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Hello friends!

Since the plant mutations are going out and shaking up the food economy, we felt like now would be a good time to fix a number of longstanding issues with food preservation. Today's patch includes several changes which make food storage more consistent and exploit-free, easier to understand, but ultimately still allow food preservation to be "solved" with enough planning. We've also iterated on the Meter Valves and fixed several other issues. Let us know if we missed anything!

Changes

  • Meter Valves
    • Animation hookup and final artwork
    • Updated strings including adding a tooltip on the slider to clarify what units are.
    • Meter Valves now consume power when transferring material
    • Changed maximum limit on all Meter Valves to 500 kg so they are easier to think about.
  • Food preservation changes
    • Rottable items now have two stages of cooling: Refrigerated and Deep Freeze
    • Rottable items aren't fully preserved unless they are both in sterile atmosphere AND deep-frozen, because temperature and atmosphere effects now stack
      • Temperature and atmosphere effects have been rebalanced to account for this
      • Refrigerated food now lasts 5x as long instead of 2x
    • Food preservation times were incorrectly reported in the Codex, and were missing their refrigeration value
    • Rottable foods correctly detect if they're in an active fridge or not
    • Refrigerators cool things to 2 degrees celsius instead of 4 degrees, so that they actually get cold enough to be refrigerated. (Note: foods in a powered fridge are always considered refrigerated regardless of temperature.)
    • Foods dropped from a fridge will no longer continue cooling off on the ground
  • Errand "offset" fixes
    • Fix exploit where Duplicants can pick up items diagonally through walls if standing on a raised tile
    • Duplicants can access constructions diagonally from a greater number of nearby positions
  • Added a new Duplicant animation on the main menu
  • Added Sound for Radbolt Generator and Radbolt Reflector

Bugfixes

  • Fixed off by one error when calculating Rocket Platform/Rocket position ceilings
  • Duplicants will no longer pick up analyzed or original seeds when delivering to the Botanical Analyzer.
  • Conveyor Meters now allow splitting on ores smaller than 1kg.
  • Fixed some instances of two click sounds playing simultaneously.
  • Added missing Lead Suit Locker door closing/opening sounds.
  • Added movement sounds to various radiation locomotion sets.
  • Added movement sounds to the vomiter locomotion set.
  • Wilting Wheezeworts no longer emit radiation if they were wilting on load.
  • Gas and Liquid Shutoff valves now immediately end their flowing animation when a red automation signal is received or no gas/liquid is flowing.

 


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  • Thanks 3
  • Ninja 1
  • Hunger 1
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https://forums.kleientertainment.com/forums/topic/129707-spaced-out-update-463187/
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I foresee groundshaking changes to vanilla if these food preservation changes are applied into it.

The Pokeshell union applauds this move.

19 minutes ago, Ipsquiggle said:

Gas and Liquid Shutoff valves now immediately end their flowing animation when a red automation signal is received or no gas/liquid is flowing.

Will there be any love for the conveyor shutoff? As it stands now it is missing the "pipe blocked" status with all its associated consequences.

Edited by JRup
  • Like 1
9 minutes ago, Orzelek said:

There goes storing food in CO2 for whole game :D
How will sterlie atmosphere affect the food now? Just slow the decomposition?

OxygenNotIncluded_P9i3tFkjbe.png.49e7c236fb5c4e98e4125357779687a5.png

OxygenNotIncluded_GriskRkHrk.png.8e7772cf5ced5ec359a025eef0db956a.png

my immediate observation is that sterile atmosphere takes out the spoilage brought in by other atmospheres, and i have to imagine that "deep freeze" would cut out the small spoilage loss from refrigerated as well, taking it back down to 0%. 

EDIT: yep.

 OxygenNotIncluded_FCHnFQESJ0.png.4ef087df2e8b3455b61cc0df9db8c296.png

IMO the only thing I'd want is a deep freeze building like it has been stated above, though this woudl be unnecessary if i just put a deoderizer next to my existing great hall fridge  : P 

Edited by Lbphero
  • Thanks 2
44 minutes ago, crbd115 said:

Does this mean we will have a freezer building in the future for frozen food storage?

I wonder if they'll add a freezer and a slight morale debuff for eating frozen food, then have the nuclear microwave thaw out frozen foods.

  • Like 4
  • Haha 7
4 hours ago, Ipsquiggle said:

longstanding issues with food preservation.

Would this include a fix to the consumables window always snapping back to the left of the table when open and the game is not paused? It is really annoying late game when many consumables are discovered and players need to adjust consumption of high quality items, but the window keeps refreshing to the left (low quality foods). Then we have to scroll back over and fight with the window until we just pause the game.

  • Thanks 3
  • Big Ups 1

I though there was no thermal exchange in vacuum. How food can be frozen?

freeze.thumb.png.a0ffb07b5e9a010b349fdea8e322ba63.png

Quote

Fix exploit where Duplicants can pick up items diagonally through walls if standing on a raised tile

No ! :wilson_cry:

Good by my lover :

image.png.b785381e79ed0df54d759e7ba318c8

Fortunately, we still have this :

freeze2.thumb.png.278ab781e81c37916beb1d3f1641bf91.png

Sorry Klei, fridge still the worst option to store food : produce heat and energy cost. :)

 

It could be interesting to integrate radiation in the food atmopshere / sterilisation system.

Edited by SamLogan
  • Like 3
  • Haha 1
On 5/7/2021 at 1:50 AM, Orzelek said:

How will sterlie atmosphere affect the food now? Just slow the decomposition?

Here's how is calculated :

Atmosphere type

Sterile atmosphere (vacuum, hydrogen, CO2, chlorine) : 0% per cycle

Normal atmosphere (oxygen) : -4% per cycle

Contaminated air (polluted oxygen) : -13% per cycle

Temperature level

Warm : > 4°C -> -9% per cycle

Cold : < 4°C and > -18°C (wired bridge) -> 3% per cycle

Deep freeze : < -18°C (vaccum or any heavy cold source) - > 0% per cycle

 

To know how much freshness you loose, you need to add this two value, example :

CO2 + 20°C = 0 + 9 = -9%

Wired bridge in Oxygen = 3 + 4 = -7%

Vacuum = 0 + 0 = 0%

 

Note it's the same value if it's in a fridge or on the ground.

Vacuum is better than CO2 because you obtain the "Deep freeze" bonus, so you have 0% + 0%.

Edited by SamLogan
  • Thanks 5

BTW: I don't want to be that bummer, but does CO2 actually protect food (in reality) indefinitely? As far I know fester bacteria doesn't need O2 to work and produces fermentation gas as byproduct.. at least many things I want to store at room temperature it's actually more dangerous to not let O2 reach it.... I know the industry uses CO2 to increase shelf life, so in some cases it must be true, but it certainly not "sterile".

  • Big Ups 2

Corner access was an exploit all along! Who knew.

Interesting good changes, I'm curious if it's intentional that vacuum gives the deep freeze buff, since it's just resorting to the default temp of vacuum which was set long ago. I don't think anything else in the game interacts with vacuum in that way.

  • Like 1
14 minutes ago, Oxygenbreather said:

BTW: I don't want to be that bummer, but does CO2 actually protect food (in reality) indefinitely? As far I know fester bacteria doesn't need O2 to work and produces fermentation gas as byproduct.. at least many things I want to store at room temperature it's actually more dangerous to not let O2 reach it.... I know the industry uses CO2 to increase shelf life, so in some cases it must be true, but it certainly not "sterile".

Its ok to be a bummer, especially as its weekend my friend :beguiled: !

IMHO its a good point.

image.thumb.png.cf4d6cfb5971ceb31be40582b65cf2e6.png

Edited by babba

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