Slime Science Discussion Thread

Feedback and general discussion of Slime Rancher

Re: Slime Science Discussion Thread

Postby jmababa » Sun Nov 20, 2016 2:30 am

asdfghjklinkin wrote:I'm pretty sure I unlocked a purple slime lamp, but it's not in the blueprints shop. wat do?


its as if you already bought it go make it aready
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Re: Slime Science Discussion Thread

Postby Terribletrees » Mon Nov 21, 2016 5:39 am

I don't know if anyone else has experienced this but I made an amber slime lamp and instead of getting a happy well fed slime inside, I got a slime who looks like he hasn't eaten in several hours. It is painful to look at him stuck in that prison without any way for him to get any food. :(
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Re: Slime Science Discussion Thread

Postby EmeraldPlay » Mon Nov 21, 2016 9:59 am

Terribletrees wrote:I don't know if anyone else has experienced this but I made an amber slime lamp and instead of getting a happy well fed slime inside, I got a slime who looks like he hasn't eaten in several hours. It is painful to look at him stuck in that prison without any way for him to get any food. :(


That's the intended look of that slime lamp.

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Re: Slime Science Discussion Thread

Postby PrismSlime » Mon Nov 21, 2016 1:38 pm

intended as shown by the preview pics on the blog, but still sad :(
If you want a Gordo as big as possible before starting to tremble, feed it 21 of any food that isn't its favorite! *Currently a bug as snared gordos pop with 30 instead of 50

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Re: Slime Science Discussion Thread

Postby kaylimoon » Mon Nov 21, 2016 6:36 pm

I LOVE the new Slime Science update. Having more things to do with NB and plorts makes it that much more fun.
I only have one single complaint: the fourth item from every new resource from the extractors (Lava Dust, Strange Diamond, and Royal Jelly) are far too rare in my opinion. I've blown through about 20 of each kind of Advanced extractor and only found 1 of each of those rare items. I think the RNG gods are against me, or the odds may be a bit too low of obtaining them. Maybe a bit of tweaking is in order?
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Re: Slime Science Discussion Thread

Postby PrismSlime » Mon Nov 21, 2016 6:40 pm

well the only things you make with those extra rare items you either only need to make once, or it's only worth making one of. unless you change your mind on where to use the warp techs.
If you want a Gordo as big as possible before starting to tremble, feed it 21 of any food that isn't its favorite! *Currently a bug as snared gordos pop with 30 instead of 50

*I make a note to only post original ideas that I haven't seen others suggest.
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Re: Slime Science Discussion Thread

Postby jmababa » Tue Nov 22, 2016 2:57 am

PrismSlime wrote:well the only things you make with those extra rare items you either only need to make once, or it's only worth making one of. unless you change your mind on where to use the warp techs.


some warp tech not that useful some areas just need spirng board which you can get from blue treasure chest
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Re: Slime Science Discussion Thread

Postby jmababa » Tue Nov 22, 2016 2:59 am

EmeraldPlay wrote:
Terribletrees wrote:I don't know if anyone else has experienced this but I made an amber slime lamp and instead of getting a happy well fed slime inside, I got a slime who looks like he hasn't eaten in several hours. It is painful to look at him stuck in that prison without any way for him to get any food. :(


That's the intended look of that slime lamp.

Welcome to the forums, by the way.


Violet lamp is always happy slime and green is rad lamp
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Re: Slime Science Discussion Thread

Postby OllieLovesSlimes » Tue Nov 22, 2016 10:34 am

considering all the people complaining about the rarity of the 4th resource from all extractors, im feeling quite lucky i got 2 diamonds in a row
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Re: Slime Science Discussion Thread

Postby PrismSlime » Tue Nov 22, 2016 2:28 pm

i;ve just about crafted everything available to me at this point. i just need maybe 2 more lava dusts, and an extra strange diamond cuz i want to move my green warp pad. still need the random blueprints though...
If you want a Gordo as big as possible before starting to tremble, feed it 21 of any food that isn't its favorite! *Currently a bug as snared gordos pop with 30 instead of 50

*I make a note to only post original ideas that I haven't seen others suggest.
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Re: Slime Science Discussion Thread

Postby HappyRainbew » Wed Nov 23, 2016 4:31 pm

Yeah, I would like to be notified in-game (for other players, I found out the hard way) that warp gadgets can only be moved once.
I was moving mine around, and thought that because the first time I moved it that I could move it freely, so I placed one on the ranch and one on the dry reef, and they are sitting there uselessly since they are so close to each other.
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Re: Slime Science Discussion Thread

Postby PrismSlime » Wed Nov 23, 2016 4:46 pm

i think the thing with that is they can only be picked up and replaced if you haven't placed the 2nd one yet. though i did learn that you can change the direction you come out by rotating it so you can have an infinite sprint if you want. :P
If you want a Gordo as big as possible before starting to tremble, feed it 21 of any food that isn't its favorite! *Currently a bug as snared gordos pop with 30 instead of 50

*I make a note to only post original ideas that I haven't seen others suggest.
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Re: Slime Science Discussion Thread

Postby base4 » Thu Nov 24, 2016 9:18 pm

After experiencing the new update, I have some things to say about it.

First of all, the update was definitely something that this game needed. I got bored of Slime Rancher because there wasn't enough left for me to do. This update got a good 15 more hours out of me.

And though more stuff to do is nice, it can also be... bad. I happen to have a particularly interesting setup. I owned at least one of almost every slime type before the update. I had Honey-Hunters, Phosphor-Crystals, and Rad-Booms. I was also free-ranging phosphors in the grotto and pink slimes in the overgrowth. I was growing mint mangos for my honey-hunters, oca-ocas for my rad-booms, and cuberries for my pink slimes, phosphors, and phosphor-crystals. I also had some puddle slimes. So I was growing crops in 5 different areas, with three total types. I have to replant a total of 9 farms every couple of days. I have to shove mint mangos back into the feeder because it spits out too much, I have to collect plorts, et cetera, you get it. I had a lot to do. Then, slime science came along, and I had to expand.

So I first discovered I needed rock and tabby plorts. So, I cross-bred my free-range phosphors with tabbies and my free-range pink slimes with rocks. Then I found that I needed WAY more pink plorts, so I dedicated 2 lab plots to corrals for pink-rad slimes, and 2 plots to oca-oca farms. Everything was good for the time being. Then I needed to start extracting materials from a total of 4 places, and things got out of hand fast.

I went to the indigo quarry and set up a few drills at the exit of the grotto teleporter. Then, I placed some apiaries at the end of the moss blanket, next to the teleporter that led back to the ranch. After that, I went to Arch Island to place some pumps, because I had a feeling that it would net me some Deep Brine. Finally, I went back to the lab and placed a drill, apiary, and pump there. Of course, this is all simplified, as I did this over a long period of time, and figured this all out with lots of experimentation.

So I got the treasure cracker, got some blueprints, unlocked tier two stuff, yadda yadda, you get it. I made a teleporter right to the end of the moss blanket so that I could easily empty out the apiaries there. I visited the volcanic island, which was cool. I found the pod with the fire flowers and almost died of excitement; because those things are GORGEOUS and YOU KNOW IT.

Eventually, I got all the treasure pods listed on the wiki (though for the most part I only used it after finding more than half the pods myself), and just decided to stop. Why did I decide to stop, you ask? Well, I'll tell you.

The game is starting to feel like work. My containers have excess plorts in them, I have to constantly go back and forth feeding slimes, replanting this, moving that, feeding these guys, emptying these apiaries, now these drills, feed these slimes, now empty those pumps and NOW you can go looking for treasure pods. And on multiple occasions, I've died while searching. So I'd have to replant all my crops, then feed my slimes, then empty ALL the extractors, and THEN I can go back and try again. It takes a good 15 minutes to recover from a death. It's really aggravating.

On the topic of extra work, at one point, I had put down a roostro and a few hen hens to breed freely on my farm, and it spiraled out of control. By the time I realized "wow, I might have too many chickens. Is my game lagging? Yes, yes it is," I had 250 of the things. I have a silo dedicated to chickens now. It was THAT bad. You guys might want to put a spawn limit. I STILL have like 10 chickens under the stairs.

And on a more serious note, I'm really dreading going back in, because I'll be swamped with tons of work. Even if I fix these problems, like the excess plorts, they'll just reappear later.

I like what you guys have done with slime science, though. It's interesting and it adds a new dimension to the game. The new areas that you added are also really, really nice. I especially like the grotto extension.

Still, I think that something needs to be done about the workload. There's just too many things on my ranch to manage, especially after a death. Perhaps slime science could be of assistance? Maybe in the future, slime science could be a catalyst for unlocking an upgrade to replant crops or extend inventory spaces of plort collectors, or to automatically collect crops, even. Really, anything that helps to manage all of the stuff happening on the ranch is just great.

Also, here's a picture of JUST the elder hens and roostros on the farm. This is after I had cleaned up those blasted chickens.

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Re: Slime Science Discussion Thread

Postby PrismSlime » Thu Nov 24, 2016 9:37 pm

if you're really that busy, i think your system just needs some tweaking. i currently only use 3 corrals for 6 largos of the main 6 types, and an extra one for solely pink slimes, 2 ponds in out of the way areas cuz i figured it suited them, 1 plot of crops for each of those corrals with 2 for the pinks, then free range crystals and hunters in the grotto and overgrowth respectively. i have a steady supply of plorts with the collectors filling up every 3 days or so, have several plots that i'm not even using and have enough extra food to keep even my 50 pink slimes well fed enough to easily get the 360 pink plorts i need to replace my extractors every few days. along with warp depots and teleporters to streamline the process.

also for the chickens, i'd suggest putting a slime in there with them, then turning it into a tarr once it eats them all lol. about all i could do when i tried using it as an extra coop lol.
If you want a Gordo as big as possible before starting to tremble, feed it 21 of any food that isn't its favorite! *Currently a bug as snared gordos pop with 30 instead of 50

*I make a note to only post original ideas that I haven't seen others suggest.
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Re: Slime Science Discussion Thread

Postby base4 » Fri Nov 25, 2016 2:46 pm

I've started a new game. I'm planning on taking a much different approach this time around. I've decided to try raising some tabbies and keep fewer slimes in general. I'm going to take the approach of using up almost no farms and trying to raise chickens in coops.
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Re: Slime Science Discussion Thread

Postby PrismSlime » Fri Nov 25, 2016 2:49 pm

that's gonna be difficult on its own. gl though.
If you want a Gordo as big as possible before starting to tremble, feed it 21 of any food that isn't its favorite! *Currently a bug as snared gordos pop with 30 instead of 50

*I make a note to only post original ideas that I haven't seen others suggest.
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Re: Slime Science Discussion Thread

Postby duskflower » Sat Nov 26, 2016 11:22 am

I play Slime Rancher partly for how therapeutic the routine and working is. One of my worlds has mostly free-range slimes so I don't have to care for them much and I can goof off with it. On the flip side, in one of my worlds I'm collecting one of EVERY largo in the game, and then keeping them TOGETHER in the Grotto. I have to take each one out and feed them individually to keep Tarrs from spawning, but I've developed a system and I still have to explore to find new slimes to add to my Largos. The sheer workload calms me down because it's kind of fun to work on an alien range. Slime Science is SUPER easy in that world, too, because I have every plort in the game at my fingertips as well as a few coralls full of slimes with auto-feeders to bring in the income. It's lots of fun when I'm stressed.
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Re: Slime Science Discussion Thread

Postby MysteriousPixie » Tue Nov 29, 2016 5:58 pm

Didn't realize there were new areas added.. aside from the Slime Science expansion, which I awkwardly flew into that area just the other day before Xbox had the update, I was very curious as to what would come of that area. The next day I start up my game and I go beside my house to harvest my crops... wait, what's this? There's a new area! Was very pleased to see my game had updated at some point!

I got into this game at a good time. :) Off to explore...
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Re: Slime Science Discussion Thread

Postby HomeOnTheRange » Wed Nov 30, 2016 7:18 am

There's a green treasure pod that's in the short cut between the range and the indigo quarry. I've opened it and received the treasure but every time I go past the pod now, it acts as though I've just opened it - exploding and emitting particles. It's great but I don't think it's supposed to do that.

I really like the Slime Science, it's brought a whole new game to Slime Rancher, much more fun and variety :)
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Re: Slime Science Discussion Thread

Postby PrismSlime » Wed Nov 30, 2016 7:28 am

that was supposed to have already been fixed. but i do still notice that from time to time. i think it just happens less frequently now lol. btw does anyone know what the max amount of a resource you can store in the refinery is? i'm coming up to 1k with rad plorts and a couple others.
If you want a Gordo as big as possible before starting to tremble, feed it 21 of any food that isn't its favorite! *Currently a bug as snared gordos pop with 30 instead of 50

*I make a note to only post original ideas that I haven't seen others suggest.
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Re: Slime Science Discussion Thread

Postby RazorX » Wed Nov 30, 2016 10:29 am

@base4 i found the best way to get a great profit but not over work yourself or the game is to do the following:

make 1 or 2 ponds with no more than 4 puddle slimes in each
make 5 corrals and place the following in:
corral 1 - 5-10 honey tabby largos and feed them mint mango
corral 2 - 5-10 phosphor hunter largos and feed them cuberrys
corral 3 - 5-10 rock boom largos and feed them heart beets
corral 4 - 5-10 pink rad largos and feed them oca oca
corral 5 - 5-10 crystal slimes and feed them odd onion

that will give you all the plorts in the game (apart from gold plorts) and means you dont have to breed hens you only need to grow mint mango, cuberry, heart beet, oca oca and odd onion and with the rest of the space you can place silos to keep extra plorts and crops.
i would recommend keeping the 5 corrals somewhere like the grotto where there out of the way or keep 3 in the grotto and 2 in the lab or something like that.

hope that helps.
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Re: Slime Science Discussion Thread

Postby PrismSlime » Sat Dec 03, 2016 2:26 pm

apparently 999 is the cap for resources in the refinery. i now officially have too many rad plorts!
If you want a Gordo as big as possible before starting to tremble, feed it 21 of any food that isn't its favorite! *Currently a bug as snared gordos pop with 30 instead of 50

*I make a note to only post original ideas that I haven't seen others suggest.
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Re: Slime Science Discussion Thread

Postby ziulyx » Sun Dec 04, 2016 9:51 am

captaintechnicality wrote:Is it just me, or are the rare resource drop rates way too slow? I've been playing for almost 9 hours since the update came out, I've maxed out on advanced drills, and I still haven't found a single diamond. Is this the intended drop rate, because I stopped making progress hours ago, and now the game just became grinding for this goddamn diamond. Am I missing something?

Those are the intended drop rates, but no fear! There are 2 more tiers of extractors coming in a future update and they're mostly finished in the game's code! In fact it was said that the 4th tier will have such an increased chance for rare resources that common ones become rare!
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Re: Slime Science Discussion Thread

Postby CakeFlour » Mon Dec 05, 2016 11:13 am

I don't suppose theres a Chance we could get a Quick hop or some Bridge connecting the Overgrowth to the Labs? Wouldn't Mind Saving a few seconds with a shortcut. Still working on the warp though.
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Re: Slime Science Discussion Thread

Postby RazorX » Mon Dec 05, 2016 1:17 pm

CakeFlour wrote:I don't suppose theres a Chance we could get a Quick hop or some Bridge connecting the Overgrowth to the Labs? Wouldn't Mind Saving a few seconds with a shortcut. Still working on the warp though.


you could just use a teleporter but there so close i think it would be a waste to use one
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