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About SomeRandomFinn

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  1. +1 for this bug existing and still being a thing. I have it in my current playthrough as well.
  2. Thanks! I wasn't sure what the common approach was to linking to outside stuff, and didn't want it to seem like a marketing post, so I left it out. But I'll add it in. Nice guide! I won't copy/paste anything. But maybe I should add a list of other guides to the site instead. Your guide could be in that list. EDIT: I added a link to the Steam Guides page under the "useful sites" section.
  3. Thanks for the reply. (I would point out that mechatronics engineer works from the start. But that might cause a dev to nerf it. So I won't.)
  4. Not sure if this is a bug or a feature, but it works differently than other skills, so worth mentioning. If you get a dupe with the Masterworks as a default skill, they won't complete a painting. The game message is "Local colony lacks art fundamentals." Which is true, but there is a dupe with max art skill. When checking the (blank canvas) painting's "Errands" menu it says, about the masterworks dupe, "requires learned skill." I seem to remember other skills (like digging and mechatronics engineer) not requiring the earlier levels being unlocked for the dupe to be able to do the higher-level skill they came with. A similar approach across skills might be good.
  5. Thanks! And I hadn't even realized there was such a compendium - thanks for pointing it out.
  6. Hiya, I maintain a site with some guides and such for beginners ( I'd like to add one of those "Things I wish I'd known when I started" sections. If anyone has any suggestions, I'd love to hear them. It can be anything related to the game, really. (I'll add a list of names of people who offered thoughts at the bottom of the list.) Many thanks for any replies!
  7. Title. Can't be 100% certain of the cause of the crash, but it happened less than a second after deleting a spacefarer module that had a dupe inside. I could see the dupe appear/pop out when the spacefarer module disappeared/was deleted, then the game crashed.
  8. The Gassy Moo needs more space than other critters at the grooming station. Having a grooming station next to a wall leads to there not being enough space to groom the Moo. When there isn't enough space to groom a Gassy Moo, the game says "No critters available." A less confusing text would be something along the lines of "grooming station needs more space." (This problem, and its solution, were posted some years ago by Merkyor on Reddit.)
  9. I'm working on the achievement that requires mutating all plants. I plant stuff by a crashed satellite, in around 1300-1500 rads. Other plants have mutated within a few harvests. I am now at 100-or-so cycles of blasting Pincha with rads but have yet to get a mutated version. Are people's experience that Pincha is more diffitult, or requires more rads? Or have I just been unlucky?
  10. The space heater's status box doesn't give the minimum atmospheric pressure needed for the space heater to work. When it is in a vacuum it says "Low Air Pressure" in red. If you mousover that text, it says: "A minimum atmospheric pressure of {TargetPressure} is needed for this building to heat up"
  11. When selecting research to be conducted that requires a Data Analysis Researcher, a notification appears if you don't have a dupe with that skill. After teaching a dupe the skill the alert/promt doesn't disappear.
  12. I agree that starting disabled can be confusing and might not be worth the risk or confusion. (There is an icon for disabled buildings, though.) As for leaving it uncovered, I wasn't specifically trying to digit out - it was on the way to digging my way to the transport buildings. Suddenly I noticed that Nails had put coal in it, which reminded me of the super sutainable achievement. Had I not been following that asteroid I would have failed the achievement without even realizing it.
  13. Dupes can automatically fill/fire up the coal generator on the second (teleport) planet. This fails the Super Sustainable achievement. Two suggestions related to this: 1) The description for Super Sustainable is a bit misleading. It currently says "Never built a coal generator." But using a pre-built coal generator fails the challenge. A small addition to the description might be helpful: Never built or used a coal generator." 2) A way to avoid accidentally having players fail the challenge would be to have pre-built coal generators start disabled.