sakura_sk Posted May 23, 2025 Share Posted May 23, 2025 are lures still a thing? Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817124 Share on other sites More sharing options...
sakura_sk Posted May 23, 2025 Share Posted May 23, 2025 "Airborne critters getting stuck in liquid" wasn't fixed? 1 Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817141 Share on other sites More sharing options...
BlueOS Posted May 23, 2025 Share Posted May 23, 2025 love the game and new stuff, the ready to harvest Sweatcorn makes me so uncomfortable TwT not saying it should be changed just wanted to say 1 Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817144 Share on other sites More sharing options...
zhegedaanshi42 Posted May 23, 2025 Share Posted May 23, 2025 也许像小孩子的玩笑,可我在这次的DLC中看见了小行星相撞的可能,也许我曾经的想法有实现的可能了,所以请允许我分享一下。 行星流浪DLC 各个小行星将以不同速度划过夜空,许愿什么的,已经来不急了,抓紧时间登陆并探索它们吧,错过了也许再也见不到了。 打印门将带有流星引力捕捉器的功能,可以吸引流星或行星靠近自己(增加信号端口,以实现启用功能),小心它们砸到我们,打印门将可以固化行星,使它不再可以移动。 太空探测仪现在可以扫描星图了,扫描网将显示星图上的异常。根据显示的异常,你将可以猜测探测到的是流星还是行星。如需看清它,你仍然需要借助望远镜进行观察,或者是发射侦察火箭弹,它到达目的地后,爆炸产生的光亮将揭示目的地的一切。 侦察火箭弹:使用10kg木碳、20kg硫、30kg金属、50kg石油在爆破弹组装机中制作。 黑洞,飞行到此的一切将被吞噬。 白洞,有可能会冒出一些不可思议的东西。 有相对应关联关系的黑洞和白洞可以当作虫洞来使用(危险、小心),你可以利用它们俩,进行一次“星际穿越”。黑洞和白洞会缓慢移动(不会移至中心区3*3区域,不会移至独立星球区2*2,不会彼此拥抱,拥抱会爆炸,小行星相撞也会爆炸(不可观测,仅星图可见),爆炸结束后删除) 打印门可以拆除重建了,打印门之间可以传送小人了,10周期1人1次。。 星图更大了15*15、20*20,星球更小了(仅流浪的星球),生态环境更苛刻了。独特的星球不参与流浪计划(可选:铌星、水星、原油星、钨星、苔原星) 火箭驾驶台在太空上,新增“自动闪避”选项,以躲避流星的撞击,或者使你的火箭主动撞击流星,摧毁或暂缓它的速度。 太空舱门修改:可以连接在同一格星图上的火箭了,使复制人可以在他们之间移动(因为火箭的舱门对接了)。火箭舱可以接收星际载货了(需要火箭机械臂舱)。 流浪星球的生成与消失规则,只有建有小打印门的星球才不会流浪到宇宙边界之外(小打印门以小行星移动有锚定的功能)。没有小打印门的小行星会流浪到边界之外,然后被删除或重置。以留出位置给一颗新的小行星,重新在星图上流浪,以供探索发掘。 每登陆一个星球,第一次建立的小印门有3次打印的机会。 行星发动机:需要消耗大量的能量,用来改变小行星的运行方向。反方向的行星发电机,将使小行星减速,直至停止。多台行星发电机可以加速过程。 皮肤:巨石柱打印门(灵感来源:巨石阵),如:在六边形六个角的位置上竖起了六根石柱,中间两根石柱相当于门框的柱子,后/上面的两根石柱立于虚空,前/下面两根石柱小面短,如同台阶扶手的小柱子,台阶自虚空而下,打印物品犹如神恩福泽。 月宫遗迹(天上月,相当于损坏的太空员舱),金蟾、玉兔艺术品,桂花树种子,桂花香精(香料)、桂花糕食品。避谷丹(使复制人不再呼出二氧化碳)。 炼丹炉(即窑炉):2*2,加入各类材料(食材、种子、某些矿物),333秒随机炼出三种丹药,金丹、银丹、仙丹、黑丹。复制人或小动物食用将得到特殊效果。 银丹:某单一属性+5,士气加2。 金丹:随机单一效果:全属性加8;士气加10;减压减呼吸20%;生命值与回复加50;力量与运动加10;建造与挖掘加10;80%的概率触发喜悦反应;卡路里加1000,体力消耗减50%;隔热加10与烫伤阈值加1000;复制人臂长加2格。 仙丹:全选:全属性加5,士气加5,减压减呼吸10%,生命值与回复加20,卡路里加2000,体力消耗减少80%,复制人臂长加2格。 当银丹喂小动物时,小动物获得10天的卡路里。喂食金丹时,繁殖速度加100%,幸福度加5。喂食仙丹时,小动物变异为仙兽,将不再用进食,且体温恒定,幸福度加10,生命值加10000。 炼丹炉炼丹失败,将发生爆炸,炉鼎损坏,丹药变黑丹,效果未知,如全属性加20,但士气减20等相对增益和减益都有的效果。 食用黑丹的动物将被魔化,夜晚会攻击附近的动物,杀死魔化的动物获得10倍的肉,或者是100kg石灰。时间足够的话,它将产下一颗黑色带花纹的蛋,孵化出蝎蛛,25寿命,幼体蝎蛛每周期吐出石油10kg,成体蝎蛛每周期产出2纤维,死亡掉落一个虫壳(金汞齐100kg),不产蛋,不进食,它的一生碌碌无为。小心蛛网。 注意,丹药效果可以叠加,别让你的复制人吃撑了。 1 Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817155 Share on other sites More sharing options...
nessumo Posted May 23, 2025 Share Posted May 23, 2025 I've generated more than a few maps and never got Lumbs on scrambled world - neither asteroid nor biome remix. They (obviously) appear on new prehistoric world and I see other creatures/plants on scrambled worlds, but not Lumbs - anyone can confirm this bug or am I that unlucky? Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817177 Share on other sites More sharing options...
Tigin Posted May 23, 2025 Share Posted May 23, 2025 4 minutes ago, nessumo said: I've generated more than a few maps and never got Lumbs on scrambled world - neither asteroid nor biome remix. They (obviously) appear on new prehistoric world and I see other creatures/plants on scrambled worlds, but not Lumbs - anyone can confirm this bug or am I that unlucky? You're right. Looks like the garden biome that gets mixed in doesn't include Lumbs . We all deserve biomeNoise: dlc4::noise/Garden temperatureRange: HumanWarm density: min: 10 max: 15 avoidRadius: 20.0 minChildCount: 5 dontRelaxChildren: true sampleBehaviour: PoissonDisk biomes: - name: dlc4::biomes/Garden/Basic weight: 2 tags: - GardenFoodPlant - GardenFoodPlantSeed - GardenForagePlantPlanted - GardenForagePlantBuried - GardenDecorPlant - GardenDecorPlantSeed - VineMother tags: - IgnoreCaveOverride - NoGlobalFeatureSpawning - Mixing features: - type: dlc4::features/garden/ButterflyHome - type: dlc4::features/garden/Vines zoneType: PrehistoricGarden 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817178 Share on other sites More sharing options...
iure32 Posted May 23, 2025 Share Posted May 23, 2025 On 5/22/2025 at 6:12 PM, JarrettM said: Hello friends, We're ready to start beta testing for our new DLC, The Prehistoric Planet Pack! This paid DLC introduces ONI-style dinosaurs to the colony on a brand-new starting world, along with new biomes, elements, plants, and more. Oh, and there's an impactor asteroid barreling through space to crash into your new home. But you'll be fine! We hope. Put on your space-paleontologist hat and play this DLC on the public_testing branch on Steam. Anyone who owns the base game on Steam can try out the DLC for free during this testing period. Incoming asteroid An impactor asteroid is en route to crash into this new planetoid! But you don't have to just watch your colony get decimated by a flying space rock. The new Intracosmic Blastshot projectiles are designed to break down the impactor before it reaches its target. Build them at the Blastshot Maker and launch them from the Meteor Blaster building. We're still working on tuning for the impactor's arrival timeline, so its scheduled collision may be different in the playtest vs the final DLC. New biomes The new Garden starting biome introduces Peat, an age-old fuel source that can be used to power a colony or cook tough dino meat in the new Smoker building. The Feather biome has abundant Bleach Stone and Iron Ore deposits for Duplicants who can withstand its chilly temperatures. Meanwhile, the sticky Wetlands biome is a rich source of Phyto Oil, an ingredient in the production of the new combustible liquid Biodiesel. New Duplicants and critters Two new Duplicants, Maya and Higby, join the colony in this DLC. They're accompanied by oversized critters such as the Lumb—a gentle giant that stomps hard enough to make plants drop their goods—and the carnivorous Rhex. The latter can be shorn for Feather Fiber, useful in textile production. Rhexes cannot be trusted around Dartles, which are prey animals that produce Bleach Stone. We've also added Jawbos, oversized aquatic critters that feast on Pacu, and Gnits, which are a pesky but useful way to produce Amber. New plants There are plenty of new plants, including: the Mimika Bud, which produces an airborne critter-like organism that pollinates other plants to accelerate their growth; Ovagro fruit vines that climb along walls and ceilings; Seakomb, a source of Phyto Oil, which grows only on the ceiling of liquid-filled rooms; and carnivorous Luras that eat airborne critters and produce Amber. New elements and buildings This DLC introduces Peat, Amber, Shale, Nickel Ore, Resin, Biodiesel, and Iridium. A new Emulsifier building transforms liquid inputs into fluid compounds. We also added a Peat Burner, a Smoker cooking station, and two new sculpting buildings: the Fossil Block and Hanging Fossil Block. QoL You can now place new buildings over areas occupied by wild plants without needing to manually assign an uproot chore first! Some fabricator buildings now support alternative ingredients in their recipes! Plus, a variety of bug fixes in all versions of the game! Anything else? Some content—like a themed cosmetic blueprint collection—is still in the works and won't be available until the DLC's full release. Thanks for helping us put this new DLC through its paces and polish things up before it goes on sale. Please send us your feedback here and report bugs here! We’ll have more information about pricing in a future announcement. Here's what you'll find in the update so far: Features The Prehistoric Planet Pack Added new clusters Relica (base game) Relica Asteroid (Spaced Out! Classic style) Relica Minor (Spaced Out!) Scramble settings Added Relica Fragment for Asteroid Remixing. Added new biomes to Biomes Remixing. Added Relica Starmap destination for base game players. Added new Duplicants Maya Higby Added Garden starting biome Mimika Bud Mimika Sweatcorn Ovagro vine plant Lumb Snactus Ring Rosebush Added Feather biome Rhex Dartle Dew Dripper Megafrond Added Wetlands biome Jawbo Gnit Seakomb Lura Plant Added new foods and ingredients Snac Fruit Ovagro Fig Tough Meat Tender Brisket Jawbo Fillet Smoked Fish Fried Mimillet Sweatcorn Added Demolior Impactor Asteroid imperative Post-impact space POIs for Spaced Out! players. Post-impact space destination for base game players. Surface POI when the impactor asteroid lands. Add new buildings Peat Generator Two new sculpture buildings: Fossil Block and Hanging Fossil Block Smoker Emulsifier (not exclusive to DLC4) Salt Water recipe Biodiesel recipe Add new elements Amber Resin (new, derived from Amber. The old version of resin has been renamed Sap.) Peat Nickel + Ore Biodiesel Iridium Shale Added Cool Chlorine Gas Vent Blaster ruins POI Added Intracosmic Blastshot and Blastshot Maker recipe New skins (not shipping yet) Changes and Improvements All versions It is now possible to substitute the ingredients of some recipes in the fabricator UI. Some recipes have been combined to take advantage of this. Crafting Table and Suit Fabricators no longer hide recipes with undiscovered ingredients. The build tool can now place construction orders on top of wild plants, which will have the necessary uproot chores automatically generated. Moved liquid product recipes (such as Super Coolant and Visco-Gel) from the Molecular Forge to the Emulsifier. Added late-tier research unlocks for Super Coolant and Visco-Gel recipes. The Fish Release now requires submersion in liquid to accept deliveries. When displaying Units, Rads or Calories values, precision displayed was increased to now show up to two decimals places. Changed Meteor Blaster sidescreen to support ammunition selection and long-range target selection. Pollinated plants and fertilized plants now show a visual effect on them while the buff effect lasts. The Plant Pulverizer recipe for Phyto Oil from Slime is now available in the base game. Elements The new version of Resin (derived from Amber) can now be transformed into plastic at the Polymer Press. Solid Resin is now a transparent material. Updated the visuals of Solid Resin to look more glossy. Tallow now melts into Biodiesel instead of Crude Oil. The liquid harvested from Experiment 52B has been renamed Sap, and its solid counterpart has been renamed Isosap. They were previously called "Resin" and "Isoresin" respectively. (The name "Resin" now refers to the liquid produced by refining Amber.) Added Peat as a substitute ingredient in the Kiln's Ceramic recipe. Fuzzy Search Database search now uses fuzzy matching. The search function now considers research tier when sorting results. For example, if two items both have the same maximum match on Name and SearchTerms, the more accessible (i.e. lower research tier) item will be listed first. Improved the update speed from "No Results Found" when the search text is cleared, in Build Menu. Worldgen Changed the placement rules of entities in worldgen so that it is no longer possible to have two entities occupying the same cell. For example, Pincha Peppernut growing into a plant on the floor. Changed the way Plastic Monomers are displayed in the database: the recipe for transforming Resin, Nectar or Petroleum into plastic is now displayed in the database entries for those elements. Large critters now have slightly more hit points than small creatures. Smooth Hatch diet has been updated to include Cinnabar and Nickel Ore. Spaced Out! only Rocket port buildings no longer exchange heat with the environment. Revised the art of the four Radsick Monument Tops to make them slightly less grisly. Spindly Grubfruit Plant database entry now contains an introductory paragraph of information about the plant. Reduced Artifact Cargo Bay rocket burden. Saturn Critter Trap Can no longer eat 2x2 critters Added a checkbox to the requirements section indicating critter consumption Added edible critters to database entry Added “awaiting prey” status item Frosty Planet Pack The Plume Squash Plant database entry now displays an introductory paragraph of information about the plant. Bionic Booster Pack Added a Tallow-based Lubrication Stick which provides high morale. A Lubrication Stick’s element now matches its recipe ingredients. Bionic Duplicants can now consume power banks at mess tables, potentially gaining a room bonus when doing so. Fixes All versions Another attempt at fixing unit vs mass fetch issues. Solid conduits now transfer the whole pickupable if the mass per unit is greater than 20kgs. Space Exposure hover tooltip is no longer shown for Airflow Tiles, Mesh Tiles, or doors which block space exposure. Fixed an issue causing the Fish Release Counter to incorrectly count fish. Reordered art skins so that Monument pieces appear top to bottom, and paintings categories are grouped together. Fixed a crash that happened when loading a save file that had a storage tile storing an old item that no longer exists in the game. Added a database entry for “Filtration Medium” and corrected the links that led to it. Farm and Power Control Stations output product temperatures now match input ingredients. Fixed issue causing Farm Stations and Power Control Stations to open work chores when they had insufficient material to produce anything. Fixed issue preventing the detail screen's title bar label from updating when the selected world cell's element changes. Fixed Liquid Bottle Filler and Gas Canister Filler continuing to work when disabled. Heat Resistant and Frost Resistant effect descriptions no longer imply that they will give Duplicants full immunity to extreme heat and cold, as they are still vulnerable to Scalding and Frostbite. Fixed Payload Launcher sidescreen tooltips referring to the selected object as a rocket instead of a Payload Launcher. Fixed Lead tile visual shine effects not working properly. Added Cobalt tile texture. Fixed large critters incorrectly being able to navigate down into a single cell space they can’t actually fit into. Fixed an issue causing images in the database to sometimes have excessive whitespace appear above them. Fixed missing rope in baby Hatch trussed and escape animation states. Worldgen Fixed a bug causing oil wells to sometimes spawn in neutronium Performance Further reduction in allocations. Various improvements to Shine Bug performance. Improved performance opening Vitals, Consumables, and Priorities screens. Spaced Out! only It is now possible to set work priority values on Landed payloads. Fixed Radbolt Engine not saving slider settings. Fixed a bug where Loner trait on a Duplicant was not providing a boost on Piloting skill when that Duplicant was alone. Frosty Planet Pack Regal Bammoth Crest mass adjusted to match the mass of the Gold Amalgam yielded from passing it through the Rock Crusher. Bonbon Trees now show a range of wood per cycle in the database to show how much wood per cycle you can produce when one or all of its branches are growing. Bionic Booster Pack The progress of trying to reanimate a powerless Bionic Duplicant will no longer reset if the task is abandoned before it completes. Power Bank Dischargers will no longer generate heat when there is no power consumer drawing power from them. Modding Changed some Tunning static variables related to Duplicant Attributes to no longer be marked as "readonly" to facilitate modding on those Added GlobalStringBuilderPool GameplaySeason implements IHasDlcRestrictions. Renamed GameTags.StartingRefinedMetalOres to StartingRefinedMetals. What is public testing? "Public testing" means players get to test-drive new content early and give us feedback and suggestions before it goes live. Because this is an unfinished and in active development version of the game, it's pretty likely you'll encounter bugs, crashes or balance issues while playing these builds. We'll try to fix any problems that crop up as quickly as we can, but it's possible you'll lose progress in your games while playing on the Testing branch. Regarding performance, the Testing branch has additional debugging tools enabled to help us track down crashes. This makes the game run more slowly than the live version of the game. Please also be aware that once a save is loaded in the Testing branch, it cannot be reopened again in the previous Live branch or previous builds. Do I have to play the public testing build? Nope! If you'd prefer to only play a stable build, you can continue to play in the current Default branch until the game launches in full. Playing the Open Testing build isn't necessary, but it helps us a lot to receive your feedback and reports - if you're interested, try it out! How do I become a public tester? There's no sign up or registration for becoming an open tester. If you own Oxygen Not Included and want to join the Testing Branch, all you have to do is play the Open Testing build on Steam. How do I play the public testing build? You can switch your branch on Steam using the instructions below: Reveal hidden contents How to change branches in Oxygen Not Included (Steam) In Steam, click on Library > Games. Scroll down to Oxygen Not Included. Right-click and select Properties. Go to the BETAS tab. In the dropdown, select the name of the branch you want to play. In this case, the branch name is "public_testing" This branch does not require a password. In that same Properties window, go to the Local Files tab and press "Verify Integrity Of Game Cache." Your game will be updated to the the previous branch. Launch and play Oxygen Not Included View full update Nice, Specially changes that should have arrived years ago Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817186 Share on other sites More sharing options...
kurosolo Posted May 23, 2025 Share Posted May 23, 2025 Seems the HP of Demolior doesnt affect the size of its impact zone at the moment, though the tooltip indicates so. 1 Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817199 Share on other sites More sharing options...
YOLO KNIGHT Posted May 23, 2025 Share Posted May 23, 2025 Watching the little dinosaurs run around makes me want a new version of Bonk's Adventure with Klei's art department at the helm Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817215 Share on other sites More sharing options...
Commander Steps Posted May 24, 2025 Share Posted May 24, 2025 Looks very nice to me, I'm in! Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817340 Share on other sites More sharing options...
mliyaa Posted May 24, 2025 Share Posted May 24, 2025 Klei cooked with this dlc 👍 super impressed with all the new pathways and interesting critter/plant dynamics. Especially liked the new temp control with rhexes, plus food via lumbs+figs. definitely paying full price for this dlc when its available. I didnt buy the bionic dlc at full price because imo the only thing thats interesting in it is powerbanks, which imo should be in the base game, along with a bunch of other complaints around the quality of the dlc. Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817362 Share on other sites More sharing options...
_Galllex_ Posted May 24, 2025 Share Posted May 24, 2025 I have the same crash whole day, smth about the long range missiles log.txt Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817386 Share on other sites More sharing options...
Aprica Posted May 24, 2025 Share Posted May 24, 2025 Guys, this DLC is absolutely brilliant! A completely new ecosystem and an imminent threat to the colony. Exactly what we needed! Combined with the bionic DLC, it feels like a whole new game 😍 Special thanks for the saltwater recipe and new coal production methods 😁 I really hope the full release will bring more variety to impact asteroids, with different geological formations. Honestly, I expected the asteroid to gradually shrink in diameter as we shoot it, so that in case of failure, only a smaller fragment would hit the colony instead of the entire massive rock. Maybe it's possible to prepare several asteroid variants based on HP percentage? For example, at 50% HP, a chunk with valuable resources could break off and create a POI. Alternatively, we could keep the current three POIs but divide the stages into three phases. It would create an exciting experience - intercepting the asteroid while simultaneously preparing your home planetoid to withstand one-third of it. Randomizing the impact location would add even more dynamism to the event. Suggestion for event recurrence mechanics: space POIs could be made exhaustible, with their depletion spawning new impact asteroids. These could either target other explored planetoids or deliver alternate resource types. Or implement periodic asteroid generation at defined intervals. I also expect that iridium will become more in demand, for example in some production chains. First impression - I'm absolutely thrilled with this new DLC! Even through game crashes during artillery fire, I managed to destroy the asteroid by cycle 100 - what an intense speedrun experience! Can't wait for the full release to replay it for achievements. Thanks for your work 🧡 Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817418 Share on other sites More sharing options...
suicide commando Posted May 24, 2025 Share Posted May 24, 2025 Yay! new DLC! Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817469 Share on other sites More sharing options...
SGT_Imalas Posted May 24, 2025 Share Posted May 24, 2025 (edited) On 5/23/2025 at 8:30 PM, goboking said: Something I hope the developers consider is that new planet packs are a great opportunity to add new world traits to the game. These could be thematically linked to the planet pack itself, but also give us new ways to approach existing planets. its probably avoided because it would break existing seeds with each trait added altering asteroid traits for existing seeds Edited May 24, 2025 by SGT_Imalas Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817515 Share on other sites More sharing options...
Quyzbuk Posted May 24, 2025 Share Posted May 24, 2025 Ok haven't hopped on the beta yet, but just after reading the notes I'm wondering instantly if there's going to be lubrication sticks for the bionics, why aren't those the thing "consumed" at the mess table? Seems a little too placeholder-y to have batteries be the thing to have them get the mess hall/great hall bonus from. Or what about adding phyto oil to a water cooler to draw them into those rooms naturally? (Assuming of course you don't want to add some kind of electrolyte / mineral water type to the base game since biodiesel will be exclusive for now) Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817590 Share on other sites More sharing options...
Tigin Posted May 24, 2025 Share Posted May 24, 2025 43 minutes ago, Quyzbuk said: Ok haven't hopped on the beta yet, but just after reading the notes I'm wondering instantly if there's going to be lubrication sticks for the bionics, why aren't those the thing "consumed" at the mess table? Seems a little too placeholder-y to have batteries be the thing to have them get the mess hall/great hall bonus from. Or what about adding phyto oil to a water cooler to draw them into those rooms naturally? (Assuming of course you don't want to add some kind of electrolyte / mineral water type to the base game since biodiesel will be exclusive for now) Because the analogous chore would be using the bathroom Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817606 Share on other sites More sharing options...
Quyzbuk Posted May 24, 2025 Share Posted May 24, 2025 17 minutes ago, Tigin said: Because the analogous chore would be using the bathroom Not necessarily, but without going into the semantics of that, you get what I'm saying. Short of adding a new building, if they want to allow bionics to get that room bonus now, there are options that make more sense than having them lug a battery from a recharging/crafting station all the way to this room to "consume" it, especially if they're already on low power and in danger of incapacitation. Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817626 Share on other sites More sharing options...
AugyBear Posted May 25, 2025 Share Posted May 25, 2025 Looking forward to the full release! ONI is already my #1 most played game on Steam.. time to add another 100 hours mucking about with the new plants and critters 😂 The cross-DLC opportunities are always fun to explore as well Thank you to the devs for all your hard work! I'm glad to see this game is still getting new content almost 10 years after release. 1 Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817791 Share on other sites More sharing options...
PetePablo Posted May 25, 2025 Share Posted May 25, 2025 What happens to existing saves? Can I get asteroid crashing into my home planet or second? As I would like the option to do so. Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817807 Share on other sites More sharing options...
Pproy Posted May 25, 2025 Share Posted May 25, 2025 I have to say that this is my favorite DLC since space out. Good job ONI team! Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817813 Share on other sites More sharing options...
becca.is.tired Posted May 25, 2025 Share Posted May 25, 2025 Hey guys, the DLC is fire! Sadly, at least for me, my Game is barely playable thanks to the fact every second or third missile i fire at the asteriod causing a crash: Exception in: (ClusterMapLongRangeMissile).ClusterMapLongRangeMissile.root.explode. System.NullReferenceException: Object reference not set to an instance of an object at KMonoBehaviour.Subscribe (System.Int32 hash, System.Action`1[T] handler) [0x00001] in /home/build/workspace/game/Assets/Plugins/Klei/util/KMonoBehaviour.cs:416 [...] Ive attached the whole log as a file. This seems to either happen when i fire a missile or when one hits (the error imples hitting), but its happening repeatedly - ive got my meteor down to 650 hp so far and ive had around 20 crashes. Also, somehow - food in early is too easy i think? I set up 20 corn and 5 of the pollunators and suddenly both fridges were filled with six-number figues of corn-calories. Cycle 140, no renewable water source or cooling system, i should not be swimming in food to the point where i uproot 20% of my corn so my farmer stops wasting his time xD Exception in (ClusterMapLongRangeMi.txt Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817835 Share on other sites More sharing options...
ALCRD Posted May 25, 2025 Share Posted May 25, 2025 I assume the food retrieval animation (or actually lack of one thereof) when duplicant opens up the Smoker is still a placeholder? (They stare blankly at the Smoker for several seconds before food pops out) Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817861 Share on other sites More sharing options...
Im_not_Included Posted May 25, 2025 Share Posted May 25, 2025 29 minutes ago, ALCRD said: I assume the food retrieval animation (or actually lack of one thereof) when duplicant opens up the Smoker is still a placeholder? (They stare blankly at the Smoker for several seconds before food pops out) nah son, its me fr fr when I'm cooking. The babies just copying their humans <3 disassociating and then eating floor food is the only way to go. 1 Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817869 Share on other sites More sharing options...
matteoj8 Posted May 26, 2025 Share Posted May 26, 2025 I got around the intracosmic blastshot crashing by chilling on the starmap while they launched. Link to comment https://forums.kleientertainment.com/forums/topic/165783-game-update-the-prehistoric-planet-pack-dlc-beta-670711/page/2/#findComment-1817905 Share on other sites More sharing options...
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