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Another hotfix for The Frosty Planet Pack beta branch. We added a new building, food, POI, and fixed some bugs. Full notes:

Features

  • The Frosty Planet Pack
    • Added Mercury Ceiling Light building. 
    • Added new campsite POI to Ceres asteroids.
    • Added Nosh Noms food recipe to the Deep Fryer.

Changes and Improvements

  • All versions
    • Database: Added Effects section to equipment entries.
    • Database: Updated description text for equipment entries to be consistent with what appears in the sidescreen.
  • Frosty Planet Pack
    • Destination select screen now shows remixed asteroid replacements on the world traits tab.
    • Increased quality of Squash Fries food and removed Table Salt from its recipe.
    • Minor change to Frozen Mercury Asteroid Field tuning.
    • Updated DIY Cot blueprint to remove the blinking lights.
    • Worldgen
      • Classic-style Ceres now has radioactive biomes with critters and plants.
      • Adjusted showroom POI position to appear closer to space.
      • Minor adjustments to Geothermal Heat Pump placement on all Ceres asteroids.
      • Improved POI placement near the start to reduce worldgen failures.

Fixes

  • All versions
    • Fixed an issue causing Duplicants affected by the Toasty Surroundings status to become distracted while heading to a cooling station.
    • Tonic Root's "View Database" button now properly links to its entry in the database.
    • The "Resources" menu button in the detail header should now properly report the amount of calories for food items in its tooltip.
    • Fixed a bug preventing Arbor Trees from producing seeds when harvested or when spawning.
    • Fixed a crash that could occur when 2 Duplicants both wanted the final serving of water in a Water Cooler.
    • Sweepy station now crafts the Sweepy using the same temperature as the material used. Germs in the material will also now be transferred to the newly created Sweepy.
    • Fixed critters falling through the floor when playing a jumping animation.
    • Fixed burrowed Hatches disappearing on dig. 
    • Fixed a bug causing branches of domesticated Arbor Trees to grow at wild plant speeds.
    • Fixed a bug where critters larger than 1x1 were freezing to death if at least one of their occupied cells was a vacuum, and at least one other wasn't.
    • Fixed a bug in the Power overlay where preview buildings were applying a gray tint to their ports.
    • Fixed a bug where branches and trees could not be fertilized for Farmer's Touch at a Farming Station. 
    • Updated strings on Farming Station's Effect panel to show the word "plants" instead of "buildings."
  • Spaced Out! only
    • Fixed a crash that could happen with a critter in the Critter Cargo Bay.
  • Frosty Planet Pack
    • Fixed a bug where the Ice Liquefier was not updating its meter on game reload. 
    • Fixed a bug where destroying the Ice Liquefier soon after a Duplicant began to extract water from it was causing the Duplicant to freeze in place forever.
    • Biobots and Rovers are no longer able to carve Lumen Quartz.
    • Fixed a crash when Biobots or Rovers interacted with the Ice Liquefier.
    • Fixed invalid research images showing up when the DLC is not enabled in the save file.
    • Fixed excess walls in Geothermal Heat Pump POI.
    • Search string on the Research screen no longer filters against DLC items in a category.
    • Removed The Frosty Planet Pack plants from the plantable side screen when playing a non-DLC save.
    • Fixed an issue where the Ceres Fragment incorrectly displayed geyser information.
    • Pikeapple Bush and Squash Plume can now be fertilized for Farmer's Touch using a Farming Station.
    • Fixed a bug where Bonbon Tree branches were not being destroyed by drowning. 
       

View full update

  • Like 17
  • Ninja 1
  • Health 2

Seems pretty neat, have no clue what any of this is and have no way to test it currently, but seems great. Still gonna nag you to make the deep fryer a building with equivelent strength to the gas range as I already said in a previous post, but increasing squash fry quality is a step in the right direction, albeit I would keep the salt requirement as a reason fir giving them a high or very high quality.

I'm not sure if the Mercury lamp 60k!! lux level is a typo, but this is a meme setup that converts 546kg mercury/cycle (910g/s) into 2884W of power using the new lamps. The space POIs don't give that much mercury so you'll run out eventually.

image.png.0669ae022322de4c5e00f993dc7133d1.png

Outside of the very obvious bonbon tree usage, it's great that this can be used to grow normal gas grass in base game and before access to exuberant in SO, plus the ceiling placement+smaller power footprint makes it so much better for beach chairs or if you want to keep your dupes bright and cheerful in general.

  • Like 2
  • Big Ups 1
26 minutes ago, asurendra said:

OMG its real!!! 

Thats gives Bonbon trees a new live

Bonbon trees are affected, but this mostly affects arbor trees (farmer's touch can now apply on arbor tree branches). Bonbon tree branch's wood production is not worth bothering with and the farmer's touch does not affect nectar production

1 minute ago, Tigin said:

Bonbon trees are affected, but this mostly affects arbor trees (farmer's touch can now apply on arbor tree branches). Bonbon tree branch's wood production is not worth bothering with and the farmer's touch does not affect nectar production

Cant agree. Arbor trees is almost free, and wild one is completely free.  25kg of fertilizer is a big increase for them... 

Bonbon, on the other hand, are pretty expensive... And wild planting is hard as pips die in bonbon temperatures. So doubling their wield for mere cost is fine. Not overpowered, but fine

  • Like 1
17 minutes ago, asurendra said:

Cant agree. Arbor trees is almost free, and wild one is completely free.  25kg of fertilizer is a big increase for them... 

Bonbon, on the other hand, are pretty expensive... And wild planting is hard as pips die in bonbon temperatures. So doubling their wield for mere cost is fine. Not overpowered, but fine

This argument only makes sense if Bonbon trees gave meaningful amounts of wood, as doubling very little amounts of wood is still quite little

The game crashes when a dupe uses the Research Portal and you click on the purple 'Research Discovered' info button or the Research Portal (again).

Edited by Moondrake
clicking on the Research Portal again also causes the crash.
7 hours ago, JarrettM said:

Added Nosh Noms food recipe to the Deep Fryer.

 

A great thing in and of itself. Plume Squash needs a nerf though. Otherwize, Nosh Sprouts will remain a meme crop. As of today, plume squash turns 15kg ethanol into 444kcal. Nosh sprout turns 20kg ethanol + 5kg dirt into 360kcal. Bammoth's appetite could be reduced to keep them unaffected by plume squash rebalancing.

Edited by gigamoi
6 hours ago, O6ygen Included said:

Well, all that remains is to add a couple of geysers with new resources (so that all the necessary resources are renewed) and the morphs of new animals, then there are no more questions for the addition (as for me):wilson_goodjob:

I agree. Things are looking good. 

Edited by Gurgel
  • Health 1

Hey guys, are the following bugs fixed ? :
- Nat Gas Generator's CO2 output temperature (outputs at building temperature instead of 110°C)
- "Slimelung germ source" icon on Pufts
- Areas staying dark despite discovered
- Morbs producing a different pO2 amount depending of the game's speed

Edited by b l a n k
  • Like 1
45 minutes ago, b l a n k said:

- "Slimelung germ source" icon on Pufts

Thats intended. If puft inhale pO2 with slimelung it will produce slime with more germs than was in air originally.  So technically pufts are source of slumelung infection as they speed up germs reproduction and  deny germs dying due to low population

 

Quote

- Morbs producing a different pO2 amount depending of the game's speed

Thats not a bug too. Morbs doesnt have fixed production rate, they have a random chance to produce some pO2 when they moving. In early game they "rate" doesnt depend on speed. In late game where lag strikes game skip critter movement to reduce calculations. OOn faster speed lag is bigger so morbs stay at place longer. It cant be "fixed", it need full morbs rework to change...

5 hours ago, Tigin said:

This argument only makes sense if Bonbon trees gave meaningful amounts of wood, as doubling very little amounts of wood is still quite little

Its net positive and its simple to setup. Good for early game where technologies and dupe labor are limited

Edited by asurendra
4 hours ago, b l a n k said:


- Areas staying dark despite discovered
 

By the way, yes, I also met 2 dark cells that were dark (by activating the door, not the whole area opens) fortunately there was snow under them, I melted it and with the order of the duplicate I opened the area

4 hours ago, asurendra said:

Thats intended. If puft inhale pO2 with slimelung it will produce slime with more germs than was in air originally.  So technically pufts are source of slumelung infection as they speed up germs reproduction and  deny germs dying due to low population

Theoretically, yes. De facto, they always produce slime without any germs. Because of a small old bug that has been around since the spring of 18, iirc. I'm going to write a bug report, maybe they'll pay attention now.

  • Like 4
19 minutes ago, SixbySix said:

Game crashes when you click on "research discovered" after obtaining the research portal package.

Had this happen too, also when I tried to inspect one of the new buildings at the bottom of the map. I think something is buggered with the lore database.

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