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Deep Freeze (-18 C or colder) will help.
Sterile Atmosphere will help.
Deep Freeze and Sterile Atmosphere together stop spoiling.
Odd thing though, room is 12c, food is 1c. I'm watching it spoil. Seems too fast.
Oh well, I'll experiment. Thanks for the tips.
I now have a fridge in a Co2 room, ambient temp is 1c, food still 1c. The sterile room shows 0% added spoil. Still not cold enough with 5% added spoil despite ambient being 11c lower.
may help.
Need to run more tests. Currently a sterile room is a -1%/cycle improvement which is hardly worth the effort. All the effort needs to be in freezing the room which makes fridges themselves redundant.
Kind of hard to make the exact amount of food you need.
Yes you can look it up. But what if something goes wrong? Now you don't have enough food.
Should something go wrong? No. But harvesting food. If you don't get it harvesting right away for some reason. Now Dupes go hungry.
Make more and it spoils. Making you go through yet another liquid lock. Why the company thinks these are fun or interesting to build is beyond me. They must think they fun because everything to add to the game makes you build more and more of them.
I'm probably done with this game. The direction they are going isn't fun or interesting. It's just tedious and boring. If that good game design then they'll be rich.
The food change was silly. Their words was to remove an exploit for storing food. Really? ONI is nothing but exploiting game mechanics the biggest one is 1 tiny drop of liquid can hold back the whole map (liquid locks). That's not an exploit? Really. But food. Oh no. Can't do that. Let's make is tedious. What fun? Not really.
We see once the patch they put out actually works Ill give it a go. But I don't see anything they've added worth the pain of doing to keep playing. Just keep forcing more and more liquid locks? My God why do they think these are fun or interesting?
Even pedantic I do not read AlexMBrennan with that much constraint. The point is that instead of overproducing and having a century worth of stockpile, you can have a couple of harvests worth of stockpiled food. Instead of growing that practical tactical supply without limit, just make food as fast as you are consuming it with a comfortable buffer for safety. It actually seems liberating to know that you don't need more Hatch death machines just because there is space for more food. No liquid lock is required if you are not feeling compelled to stockpile limitless food that will never rot.
There's also the pain that Duplicants will always eat fresh food before stale food, meaning the AI is working against your sustainability. You want fridges to get actual use? Fine. But I should have a way to prevent spoilage at all that doesn't involve a very long walk to another biome when dupes want to eat.
If you run up a food surplus then shut down food production periodically, then you may run into problems. I have not read of many people doing such a thing, but it is a situation that this change would effect.
It won't stop 'exploiting' because we can build a freezer and save whatever we want with zero spoil later, when it doesn't matter.
All I see is an extra early game step that makes worse what it seeks to solve.