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Klei Bug Tracker

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Everything posted by meepmoop

  1. steam power disappointing? As power generators yes. But their role as heat deleters in the game makes them the most interesting thing in the game.
  2. My desktop broke and I'll have to buy a new PC just to play oni again... Family not going to eat this month --- In a serious note - thanks for more content! Devs are awesome.
  3. I guess we will find out in oxygen not included 2.
  4. What makes you think drawing is what makes the game's preformece be so bad? My impression is that the heat and gas/liquid spread are what makes for most of the calculations.
  5. I am away from computer rn so I cant print screen the design I made. I remember making something that seemed to work 100% for me. basically it was: [pipe containing contaminated water] -> [shutoff] -> [tank surrounded by chlorine]. with some clock automation around 1. The tank starts closed. will fill up to half. 2. once it is half-full. shutoff will prevent any more contaminated water get into the tank (or be in the pipe that connected to it). 3. water in tank sits in tank for amount of time. 4. once clean, tank will open up letting water flow. there is no gulp here. all the water in the (half full) tank is disinfected. 5. once (almost) empty, close the tank. This way the final bit of water (I think this is the 'glup' you describe) that gets into the exit/output position is not contaminated as well. Then you start from step 1 again. This is how I remember making it. I did not have contaminated water in the end. But then again memory is a faulty thing so I may be wrong.
  6. 1) Good point. A lot of games take insperation from the mods and I hope Klei isn't afraid of 'copying' good ideas from mods. I would also like to see easier mod support but that could be hard to implement. 2) I dont know. I play with 'printer packages' off so its irrelevant for me. 3) Good idea. Not just for the automation but a general "planning toolbar" could be a welcome addition imo. 4) Mixed feeling. I think there is a reference here to two boomerang suggestions. One is the addition of explosions/fire/pressure into the game which I think is great but its a huge leap and I dont think it can be done (some dreams are too big maybe). The second is changing the undistractable buildings to become distractable, which I think is a great idea. As stated in point 1 - there are already mods for this and it should be part of the vanilla package, the devs shouldn't be afraid to 'copy' this from the mods. 5) Good point 6) I saw "androids" suggested that could work and replace dupe operation in certain machines. I think this is kinda big change and maybe the devs experimented with that and found it faulty (maybe it makes the game less interesting or doesnt add much depth or what not). This idea doesn't interest me personally much like other ideas. 7) You can build a complex filter using the basic ones though... As I see it the devs created tools so players can create needed machines with. This is something I wont mind to remain as a mod. 8) again... idk. This point doesn't speak to me. 9) Like I said in point 7, you have the tools to make something that disinfects itself (like you mentioned with chlorine) I made designs that combat that myself so I am very confident that its possible to do. This can remain in the 'mod zone' in my book. 10) Good point. More customized priorities settings. 11-14) no opinion. 15) I could find it interesting but im not sure if it could be vanilla or should stay mod. Some people could find it annoying and un-welcome so I wont want to force it. Maybe make it something tag-able. 16) good point. 17) good point.
  7. do you have a photo for phone users? are the pistons on the same side?
  8. I always have a dilemma of how to approach in helping. should I just build stuff as I see fit or should I give matirels to the people who are more veterans in the group?
  9. yea. Still this was the last instance of it so we might celebrate it anyway.
  10. Thats awsome! I played around in sandbox to check things out and it seems like there are some very cool concepts added. Especially for people who like logic gates and automation and all the efficiency-factorio-features in ONI, which I think most of the hardcore players do. Building hammer and notification sensor both sound a bit similar right? Hope to try a bit more out on the weekend when I have free time, although im pretty decisive if to play now and share feedback-opinion or just wait for the final cut so I wont be disappointing of cut-features I liked. To be fair i think the smart-storage power was a mistake. What ended happening is big part of players prefered exploiting some game mechanic (like pressure sensor) instead of using it. Or just avoid using it all together (CONSTANT 60w is a bit demanding)
  11. I really hope you are right and not that they are 'toning down' or abandoning the game.
  12. always nice to see bug fixes and maintenance work. gj.
  13. Good idea @Yetinotincluded. As of right now, liquid and gas reservoirs are not more then glorified pipe/vent extensioners. Its a simple but logical idea, I believe Klei team did rise it up when they were designing the game but maybe thought its a bit of unnecessary. However I think it can be helpful and most players will either want or dont mind adding something like this. True, but some players (and as example I can bring myself) feel uncomfertable using mods as it feels a bit 'exploity' or half done in a lot of cases.
  14. Played pirated version of ONI when it was in alpha. I hadn't buy a game in months, but this game proved to be good throught the whole process so I did end up buying it. Really waiting for the next DLC, feel like the game can be expended much more ;P