Developer Ipsquiggle Posted March 26, 2021 Developer Share Posted March 26, 2021 Hey all, Today's update adds the Interplanetary Launcher to the game! This building provides a constant-throughput method of transferring resources between your planets. Give it a try! There's also a number of other bug fixes, thanks so much for your bug reports. You might notice the plant mutations we mentioned still aren't in testing. As we're getting close to the next update and mutations are a relatively heavy feature, we wanted to give them some more time so they won't make an appearance just yet and will instead go to testing for the following update. Changes Added Interplanetary Launcher to send resources between asteroids Rearranged the tech tree to move Conveyor Rails earlier. Added Orbital Research Center sounds. Seriously, give them a listen. Duplicants faces are more reliably changed when they are sick, sunburnt, etc. Refined descriptions of Magma biome and some buildings Bristleberries now require a minimum of 200 lux (which should leave all existing lighting scenarios unchanged Updated Simplified Chinese translation Fixes Fix more cases of radiation-face in the UI. Duplicants no longer have an extra hat when sleeping Fix crash when a Duplicant is destroyed Crops that produce non-food harvests no longer list kcal in their tooltips. Gas Grass now lists its light requirements in the planter box screen. Duplicants carying an Interplanetary Payload no longer pick up the dirt with it Interplanetary Payloads now appear in front of buildings. View full update 6 2 1 3 1 Link to comment Share on other sites More sharing options...
syjnk Posted March 26, 2021 Share Posted March 26, 2021 The Buidling which has been looked forward since DLC Early Access launching get added finally. What a Amazing Job! Thanks, Devs! 1 Link to comment Share on other sites More sharing options...
Duck986 Posted March 26, 2021 Share Posted March 26, 2021 Quote Hey all, Todays update adds the Interplanetary Launcher to the game! This building provides a constant-throughput method of transferring resources between your planets. poggers Link to comment Share on other sites More sharing options...
Nuclearpower Posted March 26, 2021 Share Posted March 26, 2021 Sorry.... OMG..... i ...... Oh i think i just peed a little ^-^ 1 Link to comment Share on other sites More sharing options...
Primalflower Posted March 26, 2021 Share Posted March 26, 2021 16 minutes ago, Ipsquiggle said: Gas Grass now lists its light requirements in the planter box screen. could this mean....gassy moo stuff incoming? ? ? ???? 2 1 Link to comment Share on other sites More sharing options...
babba Posted March 26, 2021 Share Posted March 26, 2021 (edited) It took my 50 hours to build a second rocket platform in this fresh save and I was about to launch my first DLC rocket to start mini-mass-transporting cargo from Tele2 to Tele1 ! Waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaghhhhhhhhhh 38 minutes ago, Ipsquiggle said: Changes Added Interplanetary Launcher to send resources between asteroids Will test it...Please fix the rocket ports, which lots of people have claimed don`t work properly... @Ipsquiggle Edited March 26, 2021 by babba Link to comment Share on other sites More sharing options...
Primalflower Posted March 26, 2021 Share Posted March 26, 2021 9 minutes ago, babba said: It took my 50 hours to build a second rocket platform in this fresh save and I was about to launch my first DLC rocket to start mini-mass-transporting cargo from Tele2 to Tele1 ! for specifically the two asteroids with teleporters, there are also these which can transport mass between the two asteroids without rockets 1 1 Link to comment Share on other sites More sharing options...
sakura_sk Posted March 26, 2021 Share Posted March 26, 2021 6 minutes ago, babba said: Waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaghhhhhhhhhh Rejoice It's awesome! Spoiler The question now is... How safe are the landed missiles? Maybe a new hazard..? 2 Link to comment Share on other sites More sharing options...
babba Posted March 26, 2021 Share Posted March 26, 2021 (edited) 10 minutes ago, sakura_sk said: Rejoice It's awesome! Hide contents The question now is... How safe are the landed missiles? Maybe a new hazard..? Impact on planet 15 minutes ago, Lbphero said: for specifically the two asteroids with teleporters, there are also these which can transport mass between the two asteroids without rockets Can only handle a limited amount of fluid/resources going through, its a resource transport blocker for me my dear friend. Gassy Moo Steaks for everyone ! Working rocket ports and 100% possible player rocket route flight automatization would be welcome dear Papa Klei Smurf. Edited March 26, 2021 by babba 1 Link to comment Share on other sites More sharing options...
crbd115 Posted March 26, 2021 Share Posted March 26, 2021 So does this interplanetary launcher not consume any power or fuel to use? Just looked at it in debug and didn't see anything Link to comment Share on other sites More sharing options...
Gurgel Posted March 26, 2021 Share Posted March 26, 2021 Finally the Interplanetary Launcher! Now we can have permanent settlements everywhere without having to deliver stuff manually. 2 Link to comment Share on other sites More sharing options...
sakura_sk Posted March 26, 2021 Share Posted March 26, 2021 19 minutes ago, crbd115 said: So does this interplanetary launcher not consume any power or fuel to use? Ehmm... We have new "fuel" 1 Link to comment Share on other sites More sharing options...
yopyop6 Posted March 26, 2021 Share Posted March 26, 2021 27 minutes ago, crbd115 said: So does this interplanetary launcher not consume any power or fuel to use? Just looked at it in debug and didn't see anything the launcher needs radbolt. 250 per launch for 250kg payload. 2 1 Link to comment Share on other sites More sharing options...
crbd115 Posted March 26, 2021 Share Posted March 26, 2021 4 minutes ago, yopyop6 said: the launcher needs radbolt. 250 per launch for 250kg payload. ok that makes sense, I should've looked at the radiation tab with this being part of the radiation updates. Link to comment Share on other sites More sharing options...
BlackGoat Posted March 26, 2021 Share Posted March 26, 2021 Sorry if this is obviously stated somewhere and I am missing it, but is this update for the opt-in beta branch or on live build with the DLC activated? Link to comment Share on other sites More sharing options...
Electroely Posted March 26, 2021 Share Posted March 26, 2021 Just now, BlackGoat said: Sorry if this is obviously stated somewhere and I am missing it, but is this update for the opt-in beta branch or on live build with the DLC activated? This update is for the opt-in beta branch. I believe the timer on the main menu of the game tells you when updates to the live branch are coming. 1 Link to comment Share on other sites More sharing options...
BlackGoat Posted March 26, 2021 Share Posted March 26, 2021 Just now, Electroely said: This update is for the opt-in beta branch. I believe the timer on the main menu of the game tells you when updates to the live branch are coming. Thanks, I'd been away from following development for awhile and had forgotten the manner of differentiation, so this is helpful to know. 1 Link to comment Share on other sites More sharing options...
crbd115 Posted March 26, 2021 Share Posted March 26, 2021 I hope this means the interplanetary launcher will phase out the inter colony teleporters that I assume existed mostly for testing. Link to comment Share on other sites More sharing options...
RonEmpire Posted March 26, 2021 Share Posted March 26, 2021 2 minutes ago, crbd115 said: I hope this means the interplanetary launcher will phase out the inter colony teleporters that I assume existed mostly for testing. The 2nd planet with the teleporter seems like a freebie and probably designed to be that way since oil is needed. I don't think that is phased out from the game. 3 1 Link to comment Share on other sites More sharing options...
sakura_sk Posted March 26, 2021 Share Posted March 26, 2021 3 minutes ago, crbd115 said: I hope this means the interplanetary launcher will phase out the inter colony teleporters that I assume existed mostly for testing. ... Why? They have completely different uses. 2 Link to comment Share on other sites More sharing options...
crbd115 Posted March 26, 2021 Share Posted March 26, 2021 15 minutes ago, sakura_sk said: ... Why? They have completely different uses. Because being able to just colonize a second asteroid for free, then transmit gases, liquids, and solids continuously at will to and from this second asteroid for free is kind of dumb. It's a giant short cut that's just handed to the player and my hope was this was just to speed testing along and also to test a feature that would be more suited to a ultra late game technology. Link to comment Share on other sites More sharing options...
pether Posted March 26, 2021 Share Posted March 26, 2021 think of 2nd asteroid as an extension of 1st one, not separate colony 8 1 Link to comment Share on other sites More sharing options...
Electroely Posted March 26, 2021 Share Posted March 26, 2021 28 minutes ago, crbd115 said: I hope this means the interplanetary launcher will phase out the inter colony teleporters that I assume existed mostly for testing. The teleporters have been one of my favorite parts of the DLC so far. It made a multi-planet colony accessible for me when I was starting out, and I probably wouldn't have racked up so many hours since getting the DLC without it. I also don't think they take away from the game as it currently is - the first planet and the oil planet sort of complete each other, in my opinion. The first planet has no geysers other than the steam vents and minor volcanoes, and the second planet offers geysers very useful to survival (like liquid sulfur for Grubfruits) but otherwise does not have geysers that would sustain a population of duplicants. I also think they should stay since the game is starting to be balanced around them - you need to get oil and plastic to do orbital research, and having to fly a rocket there would be really difficult for newer players since the rocket would take a while to get there and would not be able to do a round trip (you need at least a small petrol engine for that). I wouldn't mind an option to have worlds start without them for the extra challenge, though. Link to comment Share on other sites More sharing options...
crbd115 Posted March 26, 2021 Share Posted March 26, 2021 1 minute ago, Electroely said: The teleporters have been one of my favorite parts of the DLC so far. It made a multi-planet colony accessible for me when I was starting out, and I probably wouldn't have racked up so many hours since getting the DLC without it. I also don't think they take away from the game as it currently is - the first planet and the oil planet sort of complete each other, in my opinion. The first planet has no geysers other than the steam vents and minor volcanoes, and the second planet offers geysers very useful to survival (like liquid sulfur for Grubfruits) but otherwise does not have geysers that would sustain a population of duplicants. I also think they should stay since the game is starting to be balanced around them - you need to get oil and plastic to do orbital research, and having to fly a rocket there would be really difficult for newer players since the rocket would take a while to get there and would not be able to do a round trip (you need at least a small petrol engine for that). I wouldn't mind an option to have worlds start without them for the extra challenge, though. So in order for you to get oil and plastic you typically need suits which unless you start on the sandstone asteroid where you get reed fiber you have to use space anyway to get to oil. Tbh the inconsistency of having one asteroid where you can start with the resources to get suits also slightly bothers me. My problem with them mostly is from a game design perspective. If the player actually needs resources from the oil biome before getting to space then why not have the oil biome on the first asteroid rather then having a problem they create and then give the player a solution that is just there. Link to comment Share on other sites More sharing options...
sakura_sk Posted March 26, 2021 Share Posted March 26, 2021 18 minutes ago, crbd115 said: Because being able to just colonize a second asteroid for free, then transmit gases, liquids, and solids continuously at will to and from this second asteroid for free is kind of dumb. It's not unobstructed transmit. It is limited to one line input per element and one output. Yes, it seems a lot at the beginning but then you have to choose which goes where or you would need to filter everything (or just the way a play anyways...). And I certainly don't find it dumb Maybe another future cluster will have a different mix of biomes that has oil for the first asteroid and water in the second 3 Link to comment Share on other sites More sharing options...
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