Jump to content

Recommended Posts

  • Developer

This hotfix for The Frosty Planet Pack Beta contains some resource loop changes and tuning adjustments.

Full notes:

Changes and Improvements

  • All versions
    • Added a Wood to Refined Carbon recipe to the Kiln.
    • Newly constructed buildings will now take on the temperature of their build materials, if those build materials were less than 45°C.
    • Instant build mode considers a material’s temperature transitions when selecting its default temperature. (i.e. Mercury buildings won’t melt instantly.)
  • Frosty Planet Pack
    • Small increases to Flox dirt and wood production.
    • Reduced the Flox's Pikeapple consumption amount.
    • Significant increase to mass of the Bammoth Patty.
    • Adjusted Bammoth Patty recipe output ratios in the Rock Crusher.
    • Adjusted Bammoth eggs care package to appear after a later cycle count.
    • Art revisions for the Flox in the Critter Cargo Bay and the Critter Trap.
    • Worldgen
      • Added coal to the oil biome near diamond clumps on base game and classic-style Ceres asteroids.
      • World Remix: Added 4 random geysers to Ceres Fragment.
      • World Remix: Changed Regolith Asteroid replacement rules to include the regolith biome and meteor shower from the Regolith Asteroid. Ceres Fragment is incompatible with this change and can no longer replace the Regolith Asteroid.
      • Ceres Minor (Spaced Out! style) now has a guaranteed carbon dioxide geyser, which replaces one of the guaranteed water geysers.
      • Enabled Volcanoes and Frozen Core world traits on all Ceres clusters.

Fixes

  • All versions
    • Fixed crash selecting a Critter Cargo Bay.
    • Fixed a bug that accidentally caused the Liquid Tepidizer to adapt the new slider changes implemented on the Space Heater.
    • Fixed an issue where Arbor Trees did not drop seeds if they were harvested using liquids.
  • Frosty Planet Pack only
    • Fixed issue with the Bammoth and Bammini flickering in the Critter Cargo Bays.
    • Starting a new game on a Ceres asteroid should no longer cause The Frosty Planet Pack setting in the Scramble DLCs menu to be turned off for subsequent new games if they were previously turned on.

View full update

  • Like 19
  • Thanks 1
32 minutes ago, JarrettM said:

Ceres Minor (Spaced Out! style) now has a guaranteed carbon dioxide geyser, which replaces one of the guaranteed water geysers.

So that means it has a guaranteed CO2 geyser and the water geyser is no more? Or that water geyser has a chance to spawn?

  • Developer

Oops! This patch note was not actually represented in build 618871. 

Quote

Adjusted Bammoth Patty recipe output ratios in the Rock Crusher.

We've just updated the public_testing beta to 618940 in order to include it.
 

A new way to produce coal would still be nice, to compliment the new clay production cycle. I liked being able to get the carnivore achievement without having to ranch any hatches, but as it stands I'll still have to if I want useful quantities of ceramic. An alternative would be some way to turn clay into ceramic without coal (or manual digging, as with heating clay debris).

Squash fries still seem in a strange place considering that they require both table salt and tallow in order to be made, while only being as good as pemmican or other simple foods and being made in the deep fryer. Why not bump their quality up to at least a +3 considering that full sustainability for them requires both a sustainable salt source and seal ranch on top of the squash farms in the first place; the other remaining deep fryer recipes were adjusted to a +4 and given a complexity hike while the fries were already complex to begin with.

  • Like 2
4 hours ago, JarrettM said:
  • Added a Wood to Refined Carbon recipe to the Kiln.
  • Significant increase to mass of the Bammoth Patty.
  • Adjusted Bammoth Patty recipe output ratios in the Rock Crusher.
  • Added coal to the oil biome near diamond clumps on base game and classic-style Ceres asteroids.

Hmm.. now we have some Coal. Somewhere far below. And only at the base game and classic-style start.
The problem with steel production has been solved.
But I see a problem with the production of Ceramics.
Is this intentional to make life difficult for the players?
If not. I suggest changing this recipe.

Wood to Coal instead of Refined Carbon. And maybe add a secondary product, Carbon Dioxide, which will be released into the atmosphere.

I also propose to change the temperature conversion of Wood at 600C to 50% Carbon Dioxide + 50% Refined Carbon.

  • Like 1
6 hours ago, JarrettM said:

Fixed an issue where Arbor Trees did not drop seeds if they were harvested using liquids.

Oh no.

A short historical digression. Previously,  in the U51 update and earlier, there were two cases when an acorn could spawn.

  • When the branch was harvested. A fairly honest way.
  • When the new branch was spawned. This way allowed you to make an exploit with liquid and get a lot of seeds quickly and completely free of anything.

At first, I was glad that you finally fixed this exploit in the U52 update.

But now, in this patch, you have not only returned the exploit. But you also turned off the honest way to get acorns when harvesting from branches.

Sadly.

PlantBranchGrower.Def.onBranchHarvested is never assigned, its always null and so never called

3464654654.png.bb7e203bd171b196e5677ef87b78b8df.png

  • Sad 2
  • Wavey 1
  • Sad Dupe 1

All that remains is to adjust the recipe for obtaining table salt (in connection with new recipes for preparing dishes) because our duplicates are able to produce plastic from oil (50% loss of the original material), supercoolant and similar complex things, and when obtaining table salt we lose 99.995% of the original product in the form of salt and we get 0.005% pure product? maybe increase the cost of the recipe in crafts, but also increase the amount of table salt obtained when crushed? in dishes up to 25-250g of salt, and getting 5kg (so that the loss is at least 95%)

it’s just that the production of table salt looks like it is the most complex and resource-intensive, both in terms of time and materials

 

Edited by O6ygen Included
  • Like 2
2 hours ago, O6ygen Included said:

All that remains is to adjust the recipe for obtaining table salt (in connection with new recipes for preparing dishes) because our duplicates are able to produce plastic from oil (50% loss of the original material), supercoolant and similar complex things, and when obtaining table salt we lose 99.995% of the original product in the form of salt and we get 0.005% pure product? maybe increase the cost of the recipe in crafts, but also increase the amount of table salt obtained when crushed? in dishes up to 25-250g of salt, and getting 5kg (so that the loss is at least 95%)

it’s just that the production of table salt looks like it is the most complex and resource-intensive, both in terms of time and materials

 

The rest of the mass from crushing salt is sand. The recipe is fine and is one of the very few good ways of making sand renewable. It does not need changing. 

Edited by NeoDeusMachina
  • Like 1
  • Thanks 1
38 minutes ago, NeoDeusMachina said:

The rest of the mass from crushing salt is sand. The recipe is fine and is one of the very few good ways of making sand renewable. It does not need changing. 

Do you really think that if you change the recipe to 95 kg of sand and 5 kg of table salt, you will lose valuable resource sand? I personally am ready to sacrifice 5 kg of sand just not to force duplicates to grind salt 2 times for one dish.

if you count delivery, crushing time, energy, then this is very labor-intensive, especially considering that they will take these 5 grams to the tables for food, but what if I have 20 or 30 duplicates? then it takes too much time for such a small task, providing table salt to the colony.

I just realized that we spend on one dish using salt the same energy and time of duplicates as it takes to produce lime per 100 kg of steel (when crushing Fossil we get the same 95 kg of Sedimentary Rock and 5 kg of lime)

Edited by O6ygen Included
  • Thanks 1
16 minutes ago, O6ygen Included said:

Do you really think that if you change the recipe to 95 kg of sand and 5 kg of table salt, you will lose valuable resource sand? I personally am ready to sacrifice 5 kg of sand just not to force duplicates to grind salt 2 times for one dish.

if you count delivery, crushing time, energy, then this is very labor-intensive, especially considering that they will take these 5 grams to the tables for food, but what if I have 20 or 30 duplicates? then it takes too much time for such a small task, providing table salt to the colony.

I just realized that we spend on one dish using salt the same energy and time of duplicates as it takes to produce lime per 100 kg of steel (when crushing minerals we get the same 95 kg of sand and 5 kg of lime)

It's not so much about the 5kg of sand lost. If the ratio is changed, it doesn't change that I'll crush all my salt anyway, so it doesn't change how much dupe labor I will need in the end unless you can crush more than 100kg of salt per recipe. If the food recipes need grams and not kg, you'll have an unreasonably large amount of table salt piling up, unless you also rebalance the food recipes.

I still don't see the actual need to rebalance all of this based on what you said and due to the delivery time. It can all be easily automated on all ends of the shipping line. You're even allowed industrial machinery in your great halls now, so really, there is only the crushing errand left for actual dupe labor and the occasional desalinator emptying. If you have 20-30 dupes, you also have a lot more workforce available to crush the salt.

Edited by NeoDeusMachina

Glad that the Floxes got some buffs as they should. Still kinda iffy about the Bammoth nerf but hope they look into them some more. Wood to Refine carbon is nice, altho I agree with some that making wood to coal kinda makes more sense, making wood have 2 ways to produce power. Making so forest starts you dont need hatches for power early.

With these changes you can make Steel really early on Ceres with so much Iron ore around.

We still need to address toast surroundings at least in regards to the cooling stations. Only the water cooler is one but we need cooling stations like the hot tub which can last 3 cycles, Possible making Brackene specifically last 2 cycles or something.

 

Overall Good changes Thank you Devs.

19 minutes ago, NeoDeusMachina said:

Если в рецептах еды нужны граммы, а не кг, у вас накопится неоправданно большое количество поваренной соли, если вы также не сбалансируете рецепты еды.

So I wrote about this, that it is necessary to rebalance both the production and consumption of table salt. raise the cost in recipes, but also increase production (it is desirable that 1 crushing = 1 dish or 2 to 1 ideally)

Hey, just wanted to bring (more) attention to the fact that elements other than air have substantial impact on dupes that may be unintended.  Water, for instance, on the Terra asteroid is "cold" enough to give dupes the chilly surroundings debuff:

image.jpeg.8ac17765d3ef15311a87159f504c520d.jpeg

I thought the intended comfortable dupe temp range was 0C to 45C, but this isn't the case the moment they step out of their element, so to speak.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...