense and is a step in the wrong direction. I DO like the idea of suits getting damaged and needing repairs from extreme conditions. I DO like the idea of suits having some sort of negative for wearing them 99% of the day. (Claustrophobic malady) Klei has never let me down on gameplay, and I know it will all iron itself out.
  3. When a dupe finishes building a ladder they will get stuck on that square until the ladder is deconstructed. There are no movement restrictions and the dupe is freed upon game restart. It has happened 5-6 times already and is frequent.
  4. Oooo I've Always wanted critters that are a threat to your base by their natural behavior. A Lava critter that's dangerous due to its natural meltyness, but can be tamed and used to melt certain resources into others. High risk/high reward. I've always found husbandry to be lacking. critters are mostly inherently passive to begin with. I mostly keep stuff wild and throw em in room so I don't have to feed em that much. I think cool new creatures that have neat uses would be nice. Hostile critters would be cool too. I miss grumpy hatches from the good ol days that would chomp you if you woke them up from their nap.
  5. I like the new red/green change for sensors, but as someone suggested, maybe they could be a few shades less neon. On the build menu they stand out like a sore thumb and it drags my eyes away from the rest of the buildings (much like the new tech discovered icon)
  6. Those red lights in the gas element sensors look creepy. It's funny how I know to look for an update post b/c of one small change.
  7. THANK YOU THANK YOU THANK YOU! I was getting to the point here I would sigh every time I would get a new colony achievement.
  8. I love walls and ladders being able to replace each other. I think the biggest advantage is that the materials for the overwritten wall/ladder are supplied before the new wall/ladder is built. It's built right over the previous tile so it skips the whole deconstruction step and takes one less order to do the same action. SO MUCH time saved!
  9. No, but I was curious about the two NIBSETS in the trailer!
  10. Hahaha I never knew that; I had just reassigned my "f" key to the super zoom out but didn't look at the other options.
  11. Me too. I'm not some space cowboy building by the seat of my pants with my dupes running around at full speed.
  12. I love ladders replacing walls; it drove me crazy having a dupe destroy the tile; ignore the supply for the build, then have another dupe from across the map with higher priority come supply and build the tile, almost get there and... Bedtime!!! Another dupe starts heading over from the other side of the map.... Meanwhile gas is pouring into my base. This eliminates a whole step as the dupe supplies the needed material BEFORE the deconstruction. Wooo! Thx devs.
  13. When it says traits are disabled for default astroid; does that mean all astroids, or the original one we all played? Sorry about the empty post, I'm on my tablet and I can't figure out how to delete it...