axxel Posted March 5, 2025 Share Posted March 5, 2025 Hello dear devs, I am using the German Translation mod and the updated Search/Filter function caused crashes because of the letter "ß" needs to be uppercase and many strings have an "ß".... Sorry that I skipped the bug tracker procedure. 1 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1804403 Share on other sites More sharing options...
Tigin Posted March 5, 2025 Share Posted March 5, 2025 22 minutes ago, blakemw said: So does this mean it's no longer an automatic death sentence to dupes? (other than using exploding rocket therapy to reset them) Correct. It doesn’t reset their radiation though Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1804406 Share on other sites More sharing options...
sakura_sk Posted March 5, 2025 Share Posted March 5, 2025 19 hours ago, JarrettM said: Power icons on the Power overlay for under construction and placement preview are now consistent. Yay! Visible power sockets again! \o/ Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1804410 Share on other sites More sharing options...
asurendra Posted March 5, 2025 Share Posted March 5, 2025 1 hour ago, blakemw said: So does this mean it's no longer an automatic death sentence to dupes? (other than using exploding rocket therapy to reset them) Yes. Now it look a bit weird: as soon as dupe arrives to triage coat, it cancels "radiation illness" effect, and dupe receives 0 hp. After getting few seconds of heal dupe can stand up and walk to toilet as usual despite having lethal radiation dose. By the way, I dont understand how this radiation immunity supposed to be removed. If you safe dupe, wake him up and send to dangerous area again, nothing bad will happen. My Pei calmly staying near satellite without any problem (except horrible look) Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1804430 Share on other sites More sharing options...
blakemw Posted March 5, 2025 Share Posted March 5, 2025 20 minutes ago, asurendra said: Yes. Now it look a bit weird: as soon as dupe arrives to triage coat, it cancels "radiation illness" effect, and dupe receives 0 hp. After getting few seconds of heal dupe can stand up and walk to toilet as usual despite having lethal radiation dose. By the way, I dont understand how this radiation immunity supposed to be removed. If you safe dupe, wake him up and send to dangerous area again, nothing bad will happen. My Pei calmly staying near satellite without any problem (except horrible look) It's always been that way with scalding damage, you could just boot the dupe out of bed and send them back into the magma mines with 0 hp. Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1804444 Share on other sites More sharing options...
Henlikuoth Posted March 5, 2025 Share Posted March 5, 2025 22 hours ago, JarrettM said: Bionic Duplicants now have the capacity to actually get sick from germ exposure. Good news! I was wondering already why they never got sick. Could new special boosters be introduced that increase bionics' resistance to diseases, heat, cold, eye irritation, and radiation? That would fit the theme of the bionics. Also, what about a unique device or "body plate" that protects the bionics against fluids? Then they would not need to use an Atmo suit and could instead rely on their own technologies. Atmo suits could be locked for them. This would also prevent bionics from using one and the same Atmo suit for all eternity without it ever being worn out. 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1804468 Share on other sites More sharing options...
Jorge Junior Posted March 6, 2025 Share Posted March 6, 2025 8 hours ago, imazined said: Nice changes. But I hope we get a better hot liquid effect because this one hurts a little bit to look at if I'm zoomed out further. It looks like moire noise. And it's way to even. The hot air effect in comparison is much more subtle. 20250305-1510-39.0298622.mp4 16.77 MB · 0 downloads It looks very eye-straining, or is it just me? It shouldn't be affected by game acceleration. Wouldn't it be better if it were something slower? 1 Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1804478 Share on other sites More sharing options...
Developer EricKlei Posted March 6, 2025 Developer Share Posted March 6, 2025 23 hours ago, JRup said: Do you one better, streaking is noticeable through levels up to a certain point (it doesn't cross all the map) : >>1.00<< On a separate note, a bit of artifacting is occurring on some liquid locks... >>1.00<< @JRup Thank you for the very helpful video and screenshots. We haven't been able to reproduce the issues you're seeing but found and fixed a number of other artifacts. If it's still happening after today's hotfix could you please submit a bug report so we can discuss it there? 3 2 Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1804506 Share on other sites More sharing options...
ALCRD Posted March 7, 2025 Share Posted March 7, 2025 Niiiice. Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1805067 Share on other sites More sharing options...
franelasd Posted March 9, 2025 Share Posted March 9, 2025 (edited) Quote Bionic Duplicants are now susceptible to diseases. Bionic Dupes are now Dupes that instead of eating need a lot of power and can't touch water because stress goes brrr. Oh, they also can't level up and their morale is at the brink of stress breakdown. I really feel that the change is not worth the money for the dlc. Can't they just have a Germ Removal Process that uses 25% more Kj/s when exposed to germs? That would make us do the usual anti germs mechanic and not having to bother with the Bio Dupe being Another Sick Dupe. Edited March 9, 2025 by franelasd 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1805544 Share on other sites More sharing options...
CrutchPunk Posted March 11, 2025 Share Posted March 11, 2025 (edited) On 3/4/2025 at 5:16 PM, JarrettM said: Bionic Duplicants now have the capacity to actually get sick from germ exposure. They're... Bionic.. Why would disease/germs affect mechanical beings? That change makes no sense. It's a perk of using Bionics to not having Disease factors (other than as a carrier). If you're going to make Bionics susceptible to disease... It would make more sense to introduce BIONIC SPECIFIC equivalents, like "bugs" or "viruses" in their system they can encounter. Edited March 11, 2025 by CrutchPunk Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1806122 Share on other sites More sharing options...
Tigin Posted March 11, 2025 Share Posted March 11, 2025 19 minutes ago, CrutchPunk said: They're... Bionic.. Why would disease/germs affect mechanical beings? That change makes no sense. It's a perk of using Bionics to not having Disease factors (other than as a carrier). If you're going to make Bionics susceptible to disease... It would make more sense to introduce BIONIC SPECIFIC equivalents, like "bugs" or "viruses" in their system they can encounter. For the upcoming germ DLC of course Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1806126 Share on other sites More sharing options...
cyberwarlord Posted March 11, 2025 Share Posted March 11, 2025 22 minutes ago, CrutchPunk said: They're... Bionic.. Why would disease/germs affect mechanical beings? That change makes no sense. It's a perk of using Bionics to not having Disease factors (other than as a carrier). If you're going to make Bionics susceptible to disease... It would make more sense to introduce BIONIC SPECIFIC equivalents, like "bugs" or "viruses" in their system they can encounter. Bio-synthetic, Still made of genetic ooze. The bionic dupes just feel unnecessary. Would have been interesting if it allowed modifiers and altering dupes. 1 Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1806128 Share on other sites More sharing options...
CrutchPunk Posted March 11, 2025 Share Posted March 11, 2025 3 hours ago, cyberwarlord said: The bionic dupes just feel unnecessary. ...if they behave the exact same as Standard Dupes, exactly. Which this update does by making them less unique... 3 hours ago, Tigin said: For the upcoming germ DLC of course Ohhhh, man.. how I wish that were true. I've been dying for a disease/germ revisit. Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1806161 Share on other sites More sharing options...
JRup Posted March 11, 2025 Share Posted March 11, 2025 It'd be funny if they get different ailments/buffs from germs than what meaty dupes normally get. Normal sicknesses are so... Get food poisoning? Now you're flatulent ... Get slimelung? Now you're ... Get the spores? Now ... Get floral scent? ... New undiscovered afflictions (probably for bionics only) would spice it up... 1 Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1806219 Share on other sites More sharing options...
Henlikuoth Posted March 11, 2025 Share Posted March 11, 2025 10 hours ago, Tigin said: For the upcoming germ DLC of course I hope for this deeply. This topic has often been discussed before. It would be great if Klei finally acted on it. 7 hours ago, CrutchPunk said: Standard Dupes I agree that bionic dupes should have some more unique traits. I already suggested several. For example, innate/inborn resistance to diseases, heat, cold, and radiation would be great for them. It would give them a different feeling to play with compared to standard dupes. If Klei is not willing to implement innate resistances for the bionics, then at least, as the bare minimum, they should introduce new boosters or other specific devices that could provide such resistances. That would be another motivating game element to experiment with. 1 Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1806223 Share on other sites More sharing options...
goboking Posted March 11, 2025 Share Posted March 11, 2025 12 hours ago, Tigin said: For the upcoming germ DLC of course The reason they gave for nerfing the harsher germs they originally implemented in the Outbreak Upgrade was that new players had enough to learn without having colonies wiped by something as simple as food poisoning. I personally liked the system as it was implemented, but they're not wrong. A new DLC giving germs teeth again would be opt-in by its very nature, and thus a perfect opportunity to shake up oft-neglected medical aspect of ONI. Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1806233 Share on other sites More sharing options...
cyberwarlord Posted March 11, 2025 Share Posted March 11, 2025 15 minutes ago, goboking said: The reason they gave for nerfing the harsher germs they originally implemented in the Outbreak Upgrade was that new players had enough to learn without having colonies wiped by something as simple as food poisoning. I personally liked the system as it was implemented, but they're not wrong. A new DLC giving germs teeth again would be opt-in by its very nature, and thus a perfect opportunity to shake up oft-neglected medical aspect of ONI. Maybe it's time for a new difficulty setting. Up the challenge with harder mechanics. Add cross contamination to sink water etc 2 Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1806240 Share on other sites More sharing options...
Henlikuoth Posted March 11, 2025 Share Posted March 11, 2025 4 hours ago, goboking said: nerfing the harsher germs I have always supported much harsher and more challenging germs/diseases. Currently, the whole medical tech tree is useless and negligible. For example, my water tank is full of hundreds of yellow germs, and... then what? Nothing. I don't care about it, not even on the highest difficulty (outbreak-prone). My dupes sometimes have food poisoning; I give them a curative tablet, and it's gone. I see green germs on the map (slimelung), and... then what? Nothing. I don't care about it either. I just go right into it and don't care about some slimelung my dupes might have sometimes. Right now, there is no reason to build an elaborate medical system and employ a full-time doctor. This is, to be honest, a tragic shame. I want a system in which I am forced to pay close attention to germs and diseases and in which I must build a medical system for protection and treatment. Chlorine vents would then also finally regain their importance. 4 hours ago, cyberwarlord said: a new difficulty setting Yes, I suggested this before. In my view, Klei should take a look at every difficulty setting and tweak it if necessary. Currently, the difficulty settings are somewhat linear and even dull. 2 Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1806297 Share on other sites More sharing options...
Kderosa Posted March 12, 2025 Share Posted March 12, 2025 4 hours ago, Henlikuoth said: Right now, there is no reason to build an elaborate medical system and employ a full-time doctor. With the DLCs, the doctor is occupied making rad pills and gear balm. Radiation on the higher difficulties is still something that needs close monitoring. And, Sporchid spores are still pretty nasty, but largely avoidable with atmosuits aor careful digging. Slime lung was nerfed a bit too much and should be made more nasty at the higher difficulties. food poisoning has only ever been a minor annoyance. Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1806378 Share on other sites More sharing options...
cyberwarlord Posted March 12, 2025 Share Posted March 12, 2025 8 hours ago, Kderosa said: With the DLCs, the doctor is occupied making rad pills and gear balm. Radiation on the higher difficulties is still something that needs close monitoring. And, Sporchid spores are still pretty nasty, but largely avoidable with atmosuits aor careful digging. Slime lung was nerfed a bit too much and should be made more nasty at the higher difficulties. food poisoning has only ever been a minor annoyance. Food poison and slime lung cost me 2 runs. After that your just too cautious, Hopefully. And Iron gut just removes it. I'd honestly rather it have a few niche uses so it's more risky encounter then disruptive to my progress. If polluted dirt and water only off gassed with food poison. The bacteria is what's creating the oxygen. And now it's not really dangerous but risky because you need it around. Add an additional debuff when inhaling food poison, lowers dupe germ resistance. Slimelung contamination could be used to create slime from organic materials. After the material becomes saturated with germs in converts to slime and slightly increases in mass. Floral germs could easily have uses in infecting materials before refinement or sinks/showers for a bonus. SO dlc decontamination shower with floral scent could cause the dupe to now off put floral germs as he walks. 13 hours ago, Henlikuoth said: Currently, the difficulty settings are somewhat linear and even dull. I like the different settings. It's the game mode difficulty for clarification that Id like to see a new one. Survival and no sweat. Let's try catastrophic mode. Challenge mode with all the mechanics that require basic game knowledge and new creativity problem solving. Cross contamination sinks and showers. Co2 scrubber needs sand. No healing or recovering over time from most illnesses. Permanent stat reduction for bad injuries or radiation. Aggressive wild animals. Chlorine damages dupes. Larger space map, maybe moving, phasing planets. 3d printer requires samples before printing anything new, only prints 1 egg, dupe or seed every 5 days. New germ, Fungus rot. Will destroy plants and infect animals reducing mood and turn all food into rot pile. 1 Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1806475 Share on other sites More sharing options...
Henlikuoth Posted March 13, 2025 Share Posted March 13, 2025 On 3/12/2025 at 8:23 AM, Kderosa said: food poisoning has only ever been a minor annoyance At least on higher difficulties, I would want food poisoning to be significantly more impactful. Otherwise, there is no reason or motivation to build a medical system. I haven't seen any player, on YouTube or elsewhere, talk about the medical system for a long time. Where are the builds using germ sensors, chlorine, etc.? It is practically non-existent. Almost the whole medical tech tree is, in a way, invisible, like a long-dead specter. This cannot be right. Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1806867 Share on other sites More sharing options...
cyberwarlord Posted March 13, 2025 Share Posted March 13, 2025 (edited) 5 hours ago, Henlikuoth said: This cannot be right. The triage cot may be over powered with no need for any material input. Maybe add a need for bandages or bottled oxygen, fluids. Idk. I usually keep one late game for the occasional oops. With a well made base no germ should ever infect your dupes by design so cures are not often needed. Unless you added some random chances to certain low tier foods or damage from critters or environment. Medical facilities would probably get more use if it had alternative or advanced recipes beyond cures or if healing injuries required resources. Modifiers for dupe behavore like stress resistance, Overjoyed behavior duration, Increase calories required for athletic boost. Ongoing long term treatment for dupe traits, like insomnia, loud sleeper, gassy, removing rads from glowing dupes. Non medical items like soap that effect different building bonuses. Edited March 13, 2025 by cyberwarlord 1 Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1806921 Share on other sites More sharing options...
varnion Posted March 14, 2025 Share Posted March 14, 2025 On 3/4/2025 at 10:03 PM, nome said: Right now he's fixing some rendering bug on linux that's so minor I barely noticed it. Is he working on the bug preventing colony graphs from being rendered on Linux? I've been playing the Windows version (through proton) because of it Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1807031 Share on other sites More sharing options...
Prince Mandor Posted March 14, 2025 Share Posted March 14, 2025 On 3/5/2025 at 4:03 AM, nome said: Because Daniel is a machine and when his hopper of work runs empty for even a moment he doesn't idle, he demands that ancient bugs be fed in! Right now he's fixing some rendering bug on linux that's so minor I barely noticed it. Well, out of all ancient bugs, hanging unfixed for seven years, mentioned dozens of time on forums and reddit, "some rendering bug on linux that's so minor I barely noticed it." was selected I don't even know what to say Can I remind you about dozens of bugs affecting gameplay? Like liquid freezing as tile on save/load, like unpowered automated door sticking in open-and-yet-close state, like electrical shut-off sticking in wrong position, like buffers and filters measuring time wrongly (so three 200s buffers is not a cycle, but some random time), eggs falling in such way we cannot click them and can only sweep, left-to-right and right-to-left heat exchange difference (declared fixed so many times, but still in game), temperature duplication on flaking if donor tile pushed up, metal refinery accumulating liquid infinitely if output pipe broke, reproduction rate shown in game as 2% for all critters with 1.666% (this is most critters), Juicy Fruit mutation not working properly on Sleet Wheat, Dupes not consuming oxygen while recovering breath (especially in empty masks/suits). And this is just from my head, what I can remember in several minutes Yes we are thankful for fixing any bugs, even for minor rendering on linux. Klei do great job overall. But may be someone do something with bugs really affecting players? Link to comment https://forums.kleientertainment.com/forums/topic/164622-game-update-public-testing-658361/page/2/#findComment-1807090 Share on other sites More sharing options...
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