Jump to content

Recommended Posts

1 hour ago, NotUilson said:

New morphs of lumbs and floxes are nieche but usefull, they solve specific problem of their respective DLC map and that is great.
Changes to dining rooms are also cool, now single great hall built before cycle 20 won't suffice till the end of playthrough.
And that new mechanic with asteroid mining seems pretty fun too, now we only need to be able to set a rout for rockets, so they aren't just shuttling between single POI and home asteroid.

However i don't really get the point of plywood, it is produced from plant husks and they are produced in minescule amounts by regular plants(and by the point you get to gas grass you already have arbor trees) i guess it is meant to be used only as a fuel for smoker(?)  (seems like dupes are gonna have some great meals...)
Husky moos seem a bit pointless, since 6 of them are required to fuel 1 petroleum generator and by the time moos become available most people already have petroleum boiler or some other way of producing power, so why bother? for tallow?
Printerceptor is an amazing idea, but it falls short due to onstant need to manually intercept charges and rewards aren't really that impactfull, i mean renewable wild lumbs, megafrond and oxyfern seeds are cool, but i would like a bit more for my troubles.

If you asked me on what i would like to be changed:
Increace husk drop rate from regular plants, maybe add husk dops to sleet what and megafrond. Maybe add recipe of plywood from regular lumber at something like 1:4 ratio, so there is a point in making plywood.
Make husky moos produce more biodiesel, maybe make it so one moo can supply 1 petroleum generator or 3:2 ratio or maybe 2:1, cuz honestly 6:1 seems a bit sad
Add an option for printerceptor to automatically intercept charges and store them indefinitelly. And also add more variety to what can be printed using it (maybe some industrial resources, maybe sprincle in some space materials with high pricetag) and add beetinies, so they can't go extinct anymore.

In the end update is great and cool but has a lot of features that won't ever be used.

Biodiesel is a step up from petroleum engines, and allows you to accomplish almost anything a hydrogen engine can (should be able to reach every space POI for mining unlike a petroleum engine). If you consider the alternative which is the jank emulsifier recipe, It's a lot easier to use greasy cows.

For power, 6 moos barely take up any ranch space. 6 moos only need 32 tile rooms, which is actually a very fair tradeoff for 2KW of power, 750g/s of water, and about 5120 kcal/cycle of meat. The fact that you don't need to grow the gas grass inside the stable is a huge blessing too (allows for farm stations/pollination)

  • Like 3

@JarrettM Apologies for pointing it out but given that both the display shelf and communal table are wood or plywood only, it maybe a good idea to give a means to produce resin beyond cracking shine bug eggs for those on a standard base game sandstone start. As they either have to ride their luck to get an arbor tree seed to get wood, or crack 10 shinebug eggs in order to get enough resin to make 400kg plywood for the communal table and 100kg plywood for the display shelf. Maybe cracking seeds with a plant pulverizer could produce a small amount, or maybe just half the amount of resin needed for the plywood recipe?

EDIT: Can I also say how weird it feels that a 200g egg now produce 5.2kg of materials when cracked.

Edited by Saturnus
  • Like 2

I played the game , i have only space out activated , i download the new QOL update and for some reason some dupes can't dig , sais unreachable but they can. 

Beside that , i check it that i click in the Dont show it Again on the Video Tutorials and keeps appearing , we need a global check for this , is annoying !!! 

The other thing is the one click material on the resource list. 

 

 

Great news to hear about these changes. Thank you!

Could you also consider adding the Demolior story trait to be playable on the other planets?
That would be a fun challenge on some of the tougher planets. 

Of course you still need the DLC to have that option. 


Thanks

  • Like 2
On 11/1/2025 at 7:33 AM, Jojolel said:

The Banquet hall seems to be bugged? The Banquet hall requires a communal table and no dining tables in the room, but the communal table counts as a dining table, so you can never have a Banquet hall.

Same here, in existing games with both enabled and disabled spaced out DLC.

  • Like 1

Conveyer rails seem to have become bugged in this update, I went to a previous save where they have been working for hundreds of cycles and they are now not working properly. In this image, they usually collect all the phosphorite  and eggs, however when the autosweepers were active in the patch the right one collected 1 phosphorite only, the left one nothing.(Please avert your eyes from the flowerpot exploit devs)

Edit, I uninstalled the update and they are back to working as expected.

 

image.png.05c8165dbd091d9a934423e8434e0573.png

Edited by nottheonlyonenz
  • Thanks 2
  • Haha 1
  • Big Ups 1
22 hours ago, goboking said:

I would be remiss if I let a QOL update announcement go by without asking for a Disallow Wild Eggs checkbox on egg crackers, incubators, storage bins, etc.

While we're chucking in badly overdue but highly unlikely QoL updates out there, can we pretty please with sugar on top get hysteresis automation (min-max slider like on smart batteries) on fridges and smart storages. And why can't element sensors in general, especially conduit element sensor not have a checkbox like storages that they check for instead of a single element. I mean, one can dream, and the 30th of February did actually happen once.

EDIT: Alternative to hysteresis control on smart storages and fridges is a tick box that toggles it to go green when empty instead of full. That way no current setups are affected, and it gives a way to automate food production and consumption.

Edited by Saturnus
  • Like 3

Something is very fundamentally wrong in the preview conduit handling

How does a reservoir output tiny blobs, when there's clearly enough crude oil in the reservoir to get a constant flow, just because there a valve further down the pipeline?
It's like it's saying, right nevermind what the valve is actually set at. Let's just flow full packets through the valve, and every so often insert a random small packet so the average throughput is about right.

image.png.d79a58d987ad6cb27fa7c6ddf6523a91.png

Exactly the same setup. Just changed the valve setting from 9990g/s to full 10kg/s. No tiny blobs before or after the valve. Very weird behaviour.

image.png.49400dceef6d54b2d16e629b0c2e5a67.png

 

Edited by Saturnus
6 hours ago, Saturnus said:

Something is very fundamentally wrong in the preview conduit handling

How does a reservoir output tiny blobs, when there's clearly enough crude oil in the reservoir to get a constant flow, just because there a valve further down the pipeline?
It's like it's saying, right nevermind what the valve is actually set at. Let's just flow full packets through the valve, and every so often insert a random small packet so the average throughput is about right.

image.png.d79a58d987ad6cb27fa7c6ddf6523a91.png

Exactly the same setup. Just changed the valve setting from 9990g/s to full 10kg/s. No tiny blobs before or after the valve. Very weird behaviour.

image.png.49400dceef6d54b2d16e629b0c2e5a67.png

 

If I'm correct, this already happens in the game and it's not related to the patch. It's super frustrating, especially when you want to use meter valves to count a precise amount of liquid. (Cough-geothermal heat pump)

You can't just live with it, since it can kill your builds. I hate this, with a burning passion.

Edited by 6Havok9
2 hours ago, 6Havok9 said:

If I'm correct, this already happens in the game and it's not related to the patch

Yup, this has been the case ever since I can remember.

This is because like most buildings, the reservoir can't output anything when there's something occupying the output conduit, even if it's a tiny amount of the same liquid (that's what you're seeing in the flow - the 10g remainder). Under 5kg/s it's not a problem since the remainder in the pipes between reservoir output and valve input can pick up the slack from when the reservoir is not outputting, but the closer you get to 10 kg/s on the valve the longer the pipeline needs to be to be able to pick up the slack from the one second of reservoir not outputting.

There's probably a saner way than having a 1000-segments long pipeline to a valve set to 9990 g/s (maybe a loop and a pipe buffer?) but I've never had that need so I don't know.

13 hours ago, myxal said:

There's probably a saner way than having a 1000-segments long pipeline to a valve set to 9990 g/s (maybe a loop and a pipe buffer?) but I've never had that need so I don't know.

Yeah. The solution was the good old double bridge setup. No weird behaviour with that.

image.png.1b05307762ae1e958215bbeb0a241095.png

w

  • Like 2

If there's a mod functionality I'd want the devs to integrate it's Combined Conduit Display. And perhaps rethink how directional bridges appear in pipe/rail overlays.

It's silly how buildings hide crucial pipe/wire connections in the stock display method and how many newbies get caught up in it.

  • Like 3

Since this is a quality of life update, if i may make a sujestion?

Can we add rust, to plugslug diet. Rust can already be made into iron ore, and refined iron, so can feed them indirectly. They just feel so bad as is, that leting you skip processing rust into a more useful material, in exchange for hydrogen and power, would seem a fair trade. Even if they got eat more rust then normal metal it seems fine. It also alow an easier early game use of them in some runs, cause rust be easy to sacrifice, if you got a rust biome, or jawbo.

On 10/31/2025 at 2:10 PM, JarrettM said:

Radbolts

  • Moved Radbolt Joint Plate to an earlier tech tier.

 

Any possibility to change the plastic requirement for the radbolt plate to something else? The fact that its melting point is so low make it so we cant use it with research reactor builds. Making it so it doesnt actually melt at bellow 200 °C would be a really nice quality of life change.

29 minutes ago, Pproy said:

Any possibility to change the plastic requirement for the radbolt plate to something else? The fact that its melting point is so low make it so we cant use it with research reactor builds. Making it so it doesnt actually melt at bellow 200 °C would be a really nice quality of life change.

I believe this was the reason Plastium was introduced for later-game builds such as this.

1 hour ago, BakerBob said:

I believe this was the reason Plastium was introduced for later-game builds such as this.

Well, for mini gas/liquid pump sure. But gating radbolts plate joint that doesn't melt in a nuclear plant design behind thermium just feels bad. Changing the material required for radbolt plate would just mean that we wouldn't have to shoot the radbolt in a diagonal out off a corner of the steam room. 

  • Thanks 1
15 hours ago, Pproy said:

But gating radbolts plate joint that doesn't melt in a nuclear plant design behind thermium just feels bad

I think the intended non exploity way is to put our radbolt collectors in a plastic compatible temperature regulated rooms behind insulated tiles next to the reactor in this situation. You sure get less rads but not abysmally less rads so, even though it is less efficient, it is no less effective.

On 11/3/2025 at 7:22 PM, Saturnus said:

While we're chucking in badly overdue but highly unlikely QoL updates out there, can we pretty please with sugar on top get hysteresis automation (min-max slider like on smart batteries) on fridges and smart storages. And why can't element sensors in general, especially conduit element sensor not have a checkbox like storages that they check for instead of a single element. I mean, one can dream, and the 30th of February did actually happen once.

EDIT: Alternative to hysteresis control on smart storages and fridges is a tick box that toggles it to go green when empty instead of full. That way no current setups are affected, and it gives a way to automate food production and consumption.

And it would also be wonderful to have some kind of filter or storage system chosen by temperature, and even be able to define whether or not the dupes should remove material from storage to supply...

  • Like 1

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...