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Nightinggale    966
2 minutes ago, watermelen671 said:

I go to eat supper, and then I come back to this. DANGIT GUYS WHY DO YOU ALWAYS DO THIS TO ME?!?! :wilson_cry:

"Eating supper daily" is not supposed to mean "spend all day eating supper". You will miss stuff if you do so :p

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krop    73
49 minutes ago, Ipsquiggle said:
  • More tooltips have received formatting

String issues and untranslatable ones are piling up since the QoL releases. Can we hope to have them fixed before the release?

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Gurgel    1,141
1 hour ago, Ipsquiggle said:
  • Seed self-planting has been disabled again. Wild plants will no longer replant themselves if they get uprooted.

 

Damn. That pretty much kills my plans for my current colony....

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Soylent    6
Posted (edited)

I'm experiencing a major drop in framerate when I switch to the launch test. Normally I get a flat 30 fps in MK3, but any game I load up in test I get like 8 fps!

Edited by Soylent

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So what I'm curious about is when he talks about pips not planting wild plants too close together.  Is this only meant for the purposes of making sure arbor trees can grow their branches out, or does this apply across the board and mean it's impossible to make a wild farm comprised of many adjacent non-arbor plants?

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Nightinggale    966
4 minutes ago, Machenoid said:

there is a segment of ONI who want the game to be easier... There's also a segment who wants the game to be more difficult.

Seems like there is a call for game difficulty being more customable. I have to say it puzzles me that there are so few custom game difficulty options compared to the rather huge list of options in Don't Starve.

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natanstarke    183
2 hours ago, Coolthulhu said:

Forcing us to deal with pips but still allowing wild planting is the worst possible situation.

I disagree, i even think thats the best outcome possible! oO now they're even more useful and avoid planting things to close anyways so seems really fine too me also i tried to abuse wild planting and just wanst able too, i could in late game but at that point i would just not die anyway so its even more pointless nerfing it more.

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Junksteel    636
Posted (edited)

My current colony is dead and that's fine. I'm griefed only because wild plants don't replant themselves anymore.

RIP lettuce in any type or form, brief life indeed...

And always remember: no fun allowed!! haha
 

Edited by Junksteel
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natanstarke    183
2 hours ago, Khullag said:

@Ipsquiggle since this is the last patch before release - can someone please do a balance pass on critters (mainly pufts - they are useless currently). and also look into geysers outputs? CO2/polluted oxygen/hydrogen/etc. some of them are again useless

and by "last patch" i mean last major update before release

totally agree on pufts they need to be buffed urgently for ages now, yeap co2 geyser too weak and coolslush too strong, ice machines weaker than necessary too. but the more urgent is definetly the puft co2 geyser balance wise.

2 hours ago, pacovf said:

Is it? Do you think anyone will really go through the tedium of uprooting wild plants until they get pips to plant them in the exact configuration they want?

I personally now file wild planting into “cute thing pips do, but don’t count on it for anything important”. Maybe a couple of thimble reeds, and that’s it.

true for thimble reeds could be the only real use now :) and a cool one a swamp park hahaha.

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Gurgel    1,141
Posted (edited)
19 minutes ago, goboking said:

If I didn't know any better I'd say they're trying to encourage us to actually build farms and ranch critters for our food instead of spamming all over the wild.

Since the conditions will not be met anyways "all over the wild", that is not an issue. My impression is more that they want to tune difficulty, but since this is a simulation they cannot really. So they try different things that do all not really work. I would say they should drop that idea and be satisfied that they have different environments, and that experienced players will not find any of them really hard. 

Edited by Gurgel
typo
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nivodeus    34
11 minutes ago, Junksteel said:

My current colony is dead and that's fine. I'm griefed only because wild plants don't replant themselves anymore.

RIP lettuce in any type or form, brief life indeed...

And always remember: no fun allowed!! haha
 

I just wild planted 20 waterweed in my base, let's see if they are stay planted after this update. 

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nivodeus    34
2 hours ago, Ipsquiggle said:

 

  • Pipe optimizations have been added back in, along with bug fixes for:
    • Crashes when loops are created
    • Crashes when single pipes are destroyed
    • Pipe contents getting "blocked" by inline sources

 

View full update

 

I understand about the pipe crashing from the optimisation patch last week, but what kind optimisation they are talking about here? can someone explain more? 

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Nickerooni    79
2 hours ago, Coolthulhu said:

Forcing us to deal with pips but still allowing wild planting is the worst possible situation.

I’d suggested that they make wild plants only grow if they are spaced far apart. I figured that the space requirement would discourage wild planting en masse, while still leaving it interesting. I’m assuming that disabling wild planting and having the Pip heuristic do the spacing was much simpler to code. Sounds simpler. And, it accomplishes the same thing. I like it from a game balance perspective.

From a, “why can this Pip do something my dupe can’t” point of view, it painful. And, since I haven’t tried using Pips to plant seeds, I can’t speak to it’s tedium. Given that they’ll take seeds right out of storage bins, it seems sane to me.

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Gurgel    1,141

I think what most people here are overlooking is that pips only plant in dirt, AFAIK. Self-planting worked in all kinds of materials and that is the real nerf here. Well, I doubt I will do anything wild now. I will probably just stay on the mid-game food and forget about it. And so, step by step, the game does not become harder but less fun.

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wronny    201
2 hours ago, Ipsquiggle said:
  • Decor plants now count as plants for Nature Reserves and Parks
  • Large Boulders are a little smaller, and all boulders contain some igneous rock
  • Add a muckroot variant for the Forest starts. It's much more rare but contains lots of calories.

The muckroot variant for the Forest start is really nice, especially if playing on hunger difficulties above "Default". This should help to bring Forest and "Plains" starts more in line with each other.

Boulders containing other elements is a nice touch, even if it is just Igneous Rock. Would've loved to see the mixed variety not only have "mixed size" but also "mixed rocks".

Decor plants feel like the more appropiate candidates for Nature Reserves and Parks.

2 hours ago, Ipsquiggle said:

Fix issue causing missing tooltips and incorrect cursors on the Build menu

Is there a chance that some of information currently only available in the tooltips in the build menu (e.g. output temperatures) could be added to the database and/or the information sheet of the buildings?

2 hours ago, Ipsquiggle said:
  • Seed self-planting has been disabled again. Wild plants will no longer replant themselves if they get uprooted.
  • Pips are more picky about where they plant seeds, and won't crowd wild plants too close together.

This is a step in the right direction. Free food that was easily gathered in a desired location was way too powerful, this adds the "cost" of having wild plants scattered about and acts as a nice way to balance Forest  vs. "Plains" starts (w/o Pips) - even moreso if playing without care packages.

Good change! :)

---

Next up adressing the lack of Gold on the asteroids without swamp biomes.

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