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Found 9 results

  1. At the moment DLC (and sometimes even base game) holds a lot of identical volcanoes per asteroid. As a general rule those are fun to automate once or twice, but automating dozen volcanoes quickly become identical and tedious. On top of that, volcanoes are effectively locked behind certain technologies, unlocking those technologies immediately grants player ability to handle all volcanoes: there is no progression. Please, add more variety to 'infinite' world-generated resource sources. Some potential options: Remnant tech. Volcanic pump. Some of the volcanoes might have an remnant contraption on top of them that has a pipe output. Power it up and you have your molten metal (who said pipe damage? Might be good idea to limit this to some not too hot resources). Volcanic well. Some of the volcanoes might have an remnant contraption on top of them that has a pipe output and pipe input. Pump in some required resource and get your prize. Volcanic refinery. Unlike previous two options, this one requires only power (probably a lot of it), but in turn provides room temperature compact bars. Dupe-tech compatible sources. Some volcanoes might be dormant permanently, they still can be exploited! Excavator. A volcano that is relatively cool and won't erupt (unless over-exploited), too hot for dupes to handle, but automated excavator (a friend? a facility?) can go deep into the volcano and gather the shinnies (but keep you hands safe, it's hot!). Obviously needs specialized research. Magmatic well. Volcano that is still hot but doesn't have enough pressure to erupt (but do expect occasional gas or heat surges) can be exploited by building a well on top of it. Research and build a well, now just pump in something cool to excite the volcano and you got yourself magma. Crystallization. See that weird cup from neutronium with a hole in the middle? Don't mind the lethally toxic gases it emits, just pour water into it and watch the crystals grow in the water! Also might be good idea not to touch those with your bare hands, let your friends handle them! Once collected and purified, this crystals turns into fine salt, silicon, lead... depends onto the source. Space it out See that rock out there? Yes, it's small, yes, it's far. But it has shinnies! So board your rocket, prep the harpoon, the net and go drag it into you cargo hold. Go quick, before it leaves the area or slams into one of our colonies. Would be nice to have more uses for rockets, and ability to capture rare passing meteors can be one such use. A variation of the idea above: some of the hexes on the map should have an 'meteor rains' indicator, rockets should have a tech to collect this 'space debrie'. Equip a rocket, send it and it will collect the 'meteors' over time. Needs a collection tech and a dupe--operated-time for it to work (skill? specialization?) Variable, mostly useless input, like in 'base' game. Collection time is limited by cargo bays' capacity and if rocket has enough spare fuel (might be good idea to allow jettisoning cargo), collection speed might be affected by dupe's specialization (the dupe that operates the rocket during collection). Return meteor rains to some of the asteroids. It was fun in base game, but it was providing too much metals and regolith, perhaps it will work better on tiny ones? P.S. Volcanoes, vents and geysers so far are all horizontal, might be good idea to have at least some vents vertical or upside-down just for variety.
  2. Hello, in the base game there are liquids and gases with the property "Light emitter". Actually this feature is not implemented. It would be very interesting if some liquids and gases would emit light. I think of transparent gas and liquid pipes (+ a new use for glass which is currently mostly useless, except for solar panels) to lighten out workspaces, different light colors for decoration purposes and light for running solar panels. In exchange for the light the liquids/gases lose mass and/or heat. What do you think? Thanks, Thilo
  3. Hello, I recently build liquid hydrogen/liquid oxygen rockets and noticed that the only way to make hydrogen is a) electrolyzer and b) the one hydrogen vent. As you need as much liquid oxygen like liquid hydrogen to fly the rockets, there is usually much more oxygen made than hydrogen. This means, the only way to get rid of the oxygen is to dump it into space. What a waste! It would be good to have a new building that creates hydrogen and in reality there is one: a steam reformer. In short it takes methane (or natural gas), steam and oxygen and produces carbon dioxide and hydrogen. Especially that it takes steam would add a bit more balance to the game as there are not much uses for the steam vents. I would suggest that the building takes only steam and natural gas and outputs hydrogen and carbon dioxide, to make it a bit more simple. What do you think about this? Thilo
  4. Two new traits related to space exploration and planetoid colonization. Homebody negative trait: -------------------------------- Five cycles after arriving on a new planetoid this duplicant will be inflicted by the homesick debuff for 8 cycles. The homesick debuff will cause the duplicant to gain +15% stress per cycle and will make them work 15% slower. They also will occasionally cry while inflicted with the debuff, but not nearly as frequently as with the ugly crier stress reaction. After the homesick debuff wears off, the planetoid the duplicant is on will become their new "home" and leaving this asteroid for more than 5 cycles will trigger the homesick debuff all over again. Peripatetic positive trait: -------------------------------- Upon arriving on a new planetoid this duplicant will gain a "curiosity" buff which grants them +4 to all attributes for 5 cycles. After this buff wears off, the duplicant will go on like any normal duplicant for 3 more cycles, but staying on the current planetoid for any longer will cause them to get an "uninspired" debuff. The uninspired debuff would cause the duplicant to have -2 to all attributes and gain +8% stress per cycle. This debuff will immediately expire the instant the duplicant arrives on a different planetoid. This duplicant will also have -15% stress per cycle while on a rocket which is in space.
  5. Hello, you often have multiple systems like petroleum boiler, sour gas boiler, some farms and critter ranches etc. all over the map with huge gaps between them. From time to time you need to look after your systems if everything goes right. Then you have to scroll over the whole map, find the system, watch it, find the next one, watch it, scroll back where you are currently building something and so on... What I want is a "shortcut" feature. You can add strings to a list on the screen (I think left below the warning messages would be a good place). This saves the current location where you are on the map. If you click on the string e.g. "Slickster Farm 1", "Oil Well 1", "Oil Well 2", "Temp Current Construction", it teleports you to the saved location on the map, like if you double-click on a dupe in the vitals-list. This lets you fast switch between your systems. Additionally there could be an entry "Last Location" which takes you to the location where the WASD-keys have been pressed the last time. Thanks, Thilo
  6. Can't choose who to send to new planetoid. When landing trailblazer it randomly chose my only Rocket Pilot instead of "fresh-dupe" that was ment to go there..
  7. Can we have a priority level 0 that dupes completely ignore? It would be nice during emergencies when you want to halt activity on a project without losing/cancel it. It also allows you to start planning an addition without having the dupes start before you're ready. On that same note, it would be nice to have a mechanism that disables it for dupes but not sweeper arms, or visa versa.
  8. if, for example, i've dug out a huge swath of tiles of varying types and all of the debris exists in one level of the ground, it would be nice if i could do a drag-select sweep action but select only one type of resource to sweep. what brings this to mind is my shove vole farm. regolith that falls from my rocket shafts are usually mixed in with artifacts, data banks, and other stuff that meteor showers might toss around when the bunker doors are open. Regolith also gets carried and occasionally dropped by dupes on their way to use them as filtration material. I want to be able to pull back on, say, the whole map, drag the entire map with a sweep command but have it only select regolith.
  9. When switching between planetoids, there are generally differences in available material. For example, I started off in the swamp planetoid which had lots of igneous rock, and little sandstone. I then moved to the terra planetoid, which had plenty of sandstone and not as much igneous rock. I naturally tend to use the resource I have the most of, except for certain situations. Thus, the request: Can we keep the selected resource of use separate between planetoids? Currently, both remember your last used material for something, and it would be nice if they remembered separately.