Tayphil

  • Content Count

    12
  • Joined

  • Last visited

Community Reputation

7 Neutral

About Tayphil

  • Rank
    Junior Member
...
  1. +1 (for what it's worth as it is already implemented) On a slightly similar note: Imho, there should also be high capacity variants of gas and liquid pipes:
  2. I suggested larger pipes and ducts before. The intention was to admit the backbone/subgrid designs that we already have for electricity also for water and gas grids. Performance improvements would add to the list why we should have this.
  3. I think bug-fixing is not what the OP had in mind. I feel that he would like the devs opening up a bit more about new features or mechanic changes on the forum, which they will certainly work on at some point in the future (or might be working on right now). Maybe even opening the floor for discussion or (non-binding) votes on new features or changes. And personally, I agree that getting a rough understanding about where the game is headed would be great.
  4. Sure but that is awfully complicated and takes incredible effort. I believe the more reasonable alternative is to have bigger pipes (it has precedence in reality).
  5. I believe ONI swallows a lot of computing power in midgame and later, I don't know whether smartphones can handle it (yet). And if not, it's probably not worth it I guess (tablet owners are a much smaller group).
  6. I was only half serious with the nuclear reactor cooling. On a more serious note: Ice and Lava biomes offer plenty of use cases where mass-cooling and heating is required. Also, as soon as I hit 15+ dupes and have heavy industry which needs cooling I usually need to build several fresh water pipes to satisfy demand. I believe I'm by far not the only one who would be glad to have high-flow pipes/ducts. It might not have the glamour factor of adding new features but it would imo add substantially to the basic game mechanic. I agree that high-flow pipes/ducts would be relatively easy to implement. It would add little complexity to the game, but add (imho) a substantial amount of depth to the gameplay, by allowing designs e.g., similar to the backbone/sub-grid design of power networks.
  7. I like the idea. An irradiated biome where the ore for fuel rods is mined would be cool. With its unique, radiation resistant critters and other wildlife.
  8. That is a functionality I missed as well. On a slightly similar note: I always wanted to build signs to label my rooms, switches, valves etc.
  9. Sort of like in Rimworld. I like it. I suggest a Morb Invasion Event through toilets/sinks/showers.
  10. True. Imo, balancing and performance have higher priority. But then again the devs can probably handle several tasks at once. I also believe it would be rather easy to implement, since the mechanics are already there and the only major workload is presumably the artwork. Personally, I'd really like to see this addition of infrastructure. Because in my base design I usually pump large amounts of "waste" liquids/gasses into a general seperation/storage facility where they are seperated and stored or rerouted into their respective productive cycles. I believe there are tons of other applications where larger capacity would come in handy and would make a nice addition to the gameplay. For example large capacity heating or cooling cycles for lava or ice biomes or for waste heat of hypothetical nuclear reactors.
  11. I just feel that there should be disadvantages to a more powerful infrastructure for gas/water (if ever implemented). Personally, I think having to plan for a gas/liquid spine next to the electrical spine makes things more interesting. Obviously, there would be no disadvantage to the status quo because using high capacity infrastructure for gas/water is optional.
  12. Hi, since we already have high capacity electrical lines and "high bandwidth" (4-bit) cables, I propose/request adding a high capacity variant for water pipes and gas ducts as well. 50 liters and 5 kg per packet of liquid or gas respectively seems reasonable. Obviously with some disadvantages, probably the same as in the case of high capacity electrical lines (no crossings, special tile required for routing through walls).