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Yeah, it took me 39 cycles to find my first steam geyser, and it's in the middle of a bunch of chlorine pockets. I think I'm gonna start a new game...
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# ? Sep 5, 2017 03:17 |
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# ? May 8, 2024 05:48 |
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enraged_camel posted:In other news, they still haven't added a mechanism to automatically turn off generators once their connected batteries reach a certain percentage, huh? The setting works for the normal generators too, but it doesn't mean that they turn off automatically when the batteries fill up; it means that dupes won't refuel them until the batteries drop below that %. So you want to set the limit down to about 20-30% or so.
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# ? Sep 5, 2017 03:57 |
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Generators at least to me appear to only be producing as much power as needed when batteries are full. i.e. a coal gen will output barely any co2 and run forever on a single coal load if it's got a very light load hooked up.
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# ? Sep 5, 2017 04:20 |
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My primary water supply keeps getting contaminated. After close examination, I realized that this is caused by water purifiers not filtering out germs. So polluted water becomes regular water, but the germs remain for some reason. I have no idea why. I hope it's a bug because, short of heating up the entire water supply, I don't know how to decontaminate it.
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# ? Sep 6, 2017 15:33 |
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enraged_camel posted:My primary water supply keeps getting contaminated. After close examination, I realized that this is caused by water purifiers not filtering out germs. So polluted water becomes regular water, but the germs remain for some reason. I have no idea why. I hope it's a bug because, short of heating up the entire water supply, I don't know how to decontaminate it. Its intended. Water has to be 40c to kill germs.
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# ? Sep 6, 2017 17:09 |
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That's pretty lame. Feels like another one of those things they added that just makes things more tedious. edit: yeah, liquid tepidizer requires a whopping 960 W of power. More than a single generator of any kind. gently caress that poo poo. They need to add a way to turn off germs completely because it's pretty awful right now. Slow News Day fucked around with this message at 19:22 on Sep 6, 2017 |
# ? Sep 6, 2017 17:13 |
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A water tepidizer will keep your polluted water pool very hot super cheaply, killing all germs real fast.. The first time you do it it might take a few cycles of constant power depending on how much polluted water you've accumulated, but after that it'll eat barely any power, especially if your pool is insulated. I was wrong about the generators though, they definitely run at full throttle regardless of power requirements.
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# ? Sep 7, 2017 02:12 |
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OK, someone was asking about slimelung earlier. Here's how it works: Your dupes inhale the germ if it's in the air. For every 1000 germs they inhale, their immune system gets -1% per cycle. Each dupe has 15%/cycle base immunity gain, so once they inhale 15000 slimelung germs, their immunity starts going down - slowly at first, then fairly quickly. Once their immunity reaches 0%, they contact the disease. Unlike food poisoning, slimelung requires treatment at a med-bay. If left untreated for 10 cycles, the dupe dies. Once the dupe receives treatment, it takes 4 cycles for them to go back to normal health. So yeah, it can definitely be avoided, and in fact it's hard to catch it unless your dupes spend extended amounts of time in the slime biome. One thing to note is that slimelung is not a surface germ, so wash basins don't do anything. Disinfecting stuff also seems quite ineffective. That said, trace amounts of the germ floating around in the base isn't a risk. You just gotta be careful if you go into the slime biome. The Vitals menu is great for that since it lists each dupe's immunity so you can easily see it. If a dupe's immunity starts going down, I use the airlock door controls to deny them access into the slime biome for a while until the germ is out of their system (which happens gradually - no treatment needed).
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# ? Sep 7, 2017 04:50 |
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Both food poisoning and slime lung work pretty much the same way, really. Having a ton of germs everywhere is not an issue, as long your dupes don't ingest it. That said, getting food poisoning to infect air takes a lot of carelessness, and even if a dupe contracts it it's more of an annoyance than a real danger, unlike slime lung. Also, getting a lot of slime lung in food seems like it'd be a super quick way to deathville, so washbasins definitely help if a dupe that has tons of surface slimelung (normally harmless) from moving lots of infected stuff goes on to make food. I am rather disappointed though, that taking a swim in pools of germy water doesn't even cause surface germs on dupes. Honestly unless you're going to reuse polluted water, heating it is more dangerous to dupes than just leaving it alone, because sometimes they'll want to go pick up something and lose 20 hit points to burns. Which reminds me why I came to this thread earlier in the first place. I was on cycle 150, everything is going nicely, suddenly a bunch of dupes decide it's time to die, go into an area that's far away from breathable air, then when they do the "not enough o2" emote instead of running back to base like they normally do they just stood there or took 3 steps forward then 4 steps back until like 6 died. Now I have frozen dupes deep below my basement
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# ? Sep 7, 2017 06:09 |
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Is there a way to make a proper airlock, that lets a dupe in, cycles the air, and then lets the dupe out? I've noticed over time, the airlock accumulates whatever pathogens from outside, and this slowly leaks into the base every time a dupe uses the airlock.
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# ? Sep 7, 2017 12:59 |
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Q8ee posted:Is there a way to make a proper airlock, that lets a dupe in, cycles the air, and then lets the dupe out? I've noticed over time, the airlock accumulates whatever pathogens from outside, and this slowly leaks into the base every time a dupe uses the airlock. No direct way. I made a airlock type deal with a closed room and atmo switch. You have to solve that problem.
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# ? Sep 7, 2017 14:49 |
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Q8ee posted:Is there a way to make a proper airlock, that lets a dupe in, cycles the air, and then lets the dupe out? I've noticed over time, the airlock accumulates whatever pathogens from outside, and this slowly leaks into the base every time a dupe uses the airlock. temple posted:No direct way. I made a airlock type deal with a closed room and atmo switch. You have to solve that problem. Actually there is a way. You can build a decontamination chamber filled with chlorine like shown below: Chlorine kills any germs it comes into contact with (after about a cycle) so any air that occasionally seeps in through the airlock gets decontaminated. It's not a perfect solution, and kind of unnecessary right now, but might become useful when they add more diseases.
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# ? Sep 7, 2017 15:08 |
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Welp, game started crashing on cycle 194 and I have no idea what causes it. FML
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# ? Sep 10, 2017 00:58 |
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This game is fun but the lack of a threat and basically unlimited resources really makes this a sandbox with some survival. I really hope they add in a few Don't Starve level gently caress yous. I stopped accepting dupes at 15 jerks and the only danger is when they decide to wall themselves off or trap themselves on a ledge. Also heat may be becoming a problem? Dupes don't seem to care, but I'm going to need to move my electrolysis set up away from my farming. ...Should I just see how many dupes I can get up to?
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# ? Sep 17, 2017 06:44 |
Early Access users can now beta test (beta of an alpha ) updates two weeks before it goes live. Next update is oil related. https://forums.kleientertainment.com/topic/82199-oil-upgrade-preview-coming-thursday/
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# ? Sep 21, 2017 14:13 |
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quote:Heavi-Watt Wire Tile all my power problems, fixed. it was so annoying having to do a bunch of transformers to get high amounts of power into insulated places
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# ? Sep 21, 2017 14:24 |
I wonder if the oil biome will be liquid pockets with stone between, or we have to go a further step to collect it.
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# ? Sep 21, 2017 15:55 |
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Animal traps! Yes!
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# ? Sep 21, 2017 22:02 |
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Dogen posted:Animal traps! Yes! Yeah, they couldn't go on about how useful the animals are without giving us the ability to control them, this is perfect! Oil too? Plastic for better running around speed? Now this is an update! I'm liking what I'm seeing here. It's coming together. Exosuits are something I expected to come along eventually. Can't expect our dupes to just walk into unbreathable gas pockets and vacuum ALL the time.
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# ? Sep 22, 2017 19:35 |
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Yeah, I'm liking the amount of content in the upcoming update. Several more like that and the game will be in really good shape.
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# ? Sep 22, 2017 20:29 |
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It seems a lot better than a disease update that is kind of lovely and took so many months. Encouraging.
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# ? Sep 22, 2017 21:22 |
No more watching my pawns suicide running into deadly areas until their breath runs out, I'm not sure if I am happy or disappointed
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# ? Sep 22, 2017 22:15 |
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So, the advantage of having a farm plot is that it can provide fertilizer (which you have to make) and that speeds up the growth/yield of the plant, and hydroponics tiles further speed it up, but I'm okay just starting out with huge banks of planters in a section, right?
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# ? Sep 23, 2017 03:41 |
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Yeah you start out with planters and move to tiles when you can.
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# ? Sep 23, 2017 04:05 |
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Anyone having issues with electrolyzers putting out a ton of heat? It's supposed to be around 6-7W, but a single one puts out more heat than my entire 8 hamster wheel/battery/transformer set up. Water going in is ~25c and what's coming out heats up to 40-50C really quickly, like less than a cycle or two. The unit itself gets over 30c too. I've tried open air and enclosed spaces. It's been an issue in both on stable and the Oil experimental.
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# ? Sep 24, 2017 00:29 |
I cannot wait until the Heavi-watt blocks get correctly implemented and I can stop leaving gigantic gaps all over my colony for running wires. Maybe I'll finally get my pawns to stop bitching about a five inch thick bundle of wire running under their bedspread. -300 decor really?
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# ? Sep 27, 2017 06:05 |
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DreamShipWrecked posted:I cannot wait until the Heavi-watt blocks get correctly implemented and I can stop leaving gigantic gaps all over my colony for running wires. Maybe I'll finally get my pawns to stop bitching about a five inch thick bundle of wire running under their bedspread. -300 decor really? Yeah, each heavy wire is like -25 with a 6 tile radius, so it adds up fast.
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# ? Sep 27, 2017 07:00 |
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Bondematt posted:Anyone having issues with electrolyzers putting out a ton of heat? Electrolysers put out gas at a static 60 degrees.
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# ? Sep 27, 2017 08:28 |
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DreamShipWrecked posted:I cannot wait until the Heavi-watt blocks get correctly implemented and I can stop leaving gigantic gaps all over my colony for running wires. Maybe I'll finally get my pawns to stop bitching about a five inch thick bundle of wire running under their bedspread. -300 decor really? Why are you running the heavy wire so close to their living quarters though?
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# ? Sep 27, 2017 13:02 |
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Truga posted:Electrolysers put out gas at a static 60 degrees. They DO use water at any temp though so feel free to use nearly boiling geyser water to feed them and your showers/toilets.
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# ? Sep 27, 2017 14:02 |
Dogen posted:Why are you running the heavy wire so close to their living quarters though? That was a bit of a joke, I usually run them through the bottom level where the workstations are. I try to keep my bases small though so it kind of all runs together. I need to get used to running utility corridors and not just doing it through walking spaces.
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# ? Sep 27, 2017 15:07 |
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The easiest way to do power for me is make a separate ladder shaft that's walled on all sides, and install the fat cable under that ladder. Keep a 3 wide space on the left or right, for the transformers that branch off small cables for separate base floors.
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# ? Sep 27, 2017 15:13 |
Truga posted:The easiest way to do power for me is make a separate ladder shaft that's walled on all sides, and install the fat cable under that ladder. Keep a 3 wide space on the left or right, for the transformers that branch off small cables for separate base floors. Yeah that is my plan for my next base. I can tell I like this game because I keep coming up with new ideas while at work and going home to try them out with a new base.
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# ? Sep 27, 2017 15:25 |
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I basically have a "transformer room" directly above the power generators that is sequestered off to one side or the other, then I feed out of those transformers into various circuits. I have in the past done a "ladder system" with two tile floors and the transformers oriented vertically. This only works if you put the room on the left side of your base and it takes up a ton of space.
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# ? Sep 27, 2017 18:09 |
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Does the oil biome spawn really far from the origin point? I've played three games so far and none of them have had any oil whatsoever.
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# ? Oct 1, 2017 19:38 |
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From the description it looks like you have to dig down to find oil. I haven't tried the update yet though.
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# ? Oct 6, 2017 03:23 |
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So how's the oil update? Anyone played it? I'm wondering if the content in it is worth starting a new colony, or if I should wait until the next update.
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# ? Oct 7, 2017 20:29 |
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Oil adds a whole new late-game resource process that demands quite a lot of your duplicants, as oil only spawns deep below where it's too hot for most machinery to operate so you'll be making regular repairs, on top of the process largely creating a lot of heat. Plastic items are worth it though, with more efficient tiles/ladders/beds and tools for moving critters to places you want them to be. Exosuits are also very useful. Even outside of exploring the boiling depths, I've found putting exosuit checkpoints at all my base's exits has been fantastic for my duplicants' stress levels, since they're now not dealing with low oxygen or getting their feet wet or all the other little things that add up for their stressors. I didn't play the Outbreak upgrade so I had plenty more stuff to do that made for a very different game to my previous one.
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# ? Oct 8, 2017 00:55 |
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Constantly having to repair stuff doesn't sound fun. It's one of the main reasons I stopped playing RimWorld.
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# ? Oct 8, 2017 04:17 |
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# ? May 8, 2024 05:48 |
Had a real good map going until I realized, too late, that running two coal generators in the open air will fill the place with CO2. It's fine, my spawn was covered in slimelung and hot temps, making exploring a pain. I don't like research. It's just busy work that you have to do before you can play for real. Sorely tempted to see if Cheat Engine has a way around it.
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# ? Oct 8, 2017 07:00 |