• Content Count

  • Joined

  • Last visited

Community Reputation

15 Good

About BlackAeronaut

  • Rank
    Junior Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Another thing I've noticed. During down-time, Dupes can't seem to decide if they want to work or not. I'll see a dupe constantly start running back and forward, back and forward, trying to decide if they wanna dig that one tile out, or go hang out with their buddies. This might not seem like a bad thing, but then, refer to what I wrote before. What if in the middle of their dithering around, they happen to to pick up something potentially dangerous, and then drop it in the middle of your colony? Now THAT is a whole different kettle of fish now, ain't it? I know there's a mod out there that can let you set tasks to a priority of "0", meaning that even if a Dupe has nothing else to do, they still won't perform a task that has a priority of "0". So I know it's not impossible to make a mod that messes around with the prioritization engine.
  2. It happens all the slaggin' time. "Bahni contracted food poisoning from eating a germy water." And at this point, even those of us who've been playing ONI for a while are all kinds of "WAT?" whenever we see something stupid like that. That's because we've gone through painstaking measures to make sure our water source remains clean and unsullied by random dupes who can no longer hold their bladder or their stomach. (Nothing makes me go thermonuclear in this game more than seeing someone pee/puke right on top of the pitcher pump.) Anyhow, to the point. The root cause of this issue is the fact that your dupes LITERALLY DROP EVERYTHING the moment someone rings the friggin' dinner bell. Whether it's a lump of slime packed full of slimelung germs, or that adorable little shovole pup or pipsqueak that will wreak utter havoc on your colony, they will drop it like as if it was anything but a horrible time bomb waiting to go off on your colony. Now, I know that Oni (the modder, not the game) has already made a mod that keeps dupes from dropping things while they're climbing ladders. That seems like a pretty fundamental alteration of dupe behavior. Is it possible to alter dupe behavior so they actually finish their current task (especially transferring critters and running supply jobs)? I mean, it's one thing to stop in the middle of an operation task. "Whoop! There's the bell! This metal refinery will keep just fine." But it's entirely another when they drop something inside your base that will completely ruin it, even if you do take fast and decisive action. "Oh gee! It's time to eat! I'ma just gonna leave this slickster right by the water cistern. What could possibly go wrong?"
  3. I think that what OP is after is for things to actually burn in the game. Like, actual "THIS ROOF IS ON FIIII~IIIRRRE!!!" burning. Which, I admit, would be a rather interesting dynamic to have in the game. So long as there is sufficient heat, enough oxygen, and a fuel source, then that's all you need for a fire.
  4. Converting that figure from grams to metric tons yields a little over 2,000 metric tons... so yeah. I see what you mean there. Still, this hard limit of 100 tons feels like something in the game itself is saying, "This much and no more!"
  5. I've been messing around with with the Hyper Reservoirs mod and I ran into a bit of an issue: if the storage size exceeds 100 tons, then any fluid/gas pumped in after the 100 ton mark is lost. Is this some kind of hard limit in the game that cannot be exceeded, even with mods?
  6. Yeah, I was kinda afraid of that. Don't stress out too much over it - goodness knows there's already too much to stress over these days.
  7. Hrm.... Would it be possible to have two check boxes? One for "No Manual Deliveries" and one for "No Manual Retrievals"?
  8. It was not until Nisbet had sealed them into the cave together, that Bubbles and Rowan truly understood what kind of crazy Nisbet had.
  9. Guys. I know you're busy and all? But it's Build RP-394616, and you still haven't even confirmed that it's a bug that exists. I assure you. This bug exists in the current build (as of this posting). It is especially infuriating because you also have this nasty surprise:
  10. Apparently this is still an issue, even after Recreation Pack. I've gotten around it (somewhat) by using Fumihiko's Customize Buildings mod, and setting receptacles and loaders to a maximum capacity of 20kg. Folks, let's be real here. 1000kg is fine in some situations, but absurdly overkill in most others. This is ESPECIALLY TRUE when dealing with food stuffs. You do NOT want 1000kg of pincha peppernuts camped out in your receptacle when you really need those blasted raw eggs to come through before they spoil. If we REALLY need more than 20kg of storage in the receptacles and and loaders themselves, then we can just plop a storage container next to it. In fact, it would be VERY NICE if you just made it so we can adjust how much storage capacity individual Conveyor Loaders have - just like existing storage containers, with that slider bar at the top of their settings window. (In other words, this is already a feature in your game's engine. You just need to apply it to Conveyor Loaders as well.) Unless I'm mistaken, this will also determine how large the loads on the conveyor rails are, which would be great because even 20kg of food is a hell of a lot of food, and even a colony with 50 dupes will take more than a few cycles to work through that amount.