Ipsquiggle

Testing Branch Available Now! - 472677

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Nebbie    434

Hmm, nerfing solar space efficiency is a good step (it was the major problem with it), but this leaves us still with the sting of previous changes to delay getting them at all. A bunch of Materials Science and 200kg of glass is a pretty steep barrier to getting them up and running. Could we see a bit of a mass increase in the new glass panels of POI? Not to old levels, but just to where it'd be feasible to make one panel without the Glass Forge.
Additionally, the Glass Forge would be a bit nicer on us if it only took 50kg of sand, not necessarily because sand is scarce or anything, but so that its storage would be 2 runs, like many buildings.

Also, I must state that we really need more numbers in these patch notes. It was easy enough to check in game on things like fridge power and heat production, but the solar output now is a worldgen thing (and by the sound of it, not on old worlds) that's a bit more complicated to check. Is this to where a Solar Panel only will produce 100W average on the starting asteroid?

Edited by Nebbie

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WeSaidMeh    59
27 minutes ago, Ipsquiggle said:

Worldgen: Added varied sunlight & radiation values per world.Starting planets will be quite dim and the old "default" sunlight value will not be reached until you are closer to the outer planets in the cluster.

Does this also affect existing saves? I assume not since it's prefixed "Worldgen"?

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gabberworld    262
Fixed Sky Scanner not consuming any power after it goes from Detecting to Not Detecting. 

 

nice, waited that fix sometime now. finally i can setting up the automation what i was planned

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Nebbie    434
7 minutes ago, WeSaidMeh said:

Does this also affect existing saves? I assume not since it's prefixed "Worldgen"?

Tested my old save, seems like it doesn't affect existing ones. I suspect from the wording that the way they did it is each planetoid has a field for sunlight percent, and if the field is null (like it will be for old saves), the game loads up that planetoid with "default", which is 100%.

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pether    1033
31 minutes ago, Ipsquiggle said:

There's an experimental system in place for varying the amount of sunlight per asteroid, meaning that sunburns and solar power will behave differently depending where in the cluster you're building.

Thats a really cool idea, I like it. If somebody is curious about the values, here is my freshly-generated cluster during mid-day:

Spoiler

image.thumb.png.0aa6333bcabd956e0a2c63e6bbc6bd13.png

IMO this is much better solution than before.

Some of the values seem random, but I guess it's more like game balance than real-life case of planet illumination and there is no need to search for the light source in my cluster

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crbd115    331
1 minute ago, pether said:

Thats a really cool idea, I like it. If somebody is curious about the values, here is my freshly-generated cluster during mid-day:

  Hide contents

image.thumb.png.0aa6333bcabd956e0a2c63e6bbc6bd13.png

IMO this is much better solution than before.

Some of the values seem random, but I guess it's more like game balance than real-life case of planet illumination and there is no need to search for the light source in my cluster

seems weird that the ice planets lux is so low compared to the other outer planetoids

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gabberworld    262
Just now, crbd115 said:

seems weird that the ice planets lux is so low compared to the other outer planetoids

but its logical, if it was high then ice should start melt

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sakura_sk    1447
2 minutes ago, pether said:

Some of the values seem random

This is definitely not random :rolleyes:

Spoiler

image.png.08f61a497d92daaa3f4ee86b57c670e9.png

Maybe the previous update hasn't sink in yet...

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pether    1033
1 minute ago, crbd115 said:

seems weird that the ice planets lux is so low compared to the other outer planetoids

it does, but I guess this is a balance thing - if you had too much power there you could just warm up everything, and where is the challenge in that?

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blueberry pi    61

And radiation levels from space would be lower as well, making the radbolt generation for the temporal tear opener challenging. Tho wheezeworts solve this a little bit.

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crbd115    331

@Ipsquiggle Also with this testing branch I'm consistently getting a crash when switching a small command capsule to a large one using the swap rocket module button.
I have no mods installed.

Edited by crbd115

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sakura_sk    1447
2 minutes ago, crbd115 said:

 Also with this testing branch I'm consistently getting a crash when switching a small command capsule to a large one using the swap rocket module button.

That one is not new... If you don't use sandbox, it doesn't happen.

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crbd115    331
Just now, sakura_sk said:

That one is not new... If you don't use sandbox, it doesn't happen.

Oh sorry

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sakura_sk    1447
1 hour ago, Nebbie said:

but just to where it'd be feasible to make one panel without the Glass Forge.

You currently can make two in any starting asteroid

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Magheat2009    83
1 hour ago, sakura_sk said:

This is definitely not random :rolleyes:

  Reveal hidden contents

image.png.08f61a497d92daaa3f4ee86b57c670e9.png

Maybe the previous update hasn't sink in yet...

I don't understand. 

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Nebbie    434
19 minutes ago, sakura_sk said:

You currently can make two in any starting asteroid

Oh, I guess there's more glass in those windows, or more windows, than I thought. 50kg each and there's 4 of them?

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sakura_sk    1447
2 minutes ago, Nebbie said:

50kg each and there's 4 of them?

100kg each and there's 5 :roll:

5 minutes ago, Magheat2009 said:

I don't understand. 

When you visit frozen ...:sure:

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Magheat2009    83
3 minutes ago, sakura_sk said:

When you visit frozen ...:sure:

Say no more o good person, say no more.

Edited by Magheat2009

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sakura_sk    1447

Is swamp worldgen a little bit .. messy or does that happen to all Classic starts?

Spoiler

image.png.8690bec8b6214479246edaadc88523f5.pngimage.png.5d85711a7c319f1f8e846662faa8da0f.png image.thumb.png.80781a301c006cff429a99468e9abbf5.pngimage.png.47414078f42f2179f5546b7376429e9a.png seed: V-SWMP-C-685914781-0 

image.png.8847ed87baa44f4ee668d7629691592c.pngimage.png.bb54c35d20dce8ecd747f04671f88583.pngimage.png.27c9ca72f069bbcd34cd7ac9dd38cc7e.pngimage.png.374fd6a9271ead479b574fd0518acd14.pngimage.png.ebbc3a1d88e8d574516ad23b6eaaf3f1.png seed: V-SWMP-C-452181418-0

It seems like POIs are finding the most inconvenient way to spawn "only" if they are in between biomes

 

 

Edited by sakura_sk

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Orzelek    31
20 minutes ago, sakura_sk said:

Is swamp worldgen a little bit .. messy or does that happen to all Classic starts?

  Hide contents

image.png.8690bec8b6214479246edaadc88523f5.pngimage.png.5d85711a7c319f1f8e846662faa8da0f.png image.thumb.png.80781a301c006cff429a99468e9abbf5.pngimage.png.47414078f42f2179f5546b7376429e9a.png seed: V-SWMP-C-685914781-0 

image.png.8847ed87baa44f4ee668d7629691592c.pngimage.png.bb54c35d20dce8ecd747f04671f88583.pngimage.png.27c9ca72f069bbcd34cd7ac9dd38cc7e.pngimage.png.374fd6a9271ead479b574fd0518acd14.pngimage.png.ebbc3a1d88e8d574516ad23b6eaaf3f1.png seed: V-SWMP-C-452181418-0

It seems like POIs are finding the most inconvenient way to spawn "only" if they are in between biomes

 

 

The evil cool steam geyser does that on current classic forest start also. Since it's uncovered it did heat up two biomes on my current game to above 50 before I managed to get to it and enclose it with insulated tiles.

Edited by Orzelek
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Primalflower    3548

the new orbiting/grounded skybox objects are cool, but may they please have more resolution? They look pretty grainy up close, and thats how you normally see them.

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Gurgel    2776

Well, so a solar fix. I do not mind, I just ran a colony to cycle 2000 exclusively on two NatGas generators and only increased cooling need made me even start with solar. And anything that requires you to find am individual strategy for each planetoid is definitely good for the game.

5 hours ago, pether said:

Thats a really cool idea, I like it. If somebody is curious about the values, here is my freshly-generated cluster during mid-day:

So around 25% sunlight of before for the starting planetoid. That is still plenty until late-game.

2 hours ago, sakura_sk said:

Is swamp worldgen a little bit .. messy or does that happen to all Classic starts?

  Hide contents


 

 

 

I think that may need some tuning. Generally Klei tries to minimize biome border breakage. There is some in the "terra" and forest big start ones, but not this much.

Edited by Gurgel
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