Ipsquiggle 7477 Report post Posted March 3 Hey everyone! Quite a few changes and fixes made it into today's update. Thanks as always for your feedback as we bring together all the different parts of this system! Changes More radiation sources now use the correct shielding calculations Buildings with HEP storage will no longer consume particles above their capacity, instead re-emitting any remaining payload back out as a HEP Added "Orbital Microlab" building and Space research points back into the tech tree Updated Duplicant Radiation Sickness idle animations Some light tech rearrangement and link changes for Monuments (new), Hydrocarbon Propulsion, and Radiation Refinement Minor art changes to HEP Revision to Research Reactor meltdown animations HEP Impact damages Duplicants but no longer necessarily incapacitates them. The HEP payload is transferred to struck Duplicant in the form of Radioactive Contaminant germs Research Reactor can now operate on any kind of liquid water (clean, polluted, brine, etc.) Other liquids are dumped. Any solid contaminants extracted during boiling are dropped in front of the reactor Updated Research Reactor radiation emission profile Added Duplicant cringe reactions to significant radiation exposure Updated Radioactive Comet art Enabled Beetafineries Fixes Radioactive Contaminant germs decay at the same rate regardless of germ count or medium Rocket interiors are now exposed to Cosmic Radiation Fixed HEP animations playback issue Fixed bug in flying critter death animation sound playback Fixed possible crash on HEP wall collision Fixed missing drag tool width/height/area labels Fixed Printing Pod crash when trying to generate a Duplicant with an invalid trait combination Improved worldgen rules for generating the core of the Water Asteroid to fix some worldgen failures. Replaced some placeholder strings Fixed long "Colony lacks skill" string Added missing strings for new Gravitas plant prop and Atomic Collider status tooltip [Mods] Research point constants were renamed in code for clarity View full update 7 1 1 1 4 Share this post Link to post Share on other sites
sakura_sk 687 Report post Posted March 4 2 minutes ago, Ipsquiggle said: instead re-emitting any remaining payload back out as a HEP Yay! More HEP hazard sources to be tested .... 8 minutes ago, Ipsquiggle said: HEP Impact damages Duplicants but no longer necessarily incapacitates them. .. but maybe less dangerous? And Betas~ And... wha..? 10 minutes ago, Ipsquiggle said: Rocket interiors are now exposed to Cosmic Radiation Share this post Link to post Share on other sites
noaIV 19 Report post Posted March 4 so now to use rockets they need to be lead plated or kill your nitwits well that rather stupid Share this post Link to post Share on other sites
pether 743 Report post Posted March 4 24 minutes ago, Ipsquiggle said: Added "Orbital Microlab" building and Space research points back into the tech tree I cannot build Microlab (using sandbox and debug modes) Also, now we have 2 buildings that do the same - Microlab and Virtual Planetarium from vanilla. I believe one should go (or be different in some way) I like that we have more reseach colors, makes research tree more fun. Wouldn't mind 5th or 6th color tbh Maybe you can make Microlab and Planetarium as two different tech branches and keep both of them? The more the better 2 minutes ago, noaIV said: so now to use rockets they need to be lead plated or kill your nitwits well that rather stupid Or take some pills. Is space radiation deadly anyway? It was on day 1 of radioactive introduction, but now? Share this post Link to post Share on other sites
sakura_sk 687 Report post Posted March 4 Are redirectors broken...? I don't think they currently redirect... 4 1 Share this post Link to post Share on other sites
zerstrick 28 Report post Posted March 4 Hi I found this error 1 1 Share this post Link to post Share on other sites
The Plum Gate 716 Report post Posted March 4 41 minutes ago, noaIV said: so now to use rockets they need to be lead plated or kill your nitwits well that rather stupid There are a number of things that can remedy exposure - rad pills, cooked fish, flying in a lead suit... Share this post Link to post Share on other sites
JarrettM 287 Report post Posted March 4 16 minutes ago, sakura_sk said: Are redirectors broken...? I don't think they currently redirect... Looking into this. 3 Share this post Link to post Share on other sites
NewWorldDan 87 Report post Posted March 4 Rats, medical packs are still missing from the apothecary. 1 1 1 Share this post Link to post Share on other sites
babba 1493 Report post Posted March 4 1 minute ago, NewWorldDan said: Rats, medical packs are still missing from the apothecary. For 1 second I thought rats are now in the game - Rats or mice would be a great addition. It could be cute colony mice or dafty space rats ( traders ). 1 1 Share this post Link to post Share on other sites
NewWorldDan 87 Report post Posted March 4 2 minutes ago, babba said: For 1 second I thought rats are now in the game - Rats or mice would be a great addition. It could be cute colony mice or dafty space rats ( traders ). Space mice. Devs, make this happen! 1 2 1 Share this post Link to post Share on other sites
Sigmok 50 Report post Posted March 4 1 hour ago, Ipsquiggle said: Rocket interiors are now exposed to Cosmic Radiation Otto ate his Rad Pill. He'll be (Mostly Safe) on his short trip. 1 1 Share this post Link to post Share on other sites
noaIV 19 Report post Posted March 4 note make atmos suit from lead from now on and should be fine as long as keep stinky out of suit or they don't lick the suit paint 1 Share this post Link to post Share on other sites
RageLeague 1453 Report post Posted March 4 9 rads/cycle? Why do people still think that the existence of any radiation is a problem? It's not the previous build anymore. 1 1 Share this post Link to post Share on other sites
Xheepey87 84 Report post Posted March 4 9 minutes ago, RageLeague said: 9 rads/cycle? Why do people still think that the existence of any radiation is a problem? It's not the previous build anymore. Yeah, it's not a problem anymore now, but maybe some hardcore players need to prepare, finding a solution before highest difficulty level of radiation out. Share this post Link to post Share on other sites
jzrum 4 Report post Posted March 4 Interstellar Research can be conducted at the Virtual Planetarium, but is currently required to unlock the Virtual Planetarium? I suppose the intent is to require use of the Orbital Microlab to unlock it? 1 2 Share this post Link to post Share on other sites
zach123b 111 Report post Posted March 4 using debug tools, it seems i have to have seen/encountered enriched uranium before harvesting from a beetafinery even though it has enriched uranium in it 4 minutes ago, jzrum said: Interstellar Research can be conducted at the Virtual Planetarium, but is currently required to unlock the Virtual Planetarium? I suppose the intent is to require use of the Orbital Microlab to unlock it? they added a new building with temp art for it, not sure why we have 2 research stations for the same thing though. it's weird it requires being inside a rocket (and in space) as well as 5kg plastic per research point Share this post Link to post Share on other sites
Tytan 85 Report post Posted March 4 1 hour ago, NewWorldDan said: Space mice. Devs, make this happen! only accepted if they are bikers and from mars 2 Share this post Link to post Share on other sites
babba 1493 Report post Posted March 4 (edited) 11 minutes ago, Tytan said: only accepted if they are bikers and from mars I didn`t know about the Biker Mice from Mars...Thank you for the education SNES Edited March 4 by babba 1 Share this post Link to post Share on other sites
liotail 0 Report post Posted March 4 My save file crashes with log (beehive) I think beeta may cause this'' Share this post Link to post Share on other sites
zach123b 111 Report post Posted March 4 (edited) my game kept crashing until i disabled all my mods but currently, beetafineries don't seem to have a way to be tamed and get a 75% metabolism debuff. the centrifuge produces depleted uranium, will this get a use? possibly being fed to the beetas instead of the ore? nuclear waste seems really buggy too sadly, i was hoping it could be used like a weaker super coolant for a high shc after having my dupes mess with beetafineries/beetas and a research reactor, they barely had any rads after a and it completely went away soon after leaving the area. them removing 100/cycle seems a bit strong or the radiation emitting stuff seems weak, unless i have the bedroom near/next to a research reactor, i might not need basic rad pills at this rate the radioactive contaminants die off so fast they're never a problem, so much so idk how to really test the germs the decontamination shower seems off, the dupes seem to take repeated showers despite no germs on them Edited March 4 by zach123b Share this post Link to post Share on other sites
LazyMcJones 8 Report post Posted March 4 As of right now, nuclear waste cannot freeze, if it is subjected to any temperature below it's freezing point it bubbles a bit and then goes right back to 28 degrees C. The perfect base heating solution for cold biomes. Share this post Link to post Share on other sites
furytale 16 Report post Posted March 4 save from previous version crashes, "beehive" something.... 1 Share this post Link to post Share on other sites
The Plum Gate 716 Report post Posted March 4 Having twice as many research types now is currently the 800lb gorilla in the room. Someone should share a screenshot the research points of the pinnacle of duplicant research so we can all have a laugh at the vanity issue gravitas has created for us, lol. There are clearly some discussions brewing on this quadrature of research types and what's gating them. I haven't quite built my shrine to a Wheezewort radiation collector setup, but soon! - Is it too much to ask to be able to wrangle a flopping fish only when it's flopping? Save the Pacu! 1 Share this post Link to post Share on other sites
sakura_sk 687 Report post Posted March 4 21 minutes ago, The Plum Gate said: Is it too much to ask to be able to wrangle a flopping fish only when it's flopping? Save the Pacu! They just need to be "guided" to a preferred pool. (Meaning deconstructing/building any tile to their way to the water source). Once, I built over the main ladder in order to lead fishes in my storage pond (...and then I forgot about that and dupes didn't have access to the toilet.. ) Share this post Link to post Share on other sites