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4 minutes ago, SGT_Imalas said:

the total content of the bionic dlc found in the game code already exceeds the amount added by FP

Can you actually elaborate?

Cause that's pretty vague and coming from someone who isn't associated wth Klei.

Edited by ALCRD
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well - anyone can decompile the game code or just look into the translations file for glimpses of the new content.

lets start with what FP added:

  • flox + pikapple for early game wood and basic food
  • bammoth + plume squash for reeds and fries
  • spigot seal + bonbon trees for nectar and tallow + fried recipes
  • snow & wood tile
  • wood decor painting
  • deep fryer -> advanced food station sidegade
  • wood heater -> early game space heater
  • liquifier -> early water from snow
  • oxylite scone -> bandaid solution for oxylite offgasing deleting co2 (which got fixed this update)
  • a few decor plants
  • 3 new biome variants that contain the new critters + plants
  • geothermal heatpump story trait which isnt actually marked as story trait so its ceres locked
  • building skins
  • 1 new trait (frost proof)
  • 1 new duplicant (Freya)
  • new elements (that are available in base game)

thats basically the entire FP content. It offers a new way of starting the game, but nothing truly new beyond the mid game.

The geothermal pump might qualify for that, but its locked to a ceres asteroid and unavailable in most games.

that latter part is the "main issue" with FP, everything is self contained on the ceres asteroid itself, and while the new tiles are nice, in normal games most of the FP content can only be unlocked after you passed the mid-game hump and there isnt much reason to go for most of it anymore (critters plants), since the rates and resource loops are more tedious than what the main game offers, so it becomes a nice-to-have prestige project, but nothing more (if even available, see heatpump).

generally the overall impact of FP on the way you approach large scale projects & problems is limited.

 

now, lets go over to the Bionic Booster pack.

It will add:

  • Factorio Logistic bots -> consume electricity and do fetching chores automatically
  • Bionic duplicants -> more on those below
  • Remote Worker stations and docks -> dupe jumps in the station and can do work far away by controlling the remote worker, eliminating travel time, requires oil and power
  • Data Miner building -> late game solution for making data banks on asteroids, requires active cooling or it overheats and slows down
  • Robotic rocket control modules for base game and spaced out -> my pfp but finally in vanilla, these consume databanks for travel
  • different types of bionic upgrade modules that boost stats or unlock new abilities
  • different levels of portable batteries
  • battery charging and discharging buildings for those batteries -> batteries are discharged by logistic bots, bionic dupes and for powering tiny circuits far away without the need for building wires
  • advanced crafting station -> making bionic upgrade modules and higher quality portable batteries
  • Gunk Extractor -> extracts accumulated bionic gunk from bionic dupes, this has to be done regularly or the bionic dupe ... gets unhappy
  • Lubrication Station -> oils up bionic dupes
  • new Room Type: Workshop -> for maintaining bionic dupes
  • building skins
  • new elements

more on bionic duplicants:

these cyborg dupes play very different from regular dupes in their needs and way they can be used.

  • Their oxygen comes from absorbing bottles
  • they run on electricity instead of food
  • their power consumption changes based on how many upgrade modules are installed.
  • running out of power incapacitates them, in that case a regular duplicant with the appropriate skill has to reboot them (but they dont die instantly)
  • the cannot enter waters without a suit or they take damage (short circuiting)
  • (at least) 6 new bionic dupes
  • 2 new overjoyed reactions (dancer + chip dispenser) (not their actual names, just what they do)
  • 1 new stress reaction (shocker)
  • they need oiling, otherwise they slow down significantly
  • they need de-gunking, otherwise you get the cry-barfing of gunk you can see in one of the preview images

now for their impact, which imo is MUCH larger than anything in FP:

Remote workers offer a huge qol addition in late game, allowing dupes to skip large distance commuting and to work in sealed off areas without the need for building airtight locks. The factorio logistic bots will help a lot with fetching and cleanup in all phases of the game, freeing up extra dupe time.

Robotic rockets that function without a dupe is a huge qol addition for mid and late game automated mining (and "MineTheGap"), its absence was literally the reason I started modding 2 years ago.

portable power is also a big addition to remote working locations and asteroid colonialisation.

the Bionic dupes themselves are a whole new dupe type for mid + late game, adding a large number of new ways of approaching general base expansion and colonialisation (no suits required - easy space biome expansion for example). you also get to dynamically specialize them to your needs by swapping out upgrade modules on the fly

 

overall FP offers a closed off alternative early game start (a bit like arborea back then with arbor trees, pips and oxyferns), but doesnt introduce lasting changes, alterations or expansion to the overarching game loop of most asteroids.

Bionic Booster pack, while not adding a new start, massively expands the ways you can branch out during that game loop by adding new, alternative routes on how to adress various problems that stay relevant for all asteroids

 

 

Edited by SGT_Imalas
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1 hour ago, SGT_Imalas said:

well - anyone can decompile the game code or just look into the translations file for glimpses of the new content.

lets start with what FP added:

  • flox + pikapple for early game wood and basic food
  • bammoth + plume squash for reeds and fries
  • spigot seal + bonbon trees for nectar and tallow + fried recipes
  • snow & wood tile
  • wood decor painting
  • deep fryer -> advanced food station sidegade
  • wood heater -> early game space heater
  • liquifier -> early water from snow
  • oxylite scone -> bandaid solution for oxylite offgasing deleting co2 (which got fixed this update)
  • a few decor plants
  • 3 new biome variants that contain the new critters + plants
  • geothermal heatpump story trait which isnt actually marked as story trait so its ceres locked
  • building skins
  • 1 new trait (frost proof)
  • 1 new duplicant (Freya)
  • new elements (that are available in base game)

thats basically the entire FP content. It offers a new way of starting the game, but nothing truly new beyond the mid game.

The geothermal pump might qualify for that, but its locked to a ceres asteroid and unavailable in most games.

that latter part is the "main issue" with FP, everything is self contained on the ceres asteroid itself, and while the new tiles are nice, in normal games most of the FP content can only be unlocked after you passed the mid-game hump and there isnt much reason to go for most of it anymore (critters plants), since the rates and resource loops are more tedious than what the main game offers, so it becomes a nice-to-have prestige project, but nothing more (if even available, see heatpump).

generally the overall impact of FP on the way you approach large scale projects & problems is limited.

 

now, lets go over to the Bionic Booster pack.

It will add:

  • Factorio Logistic bots -> consume electricity and do fetching chores automatically
  • Bionic duplicants -> more on those below
  • Remote Worker stations and docks -> dupe jumps in the station and can do work far away by controlling the remote worker, eliminating travel time, requires oil and power
  • Data Miner building -> late game solution for making data banks on asteroids, requires active cooling or it overheats and slows down
  • Robotic rocket control modules for base game and spaced out -> my pfp but finally in vanilla, these consume databanks for travel
  • different types of bionic upgrade modules that boost stats or unlock new abilities
  • different levels of portable batteries
  • battery charging and discharging buildings for those batteries -> batteries are discharged by logistic bots, bionic dupes and for powering tiny circuits far away without the need for building wires
  • advanced crafting station -> making bionic upgrade modules and higher quality portable batteries
  • Gunk Extractor -> extracts accumulated bionic gunk from bionic dupes, this has to be done regularly or the bionic dupe ... gets unhappy
  • Lubrication Station -> oils up bionic dupes
  • new Room Type: Workshop -> for maintaining bionic dupes
  • building skins
  • new elements

more on bionic duplicants:

these cyborg dupes play very different from regular dupes in their needs and way they can be used.

  • Their oxygen comes from absorbing bottles
  • they run on electricity instead of food
  • their power consumption changes based on how many upgrade modules are installed.
  • running out of power incapacitates them, in that case a regular duplicant with the appropriate skill has to reboot them (but they dont die instantly)
  • the cannot enter waters without a suit or they take damage (short circuiting)
  • (at least) 6 new bionic dupes
  • 2 new overjoyed reactions (dancer + chip dispenser) (not their actual names, just what they do)
  • 1 new stress reaction (shocker)
  • they need oiling, otherwise they slow down significantly
  • they need de-gunking, otherwise you get the cry-barfing of gunk you can see in one of the preview images

now for their impact, which imo is MUCH larger than anything in FP:

Remote workers offer a huge qol addition in late game, allowing dupes to skip large distance commuting and to work in sealed off areas without the need for building airtight locks. The factorio logistic bots will help a lot with fetching and cleanup in all phases of the game, freeing up extra dupe time.

Robotic rockets that function without a dupe is a huge qol addition for mid and late game automated mining (and "MineTheGap"), its absence was literally the reason I started modding 2 years ago.

portable power is also a big addition to remote working locations and asteroid colonialisation.

the Bionic dupes themselves are a whole new dupe type for mid + late game, adding a large number of new ways of approaching general base expansion and colonialisation (no suits required - easy space biome expansion for example). you also get to dynamically specialize them to your needs by swapping out upgrade modules on the fly

 

overall FP offers a closed off alternative early game start (a bit like arborea back then with arbor trees, pips and oxyferns), but doesnt introduce lasting changes, alterations or expansion to the overarching game loop of most asteroids.

Bionic Booster pack, while not adding a new start, massively expands the ways you can branch out during that game loop by adding new, alternative routes on how to adress various problems that stay relevant for all asteroids

 

 

Hmm that sounds not bad.

Can't wait to try it out in beta.

21 hours ago, MTactics said:

Any chance the blueprint -> filament boost could be applied retroactively? The full history of transactions is listed on the Klei Account so I assume it's possible to calculate how much extra fillament each account should have. I bring this up because there's no other way to get filament or purchase cosmetics and it's kind of frustrating for people that have been deconstructing their duplicates as opposed to holding onto them for a moment like this. (this would be a mute point if you could purchase filament or cosmetics)

This. I've rolled back the few deconstruct transactions I could ( and deconstructing again does give you the new amount), but that's a drop in the bucket of the full history. These 2 older transactions now sting particularly hard

 

Screenshot_20241123-092519.png

Screenshot_20241123-092433.png

 

EDIT: If the retroactive compensation is too much trouble, maybe we could at least get a complimentary loyalty skin? Something for the textile loom building would be fitting ;-)

Edited by myxal

If Klei continues to ignore bug reports, I will probably just move on from ONI instead of buying another DLC, which mostly only offers more solutions to the problems I have solved a couple of times already. So far I only got a single bug fixed from my reports and I have little motivation left to report any more issues with the game, and even less motivation to colonize the same exact planetoids all over again, ending up in a buggy mess running at 10 FPS.

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12 hours ago, melquiades said:

Maybe i am just jaded, but this has been the most underwhelming update thus far.

I will use nothing from this, and one of my favorite mods broke and hasn't been updated.

Fastrack also broke but that was to be expected, but that mod also happens to allow me to play this game at a decent FPS.

Are you playing on steam? Offline mode is your friend. Mods can’t break if the game can’t update. 

6 hours ago, Knurek said:

If Klei continues to ignore bug reports, I will probably just move on from ONI instead of buying another DLC, which mostly only offers more solutions to the problems I have solved a couple of times already. So far I only got a single bug fixed from my reports and I have little motivation left to report any more issues with the game, and even less motivation to colonize the same exact planetoids all over again, ending up in a buggy mess running at 10 FPS.

At this point I'd rather pay for a BSP (bug squasher pack) than for another DLC, which will inevitably bring even more bugs. Hell..., I'd even pay for a fix to that power bug we talked about a few hours ago, that's how frustrated I am right now. I couldn't bring myself to continue playing with that bug jumping all over my power grid and since a workaround couldn't be found, the decision was made to abandon the Contagious Rat's Nest Colony. R.I.P. ... :( 

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Wow so cool !

Now that we can empty bottles in a pipe, when will it be possible to take a bottle from a pipe?

It would be much more convenient to power a piece of equipment, like the research station.

Edited by Hamvhir
7 hours ago, Hamvhir said:

when will it be possible to take a bottle from a pipe?

its called bottle filler, it was added for liquids last update and existed for gasses for a while

Edited by SGT_Imalas
On 11/22/2024 at 3:05 AM, JoeW said:

Added "Save and Quit" option to the confirm quit game dialog.

Save and Quit Overwrite basic save file...

I want make new save file.

I often restart the same world, but if I miss click the save and quit button, I have to copy the seed and select new dups.

On 11/21/2024 at 10:25 PM, ALCRD said:

But i'll wait till the beta i guess.

I guess it's a good time to go back to the topic.
How do you compare the two DLCs now, when they are both released?

For me it's difficult because they are totally different things, hard to compare. But as much as I played so far - it seems FPP has cool biomes and early game challenges, but once it's solved - it's done. BBP has no biomes, but mechanics introduced there stay relevant longer, allow for unique bionic-only challenges and you can tailor the game to your needs instead going full dive into new biome or not at all.

If I had to compare, if I had to recommend one of the two to a friend, my vote would be for BBP. I feel it's better and more fun, though it's hard to tell which has more content-like content.

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On 12/15/2024 at 2:49 PM, pether said:

I guess it's a good time to go back to the topic.
How do you compare the two DLCs now, when they are both released?

For me it's difficult because they are totally different things, hard to compare. But as much as I played so far - it seems FPP has cool biomes and early game challenges, but once it's solved - it's done. BBP has no biomes, but mechanics introduced there stay relevant longer, allow for unique bionic-only challenges and you can tailor the game to your needs instead going full dive into new biome or not at all.

If I had to compare, if I had to recommend one of the two to a friend, my vote would be for BBP. I feel it's better and more fun, though it's hard to tell which has more content-like content.

It's still a bit on the lighter side tho.

But it is more focused for later game than early.

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On 12/15/2024 at 8:49 AM, pether said:

I guess it's a good time to go back to the topic.
How do you compare the two DLCs now, when they are both released?

For me it's difficult because they are totally different things, hard to compare. But as much as I played so far - it seems FPP has cool biomes and early game challenges, but once it's solved - it's done. BBP has no biomes, but mechanics introduced there stay relevant longer, allow for unique bionic-only challenges and you can tailor the game to your needs instead going full dive into new biome or not at all.

If I had to compare, if I had to recommend one of the two to a friend, my vote would be for BBP. I feel it's better and more fun, though it's hard to tell which has more content-like content.

I like that the content of the BBP pack is more flexible thant the Frosty pack. I feel that for the frosty pack, unless you start on Ceres, the new content is not relevant for other asteroid. While I know that the main point of the frosty pack is the Ceres start, I feel that the new building introduced in the dlc (ex: snow block, wood heater, snow melter, etc) have no use for other start (or even past the early game). And, like it was pointed out, the thermopump could'v been a story trait that is not limited to Ceres.

I hope that future planet pack introduce buildings/mechanics that can be usefull for every asteroid, keeping in mind that the new start would really make said buildings/mechanics shine.

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