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About SomeRandomFinn

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  1. Oh my, that sounds bad. I recently started a map specifically to see how many dupes my computer can handle. Based on your experience, I'm thinking it might be better to dig out the map with fewer dupes and then start maxing out dupe amounts once it's dug out, and maybe even already have everything built up around them. And as far as speeds - 1 x speed would be unbearable. Ever since installing the speed mod everything below 10x (I think it is) seems like a crawl. So this might end up being a very painful run, if I have to slow it down. Anyway, if I learn anything useful, I'll post it. (But I'm assuming what I'll learn is: it gets laggy.) Edit: typos
  2. This was the inaugurational Pointless Challenge. But when I do more, I'll post them here. Interesting to see actual figures on the "pondering" slowdown. Francis John, in his 141 dupe run, showed how pausing the game makes them stop the pondering. But you can't keep pausing and unpausing all the time. And 10% of 100 dupes day spent on wondering what to do is quite a lot. Good luck with the last achievement - may it be a "ponder-free" run
  3. Hahaa - go Stinky! And yeah, as soon as your dupe even enters a rocket you get a "colony lost" notification. Which remains even after your dupe returns. It goes away when you reload the game. And pops right back up again the next time your dupe enters a rocket. I submitted a bug report about it. But they might have bigger issues to work on than one-dupe world bugs;-) Ugh, the monument... The final 4-5K of materials for it I ended up just getting from space. Alt-tabbing back to the game every now and then to see if it was time to re-launch the rocket. I have never been away from a colony as much as I was with this one. "There, those build/dig/etc. commands should cover you for a while. I think I'll go make dinner, read a book, and watch my children grow up and move out of the house and then I'll check back in with you."
  4. Every now and then someone will post a question about how few dupes one can reach space or do something-or-other else with. As a fan of small bases with few dupes, I figured: Why not waste a rather silly amount of time on this question? The thing about fewer dupes, which might seem counter-intuitive until you try it, is that it actually makes the game easier, not more difficult. To somewhat counter the benefits of fewer dupes, I played on Oassisse, with the printing pod permanently disabled (no care packages), and without ever using a skill scrubber. I immediately disallowed all tasks and all food for two of the dupes (forgive me Leira and Harold - I would like to say it had to be done, but I'm not sure it did). And then Ruby set off on her task to single-handedly escape the asteroid. I'll spare you a cycle-by-cycle rundown of everything that came next. ("Aaaaaand were back. In this episode we'll continue building that insulated pipe we've been working on for the past few episodes.") Maaaany cycles later I had completed all the research, analyzed all the plantes, and fuelled up a rocket that could take Ruby to the temporal tear. It was slow going. But there is nothing about getting to the end game with one dupe is that is more difficult than doing it with many dupes. (More tedious? Absolutely! More difficult? No.) If there's anyone out there planning a one-dupe run, some things I noticed that might be of use are: - You can get by for ages on wild plants. (Oh, and Pincha Peppernut plants will start dropping and rotting all over the place. Dig up one's you don't need to save your dupe running around picking up bio waste.) - Automation is your friend. Even tiny stuff - automate the heck out of your base. (If you have been avoiding learning automation, this will force you to try to automate at least something!) - Be mindful of your priorities. Having any errand groups (digging etc.) on a raised priority can lead to other types of errands not getting done for a veeeeeery long time, if ever. You can counter this by not prioritizing any groups of errands and just raising individual command priorities. - Problems with morale? Carpets! Everywhere! - Once you start gathering space materials, you will be staring at an empty base for dozens upon dozens of cycles. Remember that point about automation? Maybe put in a light on an automation switch. So you can turn it on and off and on and off while you wonder why the heck you ever thought rolling a one-dupe world was a good idea. Thanks for reading this. Now I'm off to send Ruby to the temporal tear. (And then I might just go wild and roll a world with TWO dupes!) TL;DR If you want lots of dupes, print lots of dupes. But if you are trying to rid yourself of the pressure to keep adding more and more dupes, know that there isn't anything you can't do in this game even playing with just one dupe. (But if you do kill off any of your dupes, don't blame me - I'm losing enough sleep over Leira and Harold.)
  5. It is possible to disable the printing pod. But could we get the option to either not have the printing pod at all, or to have it unrepairably broken? This could, hopefully, come with some kind of achievment hunt. One easy idea would be: get everyone off the asteroid. So, if you play without the pod, and manage to send everyone to the temporal tear (or whatever the world will look like post-DLC), you would get the achievement. You could also let the player choose how many dupes they want to have at the start. Being able to modify this would be particularly interesting/useful if there wasn't a (funtioning) pod. Primarily I'm interested in the option of starting with fewer than 3. Those of us who play mini-dupe runs (e.g. one dupe worlds) don't all like having to start the game by having to kill off (mostly) harmless dupes. (Goodbye Mi-Ma and Abe - you will be missed.) (Edited: spelling.)
  6. If a dupe is on their way to a rocket (in my case they were in a transport tube - don't know if that is relevant) when their schedule switches to downtime, they move on to the next task after their downtime, skipping/deleting the space mission task.
  7. Playing a one-dupe world I was (finally) ready to launch my first rocket. When the dupe entered the rocket it triggered the "Colony Lost" pop-up notification. Even though the dupe is alive, but is in the rocket. The red "colony lost" notification in the upper left side of the screen remains, even after the dupe has returned from their space mission. PIC 1: dupe enters rocket, colony lost pop-up PIC 2: dupe has returned, colony lost notification still there Suggestion/possible fix: this pop-up could have a check first, to see if there are any dupes in rockets or on space missions (from which they will return, i.e. not the temporal tear) Edit/addition: the resource list also becomes wonky when there are no dupes on the asteroid, when all are in space. Presumably due to how the game calculates what resources can be reached, which goes a bit funny when no dupes are around to reach any resources. The resources don't show 0 for all things - some show there being a bit of resources, many show there being no resources of that type.
  8. Comfy beds in the environment can be automatically assigned to dupes, even if they are not reachable or visible to the player. This results in a dupe sleeping on the ground even if there are unassigned (player-built) beds in the base. Picture 1: A dupe sleeping on the floor, even though there is an unassigned bed. The dupe is assigned a comfy bed, even though no such beds have been built. Picture 2: The comfy bed in question is part of a POI near the base. However, it is inaccessible and (largely) hidden by the fog of war.
  9. Update: setting build commands - in my case to build over 5-6 of the radiant pipes with regular granite pipes - makes the output temperature of the oxygen leaving the icebox drop to close to zero. However, it immediately starts rising back to 40-50C. This happens even though no dupes have actually built anything yet. Similarly, when a dupe comes and actually replaces one (or more) of the tiles with granite, the temperature drops to slightly above 0 (which I imagine is close to what it would be without the bug), but then the temperature immediately stars rising to 40-50 again.
  10. I built an AETN-powered icebox (polluted water) to cool my (SPOM) oxygen. Even though the polluted water in the icebox is close to freezing, and the oxygen passes through 16 radiant pipes (8 Wolframite, 8 steel), the oxygen coming out is roughly the same temperature as it is going in: more than +40 C. I started with just the Wolframite tiles, and when that wasn't chilling the oxygen I thought it might just be a nerf of some kind. Then I added the steel, but with no better success. The oxygen is somewhat chilled when going through the icebox. But there are a lot of temperature fluctuations - sometimes it's close to freezing, sometimes more than 40 degrees warm. However, whatever the temperature of the oxygen in the icebox, the first pipe tile the oxygen hits after leaving the icebox, the oxygen temperature immediately jumps up to 40-50 degrees.