BaloneyOs

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About BaloneyOs

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  1. hey man sorry if ive been a bit annoying about the whole tencent situationĀ 

    im just really biased towards klei because there a great company and i don't think they took this deal with bad intention

    1. BaloneyOs

      BaloneyOs

      There's no need to apologize since free speech is allowed on these forums, and I don't think you were necessarily being offensive anyways. You're entitled to state your opinions as much as anyone else.

      Believe it or not I too am very biased towards Klei partly because ONI is one of my favorite builder games of all time. Was extremely sad to see this happen but there's no sense in turning a blind eye to the objective problems that come with being actually owned by Tencent.

      I think white knighting for Klei in the face of what's happening is the opposite of convincing because it's all bias. The fact that Tencent is what it is doesn't care about bias unfortunately.

  2. New DLC material: antigravity dirt. Seriously though, the "going back to normal on load" thing happens with visco-gel and possibly some other materials as well. Sometimes mopping up visco-gel causes it to outright vanish until colony reload, where you can then see the purple bottle dropping from the air from where it once vanished.
  3. This would also be more compatible with future modded traits than the current system is. Random rolls actually punish the player for having a larger pool of traits and make trying to play with some combination of modded traits close to impossible.
  4. Double checked and for some reason only the ones to the right of the printing pod get fertilized, while the ones to the left are completely ignored. Wouldn't be surprised if some crop tending bug has already been reported
  5. Crop tending is still broken so still kinda unplayable.
  6. Not sure if they've been tweaking the map generation but I hope they keep experimenting! Wacky map layouts are very good for the game IMO.
  7. As in the picture, vertically there are 4 tiles of 1000kg sand which should result in a 2000kg mass after digging all of it but here we have only 705kg. I saw this happening all over the map and the deleted quantity seems variable. Volcanic Inner Ring UNQUON-9583.sav
  8. My money is on the bad dupe AI. It's immediately noticeable when you start farming anything and becomes exponentially worse as you expand. No one is going to think that it's sane for dupes to run across the map, build a segment of ladder, run back, fertilize a farm or two, and then try to continue building the ladder only to be pulled back by another farm errand. This happens with enable proximity as well.
  9. The light requirement change adds a lot of baggage to ranching because there's no grooming station filter to avoid grooming shine bugs so working light is the only solution. Current balance for wheezeworts and wild planting gives you an incentive to preserve more of the cold biome which in turn is rewarding. IMO it's a good combination of mechanics that encourage you to build around stuff rather than demolish everything for a utilitarian nightmare. This is also in contrast to the horrible design of non-deconstructible POIs. It's also plenty clear that they want to move away from completely passive heat deletion so worts still being in the game is something and it doesn't restrict design space for new cooling content.
  10. Haven't been able to find this information but it looks like rust deoxidizer outputs at minimum 70C.
  11. If we nerf cooling all around but keep the heating part progression will be slower. If progression is slower then fewer people will reach late game. Which means fewer bad reviews due to late game lag. Ok guys we officially solved late game lag! *laughs in jet suits*
  12. They just confirmed on stream that the new minimum temperature output is designed to be a problem so let me get this straight. Instead of tweaking power requirement, building heat output, etc, they instead decided that difficulty should come from punishing players for using colder than minimum inputs. In the grand scheme of things the difficulty increase from this is marginal at best, but IMO it's a really lazy method of increasing difficulty. Again, why does the difficulty increase need to come from the input material's temperature rather than aspects such as building requirements, planning, or map generation? What's actually the logic behind this decision?