NeoDeusMachina

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About NeoDeusMachina

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  1. I agree that it is realistic that not every source of radiation is deadly. There are so many sources of radiation around us, hell those of us who like bananas may ingest radioactive elements daily. Currently, there is only 1 type of radiation contaminant (germ) for all sources, so anything producing contaminant has the same decay rate. I think there are two things to differentiate here: 1) the radiation itself (rads/cycle), and I think it is fine that most sources only emit minor amounts of radiation like asteroid surface, shine bugs, etc. 2) the radioactive germs, which from my understanding are produced from things like radbolt engines, nuclear meltdown, perhaps radbolts themselves when they collide (unsure about that one). The latter is what I think should decay slower, like a LOT slower. What is the half life of Uranium? Billions of years? Guess it depends on which isotope we are talking about. Right now, we can create a highly radioactive contaminated area from radbolt engines (thousands of rads/cycle) and that decays so quickly that it becomes harmless in a few cycles. So if we wait a few cycles, we can just walk IN it without any protection and that, I think, is wrong to me. The decay rate should be so slow that we have to deal with the radioactive germs somehow. Right now we can just ignore it completely. It would also make it more likely that our duplicants walk in highly contaminated areas, and if they do so unprotected, then they should be victim of radiation sickness, which could potentially be deadly. edit: a few typos.
  2. The way you have it set up, the transformer is pulling 1000W from the line + 10W from the light bulb for a total of 1010W and that is why it is overloading the cable. I can't see the rest of the circuit on your image, but overloading is to be expected with how you plugged the transfo. Maybe you meant to limit power on the line with the light bulb? If so, swap the transformer input/output. It doesn't seem like a bug.
  3. We can still get solar MUCH earlier in the DLC than we ever could in the base game. I get your point though - I guess we can agree to disagree
  4. This. Radioactive contaminants need to last a LOT longer, to a point where you cant just wait it out. Right now, you can use the radbolt engine to create large amount of contaminants on take off and landing, but they die off so quickly its not even an issue. When I first saw the decontamination showers, I thought how nice, we will finally have to be careful with one of the germs, fear them even maybe, but I never needed to even think about using them, which is a bit of a disappointment tbh. Radiation should be dangerous, perhaps the most dangerous of all germs, quickly leading to death if not handled properly.
  5. I understand your pain, I really do, but I think this is sort of the point of Spaced Out, to expand on the... space system, to make it more "whole" and integrated with your colony's development. In the base game, it was so tedious to set it up, required a huge amount of steel, and you could only efficiently do that so late in the game that at that point, your colony was pretty much already sustaining itself (for the most part anyway). Maybe someone will one day make a mod to change how rockets operate and roll back to how they were in the base game, who knows. I personally hope they keep rockets interior the way it is, with of course improvements on automation along the way to facilitate space mining and material transport between asteroids. Even if things stay somewhat the way they are, the DLC is still very young, I am convinced people will find ways to automate things, even small things like locking rocket bathroom doors when there are no duplicants onboard so they dont keep running in there if you forget to disable them.
  6. I agree that this is a big leap, but in this case I personally think it was necessary since the glass forge and the solar panels both require materials research. The new glass panels give a little bit of glass, without allowing us to bypass the need to do the research to setup panels for our base or our rockets. They also add up, because there are teleporters on the second asteroid with the teleporters as well. I don't know, maybe you're right and they should have a higher mass, 8*20kg=160kg on the starter asteroid + 9*20kg=180kg on the second asteroid, which would be enough to build a single panel. At that point, we still need to make a glass forge because 1 panel is not going to get us very far, so does it really matter? Currently, we get 85kg total, and I personally think it is fine. That free glass was just way too much. On your second point - if we ever get the chance to build those glass walls as background and they are transparent, I am moving all my bedrooms in space!!
  7. Not sure how this will get abused, the issue with the oil well is that even if you provide a steady 1kg/s input, as soon as it needs to be depressurized, water will start backing up, and the pipe will eventually have its full 10kg packets, back to condensation in the pipes. Although the mechanic itself has been know for a long time, I like the simple design you are presenting to maintain the 1kg/s in a loop! I can definitely see it being useful for liquid O2/H2 loops for rockets, for example. Edit: wait, can you make a water loop past an oil well such that the 1kg packets keeps moving when the well is getting depressurized? Will that prevent it from backing up? Never really thought of it that way. If it works, that's great!
  8. Also noticed ninja update on the art of some of the new teleporter POIs, see images below. By the way, the new teleporter POIs are really nice, they look great and I love that they only yield a small amount of glass now (2x5kg of glass in the POI from the screenshot below). It makes it more challenging to get the first solar panels up and running. Seeing how good they are in the DLC, I think it is a nice change.
  9. There are other food items that have very slow decay rates such as pickled meal lice and grubfruit preserve, where the latter offers a similarly good morale bonus as berry sludge. This is the only thing differentiating berry sludge from other food sources, and it requires a plant that is quite annoying to farm. Slowing and even halting food decay completely is much more trivial than all the recent drama has demonstrated - a simple thermo regulator on top of an insulated co2 pit will give you 0% decay rate for a fraction of the operating cost of a fridge. The only reason why i would bother producing berry sludge is for space travel, but i would still use other food like barbecue or gas range food for late game purposes. Tbh, why is it wrong to have a food item that is better for space travel than others? We make dehydrated food for our own astronauts. If there has to be a change, i would prefer slightly lowering berry sludge morale bonus but keep it as a non spoiling food. Morale on rockets is already hard to keep at a high value, I find myself using the skill scrubber more than I ever have before. Even with washroom, bedroom, great hall and current berry sludge morale bonus, its a close call for some duplicants that need many skills points. I personally think the berry sludge is fine the way it is.
  10. One could argue that this is exactly what you could call "thinking outside the box" or being "creative", using things in other ways than what they have been designed for and achieving unexpected outcomes. Wasn't this one of the points you felt was not being encouraged in your initial post? I would also just mention that the sample you get from youtube or streams, or even on the ONI forum, are not necessarily representative of the whole community. People tend to share their ideas and use other people ideas either as a copy or as a source of inspiration. Sometimes, those people may end up playing the same way, making the same builds, using the same "exploits", and it can give an impression that everyone does that. That in itself can kill creativity and thinking outside the box, more than how the game is designed. I am pretty sure that not everyone playing ONI plays the same way. I know it was only an example when you mentioned airlocks, but let me use it as an example here too: I find myself using airlocks as airlocks, especially between my base and the surface of asteroids, even if that means losing some O2 along the way. I never used airlocks to delete gases or regolith for that matter. Do I also use liquid locks? To be fair, yeah, I do, but I still use airlocks the way "they were meant to be used".
  11. From my experience, the Klei games that I have played (DS, DST, and ONI) are not made "intuitive". What I mean by that is that they do not hold us by the hand, there are no elaborate turorials, you kind of have to figure things out along the way and I think this is not for everyone. The radbolt system, for example, is really not intuitive at first, but then when you spend some time playing with it, it is rather simple. You know this, you have point it out, the DLC is not yet released. The game mechanics can still change. Perhaps as time goes by, more people will have figured out those systems, maybe made some tutorials, and made the more obscure mechanics more accessible to players who just wanna have a blast without having to figure every little detail out themselves. I hope that you can find resources to help you get passed those frustrations, ONI is a great game, the DLC is also great even if it is a WIP, so I hope you can find a way to enjoy it at some point
  12. I feel like no matter how many options there are, there will always be number crunchers who will find "the most optimal" solution, it will get attention, maybe some popular streamer or youtuber is going to disseminate the idea, and then it is going to become "the" new solution for cooling. It is very difficult to create multiple solutions that are all equally viable, and if they did, then there will be those saying "what is the point of this if it does the same thing than that other thing?". In any case, it is up to you to decide what solutions you want to play with and if it is okay to use sub-optimal solutions. There are alternatives to AT/ST, even more so in the DLC than in the base game. For example, I have built a full Rodriguez rather early and the oxygen is cooled down by a cool slush geyser before it is sieved and turned to oxygen by the 4 electrolyzers. The cold oxygen is transported in my base and cools down pretty much all the heat my colony is generating. Also using a thermo regulator to cool down a rather simple freezer for food preservation at low energy cost, but I could not find that many uses for it in the base game. If you post anything on public forums, you unfortunately have to be prepared to get any kinds of answers, even the unwanted kind.
  13. I completely understand what you're trying to do and your struggle - have you tried dropping your food on a weight plate and use automation based on the weight of food on the plate instead? The fridge doesn't have an internal atmosphere with its own temperature. From my understanding, it only has a setpoint on the food temperature and brings the food to that temperature when its powered. I don't know if it's a "bug" per se, or just the way it was implemented. The mechanics could definitely be improved: a fridge should only refrigerate, not heat. Perhaps this could be made into a suggestion.
  14. And that's how it should work..! Powering up the fridge means it keeps its interior to its setpoint temperature (2°C) and the food should warm up to 2°C. Just like when you take something out of the freezer and put it in the fridge for it to thaw. Powered fridges shouldnt turn into freezers just because they are built in a cold environment.