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When you start a new game, the tiles that you start with beneath the printing pod are 'overlaid' with natural tiles. You can't dig them, they are in fact built tiles. If you deconstruct one, it dispels the 'natural' overlay in adjacent tiles I think up to 2 away. I did first load an OI save when I first installed the AT update, but even upon restarting the game, it still did the same thing.
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[AT-240229] New Game, nothing gets initiated with a priority
brummbar7 commented on SchlauFuchs's bug in Oxygen Not Included
To add to this, if you load an old OI save, every building and job on the map is set to 5 priority. At least that's what happened to me. -
[Game Update] - 236679
brummbar7 replied to Cheerio's topic in [Oxygen Not Included] - Developer log
So I don't know when exactly these things happened, but I wanted to verify a few stealth updates that I've noticed lately - thin layers of fresh water on top of polluted now turn to polluted at some point, so no more using fresh water to prevent offgassing? - thin layers of water (such as the kinds that used to be able to be used for a 'wet foot' water lock) now disappear after awhile. Either from dupes travelling through them, or heat, or something? - Pufts no longer consume PO2 when trapped in a pneumatic door. They just sit there and do nothing. I don't know when these things were changed but it has to be OI or later, as I had all these going in the save from immediately before OI. I've had very little time for the game recently so it's taken me this long to get back up to 'parity' with the previous world. I'm curious how exactly the first two work, if anyone knows. Or, if I'm just flat mistaken? -
[Game Update] - 235181
brummbar7 replied to Cheerio's topic in [Oxygen Not Included] - Developer log
Very nice! With all these checkpoint improvements, really hoping we'll get something similar for the warm and cool clothing at some point soon. -
[Game Update] - 234935
brummbar7 replied to Cheerio's topic in [Oxygen Not Included] - Developer log
Omg, that's probably my favorite minor addition since mirrorable transformers! Now if only we could get a filtered sweep! -
Diver's Lungs and Deep Diver's Lungs tooltips state that they reduce oxygen consumption by 25g/s and 50g/s respectively. However it appears that their actual functionality in the context of the new 200g/s oxygen consumption standard are as percentages, not absolutes. My dupes with DL appear to consume 50g/s less (25%) and DDL dupes 100g/s less (50%). Assuming that the new 200g/s is intended and to be the standard, either the tooltips need to change, or the effects need to be brought in line with the tooltips.
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So I found that if you build your planter boxes first, and then replace whatever was below them with a farm tile, you can plant and grow mealwoods in the both of them, effectively getting twice the yield from one 'spot'. This seems like it probably is not intentional. I did not try it with any other plants.
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The luxury fan, which takes 5 down, and can be used for cooling down (mainly useful for fighting firefly and not having to worry as much about overheating) Weather Pain, which is a weapon and takes 10 down. It's worth mentioning that the Moslings also drop down. If you let the M'Moose hatch the moslings, you'll get TONS more down that you will from one M'Moose. I find the best (or at least most satisfying) way to deal with the Moslings to be the Old Bell. The Moslings follow the M'Moose, and the M'Moose is pretty slow, so if you have it's attention, and then ring the bell, by the time the foot arrives, it's not too hard to have the Moslings right there, where they will be insta-squashed. But REMEMBER that Bigfoot takes a couple stomps before and after the spot you target. So don't try that too close to your base!
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How do you deal with bosses (dragonfly/deerclops)?
brummbar7 replied to BarronnN's topic in [Don't Starve] Reign of Giants
When last I fought the firefly in vicinity of a flinger (quite awhile back) the flinger was not flammable (no flammable components = non-flammable structure), and since the DF only ignites buildings and does not wallop them, it was safe. Again though, this was many weeks back. Can't guarantee they didn't sneak in a change to the DF attack. -
The unavoidable mechanic known as death
brummbar7 replied to PsiKid's topic in [Don't Starve Together] General Discussion
This sounds good to me. But I'm guessing in mp people don't want to have to do a ton of work - it's more about fun with friends after all. How about just bury the skull in an open grave, and bam, they're back? You're limited by the number of graves in the world. Which is like, what, 20-30 on average?- 75 replies
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I'm looking forward to a larger fanbase, meaning it makes more sense for Klei to make additional DLC after they plow through this multiplayer revamp. A knock-on effect; the problems of adding additional DLC that were speculated at in a couple of the RoG threads - due to the way the base game and RoG were built, will probably be fixed, since they're pretty much rewriting most of the code anyway I imagine. So (hopefully) simpler DLC integration = good.