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  • Developer

An update for the Public Testing branch.

Changes and Improvements

  • All versions
    • Many solid storage buildings can now also store Medicines.
    • Dehydrator and Rehydrator buildings
      • Enabled Rehydrator behavior.
      • Changed the Dehydrator artwork and animation.
      • Added a status item to the Dehydrator when it’s waiting to be emptied.
      • Changed how Dry Rations are implemented. Existing Dry Rations in saves have changed to now all contain Frost Burgers regardless of what they were originally created with.
      • Changed the Primary Element of Dry Rations to Plastic.
    • Meter valves
      • Fixed meter valves resetting when another automation building is constructed/deconstructed while the signal is held green.
      • Meter valves now remember the state of the reset logic input on save/load.
    • Storage Tile
      • Storage is now “sealed,” which prevents sublimation and temperature exchange.
      • Added capacity slider to Storage Tile UI.
      • Adjusted visual layering of items dropped by the Storage Tile.
      • Added sound to the Storage Tile.
    • Biobot Builder story trait
      • Art revisions for buildings in Biobot Builder story trait.
      • Biobots are now listed on the Errands tab.
      • Slightly increased Biobot move speed (Athletics).
      • Doubled Biobot carrying capacity so it is now 400kg.
      • Biobot can now be deconstructed for 100% return of its construction materials.
      • Biobot is now automatically marked for deconstruction when its battery is depleted.
      • Adjusted Biobot Builder tuning to support more simultaneously active Biobots.
      • Adjusted doctor’s work time to release a Biobot.
      • Updated icon for status item "Insufficient Resources: Zombie Spores."
    • Critters
      • Pacus now only check surrounding liquid volume to determine if they are confined.
      • Pacus flopping outside of sufficient liquid are now considered confined.
      • Fixed issue preventing Beetas from ever becoming satisfied.
      • Fixed issue where the penalty for Pacus being crowded was not calculated correctly.
      • Added sound for the Hatch interacting with Critter Condo
    • Improved the Cycle 100 and Cycle 1000 celebration clock animation.
    • Slight adjustment to sandbox spawner tool's cell spawn position.
    • Updated localizations.   
  • Spaced Out! only
    • Duplicants idling in rockets no longer create a notification.
    • Added rocket launch condition warning when a Drillcone is installed without a cargo bay. 
    • Added rocket restriction to the Storage Tile.
    • Rovers are now listed on the Errands tab.

Fixes

  • All versions
    • Fixed issue causing element filter screen checkboxes to inconsistently respond to clicks.
    • Fixed issue preventing Critter Feeder UI checkboxes from correctly handling menu items shared by multiple critters.
    • Fixed a bug where a critter's 10-cycle starvation timer was not showing the remaining time in the status item.
    • Fixed a visual bug on Dry Rations icons.
    • Kiln now has a progress bar.
    • Fixed a minor typo in the description text for Slouchy Grape Socks. 
    • Removed “Effects:” from tooltips if there are no effect modifiers.
    • Fixed potentially squashed UI image in Storage Tile sidescreen.
    • Fixed a bug where Missing Germs status item was showing in the Biobot Builder when the Sporb was 100% incubated but the Biobot frame was not yet created.
    • Fixed a bug where solid elements inside an open door were not able to be mined by a Robo-Miner.
  • Base game only
    • Fixed crash unpausing saves with a Command Module built.
    • Fixed incorrect description of Virtual Planetarium.
  • Spaced Out! only
    • Should no longer be able to retrofit story traits inside of rocket interiors.
       

View full update

  • Like 9
  • Thanks 3
  • Ninja 1
  • GL Happy 2

1. When the biorobot or rover is idle, the notification "idle" will not be displayed

2. Players need to know how many rovers and biorobots have been produced in total

3. Biorobots and rovers should stay in the same area during their free time, rather than wandering around.

4. There are too few biorobot functions, and DLC does not require biorobot

5. The task list for robots and biorobots has always been empty

 

  • Like 1
7 hours ago, JarrettM said:

Pacus now only check surrounding liquid volume to determine if they are confined.

Big change this one.

So a Pacu now needs to be in an 8 tile "body of liquid", defined very loosely (any depth will do, and as always the volume check passes through mesh and doors), to not be confined. So you can still totally confine your pacu to a single tile as long as that single tile is part of an 8 tile body of water.

You can stuff 9 Pacus into that 8 tile body of water.

Of course, you can only put 10 pacus into a 16 tile body of water.

And no more flopper builds. So either feed your dam pacus or engineer cells with 8 tiles of liquid.

9 hours ago, JarrettM said:

Biobot Builder story trait

  • Art revisions for buildings in Biobot Builder story trait.
  • Biobots are now listed on the Errands tab.
  • Slightly increased Biobot move speed (Athletics).
  • Doubled Biobot carrying capacity so it is now 400kg.
  • Biobot can now be deconstructed for 100% return of its construction materials.
  • Biobot is now automatically marked for deconstruction when its battery is depleted.
  • Adjusted Biobot Builder tuning to support more simultaneously active Biobots.
  • Adjusted doctor’s work time to release a Biobot.
  • Updated icon for status item "Insufficient Resources: Zombie Spores."

 

I fear those upgrades are not enough...

Currently biobot is just a copy of a rover, even if it has slightly more carrying capacity the core function is the same. That feels boring and useless. Shame, because story trait idea is great, just the reward is sad...

Biobot needs something cool, shiny and unique to be better story trait. Other story traits give player something they cannot have any other way (global stats bonuses, quick morphs, easier overjoyed reactions, renewable fossil), carrying rover feels not enough...

May I suggest giving him some germ vaccuum, so he could purify the base and recharge his battery at the same time? I'm dreaming of a base full of zombie spores and all sporechids I can find, maned only by perpetum-mobile biobots.

Also, they need to do more tasks than just carrying items

  • Like 2
  • Health 1
  • Big Ups 1
  • Sad Dupe 1
2 hours ago, pether said:

I fear those upgrades are not enough...

Currently biobot is just a copy of a rover, even if it has slightly more carrying capacity the core function is the same. That feels boring and useless. Shame, because story trait idea is great, just the reward is sad...

Biobot needs something cool, shiny and unique to be better story trait. Other story traits give player something they cannot have any other way (global stats bonuses, quick morphs, easier overjoyed reactions, renewable fossil), carrying rover feels not enough...

May I suggest giving him some germ vaccuum, so he could purify the base and recharge his battery at the same time? I'm dreaming of a base full of zombie spores and all sporechids I can find, maned only by perpetum-mobile biobots.

Also, they need to do more tasks than just carrying items

Great idea! Would def help it feel more special.

I also strongly agree that the basic idea of the trait is fantastic. Allowing germs to be used as a resource is super interesting. Bacteria have lots of real-world applications that would make a ton of sense in the ONI world.

  • Like 1

So testing out the Dehydrated food.

So the Dehyrdater just needs a natural gas input to work, over 250 seconds it consumes 5 kg of NG to convert 6000 kcal of a 4+ quality food (starting at Stuffed Berry) into 6x 1 kg dehydrated foods.

As for the Rehydrator, it takes power (60 W) and a Water input, of which it consumes 20 kg per use. Presently it is of no consequence if the water is germy. The Rehydrator will be loaded with dry meals.

When a Dupe is hungry, a properly stocked Rehydrator becomes an option for picking up food, and it probably uses the standard meal selection logic (which is dupes will pick the closest food, but treating each additional quality level as being 5 tiles closer than it actually is, or they'll walk 5 tiles further for each quality level). Dupes wouldn't use the Rehydrator when it was more distant than the well stocked fridge, but they did use it when it was closer.

Anyway, after using the Rehydrator for a few seconds, the Dupe gets 1000 kcal of the original food.

It seems that the dehydrated food scheme is orientated around giving dupes a 1000 kcal meal. On max hunger difficulty dupes will still only take 1 kg at once, they can't rehydrate the 2 kg portion they actually need. But because it seems the Rehydrator is piggybacking on the standard meal acquisition logic, the dupe WILL continue to rehydrate portions for as long as their downtime continues and for as long as they are hungry. Thus on max hunger difficulty it shouldn't be too much of an issue as long as the Rehydrator is like right next to the Mess Table.

Anyway, to the Devs: Now that we have these cool new options for preserving food, When Berry Sludge nerf? I wouldn't mind if it was like Pickled Meal / Grubfruit Preserve in its spoil time.

  • Like 2
2 hours ago, blakemw said:

When Berry Sludge nerf?

Never, berry sludge is forever. There should actually be berry sludge fossils from ages past when it was called fruitcake, like amber, preserving whatever got stuck inside it. We should also be able to find dupes preserved in berry sludge pods waiting to terrorize your neighborhood.

  • Like 7

Biobot needs more buffs. Still not worth building them.

A way to recharge maybe is a good start. 

 

Or the story trait rewards you a unique bot that recharges and does more function. Give it a special skin.  It can be the master bot that helps produce more bio bots.   This limits bots from being too op by having only one unique one. Like getting the hermit as a reward. 

Since its a "bio" bot, maybe instead of using power to recharge it, feed it organic stuff (any biomatter) ?

 

Edited by RonEmpire
  • Like 3
On 11/10/2023 at 10:17 AM, blakemw said:

As for the Rehydrator, it takes power (60 W) and a Water input, of which it consumes 20 kg per use. Presently it is of no consequence if the water is germy.

Feels like germs should transfer here. They are eating the water in the food.

  • Like 2

An unusual bug where replacing a storage tile with another tile may delete the stored contents. The stored contents are only deleted if they are of the same refined metal as the storage tile (e.g. copper stored inside of a copper storage tile, but not glass).

Consider the following example.

  1. start with a copper storage tile and 200 kg copper in the stored contents;
  2. order replacement of the storage tile with a sandstone tile;

image.gif.c339a939a89bfbc0e5308ae6ea09c9d4.gif

After the storage tile is replaced, observe that

  • the building materials of 100 kg copper + 100 kg glass are dropped as debris;
  • the stored contents of 200 kg copper is missing;
  • deconstructing the sandstone tile does not reveal any hidden/buried copper;
  • Like 1
  • Ninja 1
  • Potato Cup 1
6 hours ago, hydrotoast said:

An unusual bug where replacing a storage tile with another tile may delete the stored contents.

Please open bug ticket, it will be easier for Klei to track it - random post on forum may easily get lost in the pile of other posts

  • Like 1
18 hours ago, pether said:

Please open bug ticket, it will be easier for Klei to track it - random post on forum may easily get lost in the pile of other posts

Thanks; I was not aware of the preview branch specification for bug reports

On 11/9/2023 at 3:55 PM, JarrettM said:

Duplicants idling in rockets no longer create a notification.

I half-like this change, because it means I'm no longer distracted by the notification when I'm moving dupes between asteroids, but now I don't get a notification when my parked orbital researchers run out of plastic or power. Would it be possible to only hide notifications for dupes on a rocket in motion?

  • Like 1
13 hours ago, Gorebell said:

I half-like this change, because it means I'm no longer distracted by the notification when I'm moving dupes between asteroids, but now I don't get a notification when my parked orbital researchers run out of plastic or power. Would it be possible to only hide notifications for dupes on a rocket in motion?

Yeah, I don't get this change. It's hiding problem instead of fixing it. With enough space in the rocket you could always add hamster wheel to keep them busy. There should be enough tasks in the rocket to keep them busy, or a leisure module where they could have this setting and some recreational buildings to keep them happy.

  • Developer

There were some further changes to the idle notifications in yesterday's hotfix. If you would like to be notified about idling duplicants in rockets you can turn on the diagnostic inside a specific rocket.

Quote
  • Removed left edge idle notification. The right edge idle diagnostic now defaults to the “Alert Only" setting.
  • Added idle diagnostic option to rocket interiors, which defaults to Never displayed.

 

  • Like 4

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