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翻訳の問題を報告
Probably it doesn't and chlorine gives dupes a "Stinging eyes" debuff from what i saw.
https://oxygennotincluded.fandom.com/wiki/Food_(Resource)#Food_Storage
No more silly than 1 drop of water stops everything made by God or man to not pass through or over it.
That's not silly right? That not a total exploit of game mechanics.
Having to then exploit the mechanic yet again for food storage. Now that's more fun right?
But storing food in a pit of Co2 was to easy. So adding tedious game play to it made it more fun why?
Is a single drop of liquid blocking back thousands of KG of pressure a bit broken? For sure (as are other mechanics of advanced builds), but then again, there is not a good mechanic of creating proper airlocks ingame out side of 'abusing' the one element per tile rules of the game. So while i don't abuse 'drop' or 'corner' locks, a 'standard U or V liquid locks are essential to the vast majority of the end game builds.
Whereas dropping food in a CO2 pit bypassed techs intended to be used for food storage, and several food items were a 'waste' even though they had better spoilage rates, and was easy to set up day 1 with no real skill or thought, and was the defacto 'do it this way or your wasting time/energy/resources' way of storing food. Yeah... that system need an update, just like a single drop of liquid does.
However, at least now, the system makes more sense, uses various items for their intended purposes (and not completely ignored), and, if you want to get more advanced, such as a freezer/chill room, you can, using the actual game mechanics as designed and intended and not 'exploits'.
Or, you can just plug in a fridge (the horror!) and make more food than you consume, and call it a day. Not much 'tedious' about that.
Can somebody please explain this to me? I heard that basically now you need to envelop your fridge in certain gas so that your food doesn't get spoiled? Is that it? Or they are making it so that food can go rotten in the fridge either way?
https://oxygennotincluded.fandom.com/wiki/Food_(Resource)
I assume they are currently accurate.
This entire nonsense of changing gameplay mechanics couldn've been solved almost entirely via allowing us to either regulate a temperature in existing refrigerator units, or by giving us stand-alone freezer. Preferably chest freezer. Yup, that huge box (geez, re-use Ration box art even), that keeps food frozen, not just refrigerated, and very energy efficient, because it has top lid, so cold air can't leak that easily out. But I'd took even vertical one.
Problem solved - you have powered solution for storing your food safely in reasonable quantities. 150Kg should be enough for regular consumption anyway, and it could be placed inside dining areas just fine, IIRC.
I'd even pay 120W of power for a functioning freezer. Not the fridge - it's just ridiculously stupid. Why even waste time and resources on that, when you can build thermo-regulator, that costs like two fridges in terms of power, and after priming, it won't spend a lot of power for maintaining the temperature?
Overheating? Just place it into a slightly wet room, water will absorb the heat, and if it will start overheating (which it shouldn't), there is steam turbine, that'll probably be available by the time it happens.
You have trees, and thus access to ethanol? Even better - using thermal heat deletion, when ethanol changes phases from liquid to gas and back. Just build vertical "column" (a.k.a. tall room) if you like, put something cooler on top (like return radiant pipe from the very thermo-regulator/aquatuner) and voila. Steam turbine who?
Oh, and unless they changed that, both thermo-regulator and aquatuner are net positive in terms of cooling, meaning they can cool themselves as well.
No way I'm going to redesign my #K+ cycles bases from core game, just to "adapt" to this "new and improved™" storage, because there is literally no room (nor my desire to rebuild anything).
All I'm going to do, is to replace my standard cross storage (yes, with diagonal access (unless they "fixed", I mean broke that too)) tiles with insulated ones, and either send there a dedicated pipe of freezing-cold ethanol (or super-coolant for some bases), or just build thermö-regulatör aröund with hydrögen lööp (bröther).
Of course, starting anew will require slightly more "thinking", but SPOM should easily provide enough power leftovers to build this new rig relatively early on, instead of making carbon pit storage. You can power it by pedals (rookies still need jog training). And mechatronics engineer is probably is going to be "dupe number 5" on my list, after 2 diggers, 1 researcher and 1 rancher.
Anyway, I don't think there is any new "depth" in this change, nor gameplay "enrichment", because there is still very little point thinking about types of food, based on its shelf life, minus the berry sludge you have to keep in your rockets for your pilots now. Where is canned food, dammit? We need "Stinky food update" or something. No, I don't miss MRE in any way. :D
IMHO in this case Klei makes change for the sake of change, only adding minor irritation to circumvent "new conditions". ¯\_(ツ)_/¯
Jerky and Canned food as mid or late game food options that have greater shelf life than other food stuff.