Mastermindx

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Everything posted by Mastermindx

  1. A LOT of the morale stuff isn't exactly balanced... But I don 't think giving it +3 morale would be the right change (it would be worth more than many food). But maybe have a multi-cycle duration would be better?
  2. I had it happen in previous version when "Enable Proximity" was on. Removing "Enable Proximity" fixed it. It was quite long ago so, I don't really remember the details. I'm not sure if it still happens because I hardly ever play with Proximity enabled for that very reason.
  3. Typical daily power production That's a mix of(of course) solar, Volcanos, and regolith cooling and general cooling.
  4. I kindda assumed oil well were categorized as "geyser" for the purpose of this challenge since the goal seems to be to remove endless sources of resources.
  5. No geyser at all guarantees a slow death because there is no conservation of matter. For example, dupe consume 100g/s oxygen. It's not converted to CO2, it's just gone. So, sooner or later, you will run out of oxygen. Maybe (just *maybe*), it's possible to survive with rocket bringing more resources, but since rocket typically burn as much fuel mass than they can bring back cargo, I don't believe this to be realistic. Might be an interesting challenge to reach the temporal tear before colony fails though.
  6. I don't see why saves would stop working. This is (as far as I know), paid DLC. So the base game need to keep working for those who don't buy the DLC. And... while some stuff in the DLC seems nice... I think I still prefer the base game's design so I certainly hope I can keep playing it.
  7. You could replace that by "everybody else in the world is using it." According to wikipedia, beside the US, only Liberia and Cayman Islands still (primarily) use Fahrenheit.
  8. As far as rocket goes, 1 can be enough mid-late game. I mean... Rockets are not mandatory to start with. In my current game, I only have 2 active ones. I have space planned for 6 I believe (2xLH2, 4xPetro). I could place more... But that darned Gravitas lobby is in the way... I'll need to melt some of it first. I'd say, if adding 1 more rocket is going to tax your power production, I'd worry about that first. I know I'm late game, but I'm at a point that I'm not even burning Nat gas anymore. All is either solar or steam. I'd need to give credit in part to this setup : https://forums.kleientertainment.com/forums/topic/112813-how-to-cool-your-regolith-to-generate-steam-power/. I kindda adapted/improved on it a bit... But the main idea is there, ie. : regolith powered generator. And the output goes straight to the shove vole!
  9. Honestly, I've been skeptical of achievement's stats for a while now. I game I'm playing, Green Hell, has less than 11% of player ever saving their game. It has less than 15% of player surviving 1 night and less than 12% ever died. In other word, that would mean 85% of player never played the game for more than 1 hour.
  10. But we can make educated guess... If I play a first person shooter and I find a trick to clip through a wall, unless there is an actually in-game justification, (phasing, teleportation, etc), I won't really need confirmation from the designer to call it an exploit. But yeah, since the designers seldom make definitive statement about every single interaction in a game, like the wiki says : Also, we need to consider the difference between what devs intended and what they expected/planned for. For some reason, I doubt they expected we'd melt insulation to tungsten by using the refinery. But did it break any "game rules"? I'm not sure the refinery was meant to work like a reverse aquatuner, but other than that, it don't believe it did.
  11. My point is that you tried to force your definition to Zarquan? Actually, Zarquan tried to discredit my argument by forcing his definition on me, not the other way around. I just noted he totally missed the point I was making. And why would single-player game be immune to exploits? Granted, in a single player game, abusing exploits doesn't really have any moral/fair play implications as its your own sandbox and it doesn't impact others. It's like cheating playing solitaire, who cares. That doesn't mean it's any less of an exploit. Personal attacks? Really?
  12. I've been working as programmer for the last 20 years. You'd be surprised how many things behave the way they do not because the programmer DECIDED to code it, but because they FORGOT to manage that use case properly. I bet lot of cases end up being handled by "fail safe" code. Like the automatic dispenser being able to refill natural tile. I would be willing to bet that's just a side effect of current implementation and not by design. Then again, I might be wrong. But it's definitely not an authoritatively documented feature. So? I didn't use "Exploit" in that sense so... what's your point?
  13. Seems you don't understand the vocabulary... So here for you : https://en.wikipedia.org/wiki/Video_game_exploit
  14. You know what also satisfy this definition? Exploits.
  15. This is a terribly confusing way to display temperature if you never took a science class or don't understand what temperature is. When you understand what temperature is, this makes more sense than anything else. Everything is an offset. The type of building act no differently than the type of material. The material act as a +50C overheat temp? Well the building type act as a +348.2 overheat temp. When you start seeing the building type as a temp modifier the same way the material is, it just makes sense. And I think it might play an even more important role once mods get involved. Why? Just.... Why? I mean... They do give you a plain, final, overheat value.
  16. So... I'll try again since you failed to get the point. If you set temperature to Celsius, the "reference" overheat temperature is -273.2C. So if your building overheat at 75C, then your base overtemp is +348.2 (75 - (-273.2)) If you set temperature to Fahrenheit, the "reference" overheat temperature is -459.67F. So if your building overheat at 167F, your base overtemp is +626.6 (167 - (-459.6)) The base overtemp is NOT based on 0 *insert temperature unit of choice*, it is always based on 0K no matter what your preferred temperature unit is, which makes total sense, at least for everyone who ever took a science class. The game doesn't report overtemp is 348.2. The game report that it is +348.2, or 348.2 above absolute 0, which is -273.2. -273.2 + 348.2 = 75 Same goes for Fahrenheit. Reference value is -459.67(0K). If your building overheat at 167F, then it's +626.7 from reference value. -459.67 + 626.7 + 90 = ??? What does it equals? 257.03. Well, at this point, I'd trust them over you.
  17. As designed. All overheat temperature are assumed to be 0K. Then, the item base value being +348.2 degrees makes it 0K + 348.2K, which is 75 degree celsius. The Fahrenheit value is also correct : 75C to °F = 167°F 0K to °F = -459.67°F 167 + 459.6 = 626.6°F which make base overheat value 626.6°F above 0K.
  18. While this is a welcome addition, it is only useful (and partially so) for ranches with a single critter type. If you are trying to use automation to keep a 2:1 pacu:pokeshell ratio in a pen, this change won't help much. Or if you try to keep only 1 puft prince per puft pen. Though I guess it possible to work around in some convoluted way. Also... it would be great to have a switch to tell if a container accept input or not while it is disabled. (Like incubator, Conveyor Loader, etc)
  19. I was kindda hoping the critter sensor to allow the selection of which critter and/or eggs we want it to count. For... like... you know... Be able to know by automation if there is a Puft Prince in a pen or not (among others).
  20. I played another 50ish cycle and couldn't reproduce the issue... At least, none that I noticed.
  21. I had this igneous rock debris (from minor volcano) sitting on a metal tile, in super coolant for 2 cycles without losing 0.1 degree. I saved the game, quit to menu and then resumed the colony. After that, it started exchanging heat again. That setup worked for at least 50 cycles in previous version without anything similar happening. The Rocky Bunker.sav I reproduced it at a different place in the same game later on. Since I was looking at it when it occurred, I can speculate a bit more. The heat exchange seemed to stop just as the supercoolant was about to boil. So I guess the issue might lie when 2 liquid encounter each other, causing 1 to solidify and the other one to boil. (That, or you guys implemented some leidenfrost effect )
  22. I had the issue. Slowing the game to "Normal" game speed fixed it for a while... Now I need to make it "Slow" for the Puft to eat properly. My guess is that it's my 200 pacus causing issues. I guess the game engine skip a few update, but don't compensate properly when it catches up.
  23. Seems related to When a refinery take more than 1 coolant type for an operation, only 1 of them will be expelled from the refinery, the 2nd will stay as "input" for future cooling, but still get heated up.