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About Electroely

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  1. I've never needed to tame a CSV before plastic. Terra already had a lot of starting water, between the Sandstone biome's clean water pools and all the polluted Marsh water waiting to go through a sieve, and this update just added even more. I haven't yet started a new colony with the changes, but on all my older colonies I would switch to electrolyzers way before taming a CSV and last ~400 cycles or so without even worrying about it. I typically keep 12 dupes on the main asteroid.
  2. Adding some guaranteed (hopefully cold!) water sources on the other two early-game planets could keep Terra unique in that regard while also making it more balanced. Though I don't personally mind it too much the way it is now - if it comes down to emptying out the Water Moonlet and taming its guaranteed 2 water geysers, then so be it. Oh, I didn't notice that. I think it's kind of unfortunate... I had a lot more fun with the higher geyser spawns (and I still noticed significant variation between playthroughs...) if there's a mod that can bring these increased spawns back, I'd subscribe in a heartbeat.
  3. Were geyser spawns toned down this update? Instead of 4(?) random geysers on the irridiated & oily asteroids, I'm only getting 2 on beta-generated worlds (and also only one random geyser on the marshy asteroid instead of 2). I liked the higher numbers... The amount of polluted water generates by natural gas generators seems very small... and I would like it if Terra was more comparable to the other two starts in terms of water sources.
  4. Well, "30 tiles per cycle" implies that 30 tiles are traveled in a single cycle. That's extremely fast... even the fastest rocket I know only travels 3.75 tiles per cycle. 30 cycles per tile (AKA 0.03 tiles per cycle) implies that traveling a single tile takes 30 cycles. I think it makes more sense for a drifting rocket, since it's floating through space with no strong force propelling it.
  5. Meteors haven't made an appearance in the DLC, other than reactor meltdowns and gassy mooteors. The classic-style Terra asteroid does spawn with regolith and shove voles, but does not have any meteors to my knowledge.
  6. Despite each character having their own quote for failing an action, they all use Wilson's. This is particularly jarring with Wormwood - he never refers to himself in his quotes, and rarely ever speaks full sentences at all. It's especially common when trying to plant seeds while blooming and bees are flying nearby - if a bee flies over the spot you try to plant a seed on, Wormwood will say "I can't do that." The speech file indicates he should be saying "Nope" instead.
  7. I do agree that there's issues with the ambient radiation requirement... I just wanted to focus more on actually obtaining the seeds in the first place because I've found it to be way too much of a roadblock compared to actually growing them. I don't want to suggest to make mutants common as dirt - like I said earlier, I'm fine with Sleet Wheat because even though its mutation chance is lower, getting the mutation once allows me to plant 18 of it. The ability to fabricate known mutations seems like a good idea in that regard.
  8. I really like mutated plants, but my main problem with them always ends up being getting the seeds. That is, for most plants. I don't have this issue with Sleet Wheat. Even with its much higher radiation resistance, getting 18 seeds from a single harvest offsets both the long life cycle and the low chance of getting a mutation because I can change most, if not all my Sleet Wheat plants to mutants right after. With most other plants, though, it's only one seed per harvest, and that's only if the chance to drop a seed rolls (i.e. if a good farmer harvests it). Over time, it's not too hard to accumulate mutant seeds, especially of the less rad-resistant plants, but even then it takes painfully long for me to have a farm of them just because there's only a 1/10 chance of getting the mutation I want, and I have to get it many times if I want to fill my farm with said mutation. It doesn't help that mutants themselves don't drop seeds - if they DID drop seeds, I wouldn't really have as hard of a time because I could just change out my regular plants with the various mutations I get and keep waiting for the right mutations. But as it stands, the more mutants I use, the less seeds I get. If my end-game goal is a full farm of exuberant or super-specialized grubfruits or bristle blossoms, I have to keep using non-mutants until I amass enough seeds, and that can take multiple hundred cycles especially with the lack of radiation sources - wheezeworts are limited in numbers, take up space and mess with the farm temperature. Shine bugs cause a lot of lag, the research reactor produces too much heat to not be properly insulated and nuclear waste has to have very high mass to make a difference. The game is already playable without ever using mutant plants, but I would really like it if they were more accessible so it's easier to integrate them into regular gameplay because I think they're one of the coolest parts of the DLC so far.
  9. You need the corresponding cargo modules to be able to harvest resources. Sometimes you don't need all of them (you only need a cargo bay for the forested ore field) but you usually need storage for all resources listed on the field.
  10. Have you tried hydroponic farm tiles and mechanized airlocks? I found them to retain the radioactivity the ore has. I found the airlocks useful for maximizing usage of wheezeworts for growing mutant farm plants.
  11. Yeah. As far as I know, the large classic-style asteroid has no pips, and only a single arbor tree can be found sometimes on the Water Moonlet.
  12. It is actually radioactive... it's just very, very, weak. It takes a significant amount of it to notice a difference:
  13. I just had a tile of ice form at my electrolyzer today. I'm on the latest build.
  14. Coming back to this after a while of contemplation... I think 100 radbolts is actually totally fine. I think it's good we finally have a radbolt consumer that produces a material rather than complete a task - it finally gives me a reason to get a strong radbolt producer consistently beyond the usual 4/5 wheezewort setup because the radbolts I stockpile between the time I do basic research and the time I get to the final entries in the research trees won't be enough to produce large amounts of diamond. I think this addition, along with the new 500 radbolt per shot limit on radbolt generators, makes the research reactor a much more appealing building to set up, and with the reactor being more appealing, I'm more encouraged to try ranching beetas and eventually set up good infrastructure for mining radioactive fields to refill my uranium reserves. My only remaining complaint comes from the balancing of the fields themselves - the constant diamond cost makes some asteroid fields much less appealing than they were before. The Ice Asteroid Field is my main complaint - 70% of its content is just carbon dioxide. I would personally be very happy if it was 70% granite instead - granite is commonly found in the Tundra biome and it's not currently renewable.
  15. That just makes me more confused... I tried going to a glimmering asteroid field with only a cargo bay to see if I could just grab the wolframite and get out, but the rocket seemed to refuse to gather resources (notice "Normal" instead of "Collecting Resources"): I notice it seems asteroid dependent. Maybe there's some internal property of the fields that's causing this (like maybe a list of resources where only the first item has its corresponding container checked for?) Either way, I can consistently collect resources from the Forested Ore Field without a gas tank, but not from most of the other fields. It's good to know that the radioactive gas cloud works, though.