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About Brian.oni

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  1. @Ipsquiggle When doing a classic start, it seems like the Irradiated planet is completely lacking gold & aluminum volcanoes - Is that intended? I get there's more raw ore to refine on the classic planet, but aluminum would still be limited due to a lack of forest biome and gold is used in a couple of recipes, so being non-replenishable could be a long term problem.
  2. It's worded it a bit oddly, but I think it's in line with what you're thinking. Didn't see a way of making a table but it goes like this now: Starting: Terra | Swamp | Forest Warp: Swamp | Terra | Terra Rocket: Forest | Forest | Swamp From what I saw, when you start on a forest cluster, Cobalt volcanoes replace the Aluminum ones on the rocket planet, which is now an irradiated swamp.
  3. It's not been officially introduced, but since the alpha back in December there were two buildings related to the temporal tear introduced with the DLC IIRC. I think both are still spawnable via dev tools.
  4. Build a battery module onto the rocket. You can charge it up off your regular grid, and run the command module in a vacuum like that. Or send a second dupe that will run on the wheel and power the station directly. Not as efficient as just using the battery module, but way less heat issues.
  5. You can automate when the generators release the HEPs. Not sure on the capacity of them and the collider, but both seem capable of holding a fair chunk so far. You could just automate the generator to top off the collider at night when the dupes that'd go into that room are asleep. Or ghetto manual version, control the release with a switch. Top off collider as needed.
  6. Does the reactor heat cap out at just below 400° or am I missing some way to vary it?
  7. It just occurred to me these would probably work a lot better with an output based on threshold parameters. I've never used these before, primarily b/c they would require extra automation just to do what you'd typically want them to do. Example, When supply of X gets low, enable building that produces X. Right now smart bin outputs green on full, so right off the bat you need a not gate to convert that to send the signal when not full. But then you also run into the problem of inefficient small batch errands. Say you want to keep, 20t of gold available at all times. You could make a smart bin to hold that gold, and automate it to run a metal refinery when needed. The problem is, you could build 1 section of automation wire and the bin will no longer be full, and trigger production at the refinery. There are ways around this, but it requires a second bin or further automation. With threshold parameters though you could just easily set it to trigger production when the supply gets sufficiently low enough. This would also bring it completely in line with the automation on Gas and Liquid storage.
  8. Not sure if you're considering the corner building techniques (or in this case, just deconstructing through corners) as advanced mechanics, but it's possible to build this as a closed off vacuum storage really early in the game. Overall though, it's a great technique to learn and utilize. If you replace the fridge with a storage bin, you could either preload the space with chlorine, or first store some bleach stone until it off gasses to 1.8kg/tile and you have a great little box for degerming slime when destroying a slime biome. The smaller fridge version also works well for food storage in a spacefarer module. When I went to the niobium planet I realized the thermium I was bringing back was quickly overheating my cabin. Replaced the fridge with a bin and stored it in there. No atmosphere = no heat transfer = no problem
  9. Haven't tested every food yet, but the tree seemed to eat any food dropped in front it and produced resin within the tree at 2:1 ratio of kcal:resin. Once it reached 50kg of resin within the tree it drained out to either side via the little chutes as a liquid.
  10. Playing a bit with it, yeah -- seems like 50% of kcal becomes resin within the tree, then to add what you found, it looks like once it's collected 50kg of resin within itself it enters an "Ooze" state, and the resin will drain out. I think it looked like it had to drain before it could eat again? Overall, I'd probably just try to turn the whole asteroid into a giant farm with wild plants. Let sweepers collect everything and drop it off at the tree.
  11. Have you tried just building a roof over the telescope? The below setup worked for me once plugged in.
  12. I don't trust any decor item with spiked tentacles...
  13. It has multiple states. Idle, Attack, Cooldown and Eating. It appears any food dropped in front of it will cause it to enter the eating state. Right now that causes an immediate crash (for me at least), but my guess is you can feed it your extra food and it will turn out resin, which can then be boiled off to make isoresin.
  14. The sap tree causes a crash when fed. May be of particular note b/c it seems to eat meat and the 2 pufts it spawns with will eventually turn into meat if only by old age. The crash did seem to persist even if the focus is on a different planet by the time the "food" gets in range.
  15. Just wanted to say thanks re: the warning. It seemed like you since late December you guys were trying to push the mileage of worldgens between tweaking them, warnings like this are definitely useful as well. Curious though, do you expect these changes to go live next week? And if so, do you intended to have them at a point where they won't get changed for another month or so? EDIT: Also, it seems like the sap tree causes a crash when it switches to it's "Eat" state if you drop food items in front of it.