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[Game Update] - 353289


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  • Developer
  • Fixed sounds on Ethanol Distillery
  • Added salt shaking sounds to the mess table
  • Zoom in/out buttons have icons on the Research screen
  • New artwork for the Forest forage plant
  • Fix crash due to running out of tagbits
  • Fixed looping eating sounds for Pokeshell and Pip
  • Fix for crash when critter grooming finishes
  • Filters and Buffers have unique tooltips on their control screen
  • Rust Deoxydizer building has correct height now
  • World traits should be consistent for the same seed between OSes
  • BBQ recipe no longer includes Spicenut
  • "Soul Food" effect moved from BBQ to Burger
  • Arbor Trees can not grow more than 5 branches at once
  • Arbor Trees require more polluted water to irrigate, and fertilizer has changed from Phosphorite to Dirt
  • Increased wood input rate of Ethanol Distillery (increased non-ethanol outputs)
  • Wood Gas Generator wood input reduced
  • Nosh Sprout is now fertilized with Dirt and Ethanol
  • Ethanol lakes have been added to the Rust biome (worldgen required)
  • Database now contains entries for many of the "Page Not Found" high-level concepts, like Power, Temperature, etc.
  • Wheezeworts now have correct cooling capacity when planted in a farm
  • Wheezewort status items shows correctly after load
  • Tweaked Ethanol Distillery "on" artwork
  • All strings on the Load screen are now translatable
  • Balm Lily seeds can appear in care packages

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2 minutes ago, Ipsquiggle said:
  • BBQ recipe no longer includes Spicenut
  • "Soul Food" effect moved from BBQ to Burger
  • Balm Lily seeds can appear in care packages
  • Wheezeworts now have correct cooling capacity when planted in a farm
  • Ethanol lakes have been added to the Rust biome (worldgen required)

Right on!

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11 minutes ago, Ipsquiggle said:
  • Fix crash due to running out of tagbits
  • Fixed looping eating sounds for Pokeshell and Pip
  • Fix for crash when critter grooming finishes

ohh, i hope this fixes the crashes i had in my latest bigger colony, so frustrating to crash randomly, often more then once per day even. ><

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9 minutes ago, Ipsquiggle said:
  • Rust Deoxydizer building has correct height now [3 tiles]
  • Nosh Sprout is now fertilized with Dirt [5 Kg/cycle] and Ethanol [20 Kg/cycle]
  • Balm Lily seeds can appear in care packages [1, Cycle >= 24]
  • Wood Gas Generator wood input reduced [1200 g/s]
  • Arbor Trees require more polluted water to irrigate [70 Kg/cycle], and fertilizer has changed from Phosphorite to Dirt [10 Kg/cycle]
  • Increased wood input rate of Ethanol Distillery [1000 g/s] (increased non-ethanol outputs [Polluted Dirt: 333.33 g/s; CO2: 166.67 g/s])

(In case someone was wondering about the values)

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32 minutes ago, Ipsquiggle said:

Arbor Trees require more polluted water to irrigate, and fertilizer has changed from Phosphorite to Dirt

 

33 minutes ago, Ipsquiggle said:

Increased wood input rate of Ethanol Distillery (increased non-ethanol outputs)

Ruh roh.  There goes my automated ethanol loop.

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33 minutes ago, Ipsquiggle said:

BBQ recipe no longer includes Spicenut

This is the wrong fix, imho.  BBQ and grilled fish are too good considering the ease with which meat and pacu fillets are acquired.  Requiring us to toss in a pincha pepper when cooking them was more than fair for the calorie increase and mid-tier Morale boost they offered.

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1 hour ago, Ipsquiggle said:

World traits should be consistent for the same seed between OSes

nice fix, quick. gg

1 hour ago, Ipsquiggle said:

Ethanol lakes have been added to the Rust biome (worldgen required)

This sounds so super crazy cool!!!! :)

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12 minutes ago, goboking said:

Maybe the 5th branch is the top middle one?

i strongly hope so, the inner OCD of me will be badly hurt if it is not. and my favorit dupe Meep will be sad, messes them up as usual, and burns all nature reserves my colony has.

xr2QUDF.gif.eeb0052ae328f525e55804a33767

Edited by chasinji
missgramar
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So the ethanol power/pwater loop got nerfed. That was quick. I was planning to make it the cornerstone of my oxygen production, but that's obviously not going to happen anymore (quick napkin math tells me I need 40 trees to achieve the effect of 5 pre-nerf trees). Pity.

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5 minutes ago, M.C. said:

So the ethanol power/pwater loop got nerfed. That was quick. I was planning to make it the cornerstone of my oxygen production, but that's obviously not going to happen anymore (quick napkin math tells me I need 40 trees to achieve the effect of 5 pre-nerf trees). Pity.

333g of polluted dirt eventually turns into 333g of polluted oxygen...

Domestic trees are now water negative.

Edited by Radam
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4 minutes ago, Radam said:

333g of polluted dirt eventually turns into 333g of polluted oxygen...

Domestic trees are now water negative.

Domestic trees are still water-positive but the amount of water you get back is very low (~200 g/s for eight trees).

You are right that all that polluted dirt becomes PO2 eventually, but the devil is in the details: specifically, in the word "eventually". Pdirt emission rates are low and scale very poorly by design, so you'll be producing pdirt much faster than you can convert it into PO2.

Overall, the setup does not become useless, just much less useful. The dirt requirement in particular limits it to the early game, as a temporary measure until you can build a more permanent power infrastructure. Pre-nerf's 1kg/cy of phosphorite meant I could take my ethanol power plant into the endgame and scale it to satisfy arbitrary power requirements. In other words, it was way too good, and so it got whacked with the nerf hammer, hard.

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3 minutes ago, M.C. said:

Domestic trees are still water-positive but the amount of water you get back is very low (~200 g/s for eight trees).

How? Including Co2 processed by slicksters and sour gas boiler?

Just counting PW, 5 branches per 4.5 cycles. 333.3kg of lumber per 70kg of pw per cycle. 166.7kg of ethanol, 62.5kg of PW. 

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