Developer JarrettM Posted December 6, 2024 Developer Share Posted December 6, 2024 Changes and Improvements All versions Add existing monument parts to the supply closet. Outhouses now play the "folding up" animation of the "clogged sign" whenever it is unclogged. Bionic Booster Pack Added 6 new monument part blueprints to The Bionic Booster Pack Added Bionic Wattage difficulty custom game setting. Added self charging "Dura Power Banks". Recipe on the Molecular Forge. (Spaced Out!) Increased Bionic Duplicant water exposure stress. Bionic Duplicants get room morale bonuses when using beds to defragment. Bionic Duplicants will now emit light when defragmenting. Added Urbanite and Error Prone bionic bugs. Choosing an archetype when selecting initial Duplicants will attempt to reroll a Bionic Duplicant with a booster that matches the archetype. Added a unique button sound effect when rerolling starting Bionic Duplicants. Added power bank filter to Flydo. Added Most Valuable Bionic and Data Driven achievements. Boosters now grant relevant hat options in the skills screen. Extreme Digging Booster can now dig corium (Spaced Out!) Added individual power bank type info to the Power Banks database entry. Adjustment to Stunner animation so the Duplicant’s face is more visible. Added Breathability Diagnostic criteria for checking low bionic internal oxygen tank values. Gunk Extractors can now have their priorities adjusted. Add wire bridge skins to the supply closet. Revised Data Miner animations. Minor adjustments to bionic atmosuit skin colors. Fixes All versions Fixed issue causing Microchip production at Power Control Stations to complete instantly. Fixed a minor graphical issue when a Duplicant is idling with Zombie Spores. Fixed issue where changing hats multiple times in the skill screen would result in Duplicants playing the change hat animation multiple times. Bionic Booster Pack Boosters now get installed without needing to be unpaused. Fixed issue where the Skill Scrubber was not removing booster effects for slots 3+. Fixed Plastium Flydo recipe tooltip. Disable Flydo looping sounds when they have no power banks. View full update 10 Link to comment https://forums.kleientertainment.com/forums/topic/161912-game-update-the-bionic-booster-pack-dlc-beta/ Share on other sites More sharing options...
Primalflower Posted December 6, 2024 Share Posted December 6, 2024 (edited) Flydo still consumes more power than advertised? This can be directly observed via feeding one a dura power bank (which charges forever at 60w) and watching the total power go down fast anyway. Edited December 6, 2024 by Primalflower Link to comment https://forums.kleientertainment.com/forums/topic/161912-game-update-the-bionic-booster-pack-dlc-beta/#findComment-1769451 Share on other sites More sharing options...
PhoenixRises131 Posted December 6, 2024 Share Posted December 6, 2024 Skills tree changed... but where are my Bionics' booster packs and their old skill tree? Link to comment https://forums.kleientertainment.com/forums/topic/161912-game-update-the-bionic-booster-pack-dlc-beta/#findComment-1769459 Share on other sites More sharing options...
GuyPerfect Posted December 6, 2024 Share Posted December 6, 2024 2 minutes ago, PhoenixRises131 said: Skills tree changed... but where are my Bionics' booster packs and their old skill tree? I'm not able to reproduce this. In mine, I see the Bionic skill tree and have hat options according to all installed Boosters. Link to comment https://forums.kleientertainment.com/forums/topic/161912-game-update-the-bionic-booster-pack-dlc-beta/#findComment-1769466 Share on other sites More sharing options...
speckle21 Posted December 6, 2024 Share Posted December 6, 2024 25 minutes ago, JarrettM said: Added self charging "Dura Power Banks". Recipe on the Molecular Forge. (Spaced Out!) I'VE GONE MAD WITH POWAH! (Cackles maniacally in front of a background of lightning) Link to comment https://forums.kleientertainment.com/forums/topic/161912-game-update-the-bionic-booster-pack-dlc-beta/#findComment-1769471 Share on other sites More sharing options...
Developer EricKlei Posted December 6, 2024 Developer Share Posted December 6, 2024 Quote Flydo still consumes more power than advertised? This can be directly observed via feeding one a dura power bank (which charges forever at 60w) and watching the total power go down fast anyway. The fix didn't make it into this build but it will be in the next one. 3 Link to comment https://forums.kleientertainment.com/forums/topic/161912-game-update-the-bionic-booster-pack-dlc-beta/#findComment-1769473 Share on other sites More sharing options...
PhoenixRises131 Posted December 6, 2024 Share Posted December 6, 2024 9 minutes ago, GuyPerfect said: I'm not able to reproduce this. In mine, I see the Bionic skill tree and have hat options according to all installed Boosters. I bounced out to see if I needed an update. It didn't. Still shows me the "dupe's" skill tree. I do have mods, might that be an issue? Link to comment https://forums.kleientertainment.com/forums/topic/161912-game-update-the-bionic-booster-pack-dlc-beta/#findComment-1769484 Share on other sites More sharing options...
GuyPerfect Posted December 6, 2024 Share Posted December 6, 2024 Possibly mods, hard to tell. Try turning them all off and see if that fixes it. Link to comment https://forums.kleientertainment.com/forums/topic/161912-game-update-the-bionic-booster-pack-dlc-beta/#findComment-1769487 Share on other sites More sharing options...
PhoenixRises131 Posted December 6, 2024 Share Posted December 6, 2024 5 minutes ago, GuyPerfect said: Possibly mods, hard to tell. Try turning them all off and see if that fixes it. Yep, it's a mod. Disabled all mods and tree is right again. SIGH. Thank you. 3 Link to comment https://forums.kleientertainment.com/forums/topic/161912-game-update-the-bionic-booster-pack-dlc-beta/#findComment-1769493 Share on other sites More sharing options...
LoerisOtter Posted December 6, 2024 Share Posted December 6, 2024 Trying to change Wire Brindge Blueprint causes crash Link to comment https://forums.kleientertainment.com/forums/topic/161912-game-update-the-bionic-booster-pack-dlc-beta/#findComment-1769503 Share on other sites More sharing options...
Developer EricKlei Posted December 6, 2024 Developer Share Posted December 6, 2024 8 minutes ago, LoerisOtter said: Trying to change Wire Brindge Blueprint causes crash Thanks for the report. This will be fixed in a hotfix later today. Link to comment https://forums.kleientertainment.com/forums/topic/161912-game-update-the-bionic-booster-pack-dlc-beta/#findComment-1769513 Share on other sites More sharing options...
FoldableHuman Posted December 6, 2024 Share Posted December 6, 2024 Dura batteries in a dupe vanish once depleted rather than recharging. Also 4 dura batteries delivers a lethal dose of radiation to dupes (more than rad pills and a lead suit can counter). I like the self-irradiation, but since there's no way to remove an installed cell from a dupe it would effectively be a death sentence at the moment if it weren't for the previously mentioned bug where the cells vanish after discharging. 2 Link to comment https://forums.kleientertainment.com/forums/topic/161912-game-update-the-bionic-booster-pack-dlc-beta/#findComment-1769573 Share on other sites More sharing options...
Carib94 Posted December 6, 2024 Share Posted December 6, 2024 Im glad beetas now have another use for their enrich uranium besides the reactor, but now the Dura Battery Radiation will end up being a problem especially on max radiation difficulty. Can say once they fix the flydo consuming more power, dura battery will be very good for them also good for Dischargers as well. Speaking of flydos, can we please be able to relocate and deconstruct them? I hope you guys add it on Launch date December 12th(which imo is too soon) 2 hours ago, JarrettM said: Increased Bionic Duplicant water exposure stress. water liquid locks might be problems now with this, probably not. However, it is kinda inevitable that they will touch water for some period of time when structuring the base, especially with only bionic colony LOL. 1 Link to comment https://forums.kleientertainment.com/forums/topic/161912-game-update-the-bionic-booster-pack-dlc-beta/#findComment-1769652 Share on other sites More sharing options...
speckle21 Posted December 6, 2024 Share Posted December 6, 2024 34 minutes ago, Carib94 said: Im glad beetas now have another use for their enrich uranium besides the reactor, but now the Dura Battery Radiation will end up being a problem especially on max radiation difficulty. Can say once they fix the flydo consuming more power, dura battery will be very good for them also good for Dischargers as well. I agree, seriously the Dura battery makes Uranium and beetas so much more interesting now. I always ignored the research reactor because by the time you got there, it was useless. But these Dura Batteries seriously put radioactive tech back on the table. And the radiation mechanic makes me want to finally figure out how to use Lead suits. Its awesome! Link to comment https://forums.kleientertainment.com/forums/topic/161912-game-update-the-bionic-booster-pack-dlc-beta/#findComment-1769698 Share on other sites More sharing options...
Charletrom Posted December 7, 2024 Share Posted December 7, 2024 4 hours ago, FoldableHuman said: Dura batteries in a dupe vanish once depleted rather than recharging. Also 4 dura batteries delivers a lethal dose of radiation to dupes (more than rad pills and a lead suit can counter). I like the self-irradiation, but since there's no way to remove an installed cell from a dupe it would effectively be a death sentence at the moment if it weren't for the previously mentioned bug where the cells vanish after discharging. Perhaps it’s finally time to implement the intermediate rad pill Link to comment https://forums.kleientertainment.com/forums/topic/161912-game-update-the-bionic-booster-pack-dlc-beta/#findComment-1769820 Share on other sites More sharing options...
PAX12Bruce Posted December 7, 2024 Share Posted December 7, 2024 For anyone who is interested, it generates 120 rads, whereas the common uranium battery is 60 rads. IRRC, a nuclear reactor takes 10kg Enriched Uranium when running at full water, can provide enough heat for 10 Steam Turbine, which is 8500W/Cycle. (ignore all other power usage). This is 60W for 150 cycles, 60*150 = 9000W. So if you want to use full-water nuclear reactor, after 8500/60=~141cycles, is more efficient to use the Enriched Uranium for power bank. Besides, a large discharger provides 480W, 2*2 space, and 1.25K heat, is even more space and heat efficient compare to one Turbine takes 5*3 space and 100K hear or more.. The only problem is that there seems no way to only provide and extract power bank when its kj is below a certain amount. So the small discharger is needed. But if you limit the water input to the nuclear reactor, for my previous save (2000g/s) is enough for 20 Steam Turbine, and I've seen 40 Steam Turbine setup using 900~1000g/s ... 2 Link to comment https://forums.kleientertainment.com/forums/topic/161912-game-update-the-bionic-booster-pack-dlc-beta/#findComment-1769906 Share on other sites More sharing options...
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