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I mean, they'll get to the spaceship eventually. It's endgame content.
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# ? Jul 12, 2018 20:35 |
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# ? May 30, 2024 00:53 |
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enraged_camel posted:Just seems to me they are ripping stuff off of RimWorld at this point. Schedules? Interactions? Bleh. TBF some of the worst UI elements are the ones they try to reinvent.
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# ? Jul 12, 2018 20:38 |
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metasynthetic posted:That's exactly what this setup I posted earlier does, try it: If the batteries charge/discharge at the same time the 75%-95% generators will always be stay active even when the 50%-95% set activate. Even without AND gates. If you want to conserve one type of fuel more than others, you can set the Also having the batteries on separate logic circuits lets you reconfigure priorities while paused, if you're like me only notice afterward that the water geyser went dormant before methane, etc. enraged_camel posted:Just seems to me they are ripping stuff off of RimWorld at this point. Schedules? Interactions? Bleh. I'd prefer not having to micromanage work/job priorities and urgencies or cancel/re-assign orders. Like just let me manually queue "dig these tiles, but NOT before you build the ladders" to stop the little fuckers from trapping themselves in build sites. silentsnack fucked around with this message at 21:19 on Jul 12, 2018 |
# ? Jul 12, 2018 20:57 |
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I'm okay with a happiness system that isn't just "put paintings everywhere. It will also be nice to not have dupes take poo poo breaks after digging a couple of tiles.
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# ? Jul 12, 2018 21:04 |
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enraged_camel posted:Just seems to me they are ripping stuff off of RimWorld at this point. Schedules? Interactions? Bleh. It's one of those updates that I could see looks 'small' to us but has a lot more work put into it than we might think. Especially on art assets. And I feel it does wonders in adding some personality to the game and make the dupes feel a bit less like disposable ants. And dude, just chill. They'll get there, but they have other plans as well. They're still adding core mechanics, even now we hardly have any sort of chemical processing despite that supposedly being a major deal in the end game: making rocket fuel and such. It's a complex game that they're slowly building up. Give them some room to add mechanics other than beep-boop-more-technologies.
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# ? Jul 12, 2018 21:12 |
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silentsnack posted:Hadn't looked that closely before, but unless I'm missing something the logic gates/networking is unnecessary and might be counterproductive. No, I think you're right, you're elaborating on some implications that I hadn't fully thought through before. Part of the original reason I set up the circuits that way was because I thought I was possibly going to add some more control logic beyond just the batteries themselves, which ultimately proved unnecessary. This reminds me though, a semi-cheaty way of setting switches that don't require dupe interaction is to link them to an atmo (or thermo / whatever) sensor set to 20kg and just change it yourself from below / above 20kg pressure.
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# ? Jul 12, 2018 21:24 |
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Welp, someone just sent me something amazing. Guy in the official ONI discord was chatting about a vacuum based cooling system and set it up: The tempshift plates behind the water prevent it from evaporating due to the game's mechanics. But if the temperature rises to the point the water starts evaporating, the water vapor will be sucked away into space, taking its heat with it. Edit: He's using the polluted water to cool off the iron generated by this volcano, as maintained by this patent-pending Nisbet-based cooling system: Because skin regrows and constantly repairing auto-sweepers gets tiring apparently. Alkydere fucked around with this message at 21:45 on Jul 12, 2018 |
# ? Jul 12, 2018 21:40 |
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It doesn't sound like what I was hoping for but w/e, I suppose it's something. If the new system is more complex than 'spam decor everywhere' that'll be fine. There are just so many other things which I would have done first. Better luck next patch.
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# ? Jul 12, 2018 22:11 |
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I started a new colony on the test branch. Little notes/smiley faces came up and you could hover over the tool tip. Less than five minutes into the game, they took a break, would do no work (like build the friggin toilets) and peed on the floor. Color me unimpressed.
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# ? Jul 12, 2018 22:26 |
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Probably a bug in the way the new work cycle works. Sounds like they try to pee as soon as soon one of the non work day cycles starts?
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# ? Jul 13, 2018 01:20 |
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ILL Machina posted:Probably a bug in the way the new work cycle works. Sounds like they try to pee as soon as soon one of the non work day cycles starts? Yes, this is exactly what happens. Extremely buggy so far. It's like the devs haven't played it themselves before releasing this branch.
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# ? Jul 13, 2018 03:35 |
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ILL Machina posted:Probably a bug in the way the new work cycle works. Sounds like they try to pee as soon as soon one of the non work day cycles starts? I dunno, sounds like a fairly normal day in a British public service office block
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# ? Jul 13, 2018 03:38 |
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So, delving into ranching for the first time, how viable is it to raise Hatches for eggs? They eat almost anything, poop coal, their eggs look huge.
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# ? Jul 13, 2018 03:38 |
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Speedball posted:So, delving into ranching for the first time, how viable is it to raise Hatches for eggs? They eat almost anything, poop coal, their eggs look huge. Too slow, raise shine bugs for eggs. Plenty of meat on Hatches though.
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# ? Jul 13, 2018 03:38 |
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enraged_camel posted:Yes, this is exactly what happens. They might not have. Remember it's a test branch and they log the people who are playing the test branch to see where the issues are.
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# ? Jul 13, 2018 04:09 |
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This is adorable and I love it. An important fact about ONI to me is that it's a builder game with little people doing the building, as opposed to a pure builder game. Still needs balancing, though; I had all the dupes sitting around and refusing to work because they didn't have a toilet, even though their current task was building a toilet. Had to go into emergency mode.
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# ? Jul 13, 2018 17:21 |
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I hope the next patch isn't "Expressive Upgrade Mark II" or some poo poo.
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# ? Jul 13, 2018 17:29 |
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Yeah this patch is extremely cool and good.
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# ? Jul 13, 2018 17:42 |
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Arsenic Lupin posted:This is adorable and I love it. An important fact about ONI to me is that it's a builder game with little people doing the building, as opposed to a pure builder game. Still needs balancing, though; I had all the dupes sitting around and refusing to work because they didn't have a toilet, even though their current task was building a toilet. Had to go into emergency mode. ONI is best described as an ant farm, but with people, and in space.
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# ? Jul 13, 2018 17:53 |
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enraged_camel posted:I hope the next patch isn't "Expressive Upgrade Mark II" or some poo poo. This is a preview build, so likely the major patch that the timer's ticking down to will be the cleaned up release of the Expressive Update. After that though, who knows what next month's project is. I do hope it's something a bit more in-depth, but I don't mind little bits like this. temple posted:ONI is best described as an ant farm, but with people, and in space. That works. I often often state "Imagine Dwarf Fortress, but with but with adorable, developmentally challenged Star Trek rejects"
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# ? Jul 13, 2018 21:04 |
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dogstile posted:Yeah this patch is extremely cool and good. nah this patch in a nutshell
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# ? Jul 14, 2018 00:17 |
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I got some exosuits built and they change things rather a bit. Slime is no longer scary and I fear no water. But the little bastards still piss me off no end with the time wasting - walk to dock, get into suit, get through airlocks, walk halfway to job site, feel hungry, drop load and walk back. I know the suits suppress the 'I need a pee' thing but they still do the hunger one. Still, cycle 90 and I have a nat gas geyser capped and only just getting some heat problems in the central part. Off to the ice biome with the next 3 suits and get me some wheezies.
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# ? Jul 14, 2018 05:14 |
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Ratzap posted:I got some exosuits built and they change things rather a bit. Slime is no longer scary and I fear no water. But the little bastards still piss me off no end with the time wasting - walk to dock, get into suit, get through airlocks, walk halfway to job site, feel hungry, drop load and walk back. I know the suits suppress the 'I need a pee' thing but they still do the hunger one. I assume the update in testing is going to solve that once they sort it out.
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# ? Jul 14, 2018 05:18 |
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BattleMaster posted:I assume the update in testing is going to solve that once they sort it out. It would be nice if it also stopped them from dropping whatever they are carrying when work time ends. “I’m supposed to put this infested piece of slime in the chlorine locker... but the day is over! ” Or least have it keep its sweep tag. I don’t know how the update handles it, but I’d like that. Mierenneuker fucked around with this message at 09:17 on Jul 14, 2018 |
# ? Jul 14, 2018 09:15 |
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enraged_camel posted:nah Cheer them up you monster.
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# ? Jul 14, 2018 11:11 |
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I think two of my dupes just had an involved conversation about whether they like ladders.
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# ? Jul 14, 2018 14:08 |
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So, they tell me I gotta go over to level three east and connect up some insulated pipe for that new water filter project. Ok, fine. So I schlep my way through the slime and get out there, I check the work order and it calls for sedimentary rock. I’m thinkin’, that’s not gonna last ten cycles. Plus there’s piles of granite just laying there right at the work site. But hey, whatever, I’m just an apprentice architect, what do I know, right? I’m tellin’ ya, Stinky, the guy in charge of this mess is a moron who's gonna get us all killed. But what are ya gonna do?
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# ? Jul 14, 2018 16:11 |
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Splicer posted:I think two of my dupes just had an involved conversation about whether they like ladders. Well? Do they?
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# ? Jul 14, 2018 18:01 |
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Ratzap posted:I got some exosuits built and they change things rather a bit. Slime is no longer scary and I fear no water. But the little bastards still piss me off no end with the time wasting - walk to dock, get into suit, get through airlocks, walk halfway to job site, feel hungry, drop load and walk back. I know the suits suppress the 'I need a pee' thing but they still do the hunger one. I ended up making a checkpoint that disables itself after the dupes are through, and doesn't re-enable until nighttime. That way dupes that get into suits then work in that area at least until sundown. Since suits basically stop dupe bladder from overflowing and actual hunger takes like 2 cycles to manifest, it's never been a problem.
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# ? Jul 14, 2018 18:17 |
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Gas pipe flow: is there a way to prevent half flow at a T when one of the branches is full? I’ve tried a few alternate junctions and it doesn’t seem like it.
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# ? Jul 14, 2018 18:25 |
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Teledahn posted:Well? Do they? They don't trust em. Always up to something.
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# ? Jul 14, 2018 18:32 |
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Teledahn posted:Well? Do they?
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# ? Jul 14, 2018 18:32 |
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The update seems a lot of work to basically implement 25% break/sleep time, 75% work time. They still drop whatever they are carrying when they change their bird brains which is infuriating. You're on a break for gods sakes, just go put that in the right place THEN go to the crapper. Instead it drops one of the remaining food items all the way down the ladder and into water. All the cutesy "speech bubbles" nonsense is completely wasted on me. I just want quiet, efficient peons in my video game. I couldn't care less about immersion or the plight of my pixellated little friends. Mood seems a little quicker to go down the swanny moving decor up the research queue and is it just me or are they eating more? Over all: D+, try harder next update.
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# ? Jul 14, 2018 19:56 |
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Truga posted:I ended up making a checkpoint that disables itself after the dupes are through, and doesn't re-enable until nighttime. That way dupes that get into suits then work in that area at least until sundown. Since suits basically stop dupe bladder from overflowing and actual hunger takes like 2 cycles to manifest, it's never been a problem.
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# ? Jul 14, 2018 19:57 |
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this just the start. i think by Friday we'll see more of the patch. There's going to be a schedule coming in, we already know that.
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# ? Jul 14, 2018 20:00 |
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What sort of automation is there that deals with game time? I'd be all for locking the smooth brained idiots out until they're allowed back I just can't imagine how to do it.
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# ? Jul 14, 2018 22:06 |
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Clock sensor, has two parameters: time of day to go active, and how long (in % of a day) to stay active.
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# ? Jul 14, 2018 22:34 |
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WithoutTheFezOn posted:Clock sensor, has two parameters: time of day to go active, and how long (in % of a day) to stay active. Which also makes it ideal if you want to set up a lighting system in your base to boost mood, but don't want to have the lights on in places dupes aren't at a certain time of day.
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# ? Jul 15, 2018 01:55 |
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Huh, never even looked at that one. Now I'm trying to figure out how to use airlocks to let them out and in at certain times while still getting them to put their suit away. How does this wizardry work?
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# ? Jul 15, 2018 05:14 |
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# ? May 30, 2024 00:53 |
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Lorini posted:this just the start. i think by Friday we'll see more of the patch. There's going to be a schedule coming in, we already know that. They said none of those things. quote:Please note: The socialization and recreation systems are still being roughed in, so you'll find more loose ends and missing details than usual at the moment. We still have to add things like tooltips and icons, UI for the schedule, attributes and effects actually modifying each other, and so forth. We encourage you to comment on the game as you're currently experiencing it, as we'll be considering your feedback while we develop these systems. There is basically zero indication that they will add more actual content (such as the ability to modify schedules) this patch. For all we know they're saving that for a future upgrade patch. So yeah, don't get your hopes up. My guess? This is another wet fart of a patch just like the germ update last summer.
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# ? Jul 15, 2018 07:15 |