n_t_p

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About n_t_p

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  1. I don't think spaced out really needs traits. The super random nature of seeds doesn't really add anything to the game. People just end up spinning seeds or digging through a seed library for a half hour or longer, which doesn't really add game content. Any feature which keeps people from playing should be thrown out and reworked. Maybe customizable "Starting modifiers" instead. So you can pick and choose which you want, with the default being none.
  2. I would think that's what the starmap sensor is for or going to be for.
  3. I was able to make 2 just from POI glass. Not all the POIs have been switched from glass to diamond window tiles. Free (weak) power by cycle 135 is fine. That's how long it took me at least. Big improvement from the 80-cycle rush that was possible before. Solar changes also means we won't see those ugly solar pyramids any more. Pannels won't max out before mid day on starting planetoids.
  4. I'm getting much better performance. For some reason my system's power state seems to have a big effect, just switching performance mode off and back on results in a large FPS boost. Starting the game in performance mode gives very bad FPS. Took a while to figure out, and definitely wasn't like this before the update. Pretty confusing.
  5. Please change "Duplicant operation required" to "Construction errand", still in red text. The duplicant operation required text is misleading. Never understood why it says this, I just got used to it eventually. If it's used for other things like toggling doors then those things should have different tooltips and strings.
  6. I think we're just meant to use isoresin as efficently as possible. Big farms, compact builds. No more visco-locks everywhere And if you're still on cycle 200... forget about it.
  7. This is a good idea. Add a radbolt port and have a given amount of radbolts reduce the cooldown by a certain amount. Then make the "teleport" list into a "permission" list that decides which dupes can freely go back and forth.
  8. I've reworked the numbers to be more clear and give a bigger incentive. After some thought the tree should receive this bonus as well. It needs to work a little differently for the tree though, since the tree can consume a lot of food during a brief time-based buffing period. Instead every kcalorie of a given food decreases the value of that food by .0001%, up to a minimum of -20%, while simultaneously increasing the value of all other foods by .0001%, up to a maximum of +10% 30%/.0001% = 300,000 kcalories (from the max to the min) This will be a good use for rail meters.
  9. They clearly went into spaced out with the intention of reworking food. Maybe not all of the changes like refrigeration were planned, but plant mutations clearly were, and I don't think people are using those. So something needs to give in order to make food production itself more interesting instead of the current meta which is just "add 4 more stone hatch stables". Everyone's still on barbeque like it's 2018. Nobody in their right mind grows nosh beans. The game needs to move on from barbeque.
  10. It's a good point that mush bars would count towards food diversity. That's probably a bad idea. Perhaps they could have an exception the way I suggested surf-n-turf and spicy tofu should. Mush bars don't give the bonus. I don't think it'll be a performance issue. I don't know much about how other buffs and debuffs work, but I've never heard of someone having performance problems from hypothermia or heat stroke. It'd work the same way as those buffs work. I know about morale buffs, but that has more to do with stress and productivity. I don't think these kinds of buffs and debuffs are interesting, as they become quickly irrelevant once you get a massage table and some decore. Decore and morale and stress and everything work fine and good, and their impact on spaced out doesn't really change compared to base game. It's still the same fundamental experience, except maybe for rocket pilots. The calorie economy does need to be reworked I think because of the tree. Considering the massive amount of calories the tree takes and the refrigeration changes it's clear that the devs want us to make more food and do so with greater consideration. The logical next step would be to make an incentive to use more food systems instead of just scaling one food system bigger and bigger. Maybe the incentive should be bigger and the punishment for not doing it should be smaller. That would work too I think. Another way to make the incentive bigger would be to have it apply to the tree as well. When you're feeding the trees millions of calories a little bit of automation to get an extra 5-10% resin comes out to a lot of food.
  11. The rockets are a good puzzle. I think it's well designed. It's not too hard to solve, it's just hard. It's very much solvable.
  12. Entombed food does not decay. Smol bug
  13. I'd like to suggest a mechanic to incentivise a diverse and healthy diet for our duplicants. A diverse diet gives a buff of -10% calories burned per cycle. I believe that's about 100 kcalories per cycle, or 150 if the dupe has the bottomless stomach trait. Dupes start out with this buff when they're printed. Every 5 cycles the dupe goes without eating a new food they get a debuff: Lv1 - 100 less kcalories per cycle per dupe (10%) Lv2 - normal kcalorie requirements Lv3 - minus 5% Lv4 - minus 10% Lv5 - minus 20% (1200 kcalories daily, or 1800 for bottomless stomach dupes) At lv 5 the debuff will mean every dupe eats 200 extra kcalories Eating a new food resets this. Your dupe immediately gains the diverse diet buff and all the debuffs are removed. Food will be "new and tasty" again 16 cycles after a dupe last got a buff from it. This means with 3 foods in your colony it's possible to maintain the buff most of the time. With just two foods you are at about the baseline. An all-barbeque colony will inevitably sink into malnurishment. Players could choose to ignore this if they have excess production, but it's inadvisable. Surf-n-turf and spicy tofu gives the buff for twice as long. (10 cycles instead of 5) This is meant to urge players to diversify their food systems. By building more food systems each colony will likely have a much greater surplus of food late game, which will go towards the ravenous tree. Hopefully this way the tree doesn't need to get nerfed. (Too badly) A door system on a timer might need to be built by the players in order to automate this food management. I think this is probably for the best, since it make the refrigeration problem more interesting and a preference system in the dupes pathing would lead to unusual behavior. EDIT Maybe the incentive should be bigger and the punishment for not doing it should be smaller. That would work too I think. Another way to make the incentive bigger would be to have it apply to the tree as well. When you're feeding the trees millions of calories a little bit of automation to get an extra 5-10% resin comes out to a lot of food. A food quality debuff or buff according to this same pattern would allow dupes to self-select their best foods, removing the need for automation. Food selection is based on quality. EDIT - I've reworked the numbers to be more clear and give a bigger incentive. After some thought the tree should receive this bonus as well. It needs to work a little differently for the tree though, since the tree can consume a lot of food during a brief time-based buffing period. Instead every kcalorie of a given food decreases the value of that food by .0001%, up to a minimum of -20%, while simultaneously increasing the value of all other foods by .0001%, up to a maximum of +10% 30%/.0001% = 300,000 kcalories (from the max to the min) This will be a good use for rail meters.