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Posts posted by meepmoop

  1. 3 hours ago, Tika96 said:

    Sadly this is not really working. My chlorine gas surrounded tanks are disinfected. But the slipping first gulp stays with germs. Without mods you can't 100% disinfect water ( or oxygen ). There will always be a small amount full of germs. I think, it's a design flaw, since in the disinfection / germ overlay there are pipes separately mentioned ! Guessing I would say it was clipped due to performance problems with pipes running through a chlorine gas filled area.

    Btw : Added some more translated items from my list :roll:

    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.

  2. 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.

    • Like 1

  3. 1 hour ago, Ipsquiggle said:


    • Many buildings (e.g. Gas Filter, conduit sensors, etc) are now selectable from the Gas/Liquid overlays directly with a single click rather than requiring the overlay to be closed to interact
    • Added Conveyor sensors!
    • A bug causing the Automation Overlay to only update on every second automation tick has been fixed. It should be easier to see and debug rapidly-switching circuits now.
    • Fix "ghost" rocket modules appearing for rockets already in space after a load (Nice!)
    • Fix doors deleting themselves when melting (what does that mean?)


    Big breakthrows all over

  4. 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.

    25 minutes ago, Sasza22 said:

    A few things that crossed my mind. The vents and reservoirs don`t use power. Previous automated storage needed power, even shutoffs needed power. Does the new stuff need power to work? If not is the old stuff getting changed to not require power as well?

    Ribbon wires would be amazing if they could be connected to fabrication stations to control individual recipies. It would be a separate port and each wire of the ribbon would enable a different recipie. Would be amazing to control the smelter or electric grill.

    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)

    • Like 1
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  5. On 2/10/2020 at 8:10 PM, TrashLord said:

    That's what they tried to do last year, but they couldn't keep up and had to scale back. People were... vocal with their displeasure so I can understand why they wouldn't want to say anything concrete and risk making the same mistake twice.

    I really hope you are right and not that they are 'toning down' or abandoning the game.