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About situpc

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  1. I really like this idea. They could take some inspiration from real life and have certain mutations be sterile, or when A is planted next to B it has a chance to drop a seed for C. Also dupes could find exotic plants from space missions. Also something should be done with decorative plants, I hate that you can't reproduce them.
  2. How can I delete this? I'm seeing a way now the sensor can go inactive, if 1 pacu dies the door will open, but if the 2nd pacu dies before an egg hatches and drops down the door will close because 0 critters are present. Then I had it stuck in my head it was bugged and tried everything under the sun BUT adding a critter. When I rebuilt the ceiling there were eggs on top that fell in which must have activated the sensor and I thought it was from the ceiling getting rebuilt. God this sensor really needs an "above" and "below" setting like other sensors, it's so unintuitive.
  3. The critter sensor in my pacu breeding tank stops doing anything at all. No matter what number I set it to, 0-64, it won't activate. A reload doesn't fix it. The only thing that does is deconstructing the ceiling tiles of the tank and rebuilding them. The only reason this occured to me is because previously I used mesh tiles and when this bug first occured I thought somehow the game considered it to be part of the full tank of fish because the game displays water through the mesh tile. When I rebuilt it that time I made sure to use a solid tile just in case. Now the bug has happened again with solid tiles and with the game clearly recognizing the breeder tank is its own room. I took these screenshots and uploaded the save, then deconstructed and rebuilt the ceiling. It resolves the bug until it happens again in another hundred cycles. Transdimensional Space Prison.sav
  4. It's a bug, and this is the forum to report bugs. End thread.
  5. I was thinking about the research experience overall and how insignificant it is to the player. The only real choices you make are your first 2-3 selections, for the rest of the game you just click the end of a tree and work your way down, out of sight out of mind. A simple addition would be to make each research path require different materials. I get that dirt and water are the most basic ingredients a player has access to, allowing you to research out the gate. But there are a ton of other options available at start too! Raw mineral for paths like plumbing and ventilation for instance. This also leads me to the point of requiring material from specific biomes to unlock relevant research paths. I've never gone to the oil or volcanic biomes, but every game I have oil well and oil refinery unlocked. Same goes for space, by mid-game the molecular forge is unlocked but I haven't even broken the surface. I think it would be a much better player experience to retrieve material from the surfaces of these biomes in order to unlock their tech trees. A more complex addition (and way more interesting) would be to require the researcher to perform experiments to unlock selections. Some examples off the top of my head: Employment: Requires a stress test to be performed. A dupe has to monitored while using the manual generator for a total of 0.5 cycles (cumulative). Filtration: An experiment on gases/liquids needs to be performed. Deposit 100g of two different gases/liquids to unlock this selection. Decor (lighting): The effects of light on dupe environment need to be analyzed. Deposit one shinebug to unlock this selection. I think all of these additions would make for a more thoughtful research experience.
  6. Also is it just me or could it be more informative? If I'm remembering correctly it just shows "Nails is starving and will die soon if she does not eat." I think it should show something like "Nails is starving. She will starve to death in 0.5 cycles if she does not find food." I'm not at my desktop right now but I also believe starving doesn't allow them to use the grill, I had one dupe that refused to make themselves bbq but as soon as I allowed them to eat raw meat they started eating.
  7. Same! A "forever" selection like the grill has would also be nice.
  8. While we're on the topic of notifications, wouldn't it be nice if they made the X the full height of the box? All the time I try to quickly close it and end up clicking the notification itself because the X is squished into the top right of the notification box.
  9. As someone who just stumbled upon this thread having never ventured to space, holy **** I thought my hatch farm was hard.
  10. I didn't know it worked like that, I thought it was essentially spawning gas. So it will only offgas up to a certain amount? Is the amount of pdirt in storage always decreasing because of this? Right now I'm just on non-edible food for hatches but thanks for the tip for when I eventually get to shinebugs!
  11. You know I think you're right, I was thinking of that single scenario without even realizing it.
  12. I think the compost pile should be reworked to be similar to a critter feeder or storage bin. Currently if polluted dirt is available dupes supply it to compost piles, period. What happens when the player wants to save polluted dirt but compost other items? I think the compost pile should have a drop down list where you select an ingredient (it would show how much you have available next to it) and then specify the amount you want composted. Each compost pile would have its own settings independent of the others but of course also have a copy settings button. If the player wants to compost 100 mealwood seeds, they could choose 100 on 1 compost pile or 25 and copy the settings to 4 total piles.
  13. The conveyor loader allows dupes and sweepers to supply it even while it's disabled. Isn't that the entire point of the building, to load things onto the conveyor rail? It doesn't make sense that it can still be loaded while disabled. What you're actually disabling is its ability to send. It's very unintuitive and I can't for the life of me think of a reason the player would want the building stocked but not sending items down the rail. The point of this suggestion is that anything that can go bad - food, eggs - does go bad in a disabled loader.
  14. Yes! I think everyone learns the game doesn't do this the hard way, sadly. I remember spending some amount of hours doing everything to make them sweep, red alert, disallow all other jobs, priority !! - you name it. Deconstruct is the same way, no "unreachable" status shows.
  15. This would be a great idea. Even when you do notice the alert right away the dupe only has a quarter health left because real life fast forward is crazy in-game speed. Pretty much a guarantee if you're playing on anything other than normal speed you won't be able to save a suffocating dupe.