Chaoticlusts

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About Chaoticlusts

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  1. New Biomes and Map Size

    There's been quite a few optimisation updates in the QOL patches so far and I doubt we've seen the last of them, it maybe that by the time the final release hits a bit larger map won't be the performance hit that it currently is. I don't think we'll see asteroid colonies at launch (I'd love to be proven wrong) that's the sort of thing I'd expect from DLC down the line. Another possibility is that all biomes aren't guaranteed in each world. So maybe out of the 3 new ones that are coming each individual world only gets one similar to how our geysers are a bit RNG. That would add some more flavour to each playthrough and as long as there's alternative ways to get any resources unique to them (either via artificial production or rockets) it wouldn't remove options completely.
  2. Holy crap that is soooo much more than I expected for the launch content update (mostly expected nuclear tech, an end-game goal and some fleshing out of disease). One biome would have made me really happy, three is just insane. Thank you!! Ok...Now the guessing game.. What could be represented with the new biome's? A desert/sterile type biome, something to throw uranium in assuming nuclear tech gets added (radioactive biome?) and...hmm... A 'home' biome? ie: something akin to the surface building/ruins but made into a whole biome? That last one seems a bit much though, could still be an artificial biome of some form like how there's satellite's for your rocket to travel too. So maybe a crashed satellite biome right near the surface? It kind of sounds like things could get really crowded, I do hope there's an official worldgen option to increase the size of our maps. Regardless I'm sure it'll be amazing when it comes out, you've definitely more than earned the benefit of the doubt for quality loonngg ago (my #1 hope for dlc is being able to setup colonies on the planets/moons we visit, always seemed like wayyyy too big an addition for the base game but something well worth paying for)
  3. How about having it as a permanent 5th option at the bottom of each Printing Pod choice. Basically you can take the known quantities you're offered or you can have your dupe press ALL THA BUTTONS and hope you get something great but maybe get a disaster Hell you could add an extremely rare chance for a super dupe and a super derp dupe too..... and a 'please kill me' bundle of flesh for a huge morale hit.... *edit* I know you said you feel it doesn't fit the flavour, oddly I feel exactly the opposite to that but that's just how things go it's all personal opinion and preference I love the game and I'm quite sure I'll be happy with whatever direction Klei goes with the final touches, have been so far.
  4. I was thinking 100% optional. Basically something that would appear as one of the four options sometimes, provide some fun for those who like it and completely ignorable to those who don't *edit* also adding this whole system (as it stands now regardless of other changes) to the world spawn options seems a great way to keep everyone happy
  5. I love this idea! Even if the old choices remain please please implement this one Klei :). Just have it as a mix of a couple of huge bonuses, a few large ones, several standard ones, several standard ones with drawbacks (come with germs attached or similar) and a few awful ones. To add some awful ones to the '30 tons of liquid poo' suggestion how about 5 tons of 1750c magma , 200,000 tons of Abyssalite or 40 adult shove voles
  6. QOL Upgrade Mk 2 Delay

    The update is nothing to do with ONI specifically. Some redistributables like .net framework will have been updated, if you have a lot of games installed you'll have had a list of dozens of updates this morning but only one or two of them will have downloaded any data since it's shared files. So sadly no stealth ONI update but we still have tomorrow to look forward to (or the day after depending)
  7. Mk2

    One thing I really hope to see is an advanced priority system ala Rimworld. So you can expand the various categories already there into subpriorities and give them their own priority number (likely put as a tickbox option with the proximity setting so it wouldn't overwhelm newcomers). Being able to set dupes to supply but forbid them from supplying construction materials would be fantastic! Or setting any non-plumber dupes on tidy to never empty pipes so only the plumber ones ever go do it. I remember when I first ran into that on Rimworld (I think Fluffy's mod added it and it later became vanilla?) damn did it ever remove a lot of frustration over assignments and it just made everything so much smoother in general. Desperately hoping to see that one in this patch or at least by launch.
  8. I can't imagine that's a coincidence. It does seem really odd that gold doesn't exist on the satellite 'planet' types at least in trace amounts since well.. electronics. Hell tungsten would follow the same logic assuming aluminium and titanium don't exist then tungsten carbide could be a vaguely functional fallback? (All that fuel... Good thing they'd sorted infinite energy :P) But yeah I assume it's a gameplay reason to at least make you consider conservation and best resource use in a long term sense on something rather than the vast majority of resources where it's just 'do I have enough to last me till I can set up infinite production?'. Although gold volcano's kinda blow part of that theory apart >_< The short term gain vs long term loss bit of going from niobium to thermium to niobium to thermium is kind of neat though.
  9. Espresso mac

    And tie it's quality into the care attribute. No better way to care for someone than making them amazing coffee
  10. Espresso mac

    I would really like to see the espresso machine have an energy buff of some form and incentivise using it in the morning rather than right before bed. I know the standard shifts are downtime before sleep but if it was prioritised after showers in the bathtime schedule or similar and the buff was good enough (I'd imagine bonuses to learning+athletics and decreased energy drain) it could easily be worth setting the time aside for it. *edit* hell just make it a bedroom item and have it be the first thing they will do the second they wakeup...would at least be realistic As a random aside.. How do people deal with dupes not making it back/barely making it back to base in the later game when you have projects all over the place? Satellite bases or reallllyyy long downtime shifts could work but both have pretty significant downsides. Would be nice if you could set beds/mess tables to public and just make some extra hall/bedrooms scattered around that whatever dupes happen to be in the area could use. I guess it just gives you incentive to build a crapton of transit tubes later on.
  11. With slime (or any substance that off-gasses) you can just submerse it in liquid to stop it off-gassing. Simplest thing is to build storage compactors in the water next to your pitcher pump and set that to slime/bleach stone/oxylite. The slimelung from the slime doesn't infect the water either. It would actually be somewhat OP if it did since slimelung will wipe out food poisoning (only one disease in a substance at a time apparently) and eating it doesn't cause any issues, just breathing it. *edit*...err just to add, you probably want to be confident you won't let the water supply drop below those compactors not that it's disastrous if you do you'd just lose a bit of mass off your supply
  12. [Game Update] - 299550

    I figured you probably did just wanted to do the better safe than sorry thing if you happened to be stuck. But.. You managed to get your dupe in without a gantry? Mine was refusing to enter until I put one up there (with jetpacks of course) And yeah I did the same with the silo/space, dealing with all the verticality of building out there drove me nuts before they put the jetpacks out. Damn I love them
  13. [Game Update] - 299550

    I ran into this with regolith at the bottom of my rocket silo. If you save and load when it happens you should see more regolith there than there was before. I assume for whatever reason some is kind of half spawning so you can't see it but it's still having some effect (or something to this effect), regardless once you can see all the regolith then you can mine it fine but yeah definitely not an uncommon bug. The other option is if it's at the bottom of your silo and your rocket is out on a mission just wait till it gets back and it'll destroy it all The jetpack thing can be worked around by unassigning the dupe in the rocket while the gantry is out, oddly the jetpack is invisible when they get out although thankfully still functional and it reappears when they dock it. I would love it if they changed it so jetpacks negated the need for gantries, it's such a bugger constantly moving them around when you redesign your rocket
  14. [Game Update] - 299241

    Ohh nice. Could we also get this applied to timers on buffer/filter gates too please?
  15. [Game Update] - 297993

    Same Same. Was completely stable on the previous build over dozens of cycles but I'm getting repeated crashes now. I did find a trigger for the first one I ran into (I think).. It happened within a minute of setting a container to sweep only (first time I've had one set that way with this build) with a bunch of sweep tasks set, after I loaded it crashed again at the same time so the third time I loaded I never set them to sweep only and was good for a few more cycles till I got more crashes, but these ones don't seem to be as 'reliable' so not sure what's triggering them. *edit* Probably worth noting I'm running a game ported over from the release branch.