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This update for The Frosty Planet Pack Beta fixes some bugs, adjusts some tuning, and expands some functionality to integrate with the pack's new temperature mechanics. Full patch notes:

Features

  • Frosty Planet Pack
    • Added Oxylite Sconce building.

Changes and Improvements

  • All versions
    • The Ice Maker can now optionally produce Snow.
    • Increased the load capacity, cooling strength, and power consumption of the Ice Maker, but reduced relative heat production.
    • Added a Cooling Water status to the Ice Maker to show when work is in progress. 
    • Research button now shows progress of active research.
    • Consuming Shellfish now contributes to the progress of the Carnivore Achievement.
    • Renamed Cold Scolding to Frostbite.
    • Updated localizations.
    • Temperature changes
      • Hot Tub and Sauna now provide 3 cycles of Frost Resistance.
      • Spicy Tofu and Curried Beans now provide 1 cycle of Frost Resistant: Spicy Diet effect.  
      • Buildings that provide immunity to Chilly Surroundings and Soggy Feet now display Frost Resistance in the Effects region in their UI.
      • Space Heater now has a slider that players can use to adjust the power consumption. Space Heater now has a power consumption range of 120-240W, with a corresponding heat production range of 18-36KDTUs. 
    • Selecting one of a food's Nutritional Effects in the database should now scroll to that specific effect on the Nutritional Effect page.
    • Updated the background art used for Gas Range blueprints in the Supply Closet.
  • Spaced Out! only
    • Folia and Quagmiris asteroids now support the Geoactive world trait. This will cause world traits on those seeds to change.
  • Frosty Planet Pack
    • Corrected specific heat capacity of Tallow being about 1000x too low.
    • Increased amount of Plume Squash that Bammoths consume, and slightly reduced the amount of meat they drop.
    • World Remix: When the Moo Asteroid is replaced, the world that replaces it will now include a Chlorine Gas vent.
    • Biome Remix: Prioritized adding biomes to the starting and nearby asteroids before mixing in distant asteroids.
    • Updated artwork for new space destination (base game) and space POIs (Spaced Out!) used in Scramble DLC.
    • Added sound to the Bonbon Tree's interact animation.
    • Research Portal can now be prioritized.
    • Disabled Geodormant on Spaced Out!-style Ceres cluster.
    • Consuming Deep Fried Meat, Pemmican, Fish Taco, Shellfish or Shellfish Tempura will now contribute to the progress of Carnivore Achievement. 
    • The Lumen Quartz chore type is now Dig instead of Uproot. Updated icon for status item and menu button.
    • Hooked up additional lore entries.
    • Renamed Pre-Plastic to Plastic Monomer. 
    • Added an entry for Plastic Monomer to the database.
    • Renamed Bonbon Gourd to Bonbon Tree.
    • Bonbon Trees now show status "Harvest ready" whenever they are full of Nectar.
    • Bonbon Tree storage is now visible in the UI. 
    • Increased mass of Wood Heater, preventing rapid runaway temperature increase.
    • Improved the quality of Shellfish Tempura and Fish Taco recipes, and added a Sleet Wheat requirement. Adjusted Tallow requirements.
    • Pikeapple can now spoil.
    • Removed Deep Fried Steak recipe from Deep Fryer.

Fixes

  • All versions
    • Fixed Duplicants being able to attack through walls.
    • Added germ color back to the Germ Source icon when viewing buildings with the germ overlay on.
    • Fixed a bug where several plants were no longer dropping seeds when uprooted. 
    • In-game music should now resume properly after leaving the Supply Closet after entering it from the Blueprint tab on objects.
    • Fixed Duplicant’s hair looking skewed while sitting in the Hot Tub.
    • Tempshift Plates no longer display a status item about being entombed.
    • Fixed a bug where Biobots and Rovers could still work after batteries ran out if they had high-priority tasks to do.
    • Fixed an icon-scaling issue in the power overlay.
    • Fixed a crash that could happen when rummaging a locker made on an earlier version of the game. 
  • Base game only
    • Tooltips in the Main Menu should now appear in the correct position.
    • Fixed a bug where loading a base game save with Duplicants in a rocket wearing atmo suits was causing a crash.
  • Spaced Out! only
  • Removed base game Data Bank from the sandbox spawner tool.
  • Fixed Cosmic Storm meteor difficulty incorrectly using Spring Showers parameters.
  • Frosty Planet Pack
    • Sherberry Plants and Lumen Quartz start at colder temperatures.
    • Manually harvesting the Bonbon Tree now plays the Nectar extraction animation properly respecting the number of branches currently on the tree.
    • Fixed a bug where interrupting the manual Nectar extraction from the Bonbon Tree would cause the trunk to not return back to its harvest-ready animation.
    • Fixed an offset in the harvest icons on the branches of the Bonbon Tree. 
    • Fixed a bug where the branches of the Bonbon Tree were not showing wild growth and domestic growth values in the Requirements section in the UI.
    • Fixed an issue where wild planted Bonbon Trees were displaying an incorrect amount when describing the speed of Nectar production.
    • Fixed a bug where individual Bonbon Tree branches were being counted as plants when evaluating the number of plants in a room.
    • Research Portal now counts as a light source that can fulfill room requirements.
    • Nighttime music should no longer play forever when loading into a Ceres cluster during the night.
    • Freyja should no longer disappear in the Main Menu Supply Closet after playing on a save without The Frosty Planet Pack content enabled.
    • Fixed a visual bug so that when harvest ready Bonbon Trees get entombed, the trunk now shakes along with the leaves.
    • Fixed Acoustic Art Panel collision box. Existing saves will have the prop in the incorrect location.

Modding

  • Re-added some methods and constructors in Database that mods were using to avoid breaking them.
  • Added an obsolete version of DlcManager.IsContentActive to help mods transition to using the correct calls. This will be removed in the future.
     

View full update

  • Like 15
  • Thanks 2

Where were you when Deep Fried Steak was kill?

 

The new Ice maker tweaks are great.

The Oxylite scounce is interesting but weird.  I'm not sure what's the difference between it and just building a storage bin set to a small amount of high priority oxylite. With only 240kg storage I feel like dupes will be running around constantly just to refill them. Although I guess they are only 1 tile high so can tuck them in some nifty locations.

Almost wish they had an automation port that closes them preventing further diffusion. Or maybe a powered version that has a pressure setting built in so they do it automatically.

Bammoth nerfs sad but expected.

Lack of Flox buffs/tweaks is sad, hope they get some love in the future.

 

All in all, great job, looking forward to future tweaks and changes!

Thank you for the fixes.

now for problematic stuff:

The Bammoth new food requirements mean we will feed it more calories than we get back (before cooking). It feels like this is the answer that nobody wanted to ranch the seals. Now we have higher ethanol costs.

Edited by imazined
  • Like 1
46 minutes ago, YOLO KNIGHT said:

I just wanted to say the tepidizer remains undefeated

20240702185446_1.jpg

The tepidizer has been dethroned by the ice liquefier, which can magically turn -272C ice into 25C water at 20kg/s with no power required. That's more than triple the heat output of a tepidizer!

  • Haha 1

Ice Maker to make Snow is good,

Deep Fired Steak being remove? Well i guess it kinda was just a worst barbeque make sense.

Fish Taco and Tempura being Great tier is good

NOW!!!! I get that Bammoths were OP but now you nerf them a bit too much, cause 1 Bammoth needs to eat like 4-5 plants. Thats kinda outrageous, 2 plants would have suffice but 4? I dont even think a full ranch can fit that many plants, but I understand that Idea of having ranch Bammoths in small numbers instead of Full.

Overall nice changes but gotta rethink that Bammoth nerf.

  • Like 1

I find the difference between vanilla and dlc critters amusing:

Hatches: "I offer thee a crucial material that is both fuel and a steel ingredient . When I die, my flesh will aid the colony's survival" - literally eats trash, rocks and requires nothing else.

Dreckos: "I offer you reed fiber for thy clothes my liege, and with mine Phosphorite your farms will know abundance!" - Eats borderline decorative plant that requires no upkeep whatsoever.

Pips: "I believe in self sufficiency, which is why I eat trees I planted myself, no need for you to do anything. Give me some more growing space and I will plant so many of them we shall drown this pitiful world of entropy in wood and ethanol!" -somehow no resource upkeep at all, still provides meat, eggshells, and tons of dirt and leftover wood.

Meanwhile:

Bammoths - need so hecking many plants it's virtually impossible to make a 4 tile high ranch, still provides barely any phosphorite compared to Dreckos. Did I mention their food also needs more than a distiller worth of ethanol per ranch? And all that for the worst reed fiber production and giving less calories in meat than they eat(you are better off frying their food and eating it yourself).

Floxes - No amount of cuteness can justify the sheer amount of resources these critters require. A single ranch needs ~10 plants, which require 50kg of phosphorite.

Thats 3 full ranches of bammoths worth of phosphorite.  Which in turn will require 27 spigot seals so sustain with ethanol. I don't even want to consider the amount of snow and effort required for feeding all those spigots with their trees. And all for a ranch that is inferior to just bunch of pips planting arbor trees.

Spigots - I'll be honest, with the new Icemaker changes I don't have a lot of bad thing to say about theses guys. Like, their ethanol production is meh compared to other options (available on the very ceres asteroid mind you), but  they give tallow which is okay, even though it has no uses in endgame recipes. At least these guys are trying to do something unique so I can give them a passing grade for effort.

 

Honestly I think I might put my beta colony on a pause until dlc releases, since it feels like the only way to play the game currently is to avoid using all the new critters and plants and just stick to the same stuff I've been using for hundreds of hours which is boring as hell.

Edited by Sinistrem
  • Like 6
  • Sanity 1
34 minutes ago, Carib94 said:

Ice Maker to make Snow is good,

Deep Fired Steak being remove? Well i guess it kinda was just a worst barbeque make sense.

Fish Taco and Tempura being Great tier is good

NOW!!!! I get that Bammoths were OP but now you nerf them a bit too much, cause 1 Bammoth needs to eat like 4-5 plants. Thats kinda outrageous, 2 plants would have suffice but 4? I dont even think a full ranch can fit that many plants, but I understand that Idea of having ranch Bammoths in small numbers instead of Full.

Overall nice changes but gotta rethink that Bammoth nerf.

I'm hopeful Deep Fried Meat isn't being removed permanently, perhaps just reworked (it wouldn't make sense to add Deep Fried Steak as a possible food for Carnivore just to remove it in the same patch).

It is possible to ranch 6 bammoths in a 96 tile stable, but you'll need to use 2/3-tile high stables. 

  • Like 2
3 hours ago, Sinistrem said:

The Oxylite scounce is interesting but weird.  I'm not sure what's the difference between it and just building a storage bin set to a small amount of high priority oxylite.

Based on the art (I haven't had the chance to fire the game up since today's update dropped), it looks like it doesn't need to be built on the ground.  If that's the case, then suspended oxylite off the ground can prevent CO2 deletion. 

3 hours ago, Sinistrem said:

The Oxylite scounce is interesting but weird.  I'm not sure what's the difference between it and just building a storage bin set to a small amount of high priority oxylite. With only 240kg storage I feel like dupes will be running around constantly just to refill them. Although I guess they are only 1 tile high so can tuck them in some nifty locations.

I think the idea is just that having this building will make it more obvious as a thing you can do (maybe they thought having storage bins as primary sublimation tool for oxylite was unintuitive?)

Edited by Primalflower
34 minutes ago, Sinistrem said:

Honestly I think I might put my beta colony on a pause until dlc releases, since it feels like the only way to play the game currently is to avoid using all the new critters and plants and just stick to the same stuff I've been using for hundreds of hours which is boring as hell.

LOL Bammoths just got nerfed and you talking as if they were bad from the start.

Floxes are okay kinda need to drop more dirt and maybe more wood but Phosphorite has so little uses that 10 plants for 50kg of is nothing. If I run out I run out LOL.

Seals are only good for Tallow, their ethanol is just a slight bonus to use for something else.

Also Beta is still very playable LOL. Just adapt XD

44 minutes ago, Tigin said:

I'm hopeful Deep Fried Meat isn't being removed permanently, perhaps just reworked (it wouldn't make sense to add Deep Fried Steak as a possible food for Carnivore just to remove it in the same patch).

It is possible to ranch 6 bammoths in a 96 tile stable, but you'll need to use 2/3-tile high stables. 

I just hope by the end if it the Deep Fryer has a Superb Food.

50 minutes ago, Primalflower said:

I think the idea is just that having this building will make it more obvious as a thing you can do (maybe they thought having storage bins as primary sublimation tool for oxylite was unintuitive?)

Maybe.

Honestly, now that I had time to think about it, they are pretty great for rocket interiors. Personally I don't use infinite storage inside of rockets, so having a 1 tile building that can be placed anywhere and has 4 days of oxygen stored inside of it seems nice. Can use it for getting orbit science above your starting asteroid, or sprinkle like 4-5 of them and go explore without having to use a storage bin for oxylite.

Maybe this is just Fromsoft Brain but I get the impression that this DLC is meant to be a Hard Mode for experienced players. So the animals might not be quite as generous as the base game. Obviously there's still a lot of balancing to do too.

2 hours ago, YOLO KNIGHT said:

Maybe this is just Fromsoft Brain but I get the impression that this DLC is meant to be a Hard Mode for experienced players. So the animals might not be quite as generous as the base game. Obviously there's still a lot of balancing to do too.

I think it's supposed to be different, and the start, at least, is.

I'm currently doing an all-achievement run with the beta (and Spaced Out!), and I got carnivore early without a rancher, by hunting bammoths and floxes nearly to extinction. The oxylite tiles run out quickly, and with no pips, no plants, no algae, and no polluted dirt, oxygen production will be water-based. You could run a SPOM on melted ice, but I was fortunate to find a cool slush geyser and just let the polluted water offgas, which means less heat but also no hydrogen power (it looks like the geo-vent thing is going to be a power source; it will be interesting to see how it affects the Super Sustainable achievement).

With carnivore and locavore done, I'm using the new plants for early food and plastic and to stockpile oxylite for later use, but once I have temperature regulation and access to the old plants, I won't have much reason to keep using the new ones (especially now that pikeapples can spoil). The only exception is the alveo vera, which has some potential with mutations and wild planting; it could even make carbon dioxide geysers useful. I'll reserve a small amount of nectar for use as a coolant, but I'll stop growing Bonbon trees once the snow runs low. As for the critters, with the exception of tallow, everything the new critters can do could already be done some other, usually better way, and sustainable tallow production seems a bit like farming nosh beans. I considered ranching bammoths for reed fiber for exosuits, but I'd sooner grab some lead from the teleporter asteroid and use lead suits.

Having alternative ways to produce key resources is good, it adds depth to the game, but this new stuff will need a lot of work to fit together well with the old stuff. And as of now, there isn't anything new that would challenge an experienced player, or even keep them interested much past the first hundred cycles.

Edited by hydragyro
  • Like 2
6 hours ago, Tigin said:

The tepidizer has been dethroned by the ice liquefier, which can magically turn -272C ice into 25C water at 20kg/s with no power required. That's more than triple the heat output of a tepidizer!

Not quite. It consumes wood. 

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