Sign in to follow this  
Ipsquiggle

[Spaced Out! Update] - 457903

Recommended Posts

syjnk    11

The Buidling which has been looked forward since DLC Early Access launching get added finally. What a Amazing Job!

Thanks, Devs!:D:D

  • Like 1

Share this post


Link to post
Share on other sites
Duck986    3392
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

Share this post


Link to post
Share on other sites
Primalflower    4719
16 minutes ago, Ipsquiggle said:

Gas Grass now lists its light requirements in the planter box screen.

could this mean....gassy moo stuff incoming? ? ? ????

  • Like 2
  • Haha 1

Share this post


Link to post
Share on other sites
babba    2410

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

image.png.b78e276440df98ffa2a8bcaaae40feba.pngimage.png.8ba082b0f04090ff1ef4cd25e7b5d8cd.pngimage.png.eaa9273968cdf721467a5557ef4ae9c7.png

Will test it...Please fix the rocket ports, which lots of people have claimed don`t work properly... @Ipsquiggle

Edited by babba

Share this post


Link to post
Share on other sites
Primalflower    4719
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 !

OxygenNotIncluded_3erd6MtYdb.png.b102c36e980e08c006e716567004da31.png

for specifically the two asteroids with teleporters, there are also these which can transport mass between the two asteroids without rockets 

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites
sakura_sk    1875
6 minutes ago, babba said:

Waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaghhhhhhhhhh

Rejoice :love_heart: It's awesome! :love-struck:

Spoiler

launcher_.JPG.e5b36e2a175adc028c09a320d5dad462.JPG launcher.JPG.ed3154fa1ba1e52eab4a4cadb182325a.JPG

1807466383_landplanet.thumb.JPG.7b39fe8e24ece16757dee2e6d8312ee2.JPG  opener.JPG.17f9e2e7780b2a97558bb3d6ae6ee1a5.JPG

The question now is... How safe are the landed missiles? :rolleyes: Maybe a new hazard..? :lol: 

  • Haha 2

Share this post


Link to post
Share on other sites
babba    2410
10 minutes ago, sakura_sk said:

Rejoice :love_heart: It's awesome! :love-struck:

  Hide contents

 launcher.JPG.ed3154fa1ba1e52eab4a4cadb182325a.JPG

 

The question now is... How safe are the landed missiles? :rolleyes: Maybe a new hazard..? :lol: 

image.pngimage.png.97a53b467873ea8f0060a2b35ac02bc6.pngimage.png.5ac2817f0ba859bf7d0ccb776db91bbc.png Impact on planet

15 minutes ago, Lbphero said:

OxygenNotIncluded_3erd6MtYdb.png.b102c36e980e08c006e716567004da31.png

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 ! :beguiled:

Working rocket ports and 100% possible player rocket route flight automatization would be welcome dear Papa Klei Smurf.

Edited by babba
  • Haha 1

Share this post


Link to post
Share on other sites
crbd115    357

So does this interplanetary launcher not consume any power or fuel to use? Just looked at it in debug and didn't see anything

Share this post


Link to post
Share on other sites
Gurgel    3158

Finally the Interplanetary Launcher! Now we can have permanent settlements everywhere without having to deliver stuff manually.

  • Like 2

Share this post


Link to post
Share on other sites
sakura_sk    1875
19 minutes ago, crbd115 said:

So does this interplanetary launcher not consume any power or fuel to use?

Ehmm... We have new "fuel" :-D

  • GL Happy 1

Share this post


Link to post
Share on other sites
yopyop6    20
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. 

  • Like 2
  • GL Happy 1

Share this post


Link to post
Share on other sites
crbd115    357
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.

Share this post


Link to post
Share on other sites
BlackGoat    24

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?

Share this post


Link to post
Share on other sites
Electroely    5059
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.

  • Big Ups 1

Share this post


Link to post
Share on other sites
BlackGoat    24
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. 

  • Like 1

Share this post


Link to post
Share on other sites
crbd115    357

I hope this means the interplanetary launcher will phase out the inter colony teleporters that I assume existed mostly for testing.

Share this post


Link to post
Share on other sites
RonEmpire    745
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.   

  • Like 3
  • Thanks 1

Share this post


Link to post
Share on other sites
sakura_sk    1875
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.

  • Like 2

Share this post


Link to post
Share on other sites
crbd115    357
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. 

Share this post


Link to post
Share on other sites
Electroely    5059
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.

Share this post


Link to post
Share on other sites
crbd115    357
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. 

Share this post


Link to post
Share on other sites
sakura_sk    1875
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 :roll:

Maybe another future cluster will have a different mix of biomes that has oil for the first asteroid and water in the second

  • Like 3

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this