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How do bionic dupes gain their hats? Will the modules come with a specific hat included or will they just inherent all of the hats from a specific skill tree with a module inserted? Will the level of hat be dependent on how many of that module they have installed or what specifically is used for them?

Edited by Xenologist

Can you please add an option for bionic dupes to eat oxylite? Currently they suck up oxygen from air if they dont have access to bottled oxygen, but also having oxylite as super early + late gameĀ  would be nice.

  • Like 7

I cannot for the life of me get the Remote Controller building to work with two oil refineries no matter what I change about the configuration. Dupes deliver the data banks, the errand switched to Remote Work: Operating, it shows a list of dupes with Low Priority for a second before clearing the list.

Unrelated to that problem, the remote worker dock doesn't actually say anywhere in its description or tool tip that it needs to be supplied with crude oil.

Edit: I've tested a whole bunch of buildings, the Textile Loom, Metal Refinery, Plant Pulverizer, Clothing Refashionator, Exosuit Forge, Rock Crusher, Glass Forge, Molecular Forge, Diamond Press, Ice-E Fan, and Desalinator can all be operated by the remote bot. I assume the oil refinery shares the issue with oil wells Harry mentions in the reply to this bug report:

Ā 

Edited by FoldableHuman
2 hours ago, Turik659 said:

КогГа вы ŠæŠ»Š°Š½ŠøŃ€ŃƒŠµŃ‚Šµ Š²Ń‹ŠæŃƒŃŃ‚ŠøŃ‚ŃŒ DLS?

I'm guessing the DLC will release 19.12. This would be the same timeline as for Frost Pack DLC and it would be good marketing decision to release things before Holiday, not after

4 minutes ago, pether said:

I'm guessing the DLC will release 19.12. This would be the same timeline as for Frost Pack DLC and it would be good marketing decision to release things before Holiday, not after

On the other hand the frosty planet was smaller in scale and impact.

If the frost biome is a bit out of balance, it's ok it's just one biome. Bionic dupes however would impact the game as a whole.

On 11/29/2024 at 7:13 AM, JRup said:

...but require manual battery replenishments. They can't pull off a BMO and swap batteries on their own or by means of an autosweeper or a dedicated dock (sweepy still wins out on this one, sorry bionics update)...

When you say "manual battery replenishment" what do you mean? Like a Dupe has to go hand them a new battery, similar to when a Bionic Dupe runs out of charge? Does Rover also get that mechanic?

I was hoping for a Flydo/Rover charging dock to go along with the new robo-pilot, so we could send unmanned colonization missions to new planetoids. Seems like that's not the case though :(

  • Like 1
1 hour ago, AugyBear said:

When you say "manual battery replenishment" what do you mean? Like a Dupe has to go hand them a new battery, similar to when a Bionic Dupe runs out of charge?Ā 

Other flydos can replace batteris.

  • Like 1
1 hour ago, AugyBear said:

When you say "manual battery replenishment" what do you mean? Like a Dupe has to go hand them a new battery, similar to when a Bionic Dupe runs out of charge? Does Rover also get that mechanic?

I had mentioned something in that line, it appears flydos had glitched for me early on in that session way back when. They would just not replace batteries for each other. Not even when dupes weren't able to access the area. That appears to have been fixed some time ago.

I'm still undecided whether I'm fond of the idea of needing at least 2 flydos to have a mostly duplicant-free area...

  • Like 1

I'm glad to hear they replace each other's batteries! I tested the beta branch last night in sandbox mode and it looks like Rover is still on the old chemical battery technology.. looks like the perfect opportunity for a mod.Ā 

Regarding the Flydos, I'm still working on finding their best use-case, but so far it's pretty nice just having a colony-wide sweeping system for the low, low cost of a bit of plastic and Abyssalite. They do a great job keeping the tunnels clean with some low-priority sweep orders.

I like that all the content in this pack has a new set of benefits and drawbacks, and isn't just straight up better than all the base game solutions. The bionic dupes are especially interesting since they don't need to eat or sleep, but that also means they don't get the "easy morale" that most other dupes get. They can quickly install upgrades for any skill you want, and change them on the fly, but they have to specialize since none of their attributes naturally increase. It's also challenging keeping them fed in the early game; I didn't realize until ~20 cycles in that they're basically consuming 200W per dupe at all times.

Overall, everything looks great so far and I'm excited for the release next week!

  • Like 1
On 11/28/2024 at 7:57 PM, JarrettM said:
  • The Overjoyed state can now be triggered at any point of the cycle, instead of only after sleeping. Probability of triggering has been adjusted to maintain a similar average occurrence.

Does dupes still lose their overjoyed state upon sleeping?Ā  If so, this seems like a pretty big nerf to overjoyed responses.Ā 

  • Like 1

Just got through some testing of the Dischargers last night, and they are amazing!

We FINALLY have a lossless battery solution, and I like that the trade-off is a wattage limit and a labor/automation logistics cost. It makes them very interesting to work with compared to the batteries that can dump power in huge amounts, but leak power over time.

  • Like 1
7 hours ago, Sturm58 said:

I need some help here. Will this DLC work with old maps?

The DLC will work with old maps. Activating the content will be needed on a per save basis for older saves. This will let you know the game will make a backup of the old save and reload with the DLC content enabled. First check that the content is installed prior to launching the game and then load a save file to enable the DLC content:

image.png.831b5376d55eaa64534b8620e02b2743.png

image.png.c1d022efd128424cba66554fcff996b5.png

The Frosty planet pack content can also be enabled if you have it.

The new research category as well as the buildings it unlocks are part of the DLC but remain empty until the content is enabled in the save file. This particular problem has temporarily eluded our coding overlords. They are aware of it and may be brewing a stronger pot of coffee to sacrifice to eldritch entities for extra inspiration.

On 12/11/2024 at 11:05 PM, EricKlei said:

Changed Status to Known Issue

A couple slipped through.

Ā 

Edited by JRup
  • Like 2
5 hours ago, myxal said:

Same here. Playing SO, without Bionic (or Frosty) DLC, on Baator (modded) map.

The empty research category will remain that way unless the content from the Bionic DLC is enabled or until the issue is addressed in an update. I consider it to be a purely aesthetic nag.

  • Like 1

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