Nightinggale Posted July 10, 2019 Share Posted July 10, 2019 11 minutes ago, goboking said: Wild planting wasn't a thing a few weeks ago. If you were enjoying the game then, it stands to reason you should be able to enjoy it now. Once a man has seen the light, he can't go back to the blissful ignorance he left. Link to comment Share on other sites More sharing options...
Dracian Posted July 10, 2019 Share Posted July 10, 2019 11 minutes ago, goboking said: Wild planting wasn't a thing a few weeks ago. If you were enjoying the game then, it stands to reason you should be able to enjoy it now. This. What Klei did with that whole no "autoplanting-in-the-wild" is nothing more than a rollback to QoL3. The only consequence is that the Locavore achievement is suddenly harder to complete ^^ Link to comment Share on other sites More sharing options...
Kerd Posted July 10, 2019 Share Posted July 10, 2019 Maybe I'm just being dense, but how do you get dupes to use the parks? 1 1 Link to comment Share on other sites More sharing options...
jmf35 Posted July 10, 2019 Share Posted July 10, 2019 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 stupid and pointless and changes nothing but makes gameplay more tedious micro. Just make a room with natural floor tiles, and build normal tiles over top except for 1. Stick a pip in the room and it'll plant the seed in the 1 open tile. Deconstruct 1 tile at a time until all seeds have been planted. No different than using storage containers to plant seeds, except you have to wait till cycle 10 to get a Ranching skill. 1 1 Link to comment Share on other sites More sharing options...
foosda Posted July 10, 2019 Share Posted July 10, 2019 (edited) Am I missing something? edited: Found the "X," but when it drops it hangs in the air, similar to last patch's pips messing with seeds from storage containers. Edited July 10, 2019 by foosda 1 Link to comment Share on other sites More sharing options...
Harlequin80 Posted July 10, 2019 Share Posted July 10, 2019 I think the size of the distillary is a bit kooky. The building still appears to require 3 tiles to build but it definitely overhangs well into the 4th tiles. Link to comment Share on other sites More sharing options...
TheIceD Posted July 10, 2019 Share Posted July 10, 2019 POIs are still undeconstructable Guys, come on, we can deconstruct really useful anti entropy generator but can't remove fscking derelict table... 22 3 Link to comment Share on other sites More sharing options...
Nebbie Posted July 10, 2019 Share Posted July 10, 2019 4 minutes ago, TheIceD said: POIs are still undeconstructable Guys, come on, we can deconstruct really useful anti entropy generator but can't remove fscking derelict table... Those damn tables...they completely ruined my flooring of one area between my base and a cool slush geyser, which I wanted to do because it needed insulation to not ruin the caustic biome below. Link to comment Share on other sites More sharing options...
BruceZhao Posted July 10, 2019 Share Posted July 10, 2019 People like challenges, not forbidden. I prefer that I have to do more to achieve some effect, not I just can't. 2 Link to comment Share on other sites More sharing options...
Chastomber Posted July 10, 2019 Share Posted July 10, 2019 10 minutes ago, foosda said: Am I missing something? I think you should click on that X right beside to ice. Probably. Link to comment Share on other sites More sharing options...
aymanoracle Posted July 10, 2019 Share Posted July 10, 2019 Gas does not flow to the next available vent again :/ liquid does not path to next available building like aquatuners and desalinator and water sieves Guys you really need to do a little testing before releasing a patch now i have 2 options: cannot play until the next patch start a new game That is really annoying 4 Link to comment Share on other sites More sharing options...
TheIceD Posted July 10, 2019 Share Posted July 10, 2019 Just now, Nebbie said: Those damn tables...they completely ruined my flooring of one area between my base and a cool slush geyser, which I wanted to do because it needed insulation to not ruin the caustic biome below. Just wondering - how can you ruin caustic biome MORE than it is? I'm getting rid of one ATM and it's best one can do with it Link to comment Share on other sites More sharing options...
abud Posted July 10, 2019 Share Posted July 10, 2019 15 minutes ago, jmf35 said: This is stupid and pointless and changes nothing but makes gameplay more tedious micro. Just make a room with natural floor tiles, and build normal tiles over top except for 1. Stick a pip in the room and it'll plant the seed in the 1 open tile. Deconstruct 1 tile at a time until all seeds have been planted. No different than using storage containers to plant seeds, except you have to wait till cycle 10 to get a Ranching skill. They already prevent that. what they mean with "Pips are more picky" is applying range detection to other wild plants. We cannot have a tight spot anymore. Link to comment Share on other sites More sharing options...
Dead_eye Posted July 10, 2019 Share Posted July 10, 2019 10 minutes ago, TheIceD said: POIs are still undeconstructable Guys, come on, we can deconstruct really useful anti entropy generator but can't remove fscking derelict table... Basically the only Mod i ever installed is the one that allows the Destruction of POI's annoying little table's that are not usefull for anything... 2 Link to comment Share on other sites More sharing options...
TheIceD Posted July 10, 2019 Share Posted July 10, 2019 Just now, Dead_eye said: Basically the only Mod i ever installed is the one that allows the Destruction of POI's annoying little table's that are not usefull for anything... Not working on launch_testing And yes, I used only two mods - this one and always3interests (or smth) - to have my dupes with zero stats to watch them improve and assign skills accordingly (but now it's redundant - new skill/stats system is much better, thank you). Link to comment Share on other sites More sharing options...
Dead_eye Posted July 10, 2019 Share Posted July 10, 2019 Erm the POI Mod works for me perfectly fine... The 3 Interest one can't work anymore they changed the complete Layout of the Files. Link to comment Share on other sites More sharing options...
TheIceD Posted July 10, 2019 Share Posted July 10, 2019 Just now, Dead_eye said: Erm the POI Mod works for me perfectly fine... The 3 Interest one can't work anymore they changed the complete Layout of the Files. Hmm - was defo broken for me, will try again. Anyway, devs, it's most popular mod. Just add this functionality and make Snaeng (author) one of dupe's name... Link to comment Share on other sites More sharing options...
avc15 Posted July 10, 2019 Share Posted July 10, 2019 I find using pips to spread seeds less tedious than placing compactors everywhere you want to plant then setting them all up. Question is, can they plant water weeds underwater and in sand? 1 Link to comment Share on other sites More sharing options...
Nebbie Posted July 10, 2019 Share Posted July 10, 2019 18 minutes ago, TheIceD said: Just wondering - how can you ruin caustic biome MORE than it is? I'm getting rid of one ATM and it's best one can do with it By cooling it down to where the plants no longer grow and thus missing out on a bunch of free stuff from them. Pincha pepper in particular does not give a damn about what type of gas it's in, but it does care about temperature. Link to comment Share on other sites More sharing options...
theprophecy Posted July 10, 2019 Share Posted July 10, 2019 Happy to see loafu tofu, give a little more utility to Nosh Beans. 1 Link to comment Share on other sites More sharing options...
thejohn1567 Posted July 10, 2019 Share Posted July 10, 2019 Tofu is a nice addition, but it's only 2400 kcal over 21 days, so like 9 plants per dupe, which is atrocious. 3 1 Link to comment Share on other sites More sharing options...
Nitroturtle Posted July 10, 2019 Share Posted July 10, 2019 Klei dev1: Hey, what should I use for the input values on the new plant and food? Klei dev2: Just pick some numbers dude, someone on the forums will do the math and we'll just fix it later. Just get it done, it's crunch time! 3 6 Link to comment Share on other sites More sharing options...
avc15 Posted July 10, 2019 Share Posted July 10, 2019 23 minutes ago, thejohn1567 said: Tofu is a nice addition, but it's only 2400 kcal over 21 days, so like 9 plants per dupe, which is atrocious. But how many errands per dupe-day of kcals, this to me is more important Link to comment Share on other sites More sharing options...
thejohn1567 Posted July 10, 2019 Share Posted July 10, 2019 Just now, avc15 said: But how many errands per dupe-day of kcals, this to me is more important Non-automated irrigation, almost double what sleets need. Non-automated fertilization, if I'm right, dupes always drop 3 days worth. Harvesting, about as often as sleets. This is all given you'd need roughly 4 times as many nosh bean plants. Link to comment Share on other sites More sharing options...
Ayka Posted July 10, 2019 Share Posted July 10, 2019 (edited) Gas Bridges now overwrite and duplicate gasses that enter the bridge with an awaiting packet. I have a Electrolyzer setup that just produced over 750kg of Hydrogen in about 2 Minutes; and no Oxygen. I'm actually not sure what was so bad about the old fluid dynamics that needed this update https://clips.twitch.tv/TenderArtisticHippoLitty Edited July 10, 2019 by Ayka Added Clip 1 2 Link to comment Share on other sites More sharing options...
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