You can find Luciferium occasionally in Ancient Dangers. I just found 23 along with 3 scythers.
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#2
General Discussion / Re: Luciferium
August 21, 2016, 06:29:32 AM
I have to say, the cryostasis killing machine idea is very compelling. My current issue with the drug (which may just be a bug in my version) is that sometimes people have mental breakdowns and go on a Luciferium binge.
It doesn't end well.
It doesn't end well.
#3
General Discussion / Re: Alpha 15 unstable branch testing feedback
August 21, 2016, 02:11:03 AM
Drugs:
A fun mechanic. It's nice to give my stressed artist some weed so she can keep working through the night, or giving Go-Juice to my fighters. Production is simple, and I appreciate that certain drugs need space chemicals.
The negatives are about addiction and withdrawl. Withdrawl symptoms are -extreme- and I have yet to see one of my people get clean, even spending a few seasons locked up. It's far easier to just make more drugs and keep them hooked rather than sober up. So, unless I missed something, it may be helpful to implement a way for a doctor to assist someone trying to recover instead just hoping they get better. Perhaps similar to an infection, maybe requiring some glitterworld meds?
Mining Equipment
They are excessively overpowered, and make the mid-late game feel trivial. I feel that decreasing the reward would only make them tedious, perhaps you could increase the risk. Toxic gas leaks, buried mechs, geothermal vents, etc. When I first tested the item I simply put my scanner behind a switch, so I could find the sites and start digging before I switched it off. The power cost is hefty but you can just sidestep it. Maybe the drill malfunctions without an operating scanner? Maybe someone with the mining skill on the scanner gives you better/worse results?
The balance changes are marvelous too. Thank you for all of your hard work.
A fun mechanic. It's nice to give my stressed artist some weed so she can keep working through the night, or giving Go-Juice to my fighters. Production is simple, and I appreciate that certain drugs need space chemicals.
The negatives are about addiction and withdrawl. Withdrawl symptoms are -extreme- and I have yet to see one of my people get clean, even spending a few seasons locked up. It's far easier to just make more drugs and keep them hooked rather than sober up. So, unless I missed something, it may be helpful to implement a way for a doctor to assist someone trying to recover instead just hoping they get better. Perhaps similar to an infection, maybe requiring some glitterworld meds?
Mining Equipment
They are excessively overpowered, and make the mid-late game feel trivial. I feel that decreasing the reward would only make them tedious, perhaps you could increase the risk. Toxic gas leaks, buried mechs, geothermal vents, etc. When I first tested the item I simply put my scanner behind a switch, so I could find the sites and start digging before I switched it off. The power cost is hefty but you can just sidestep it. Maybe the drill malfunctions without an operating scanner? Maybe someone with the mining skill on the scanner gives you better/worse results?
The balance changes are marvelous too. Thank you for all of your hard work.
#4
Bugs / Re: Cooler Exhaust + Vent Exploit/Bug
August 18, 2016, 12:25:48 AM
Also, I apologize. I read the 'how to report bugs' after I posted this. Classic blunder.
#5
Bugs / Cooler Exhaust + Vent Exploit/Bug
August 18, 2016, 12:23:38 AM
Recent install on A14, no mods. I believe this is easy to reproduce.
Have a cooler set to about -5 so that it freezes a room of any size, and make sure that the power output on the cooler indicates 'High'. Turn the 1x1 square where the exhaust goes into it's own sealed room. The temperature of that single square should be absurdly high; easily 80-100. Then, set a vent from that square into a room of any size. I used a huge cavern, probably around 20x30. The temperature is currently in the 60's.
It's a very cost effective way of heating everything, I assure you.
Have a cooler set to about -5 so that it freezes a room of any size, and make sure that the power output on the cooler indicates 'High'. Turn the 1x1 square where the exhaust goes into it's own sealed room. The temperature of that single square should be absurdly high; easily 80-100. Then, set a vent from that square into a room of any size. I used a huge cavern, probably around 20x30. The temperature is currently in the 60's.
It's a very cost effective way of heating everything, I assure you.
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