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Just a small hotfix for The Frosty Planet Pack beta.

Changes

  • Increased Mercury Ceiling Light's heat production.

Fixes

  • Fixed a crash that was occurring when trying to display event popups.
  • Mercury is now displayed as a "requirement" of the Mercury Ceiling Light, instead of an "effect".

View full update

  • Like 6
  • Ninja 1
11 hours ago, Wormboi said:

honestly thats not as bad as I thought it would be...

I am not that sure isn't that bad tho.

Mercury specific heat capacity is rather small and i fear will be a struggle to keep the lamps cooled enough to prevent mercury from transition to liquid

Tldr: another heat source in a "cold themed" dlc ,  i am not that enthusiastic about how the overall design of the dlc is going. In my opinion there's the need for cold sources (heat sinks) and way to change the late game too

3 hours ago, Tenedas said:

I am not that sure isn't that bad tho.

Mercury specific heat capacity is rather small and i fear will be a struggle to keep the lamps cooled enough to prevent mercury from transition to liquid

Tldr: another heat source in a "cold themed" dlc ,  i am not that enthusiastic about how the overall design of the dlc is going. In my opinion there's the need for cold sources (heat sinks) and way to change the late game too

I'd kinda agree with this. eventually the asteroid would heat up on it's own just from normal stuff. Further, theres the geothermal story trait that will, presumably, produce heat. however, the plants and critters that come with the dlc need cold temps. so, while they may be fine starting out, if you wanted to use them long term (benefit vs base game critters arguments aside), then you are right back to temp controlled, insulated spaces anyway. almost like there needs to be some sort of forced "cold front" that sweeps through. sort or main asteroid weather system

  • Big Ups 2

If they want to alter the late-game, then the plants and animals should be SO good that we want to maintain cold temperatures for them. Alternatively, machines that only function under severe cold and require dupe interaction (so we can't just lock the machines in a cold room). I understand there might be some resistance to making the map perma-cold, so the other option is to make it US that wants to make it perma-cold. For that we need a strong incentive. That would certainly alter the late game, the usual monster task of keeping things from getting too hot is made 10x more complicated if we have to go further to keep things perma-cold.

Edited by speckle21
  • Like 2

while i agree with all the comments above i'd like to clarify better what i meant. Is not like we should decide to have cold or go for a cooling system in order to use what this DLC is bringing to the table.
The DLC should "force" use to go for cold systems. Like in a regular game we literally fight against the heat and have to develop cooling systems i am expecting to have to fight against the cold and have to build heating systems.

The last DLC we got is spaced out and it completely changed the gameplay! Cluster of planetoids / Radiation layer and so on...
On the other hand this DLC sounds more like a "content pack" with 2-3 quality of life upgrades squeezed together.
Nonetheless i would still pay for it to support Klei and the great game they gifted us with ONI.

Probably Klei spoiled us to expect big things when we hear the word "DLC" but for now i want to repeat,, kind of disappointing.

What i was expecting and have yet to see:

  • new layer and new buildings to interact with said layer
  • all buildings with a new coldsnap temperature (concept in opposition with "overheating")
  • the new buildings would have removed heat instead of producing it ( naturally isn't like we getting free cooling should be something balanced with pros-cons but that would force us to come up with heating systems

what we got instead is..

  • 3 new biomes with a critter and a plant each
  • few new material and buildings not really related to anything (some arguably useful like mercury)

Until the release i will have my finger crossed for something amazing to happen in this DLC :D

  • Like 3
32 minutes ago, Tenedas said:

The last DLC we got is spaced out and it completely changed the gameplay! Cluster of planetoids / Radiation layer and so on...
On the other hand this DLC sounds more like a "content pack" with 2-3 quality of life upgrades squeezed together.
Nonetheless i would still pay for it to support Klei and the great game they gifted us with ONI.

Probably Klei spoiled us to expect big things when we hear the word "DLC" but for now i want to repeat,, kind of disappointing.

Klei was explicit what to expect in the 2024 road map

Quote

 

When we were originally considering making more DLCs back in early 2022, we had just come off a three-year-long haul on Spaced Out!, and our ideas for future DLCs were all on a similar scale. Trying to make them work for both the base game and Spaced Out! was daunting. 

But over the past year, DLC ideas just kept coming—many of them focused on content that would be a more natural fit with the base game, Spaced Out! DLC, and each other. 

So after a year of smaller free updates, we're switching back to paid DLCs that'll allow us to take our derpy little colonists into wild new uncharted corners of time and space.  

Our plans for these modular DLCs center around new asteroids packed with new biomes, critters, plants, buildings, elements, lore and blueprints (aka cosmetic skins).  

At some point, we may make systems changes. If that happens, those changes will likely be added (for free) to any existing versions of the game that you may own. 

 

 

Edited by imazined
  • Big Ups 4

My intention wasn't to hint Klei wasn't clear with communication. Yet when you touch the first real thing after the announcement it feels really bad.

Basically we are paying for what we got free for years in the form of QoL upgrades during 1+ years after Spaced Out.
Don't get me wrong i am happy to pay Klei to keep up the good work but would prefer they give us something that doesn't feel like chewed content.

At this point as customer i just wanted to express my disappointment. The bare minimum to sell an Ice Themed DLC would be to have consistent ICE during the whole gameplay. and not some random frozen starting biomes. Having some serious heat sink on the starting asteroid isn't anything complex and would have been the bare minimum to live up to the name they gave to the DLC (cries in Bammoth)
 

2 hours ago, Tenedas said:

Basically we are paying for what we got free for years

I'll buy this DLC to support continued development of the game, but I don't think I would buy a DLC like this on its own merits. It's a small fraction of the content we got with the last DLC (as expected), at a much larger fraction of the price. More importantly, they've announced the release with dozens of known bugs and no documented performance improvements. It's not worth adding more content when the game struggles to support the content it already has, and I would buy a DLC with no new content at all if it meant the development team could dedicate some time just to fixing bugs and making the game run better at high dupe and cycle counts.

I hope this one was just rushed (after the abrupt change in direction) and pushed out early in the hopes of generating enough revenue to justify making something bigger and better the next time. A lot of the early sales of this DLC will be thanks to the goodwill garnered in the development of the base game and Spaced Out! and not the DLC itself. If future DLCs are similar - little more than a few free mods worth of content - it seems reasonable to expect that sales will drop off as the goodwill runs out. I certainly wouldn't be able to justify buying another DLC that just adds a few things to the early game while making it even less likely that a save will remain playable to through to the late game.

  • Thanks 2
  • Big Ups 1

I already expressed myself on the topic in an other thread but since we came back to it here... Even though the lack of perma-cold heat pump prevents if from being more than a new early game experience, this DLC being one of such early game focused "content pack" is fine IMO. It has been no less than two years and a half since SO was officially released, bringing new biomes for our early to mid game enjoyment (and revamping late game). A new set of starting conditions can be a welcomed change for those of us who can easily go through a sandstone, forest and marsh based early game while blindfolded and with one hand tied in their back.

IMO, the thing that could make these regular content packs very uninteresting very fast is if they were to all be early game focused. Given that the devs stated that they will focus on "new asteroids packed with new biomes, critters, plants, buildings, elements, lore and blueprints", I am afraid we could end up with dozens early game spin offs, leaving the mid to late game unaltered, killing any intensive to play past early game "yet again".

 

New early game content is a low hanging fruit. The only thing you have to do as far as the gameplay goes is to figure out new resource loops for the player to use until they gain mastery of their environment by mid game and gameplay slowly turns "yet again" into "sandbox". Before that point, the pre-existing incentive to survive can be relied upon to have the player engage with content. So, early game content is easy to slap in the game as is. You just have to be careful not to introduce something too OP.

Offering new mid to late game content without outright cutting out existing stuff is a challenge because base game allows the player to become quite powerful already. Taming a few geysers will give you food and oxygen for all your game. On top of that, you can deep freeze your food forever. Atmosuits will allow duplicants to ignore most but the harshest environmental conditions. A steam turbine, possibly combined with an aqua-tuner, will tame all heat related problems. Oil/nuclear/solar set-ups will give you enough power for you to waste... To create new mid/late game content for the player to meaningfully engage with, you must entice them with capabilities they do not already possess (and are not gamebreakingly OP), and finding such a thing requires far more effort than cobbling together new starting conditions as the list of things the player can do is already quite long.

 

The song of the moo update was absolutely great in that regard. Brackene is hard to get in usable quantities, but it allows the player some highly desirable heat resistant plastic and the powerful ability to "groom" up to 10 critters for the price of one (and less powerful faster transit tube travel, and moral boost).

What could we offer a mid to late game player that could be worth pursuing? I'm not sure. I don't know. Perhaps some limited roverlike automation with rechargeable specialized bots (harvester, hauler, wrangler, powerplant tuner,...) with very limited skill sets as to not make dupes obsolete, or some super late game player buildable teleporter. You'd have to spawn the corresponding biomes/buildings on the main asteroid in base game, but you could make it so that it does on some outer rim planetoid in SO as to leave them out of early game.

Edited by gigamoi
  • Like 2
37 minutes ago, imazined said:

I would like movable tiles. It would allow completely new builds.

Understandable. While I see the appeal, that would most likely require major changes in the game's engine and that puts it out of the scope of what the devs allow themselves for futur content.

1 minute ago, gigamoi said:

Understandable. While I see the appeal, that would most likely require major changes in the game's engine and that puts it out of the scope of what the devs allow themselves for futur content.

Why would it require changes in the game engine? We have already solid natural tiles that can move in the game. It's just telling the sim that there is a new element in a cell.

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