Developer Ipsquiggle Posted July 17, 2019 Developer Share Posted July 17, 2019 Salt vine salt output increased Salt vine uses more sand and less chlorine Wheezewort phosphorite usage reduced Airborne Critter Bait no longer "turns off", and has no more logic port Airborne Critter Bait plays destruction animation Gas/Liquid pipes correctly update their temperature frame-to-frame Updated artwork for Ethanol Distillery Fix crash when a fabricator building completes a recipe the same frame it becomes inoperational Building "Errands" panel correctly shows chore orders once again Fix crash when starting a new game View full update 16 17 Link to comment Share on other sites More sharing options...
tecnix Posted July 17, 2019 Share Posted July 17, 2019 thanks god, my base was cooking in 50 degrees Celsius 1 1 Link to comment Share on other sites More sharing options...
SharraShimada Posted July 17, 2019 Share Posted July 17, 2019 11 minutes ago, tecnix said: thanks god, my base was cooking in 50 degrees Celsius Cozy... Link to comment Share on other sites More sharing options...
Ellilea Posted July 17, 2019 Share Posted July 17, 2019 (edited) 15 minutes ago, Ipsquiggle said: Gas/Liquid pipes correctly update their temperature frame-to-frame YO WHY NOW! I just quit ONI and agreed to play TFT with a friend cause I didn't wanna fry my base! Jk. I mean no, I am stuck in TFT for a while, but good work there. Thanks I'm having a blast with this update now that I finally had some time to give it a proper go. Got very invested in my colony, I hope it doesn't explode when the games goes live-live Edited July 17, 2019 by Ellilea 4 Link to comment Share on other sites More sharing options...
Giltirn Posted July 17, 2019 Share Posted July 17, 2019 Yay for the wheezewort buff! Anyone know how much the cost is now? I'm hoping less than 10kg/cycle. Link to comment Share on other sites More sharing options...
Nitroturtle Posted July 17, 2019 Share Posted July 17, 2019 (edited) 4 minutes ago, Giltirn said: Yay for the wheezewort buff! Anyone know how much the cost is now? I'm hoping less than 10kg/cycle. 4kg/cycle now. Looks like they are still bugged though and providing the same output wild vs domesticated. @Ipsquiggle can we get this fixed to help with our cooling woes? Edited July 17, 2019 by Nitroturtle 3 Link to comment Share on other sites More sharing options...
Giltirn Posted July 17, 2019 Share Posted July 17, 2019 1 minute ago, Nitroturtle said: 4kg/cycle now. Currently testing to see if they actually provide more cooling now when domesticated. Wow, that's better than I had hoped. A non-groomed but fed drecko makes about 5kg/cycle so as long as we set up a room with some balm lilies and a bunch of dreckos we can maintain a decent number of worts now without too much effort. 1 Link to comment Share on other sites More sharing options...
Saturnus Posted July 17, 2019 Share Posted July 17, 2019 29 minutes ago, Nitroturtle said: @Ipsquiggle can we get this fixed to help with our cooling woes? Just threaten to build the new Borg Cube if they don't 5 Link to comment Share on other sites More sharing options...
rafker Posted July 17, 2019 Share Posted July 17, 2019 I was really okay with wheeze's cost - u can easily get phosphorite (in mst cases) I would be okay if they left the cost, but fixed it first, and maybe a lil colling buff on top of that Link to comment Share on other sites More sharing options...
Ellilea Posted July 17, 2019 Share Posted July 17, 2019 What's the Borg Cube? Link to comment Share on other sites More sharing options...
Saturnus Posted July 17, 2019 Share Posted July 17, 2019 (edited) 6 minutes ago, Ellilea said: What's the Borg Cube? It was an exploit build I made a long time ago that gave you virtually infinite cooling for next to no power cost. The build was 6x6 tiles and extremely easy to build, so a lot of people used it. I made it to high-light how broken the particular bug it used was, and how it affected all players in every game, no matter if they knew it or not. Here's the new version Edited July 17, 2019 by Saturnus Link to comment Share on other sites More sharing options...
Mariilyn Posted July 17, 2019 Share Posted July 17, 2019 Is it me or something was changed regarding travel time calculations for the supply errands? I no longer get the long commute notification since yesterday's update. Total travel time now stays around 35% whereas just before it would infuriatingly not go below 45%. Link to comment Share on other sites More sharing options...
Siromatik Posted July 17, 2019 Share Posted July 17, 2019 20 minutes ago, Ellilea said: What's the Borg Cube? Borg Cube is dead, long live to the Borg Bug ! Can't remember if its your screenshot @Saturnus, back to 2017 anyway 1 Link to comment Share on other sites More sharing options...
Saturnus Posted July 17, 2019 Share Posted July 17, 2019 Just now, Siromatik said: Borg Cube is dead, long live to the Borg Bug ! Can't remember if its your screenshot @Saturnus, back to 2017 anyway It's mine, yeah. Link to comment Share on other sites More sharing options...
Ellilea Posted July 17, 2019 Share Posted July 17, 2019 Ohhh it's the one with the pills! I've seen it yeah. Lol. Link to comment Share on other sites More sharing options...
Entrails Posted July 17, 2019 Share Posted July 17, 2019 (edited) Hey did something change with the Rust Deoxydiser in this build? I'm burning up salt at a crazy rate suddenly. Update: Ah, I see now this was an update in the build yesterday. Man these machines gobble resources now at a ridiculous rate, I don't see how this is a sustainable option anymore. Rust Deoxydizer now has higher input rates, but outputs Iron Ore in addition to its previous outputs Edited July 17, 2019 by Entrails 1 1 Link to comment Share on other sites More sharing options...
Loscil2 Posted July 17, 2019 Share Posted July 17, 2019 18 minutes ago, Entrails said: but outputs Iron Ore in addition to its previous outputs sign me uuuuup 1 Link to comment Share on other sites More sharing options...
Ellilea Posted July 18, 2019 Share Posted July 18, 2019 What do you need more iron ore for though? I think it's a bad tradeoff, especially since the thing falls on the ground and creates unsightly clutter. 1 Link to comment Share on other sites More sharing options...
Entrails Posted July 18, 2019 Share Posted July 18, 2019 Yeah, I made a reply in yesterday's build update with more details. I don't like this change at all. Link to comment Share on other sites More sharing options...
nakomaru Posted July 18, 2019 Share Posted July 18, 2019 I'm glad about the iron not vanishing anymore. I actually have a use for rust now. Rust isn't really renewable. I believe it's only intended to hold you over until you can get enough pH2O or H2O to sustain you. 4 Link to comment Share on other sites More sharing options...
watermelen671 Posted July 18, 2019 Share Posted July 18, 2019 2 hours ago, Ipsquiggle said: Updated artwork for Ethanol Distillery Cool. Link to comment Share on other sites More sharing options...
Harlequin80 Posted July 18, 2019 Share Posted July 18, 2019 24 minutes ago, Ellilea said: What do you need more iron ore for though? I think it's a bad tradeoff, especially since the thing falls on the ground and creates unsightly clutter. Same way as anything else. Fed with sweepers and conveyors. Works nicely for me as I now take the iron ore direct to my smelters. 1 Link to comment Share on other sites More sharing options...
Lilalaunekuh Posted July 18, 2019 Share Posted July 18, 2019 3 hours ago, Ipsquiggle said: Wheezewort phosphorite usage reduced I have to say, that this change didn´t do anything for me. => I will still not use domesticated wheezworts [The niche wheezeworts were filling was beeing able to remove "some/a bit" of heat WITHOUT needing duplicant interaction/access.] => I would prefer a lower throughput or lower temperature delta over any solid resource requirement. [Requiring irrigation or "eating/deleting" some of the consumed/cooled gas would be a much better solution in my eyes.] 1 Link to comment Share on other sites More sharing options...
DarkMaster13 Posted July 18, 2019 Share Posted July 18, 2019 14 minutes ago, Lilalaunekuh said: I have to say, that this change didn´t do anything for me. => I will still not use domesticated wheezworts [The niche wheezeworts were filling was beeing able to remove "some/a bit" of heat WITHOUT needing duplicant interaction/access.] => I would prefer a lower throughput or lower temperature delta over any solid resource requirement. [Requiring irrigation or "eating/deleting" some of the consumed/cooled gas would be a much better solution in my eyes.] Can't you auto-sweep the phosphorite into the farm tiles/planter boxes? 1 Link to comment Share on other sites More sharing options...
SharraShimada Posted July 18, 2019 Share Posted July 18, 2019 12 minutes ago, DarkMaster13 said: Can't you auto-sweep the phosphorite into the farm tiles/planter boxes? Of course you can. You can even close the room it you build a conveyor system. The auto-sweeper will do the rest. Link to comment Share on other sites More sharing options...
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