Developer Ipsquiggle Posted July 18, 2019 Developer Share Posted July 18, 2019 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 View full update 15 12 Link to comment Share on other sites More sharing options...
wronny Posted July 18, 2019 Share Posted July 18, 2019 Ethanol lakes have been added to the Rust biome (worldgen required) OK, now that's Interesting. 2 Link to comment Share on other sites More sharing options...
nakomaru Posted July 18, 2019 Share Posted July 18, 2019 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! 1 Link to comment Share on other sites More sharing options...
Xadhoom Posted July 18, 2019 Share Posted July 18, 2019 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. >< Link to comment Share on other sites More sharing options...
Radam Posted July 18, 2019 Share Posted July 18, 2019 Calculating the new ethanol production... 1 Link to comment Share on other sites More sharing options...
wronny Posted July 18, 2019 Share Posted July 18, 2019 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) 6 24 1 Link to comment Share on other sites More sharing options...
Machenoid Posted July 18, 2019 Share Posted July 18, 2019 20 minutes ago, Ipsquiggle said: Balm Lily seeds can appear in care packages Food for regular drecos again. Link to comment Share on other sites More sharing options...
Grey Nycidian Posted July 18, 2019 Share Posted July 18, 2019 What exactly is the forest forage plant? Link to comment Share on other sites More sharing options...
Machenoid Posted July 18, 2019 Share Posted July 18, 2019 2 minutes ago, Grey Nycidian said: What exactly is the forest forage plant? high kcal density muck root replacement for the forest biome. Link to comment Share on other sites More sharing options...
Harlequin80 Posted July 18, 2019 Share Posted July 18, 2019 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. Link to comment Share on other sites More sharing options...
goboking Posted July 18, 2019 Share Posted July 18, 2019 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. 4 Link to comment Share on other sites More sharing options...
watermelen671 Posted July 18, 2019 Share Posted July 18, 2019 44 minutes ago, Ipsquiggle said: Tweaked Ethanol Distillery "on" artwork ...right after I finished compiling it you go and update the darned thing. 3 Link to comment Share on other sites More sharing options...
Radam Posted July 18, 2019 Share Posted July 18, 2019 BTW, polluted dirt in endgame means oxygen. So one ethanol refinery supports 3 dupes, eventually. Link to comment Share on other sites More sharing options...
Junksteel Posted July 18, 2019 Share Posted July 18, 2019 53 minutes ago, Ipsquiggle said: Arbor Trees can not grow more than 5 branches at once You guys hate simmetry, don't you? 1 6 Link to comment Share on other sites More sharing options...
goboking Posted July 18, 2019 Share Posted July 18, 2019 2 minutes ago, Junksteel said: You guys hate simmetry, don't you? Maybe the 5th branch is the top middle one? 1 3 Link to comment Share on other sites More sharing options...
Radam Posted July 18, 2019 Share Posted July 18, 2019 4 minutes ago, Junksteel said: You guys hate simmetry, don't you? I suspect it is "growing" not having. Link to comment Share on other sites More sharing options...
Junksteel Posted July 18, 2019 Share Posted July 18, 2019 Just now, Radam said: I suspect it is "growing" not having. Hmmm, I'm praying you're correct. Link to comment Share on other sites More sharing options...
Slvrsrfr Posted July 18, 2019 Share Posted July 18, 2019 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!!!! Link to comment Share on other sites More sharing options...
chasinji Posted July 18, 2019 Share Posted July 18, 2019 (edited) 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. Edited July 18, 2019 by chasinji missgramar 5 Link to comment Share on other sites More sharing options...
nakomaru Posted July 18, 2019 Share Posted July 18, 2019 It is 5 growing at a time. You can have 2 harvest ready and 5 growing. 4 Link to comment Share on other sites More sharing options...
M.C. Posted July 18, 2019 Share Posted July 18, 2019 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. 1 Link to comment Share on other sites More sharing options...
Radam Posted July 18, 2019 Share Posted July 18, 2019 (edited) 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 July 18, 2019 by Radam Link to comment Share on other sites More sharing options...
Lurve Posted July 18, 2019 Share Posted July 18, 2019 1 hour ago, Ipsquiggle said: Nosh Sprout is now fertilized with Dirt and Ethanol Boozebeans are go 8 Link to comment Share on other sites More sharing options...
M.C. Posted July 18, 2019 Share Posted July 18, 2019 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. Link to comment Share on other sites More sharing options...
Radam Posted July 18, 2019 Share Posted July 18, 2019 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. Link to comment Share on other sites More sharing options...
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