Developer Ipsquiggle Posted April 5, 2019 Developer Share Posted April 5, 2019 Hotfix 322394 Just sneaking this one out before the weekend. Have a good one, folks! Zip extraction works correctly on OSX, allowing Workshop mods to be correctly installed Hotfix 322848 Fix Smart Battery automation descriptions and tooltips Liquid Fan has been deprecated (can no longer be constructed) Water and ice transition correctly inside Ice Maker / Icedro Fan Balancing of Ice Maker / Icedro Fan heat and power usages Squeamish now actually can't roll with a Caring interest Gastrophobia and Gourmet can no longer roll together Duplicants were earning skill experience at about 3x the rate they were tuned to, now the algorithm has been corrected. Sick dupes will not wait for treatment at a doctor station if they are the only available doctor Add dupes in space to consumables, priorities, skills and vitals screen Dupes in space appear faded in these screens Reorganize astronaut skills on the skill screen Critters will no longer pass through doors set to "auto", even if a duplicant has opened it. They will pass through doors set to "open" though Mods button is always active, instead showing a message if no mods are installed. Pacifist trait no longer prevents digging Skills from being learned Outer Space sounds will "calm down" around constructed bases Gravitas Facility has its own ambience Tweaked Drywall placement sound Red Alert and Yellow Alert overlays no longer interfere with each other Adjusted Yellow Alert sounds, added an activation sound for "!!" priority Activating the Materials overlay no longer causes building plans to hide behind the ground Mod preview images download correctly Game restarts correctly after a mod is installed Mods under development can now be placed in Documents/OxygenNotIncluded/mods/dev/<modname>. This will cause crashes and restarts to be handled slightly differently, to make iterating on mod development easier. Duplicant portraits in the UI once again wear hats! The top-left HUD element that used to show immune levels now counts sick duplicants Added sounds to Icedro Fan Steam Turbine can now get Engie's Tuneup Can now rename storage lockers View full update 19 3 Link to comment Share on other sites More sharing options...
SakuraKoi Posted April 5, 2019 Share Posted April 5, 2019 Sweet, apart from the expected and announced/talked about improvements, I very much hoped for that duplicants in space are not considered dead, due to not only technical but also moral reasons. Link to comment Share on other sites More sharing options...
goboking Posted April 5, 2019 Share Posted April 5, 2019 (edited) 6 hours ago, Ipsquiggle said: Critters will no longer pass through doors set to "auto", even if a duplicant has opened it. They will pass through doors set to "open" though Awesome! Thanks for this. 6 hours ago, Ipsquiggle said: Can now rename storage lockers And again, awesome! Seriously, thank you guys for being so receptive to player feedback. It's appreciated, even if we don't voice that appreciate often enough. Edited April 6, 2019 by goboking 3 Link to comment Share on other sites More sharing options...
FiannaTiger Posted April 5, 2019 Share Posted April 5, 2019 9 minutes ago, Ipsquiggle said: Can now rename storage lockers OMG thank you! 1 Link to comment Share on other sites More sharing options...
lunazone Posted April 5, 2019 Share Posted April 5, 2019 (edited) 28 minutes ago, Ipsquiggle said: Can now rename storage lockers yes! This is going to make organization so much better, thank you!!! Edited April 5, 2019 by Squeegee removed extra image 2 4 Link to comment Share on other sites More sharing options...
Junksteel Posted April 5, 2019 Share Posted April 5, 2019 6 minutes ago, Squeegee said: This is going to make organization so much better, thank you!!! I don't have the game with me right now. Do you mind to tell me what you're showing in the picture? I can't get what is new just looking at it. Link to comment Share on other sites More sharing options...
WanderingKid Posted April 5, 2019 Share Posted April 5, 2019 36 minutes ago, Ipsquiggle said: Duplicants were earning skill experience at about 3x the rate they were tuned to, now the algorithm has been corrected With a runner taking 4-5 cycles to get a skill point now, first skill level for chefs, artists, etc are somewhat more difficult than it used to be when they were able to get their starter skills rolling immediately. I'd like to see first skill point be available on printing for a dupe to try to counteract this, even if we lose that first xp cost for skills for the first 'earned' point. 1 Link to comment Share on other sites More sharing options...
natanstarke Posted April 5, 2019 Share Posted April 5, 2019 gravitas ambience? im kinda hyped to look that :). All nice changes thanks guys . Im testing the qol mk3 and i see some problems when opening the prioritys overlay the game gets mega laggy, i think someone already posted it but just remembering. Hype for this and all next updates to oxy and dont starve :). Link to comment Share on other sites More sharing options...
SamLogan Posted April 5, 2019 Share Posted April 5, 2019 (edited) Great patch, have a nice week-end. Quote The top-left HUD element that used to show immune levels now counts sick duplicants @Ipsquiggle Could you add a Moral gauge as the stress list? Edited April 5, 2019 by SamLogan 2 Link to comment Share on other sites More sharing options...
Junksteel Posted April 5, 2019 Share Posted April 5, 2019 Thanks for the update. Something to grind your gears next week maybe. Fresh from new build 1 Link to comment Share on other sites More sharing options...
Developer Ipsquiggle Posted April 5, 2019 Author Developer Share Posted April 5, 2019 A small fix on the hotfix; mod downloading works on OSX now. (title and patch notes have been updated.) 5 1 Link to comment Share on other sites More sharing options...
tzionut Posted April 5, 2019 Share Posted April 5, 2019 @Ipsquiggle what about the abyssalite problem? In the past we have the possibility to crush it and convert it to sand. Now we can't do this any more. So except for feed it to the abyss bugs (i have problems for now to breed a wild one - today i will make more testing) or convert it in insulation (too little) how can i dispose 560 tones? Also if the programmers of klei can make neural vacillator be dismantled it will be perfect. I have or 7 and i need only one. Also a usage of unused data banks maibe converted to neural vacilator recharge or make it compostable. Same whit balm lilies. Make them compostable. 1 Link to comment Share on other sites More sharing options...
Gurgel Posted April 5, 2019 Share Posted April 5, 2019 1 hour ago, Ipsquiggle said: Just sneaking this one out before the weekend. Have a good one, folks! And that is one of the reasons why you people have it. Thanks and same to you too! 1 Link to comment Share on other sites More sharing options...
RonEmpire Posted April 5, 2019 Share Posted April 5, 2019 24 minutes ago, tzionut said: Also if the programmers of klei can make neural vacillator be dismantled it will be perfect. I have or 7 and i need only one. Problem with this is - if you accidently deconstruct them all how exactly do you get one back. I mean it's possible to accidently deconstruct one of them and not realize it was the last one until you clear the map. Link to comment Share on other sites More sharing options...
yatima2975 Posted April 5, 2019 Share Posted April 5, 2019 1 hour ago, Ipsquiggle said: Duplicants were earning skill experience at about 3x the rate they were tuned to, now the algorithm has been corrected. Duplicant portraits in the UI once again wear hats! 1: Ahh, so that's why my colony no longer feels like a bunch of hamsters on speed. I kind of liked it while it lasted, maybe it would be a nice option to add an experience multiplier slider to the Custom Game setup (1 for normal, 1.5, 2, 3 and maybe 0.75 and 0.5 for those who like to go slow?) 2: Thank you, thank you, thank you! This will make shift and job management so much easier! Just a heads up: dupes without hats have no eyes and a green dot on their forehead on the shift assigment screen, but I can live with that for a couple of cycles 4 Link to comment Share on other sites More sharing options...
tzionut Posted April 5, 2019 Share Posted April 5, 2019 Quote Problem with this is - if you accidently deconstruct them all how exactly do you get one back. I mean it's possible to accidently deconstruct one of them and not realize it was the last one until you clear the map. Is plausible but after you use all the recharge what you do whit 7. In this version of the game it only take space. You can receive an confirmation box that says is the last one, you are sure you want to... Is irritating in my perspective but it will prevent players to accidently deconstruct them all Link to comment Share on other sites More sharing options...
beowulf2010 Posted April 5, 2019 Share Posted April 5, 2019 16 minutes ago, RonEmpire said: Problem with this is - if you accidently deconstruct them all how exactly do you get one back. I mean it's possible to accidently deconstruct one of them and not realize it was the last one until you clear the map. Ideally, deconstructed AETN and Neuro Vascillators would drop some sort of non-manufacturable part that would you to (along with other materials) rebuild it somewhere else. I'd actually really like to be able to take apart the 3-5 AETN and rebuild them all in a central location. Same with a "training room" full of Neuro Vascillators. 11 1 Link to comment Share on other sites More sharing options...
Junksteel Posted April 5, 2019 Share Posted April 5, 2019 7 minutes ago, beowulf2010 said: Ideally, deconstructed AETN and Neuro Vascillators would drop some sort of non-manufacturable part that would you to (along with other materials) rebuild it somewhere else. I'd actually really like to be able to take apart the 3-5 AETN and rebuild them all in a central location. Same with a "training room" full of Neuro Vascillators. Yeah it would be great. Even more if you could bring infinite recharges from space. 1 Link to comment Share on other sites More sharing options...
tzionut Posted April 6, 2019 Share Posted April 6, 2019 Quote Yeah it would be great. Even more if you could bring infinite recharges from space. Not needed. If you can convert data banks to neural recharge lets say 1000/ 1 or 10000/1 or whatever you can have a late game research module purpose. 4 Link to comment Share on other sites More sharing options...
Xenologist Posted April 6, 2019 Share Posted April 6, 2019 Probably more like 500/1 Link to comment Share on other sites More sharing options...
tzionut Posted April 6, 2019 Share Posted April 6, 2019 @Ipsquiggle the 7% incubation rate for abyss nymph egg is bug or feature? The other type of bug egg have 20%/ cycle incubation rate. Thank you Link to comment Share on other sites More sharing options...
Mariilyn Posted April 6, 2019 Share Posted April 6, 2019 50 minutes ago, tzionut said: @Ipsquiggle the 7% incubation rate for abyss nymph egg is bug or feature? The other type of bug egg have 20%/ cycle incubation rate. Thank you Its normal, because they have a longer lifespan (75 cycles instead of 25 cycles). 1 Link to comment Share on other sites More sharing options...
M.C. Posted April 6, 2019 Share Posted April 6, 2019 1 hour ago, zergologist said: Probably more like 500/1 I approve. That alone would keep my space program relevant long after I already got all the materials and artifacts I could ever need. Link to comment Share on other sites More sharing options...
goboking Posted April 6, 2019 Share Posted April 6, 2019 2 hours ago, beowulf2010 said: I'd actually really like to be able to take apart the 3-5 AETN and rebuild them all in a central location. Same with a "training room" full of Neuro Vascillators. I just want to build a vending machine in my break room. My dupes keep complaining about a lack of snacks every time they gather 'round the water cooler. 2 Link to comment Share on other sites More sharing options...
Novo Posted April 6, 2019 Share Posted April 6, 2019 (edited) I like the calming of the outer space sounds. I didn't dislike the sound though. Edited April 6, 2019 by Novo 2 Link to comment Share on other sites More sharing options...
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