Lifegrow

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About Lifegrow

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Oxygen Not Included
  • Alpha Contributor
  1. I like this idea, totally for it. I also think the build menu icons need to be made smaller in general. I know you can scale the UI down, but that also scales down the entire window, not just the buttons themselves.
  2. Farm tiles vs planters

    If you click on the farm tile from your build menu, you can see the effect that each tile applies. If you build one of every farm tile, you can then click on them - choose your plant, and view the changes it makes to the yield if they receive the correct irrigation/fertiliser etc. I used to keep an empty farm tile of each in my bases when I was learning all the crops
  3. I think you missed the key point from what I was saying. We're talking about a game that's currently based on variables per tile - "TILE" being the key word here, as in a fixed container of measurement - a constant size, from which the entire scale of the simulator is based off of. I used 2kg as an example as it's the amount of oxygen per tile that would cause a vent to over pressurise. Your solution of having the mass simply "disperse" into surrounding tiles falls down because of this. You can't simply have a rule that says "If Packet X of gas, enters angled tile A - then disperse 50% of Packet X into the surrounding tiles of tile A." It doesn't work like that. Let's follow your train of thought and imagine that one of the surrounding tiles - now at an increased pressure of ~2,117.6g of oxygen moves onto your angled tile, 50% of it's mass is dispersed. And then another slightly larger packet repeats the process. And another one, and so on and so on, etc. Owing to the highly random nature that packets move - you can't guarantee that your previously halved mass will "find it's way back home" - what you'd essentially be doing is applying very clumsy maths, to an incredibly convoluted problem. You'd have also just created a bug that allows a base to over pressurise, simply by having gasses come into contact with an angled tile. This is why the community will comment if you suggest something that yes, you may have enjoyed in another game, but when you apply it to a simulator like ONI and say something like "I believe It is easier than you are thinking. The game already has everything it needs to implement this as is. It would be like a regular tile", well that tends to provoke a discussion from people who maybe also have a background in coding/games dev. Again, I too am not saying this is an impossibility, nor am I saying it isn't something that i'd probably quite like for my own colonies - I'm merely stating that to imply something is simple, whilst at the same time demonstrating a lack of understanding of the current game, well that's generally not very insightful.
  4. No, you're under-complicating things by ignoring a fundamental property of the game. That is the behavioural/state changes of gasses/liquids from tile to tile. This applies to everything in the current iteration of the game... How would gas work with these half tiles? Would the floating pocket of 2kg of oxygen that's previously floated around 50 full sized tiles suddenly lose half of it's mass and simply squeeze itself into half the space as it floated by? You're approaching this from a blinkered stance. Also - this sort of nonsense :- "Lastly this is an idea I think people would like, help make it happen or don't but we don't need someone who is not one of the game's programmers telling us what can and can't be done. Add to the idea, improve it, find ways to make it work or we don't need your help, shooting an idea down is not helping..." Well lets just say this kind of attitude doesn't go down well on the community forums as a rule of thumb... The idea was not being shot down, Alex was generously explaining why it simply wouldn't work with the current simulation.
  5. Welcome to the forums Great input on your findings, but might be wise to do a bit of reading/perusing of the forums before you spend too much time trying to re-invent the wheel The first was commonly used on the previous update by building/deconstructing doors in a 2x2 area to create vacuums for fridges, and can be seen in a lot of the "show us your colony" bases from around that time. It could also be done by opening/closing airlocks in a gas-filled room to delete tiles of gas. These bugs have mostly been hotfixed out, and hopefully the tile replace issue will be sometime soon too. The second is nothing more than packet-juggling, i.e. tiles of gasses fighting to go somewhere. Sadly this method is incredibly volatile and can often break on save/load if the secondary "pusher gas" is moving between tiles at the point of save. The third is pretty much the only reason that thermo regulators exist Best of luck with your future tinkerings!
  6. A little short sighted this bud. Early access games are always subject to bugs/tweaks/changes. A lot of the current bugs are the result of fixing other issues, or have arisen as part of a hotfix to rectify a different (larger) issue. Stick with it - with each large update you'll find more optimisation, and a hell of a lot more squashed bugs.
  7. I like the addition of the gas valves for co2/chlorine in your 2nd attempt It was that floating disconnected wire in your first setup that confused me btw
  8. Cycle count equates to nothing in this game really. Once your external base pressure gets above 2kg of PO2, which can easily happen before cycle 100 depending on how quickly you expand, it's all the same. You don't even need to store slime underwater, as it will only emit PO2 if the surrounding air pressure allows. I think you're over complicating a few fundamentals of the current build - that is to say that polluted oxygen really doesn't need to be eradicated from your map. Over pressurise your base with oxygen, and then pump your PO2/CO2/Chlorine/etc into separate rooms for storage. If you ever need one of those gasses for say, a grow room, or a fridge room, or for a cooling system - whatever, then it's on hand. If you're so inclined, you can also turn your PO2 into Liquid O2 in a much faster, and much more efficient way than with a bubbler by simply building a giant hydrogen filled radiator, and cooling that gas within the pipes. (exactly what @0xygenhas just demonstrated above...) In short, the bubbler was a showcase in what could be achieved with how gasses interacted, and temperature transference worked on a much earlier build - now it's a somewhat over-complicated system of doing a simple task slowly... One final note - don't underestimate the power of pufts, trap a few in a small area and you'll be needing way more than one pump to feed them...
  9. You're basing this off the design that was first shown back in march Since then, thermal conductivity changed a whole lot. I built beos design on that same game-build and it worked like a charm, providing you cooled things beforehand and used a switch on your pump (this was before hydro switches existed too don't forget!). The beauty (and sometimes the curse too) of playing early access games is that they're going to change a lot over time, which leads to designs constantly evolving, or needing tweaks/changes here and there. In all honesty, with the current build there is absolutely no reason to build a hydrogen bubbler - unless you absolutely want to, in which case my advice would be to build your own design from scratch, you'll learn a lot more along the way
  10. This is the Beowulf design, and it's had many adaptations/tweaks since. Here's the old thread if you're interested.
  11. This is a very old tactic - appropriately nicknamed "The Vomit-Comet" Before the days of geysers and sustainable water, it was one of the best methods for reaching extremely high cycles
  12. Really advise against this - it often bugs, and you'll find your seed lying on the floor when you save/load sometimes. Same used to happen before you could plant them in vases.
  13. Nah, nothing to do with the dupes exhaling - not when the area is saturated with an unbreathable gas. I used to think that too - but it's not the case.
  14. Select a dupe and press Alt+Q and you can drop one nearby - do the same with a wheezewort seed and they can plant it - just don't forget to send them home afterwards