crbd115 Posted April 29, 2021 Share Posted April 29, 2021 Has anyone tested whether the amount of radiation increases your chances yet? I know 25 seems to be the minimum but just wondering if a larger amount would change anything? Link to comment Share on other sites More sharing options...
goboking Posted April 29, 2021 Share Posted April 29, 2021 2 hours ago, crbd115 said: As a side idea maybe mutations would change the temp requirements for plants, or even the atmosphere requirements? New atmosphere, irrigation, fertilization, and light requirements would be cool. 1 Link to comment Share on other sites More sharing options...
sakura_sk Posted April 29, 2021 Share Posted April 29, 2021 24 minutes ago, crbd115 said: Has anyone tested whether the amount of radiation increases your chances yet? Yup! It probably does. Spoiler The same thimble reed plant produced 2 mutated seeds(different ones) in less than 5 cycles (*7 wheezeworts spawned in the same spot to produce more rads) 1 1 Link to comment Share on other sites More sharing options...
goboking Posted April 29, 2021 Share Posted April 29, 2021 Initial Pondering: Is it worth it to create unique artwork reflecting each individual trait? If doing so creates a lot of work, which in turn de-incentivizes more new traits, then I'd rather mutated plants use the normal plant artwork. Link to comment Share on other sites More sharing options...
pether Posted April 30, 2021 Share Posted April 30, 2021 19 minutes ago, goboking said: Initial Pondering: Is it worth it to create unique artwork reflecting each individual trait? If doing so creates a lot of work, which in turn de-incentivizes more new traits, then I'd rather mutated plants use the normal plant artwork. I'd say it is worth it. There are limitless possibilities to make new mutations, you could even have random mutation generator that randomly creates new mutations for each plant (current GUI wouldn't support it well, but that could be changed in this scenario). Having many different mutations would be cool at first, but then could feel cheap. I mean - ony modder can add new mutations to the game with very little effort (I guess) So, what is a difference between cheap "just the more the better" and KLEI's quality? Great ONI artwork! I'd rather have 2 times less mutations that feel polished to the last pixel than 10x more random meh stuff that somebody could make in their lauch break. I just lost several hours of my life trying to see how new plants look like, I wouldn't try so hard only for a few modifiers Link to comment Share on other sites More sharing options...
Electroely Posted April 30, 2021 Share Posted April 30, 2021 Jumping Joya nerf or bug...? Link to comment Share on other sites More sharing options...
goboking Posted April 30, 2021 Share Posted April 30, 2021 9 minutes ago, pether said: I'd say it is worth it. There are limitless possibilities to make new mutations, you could even have random mutation generator that randomly creates new mutations for each plant (current GUI wouldn't support it well, but that could be changed in this scenario). Having many different mutations would be cool at first, but then could feel cheap. I mean - ony modder can add new mutations to the game with very little effort (I guess) So, what is a difference between cheap "just the more the better" and KLEI's quality? Great ONI artwork! I'd rather have 2 times less mutations that feel polished to the last pixel than 10x more random meh stuff that somebody could make in their lauch break. I just lost several hours of my life trying to see how new plants look like, I wouldn't try so hard only for a few modifiers Being a Civilization fan, I can't help but feel the animated and voiced leaders in Civilization 6 resulted in fewer alternative leaders being offered, so that's probably tainting my initial reaction to unique art on mutated plants. Your counterargument is sound, though; it's the small artistic details that give this game its charm. Link to comment Share on other sites More sharing options...
sakura_sk Posted April 30, 2021 Share Posted April 30, 2021 8 minutes ago, Electroely said: Jumping Joya nerf or bug...? All decorative plants don't stand radiation Even a shine bug halts them. 3 Link to comment Share on other sites More sharing options...
goboking Posted April 30, 2021 Share Posted April 30, 2021 So if the mutations happen to seeds, that means no wheezewort mutations. Do critter traps drop seeds? I'm hoping for a variant that produces oxygen instead of hydrogen. Link to comment Share on other sites More sharing options...
Electroely Posted April 30, 2021 Share Posted April 30, 2021 28 minutes ago, goboking said: So if the mutations happen to seeds, that means no wheezewort mutations. Do critter traps drop seeds? I'm hoping for a variant that produces oxygen instead of hydrogen. No, critter traps don't currently drop seeds when harvested. I hope that's changed, though. Link to comment Share on other sites More sharing options...
CaeserRespecter Posted April 30, 2021 Share Posted April 30, 2021 The Nuclear Reactor will now generate nuclear waste in the 500 degree range, right on the edge of turning into gas by simply feeding it 4500g/s of water. Perfect for all your petroleum boiling needs. 1 2 Link to comment Share on other sites More sharing options...
Gurgel Posted April 30, 2021 Share Posted April 30, 2021 Prettyyyyyyy! 1 Link to comment Share on other sites More sharing options...
Zakery Posted April 30, 2021 Share Posted April 30, 2021 (edited) Mutations is good idea, but for me realisation is too simple and have some not logic aspects: 1) why mutated plants need rad for grow? its not logical - it can be specific ability to use rad as feed source for specific plants but not for all mutants, only logical need for rad is secondary mutation 2) linear one level mutation - why? its more interestiing and funny to have several levels of mutation with random "skills", something standart plant + rad > level 1 seed (1 mutation)+ rad > level 2 seed (2 mutations) + rad > level 3.seed...... with random mutation on each level - in this case we have more way to selection/cultivation and if expand something like this to critters - we can have great mutant factory with excellent variations and combos for ranching/farming next step - something like "genetic smelter" and guided genetic engineering Edited April 30, 2021 by Zakery Link to comment Share on other sites More sharing options...
cpy Posted April 30, 2021 Share Posted April 30, 2021 For me the usual I will wait patiently for a long time until I see huge performance update and then start playing again. *dives back into lurking mode* Link to comment Share on other sites More sharing options...
pether Posted April 30, 2021 Share Posted April 30, 2021 12 hours ago, crbd115 said: Has anyone tested whether the amount of radiation increases your chances yet? I peaked into the code: If I understand correctly, the chance of mutation is directly proportional to radiation levels, with maximum of 33% at 500 Rads. So if you expose plant to 50 Rads you will have 3,3% chance of mutated seed 11 hours ago, goboking said: Being a Civilization fan, I can't help but feel the animated and voiced leaders in Civilization 6 resulted in fewer alternative leaders being offered, so that's probably tainting my initial reaction to unique art on mutated plants. Your counterargument is sound, though; it's the small artistic details that give this game its charm. Yeah, I get you, I play civ6 a lot, too. However I couldn't play modded leaders due to visible difference in quality of graphics. I'd love as much content in any game I love, but I guess I prefer quality over quantity. Same goes for ONI. But mutations seem to have great modding potential, I wouldn't be surpirsed if there would appear mods that add 50 more of them to the game, so if you prefer this approach, I'm sure sooner or later there will be something to satisfy your nees 1 hour ago, Zakery said: 1) why mutated plants need rad for grow? its not logical - it can be specific ability to use rad as feed source for specific plants but not for all mutants, only logical need for rad is secondary mutation I find it to be a great idea. Currently you needed radbolts only for research and space exploration - if your playstyle reduces the 2nd, after you unlocked whole tech tree you didn't need rads for anything. This requirement adds cool challenges to farm designing and decisions you need to take. I really love this decision and I hope KLEI will stay with it 2 Link to comment Share on other sites More sharing options...
Zakery Posted April 30, 2021 Share Posted April 30, 2021 1 hour ago, pether said: I find it to be a great idea. Currently you needed radbolts only for research and space exploration - if your playstyle reduces the 2nd, after you unlocked whole tech tree you didn't need rads for anything. This requirement adds cool challenges to farm designing and decisions you need to take. I really love this decision and I hope KLEI will stay with it i think we can use more logic ways to use RAD - material conversation, advanced medicine, interplanet signal transfer etc, 1 Link to comment Share on other sites More sharing options...
Electroely Posted April 30, 2021 Share Posted April 30, 2021 I haven't been able to get any mutated seeds yet. The chance seems really low... I even started throwing shine bugs into my farm and reaching levels of radiation the game classifies as unsafe. Link to comment Share on other sites More sharing options...
MiniDeathStar Posted April 30, 2021 Share Posted April 30, 2021 (edited) 17 hours ago, Electroely said: No, critter traps don't currently drop seeds when harvested. I hope that's changed, though. I've been trying to mod them to, but it seems their mechanics conflict with the component that makes plants drop seeds on harvest... and throws an exception Next plan: allow the molecular forge to make saturn seeds out of plant meat. Hacky, gamey, and half-baked, sure, but my murder plant greenhouse demands such sacrifices. Edited April 30, 2021 by MiniDeathStar 1 1 Link to comment Share on other sites More sharing options...
zach123b Posted April 30, 2021 Share Posted April 30, 2021 4 hours ago, pether said: I peaked into the code: If I understand correctly, the chance of mutation is directly proportional to radiation levels, with maximum of 33% at 500 Rads. So if you expose plant to 50 Rads you will have 3,3% chance of mutated seed is it cumulative or at harvest? Link to comment Share on other sites More sharing options...
Swoop5994 Posted April 30, 2021 Share Posted April 30, 2021 I looked at the post yesterday and i cant stop thinking about your ideas, Pether having random (or just a lot of variants) of plants which would change colors elements yields diff growth ,temps, gas consumed or produced ....this is gold really, i really hope the modding community will add a lot of differents plants mutation ,imo graphical morph are cool of course but i think it could be only some colors change in the modded versions as long as they have some funky stats hehe we will see what the future bring for the game, i think in terms of differents critters morphs we are kind of served by the mod community .maybe add some rads to some morphs conditions ...radioactive pacu's would be fun Link to comment Share on other sites More sharing options...
sakura_sk Posted April 30, 2021 Share Posted April 30, 2021 After previous updates and the (mostly reasonable) question "why do we need so many passive rad sources?", I think, in this update, we will need more passive rad sources Link to comment Share on other sites More sharing options...
pether Posted April 30, 2021 Share Posted April 30, 2021 36 minutes ago, zach123b said: is it cumulative or at harvest? At harvest, if you roll good random numbers to produce seed, the game checks if the seed should mutate. It sounds like you can grow your plants in 0-rad conditions and use duplicant motion sensor to turn on radiation sources and mutate seeds. Somebody might want to test it 2 Link to comment Share on other sites More sharing options...
zach123b Posted April 30, 2021 Share Posted April 30, 2021 4 minutes ago, pether said: At harvest, if you roll good random numbers to produce seed, the game checks if the seed should mutate. It sounds like you can grow your plants in 0-rad conditions and use duplicant motion sensor to turn on radiation sources and mutate seeds. Somebody might want to test it could we... harvest a wilted plant with 1500 rads? hahaha Link to comment Share on other sites More sharing options...
pether Posted April 30, 2021 Share Posted April 30, 2021 3 minutes ago, zach123b said: could we... harvest a wilted plant with 1500 rads? hahaha No need, 500 seems to be max. But yeah, try to test this scenario in sandbox mode, I believe it could work - turn on 500 Rads every time your farmer is nearby and you should get 1 mutated seed every 3 generated Link to comment Share on other sites More sharing options...
sakura_sk Posted April 30, 2021 Share Posted April 30, 2021 On 4/29/2021 at 8:53 PM, Ipsquiggle said: Updated the Gassy Moo meteor artwork and impact animation Are mooteors ok like that...? They seem to spawn when the game starts and not when the Moo moonlet is discovered Spoiler I run the game only to watch seed production in the starting planetoid. In the meantime, 60 cycle undiscovered Moo moonlet: Link to comment Share on other sites More sharing options...
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