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@JarrettM
- Items carried with Move were Unreachable, I didn't see a text saying it was fixed?
- When we melt the inside of the rocket, the module does not collapse and we can enlarge it as much as we want.
- Rocket Battery Modules can be duplicated and stacked without spreading heat.
- Does the Liquid Oxidizier Tank's indicator work now?
- Some of the Atmosuits appear to be made of dirt.
- The best suit in the game is the Atmosuit. Reason: JetPack Suits Although the computer is very good, it causes the game to freeze.
- Swimming animations instead of walking in liquid could be better.

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  • Developer

Clarification Re: Signal Counter Change

The signal counter still uses a pulsed signal upon reaching the desired count in advanced mode and will still function as a rising edge detector if so desired. The change relates only to reset signals (either via automation or the manual reset button) in order to address this bug report:

 

  • Like 3

guys, any specifics about this one?:

  • Allowed sublimating elements to emit gas to adjacent tiles in situations that would otherwise delete mass.

and this (imho HUGE) one:

  • Fixed a number of bugs related to sim heat transfer from materials that became debris or entered/exited storage recently. (E.g. incorrectly updating the overall temperature of a pile of debris whose composition has recently changed.)

Has anyone noticed/tested smth? 

 

1 hour ago, kolyapedal said:

guys, any specifics about this one?:

  • Allowed sublimating elements to emit gas to adjacent tiles in situations that would otherwise delete mass.

Second this. Does that mean electrolyzer in a high ceiling room will stop removing hydrogen?

 

Love new Pyrotechincs hats! Thanks Klei! New art is well worth waiting time.

On 11/8/2024 at 1:28 AM, JarrettM said:

It's time to start beta testing for our November 2024 Quality of Life update!

Good update, nice QoLs added!

Bottle-to-pipe buildings are really great addition to the game, much needed!

Good to see some Ceres improvements, it is a good DLC and it deserves some love :) I love the new morph, it gives Gene Splicer story trait more purpose on Ceres and renewable ore is always welcome.

Speaking of Story Traits and Ceres - can we PLEASE have GeoThermal Pump Story Trait from Ceres unlocked on other maps and added to story trait configuration in new game screen? On another thread plenty of people shared this feedback and it seems like something that perfectly fits in story trait configuration. I would also fear to see next DLC introducing new story trait in similar way - locked everywhere but one map :(

Also, on the topic of story trait config - I would like to see similar options like in biome mixer: yes/no/likely. In a game I'd like to focus more on exploration I could mark all story traits as likely and have chance to miss them in my game. The thrill of the unknown is always fun, and giving player option for that is always better than not having an option

  • Like 7

I disagree with Heat Pump to be a story trait. Right now it perfectly balanced to be power source on Ceres where power is a bit of a challenge if you wanna keep your asteroid cool. Make it available on all asteroid types will make it too easy to generate a lot of power, if you have enough water geysers of course. Some starting asteroids, IIRC flipped one and metallic swamp - they don't have any water sources. Why do you need Heat Pump there?

 

Edited by bialix
1 hour ago, bialix said:

I disagree with Heat Pump to be a story trait. Right now it perfectly balanced to be power source on Ceres where power is a bit of a challenge if you wanna keep your asteroid cool. Make it available on all asteroid types will make it too easy to generate a lot of power, if you have enough water geysers of course. Some starting asteroids, IIRC flipped one and metallic swamp - they don't have any water sources. Why do you need Heat Pump there?

 

Sure, on some maps some story traits might be considered useless by some people. But just because you believe the Pump won't work well on one map, doesn't mean it should be blocked on all other maps for all other players. Some players might want to disable it even on Ceres start for bigger challenge. Some might want to play with Pump on other maps. And some might want the bigger challenge and focus on energy from Pump on water-poor starts. Perhaps they would like to use whole water asteroid for that purpose? 

Who are we to prevent those players from playing however they like? If we have story trait configuration panel, let's use it! It is perfect for the job

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2 hours ago, bialix said:

Some starting asteroids, IIRC flipped one and metallic swamp - they don't have any water sources. Why do you need Heat Pump there?

Once you build a large base and your FPS drops to around 20, the heat pump no longer requires any external water input and becomes a water source :)

Very glad to see critters more integrated. Overall sounds like a pretty good update. I look forward especially to easier scheduling. I wonder if certain recreation buildings, or even showers, are worthwhile now because dupes can do something once every other cycle...

The new Bammoth morph sounds...underwhelming. Yes, it's a cool decor item and renewable gold amalgam, but I think in practice it's not going to be worth the effort for pretty much any colony.

Ice and oil being slippery seems minor, but I do like the idea it makes it more hazardous to just leave certain things lying around. Next up, you could make popped eardrums a relative pressure thing, penalizing dupes coming in from vacuum to normal pressures without a suit or mask (I know they're just masks, but it might be too penalizing if it requires a suit specifically).

The biggest missing thing now is refined carbon from wood. Hatches may be more viable now in colder colonies, but they should really not be a requirement for every single colony. Relatedly, Frozen Forest may start less crazy with surviving Pips and no need to blast out heat to make Hatch ranching scalable, but it's still in a bad spot for water acquisition; the problem is passive heat creation of building tiles was removed, one needs wood to directly melt ice, and sieves/desalinators are reliant on environmental heating that pretty much only reasonably comes via the tepidizer. I think what's missing, really, is a sort of pipe-interfacing electric kettle, or reverse aquatuner, to use electricity to heat up liquids piped in to then pipe them out hotter.

3 minutes ago, Nebbie said:

Very glad to see critters more integrated. Overall sounds like a pretty good update. I look forward especially to easier scheduling. I wonder if certain recreation buildings, or even showers, are worthwhile now because dupes can do something once every other cycle...

The new Bammoth morph sounds...underwhelming. Yes, it's a cool decor item and renewable gold amalgam, but I think in practice it's not going to be worth the effort for pretty much any colony.

Ice and oil being slippery seems minor, but I do like the idea it makes it more hazardous to just leave certain things lying around. Next up, you could make popped eardrums a relative pressure thing, penalizing dupes coming in from vacuum to normal pressures without a suit or mask (I know they're just masks, but it might be too penalizing if it requires a suit specifically).

The biggest missing thing now is refined carbon from wood. Hatches may be more viable now in colder colonies, but they should really not be a requirement for every single colony. Relatedly, Frozen Forest may start less crazy with surviving Pips and no need to blast out heat to make Hatch ranching scalable, but it's still in a bad spot for water acquisition; the problem is passive heat creation of building tiles was removed, one needs wood to directly melt ice, and sieves/desalinators are reliant on environmental heating that pretty much only reasonably comes via the tepidizer. I think what's missing, really, is a sort of pipe-interfacing electric kettle, or reverse aquatuner, to use electricity to heat up liquids piped in to then pipe them out hotter.

Refined Carbon from Wood already exists through the kiln

Edited by Tigin
51 minutes ago, Tigin said:

Refined Carbon from Wood already exists through the kiln

Coal isn't, so hatches are still a "requirement", at least if you want ceramic. It's a really conspicuous omission considering the new source of clay.

Just now, bialix said:

I'm no sure I understand what you mean.

When you build too many pipes, the flow of liquids starts to slow down and cannot keep up with the game. At the same time the speed at which the geovents release steam stays the same. At least that's how I understand it, because my heat pump steam chamber got overpressured at around cycle 8000. Since then I had to remove excess water from the system and didn't add any new water to it for almost 2000 cycles. Free energy and free water - perfect for asteroids with no water source :)

Spoiler

You can see I only have an output pipe in my system:

image.png.f6623423bd58fb17ccfa1cfe6abc6056.png

 

image.png.c9c4af15364787f7daee775b550b7789.png

9 minutes ago, Knurek said:

When you build too many pipes, the flow of liquids starts to slow down and cannot keep up with the game. At the same time the speed at which the geovents release steam stays the same. At least that's how I understand it, because my heat pump steam chamber got overpressured at around cycle 8000. Since then I had to remove excess water from the system and didn't add any new water to it for almost 2000 cycles. Free energy and free water - perfect for asteroids with no water source :)

  Reveal hidden contents

You can see I only have an output pipe in my system:

image.png.f6623423bd58fb17ccfa1cfe6abc6056.png

 

image.png.c9c4af15364787f7daee775b550b7789.png

What's your modlist?

34 minutes ago, Tigin said:

What's your modlist?

Just Launch It, Duplicant Stat Selector, Deconstructable Mini-Pod, Wounded Go To Med Bed, Queue for Sinks, Research Queue, Build Over Plants, Mod Updater, Blueprints fixed, Buildable Natural Tile

Regarding the changes to the Power Supply Station:

The status "Engie's Tune-Up" Time Remaining continues to count down while the generator building is idle or disabled.

More players would utilize Power Control Stations and Microchips if the timer only ran while the generator was active.

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9 hours ago, Knurek said:

Just Launch It, Duplicant Stat Selector, Deconstructable Mini-Pod, Wounded Go To Med Bed, Queue for Sinks, Research Queue, Build Over Plants, Mod Updater, Blueprints fixed, Buildable Natural Tile

Are you playing at high speed or 1x ?

22 hours ago, bialix said:

I disagree with Heat Pump to be a story trait. Right now it perfectly balanced to be power source on Ceres where power is a bit of a challenge if you wanna keep your asteroid cool. Make it available on all asteroid types will make it too easy to generate a lot of power, if you have enough water geysers of course. Some starting asteroids, IIRC flipped one and metallic swamp - they don't have any water sources. Why do you need Heat Pump there?

Just for fun. idc game balance. idc fairness for planets.

  • Like 1

@Knurek Perhaps you could post your save somewhere for the devs to inspect your setup? Seems unrelated to your mod set.

 

14 hours ago, Nebbie said:

The biggest missing thing now is refined carbon from wood.

As others have pointed out, you can get refined carbon from wood for the kiln, but we still need coal to refine ceramic I would argue. To that end I would have loved to see a flox morph whose antlers are made of coal for us to shear. It seems thematically fitting form a critter that produces wood to have a morph that produces (char)coal. (Perhaps as a black recolor, much like what black sheeps are to white ones, since regular floxes are snow white.) I would have seen little interest for the kiln recipe to exist if those would have been in FP at launch.

Edited by gigamoi
14 minutes ago, gigamoi said:

Perhaps you could post your save somewhere for the devs to inspect your setup?

The last time I had a performance issue was with Juicy Fruits skipping harvest and leaving dupes starving. I didn't even get a reply from the devs, and I had to abandon that colony. At least some people had fun with my save, as there are 79 downloads. With the heat pump, it's not a game-breaking bug anyway, so I'll pass.

6 hours ago, Falowyn said:

Regarding the changes to the Power Supply Station:

The status "Engie's Tune-Up" Time Remaining continues to count down while the generator building is idle or disabled.

More players would utilize Power Control Stations and Microchips if the timer only ran while the generator was active.

I agree. Love the new changes but the tune up duration should pause while the generator isn't working. This could also apply to farming buff while the plant isn't growing. 

On 11/8/2024 at 3:06 AM, BezKa said:

A renewable source of metal ore without drilling?? This sounds amazing!

First DST, now ONI- did someone slip in the office and now there's gonna be a slip mechanic in every Klei game? Cause I'm for it!

Thank you, I can't explain why it's so satisfying when games have these features

:love_heart:

And of course big thanks for the drainer buildings! The end of building pumps and bottle emptiers! YIPPIE

Just yesterday I was looking up a mod for that. It's great it's going to in the game. While you are at it. Mind buffing the auto sweeper to handle bottle delivery? Maybe even treating bottles as solid materials to use with rails and such? Could be fun. 

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