Developer JarrettM Posted October 4 Developer Share Posted October 4 An update to the public_testing branch. Changes and Improvements All versions Various station buildings now show the time required for a selected recipe to be crafted in their sidescreen. Buildings listed in the database now show their size under "Construction Properties." Added a "Requirements" section to the details panel. Added "Room Requirements Class" information to a building's information panel if it has a designation such as "Industrial Machinery". Moved entity “Effects” text out of the “Information” panel of the details screen and then into its own section. Pajama Cubby's dispense errand now persists over save/load. Updated Chinese localization. Fixes All versions Fixed critters incorrectly displaying unreachable move status items when they were indeed reachable. Fixed an issue where the planter side screen showed the incorrect number of seeds. Fixed Somnium Synthesizer animation issue when it ran out of Dream Journals. Fixed a bug where the Somnium Synthesizer was unable to resume operation after running out of resources. Fixed an issue where the Somnium Synthesizer would sometimes fail to request a 25th Dream Journal. Fixed a bug on fabricator side screens whenever it cut off the text explaining that there were no recipes discovered. Fixed a bug that was causing the Information panel to show up empty in places where it should not have shown up at all. Fixed Morb animation inside the Critter Cargo Bay rocket module. View full update 12 Link to comment Share on other sites More sharing options...
Eppitaal Posted October 4 Share Posted October 4 (edited) It looks like with these new QoL updates, the farming overlay no longer shows the autoharvest indicator icon on the plants. I think this was unintentional. Edited: Mistook the harvest overlay for the farming overlay. Nevermind this x_x Edited October 4 by Eppitaal 1 Link to comment Share on other sites More sharing options...
asurendra Posted October 4 Share Posted October 4 Quote Various station buildings now show the time required for a selected recipe to be crafted in their sidescreen. Buildings listed in the database now show their size under "Construction Properties." Wow. Just wow 1 Link to comment Share on other sites More sharing options...
Henlikuoth Posted October 4 Share Posted October 4 I am happy about the overall development of ONI. However, I am hoping to see some new asteroid types also. I am particularly interested in a snowy/icy asteroid consisting primarily of snow and frost biomes. Link to comment Share on other sites More sharing options...
Gurgel Posted October 4 Share Posted October 4 1 hour ago, Henlikuoth said: I am happy about the overall development of ONI. However, I am hoping to see some new asteroid types also. Same here. I have basically mastered all single, classic start and Spaced Out maps. Making things artificially more difficult is not my thing in Oni, so I would need some new environments. Link to comment Share on other sites More sharing options...
Pproy Posted October 4 Share Posted October 4 3 hours ago, Gurgel said: Same here. I have basically mastered all single, classic start and Spaced Out maps. Making things artificially more difficult is not my thing in Oni, so I would need some new environments. Maybe a silly suggestion, but I would like a map where gassy moo are available much earlier. Would be neat to create a base that the survival of the colony is based on taming Moos. Right now, by the time we get to them, it feel more like a vanity project. 2 Link to comment Share on other sites More sharing options...
asurendra Posted October 4 Share Posted October 4 (edited) 2 hours ago, Pproy said: Maybe a silly suggestion, but I would like a map where gassy moo are available much earlier. Would be neat to create a base that the survival of the colony is based on taming Moos. Right now, by the time we get to them, it feel more like a vanity project. Hm... I guess it not hard to do with mods, at least for DLC. Just need to add some life-support to moosteroid and you can start on it Edited October 4 by asurendra Link to comment Share on other sites More sharing options...
Jorge Junior Posted October 4 Share Posted October 4 I will use Somnium Synthesizer in the new update. How many duplicant should I put to sleep here? What additional work do you do? Link to comment Share on other sites More sharing options...
Kderosa Posted October 4 Share Posted October 4 7 hours ago, Pproy said: Maybe a silly suggestion, but I would like a map where gassy moo are available much earlier. Would be neat to create a base that the survival of the colony is based on taming Moos. Right now, by the time we get to them, it feel more like a vanity project. The Moos are now useful to produce Plastium; however, like Thermium, Plastium has no real use in the game. So, to echo the other comments, what would be nice is, perhaps, another ring of planets accessible by the Hyrdogen rockets (which also aren't really needed in the DLC) which require the rare resources you just spent hundreds of cycles finding and producing to conquer. The temporal tear should also be moved to this new outer ring and some of the POI planets should have some material you can drill for that isn't available on the inner ring planets. Link to comment Share on other sites More sharing options...
Henlikuoth Posted October 5 Share Posted October 5 Also, I hope we will finally be able to change the faces of our dupes. As far as I can see, it is already part of the new cosmetic skin system. Link to comment Share on other sites More sharing options...
Pproy Posted October 5 Share Posted October 5 16 hours ago, Kderosa said: The Moos are now useful to produce Plastium; however, like Thermium, Plastium has no real use in the game. So, to echo the other comments, what would be nice is, perhaps, another ring of planets accessible by the Hyrdogen rockets (which also aren't really needed in the DLC) which require the rare resources you just spent hundreds of cycles finding and producing to conquer. The temporal tear should also be moved to this new outer ring and some of the POI planets should have some material you can drill for that isn't available on the inner ring planets. So, a problem I have with this is, let say there a new ring of asteroid that is only accessible with late game resources and are hard to conquer, how are they not going to be vanity project themself? And, even if we get new resources from them, in what way would they be needed? Like you said, plasmium doesn't have a real use in game (although I think is partly because it is unnecessarily gated behind thermium), so why introduce more material that we dont need?. The use of thermium is making advanced setup that required temperature above what steel can handle, like a petroleum boiler, in order to boost greatly the production of power or other resources without requiring said volcano. The issue is, most base have more than enough power to thrive with a single petroleum boiler powered by a single volcano, so why make our life more difficult by making a setup requiring thermium? This is why I think the early game should be looked at. When we leave for space to conquer other asteroid, it should feel like your base is somewhat stable, not perfectly fine. In other word, stuff like a SPOM setup should require a tremendous amount of power so we feel the need to expand our power production, or cost more water so we need other source of food so our dupe doesn't starve. And, it also where new start could be interesting where we would have to come up with original solution in order to survive. Link to comment Share on other sites More sharing options...
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