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[Game Update] (Preview Branch)- 210162


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oni_thermal_upgrade_preview.png

Features:

  • New Ice Biome

  • New buildings including the Space Heater, Liquid Tepidizer, Textile Factory and Thermo Switch

  • New Duplicant outfits

  • New Plants

  • New Steam Geysers

  • Food can now be preserved in sterile and/or cold environments

  • Pipes can now burst, and will take damage if the wrong element is piped into them

  • Duplicants are temperature sensitive and will get stressed in hot and cold areas

  • Duplicants can overheat and develop temperature-based diseases

  • Circuits can overload

  • Buildings can overheat

  • Mechanized Airlocks can be assigned custom access permissions

  • Dupes will now auto-repair buildings

Known Issues:

  • Equipped outfits will often disappear

Fixes:

  • Research and cooking buildings no longer provide restful sleep

  • Dupes will always eat the least fresh item out of a food container

  • Better player feedback for rotting food

  • Ore properly melts

  • Creatures can no longer walk through “auto” or “closed” doors

  • The refill percent on the coal generator can now be set

  • Tiles display the correct temperature

  • Panning speed scales based on zoom level

  • Fixed invisible Muckroot plants

  • Added a jump between ladders that are one tile away to fix a case where building a ladder could prevent Dupes from going back the way they came

  • Fixed many mass conservation bugs in plumbing systems

  • Improved mass conservation on doors closing

  • Improved mass conservation on tile construction

  • Improved mass conservation of falling liquids

  • Shower liquid output temperature is same as input

  • Pumps consume liquid/gas from the four cells they cover instead of the bottom left cell only

  • Storage shows food freshness

  • Algae Terrariums no longer stop working if their inventory is full

  • Duplicant traits no longer prevent them from performing their profession task

  • Composting interval is much longer so it spits out larger chunks

  • Mealwood Plants now give negative decor

  • Tiles which have taken liquid pressure damage are now repairable

  • Dupes no longer get stuck when the ladder they were standing on gets deconstructed

  • Lights will no longer appear “on” if something else in the area is shining light on top of them

  • Fixed zombie Morbs

  • Memory optimization

  • Fmod upgrade (should resolve some audio crashes)

  • Misc crash/bug fixes

For instructions on participating in the update preview, please see the post below. 

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14 minutes ago, Cheerio said:
  • Dupes will now auto-repair buildings

 

I don't know if this is the best.
For example, stress levels are high and duplicates are destroying stuff.
Having them automatically start fixing things may not be where your priorities are.

If this is the path you're going down, you may as well have dups automatically go on massage tables when they're stress, or medi beds when they're ill... actually that last one might not be so bad!

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20 minutes ago, Cheerio said:
  • Pipes can now burst, and will take damage if the wrong element is piped into them

  • Duplicants are temperature sensitive and will get stressed in hot and cold areas

  • Duplicants can overheat and develop temperature-based diseases

  • Circuits can overload

  • Buildings can overheat

Let the chaos commence!
 

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Glad to see that Duplicants are no longer ElementChunks of Duplicant. Actually have a Creature element for creatures now.

Sad to see the ElementConverter still lacks serialization on accumulatedTime so losing a tiny bit of mass every save and reload.
 

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1st thing I've noticed is that after fresh start there is a load of hatches. I mean huge load in starting biome. I have 8 of them and still counting. Is it coincindence or intended thing?

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54 minutes ago, Vilda said:

Does for some reason not include starting field rations.

On cycle 3, still full stack of 20.

20170315213459_1.jpg

Perhaps you just got food to the before they needed to eat rations.  Pretty sure the rations don't have a "freshness" that degrades over time.  So they'll just be held until they are the only thing left to eat.

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Just now, Stack_of_Pancakes said:

Perhaps you just got food to the before they needed to eat rations.  Pretty sure the rations don't have a "freshness" that degrades over time.  So they'll just be held until they are the only thing left to eat.

They sure did it in previous version, having 20 000 kcal disappear on you on cycle 9 is something you don't forget :)

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