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20 hours ago, Saturnus said:

So let me get this straight. Even if we don't buy this DLC, you're still going to change the game for everyone that have no desire to have the game they've played for almost a decade changed?

Or does it only affect Spaced Out?

Have you, by any chance, heard of this thing devs do called a 'update'? It's when they go in and add new content, fix bugs, and change some existing content around. Lots of games have them. Terraria, for example, had a major one this January.

  • Like 4
Posted (edited)

Would it be possible to implement a planetoid with customizable or fully random biomes?

Let me explain: if I choose the icy planetoid, I'll get forest, rust, jungle, space, and magma biomes. But what if I wanted oil instead of magma? Or marsh instead of jungle?

I know that currently it's possible to add DLC biomes with the scramble option, but that's just an addition, not a replacement, and it only applies to DLC biomes anyway.

 

Edit: It wold be nice to also have an additional use for sucrose. For example recipes like:

Emulsifier: Sucrose + water + some catalyst = nectar

Glass forge: Sucrose -> candy glass

 

 

 

Edited by M4ndatory
3 hours ago, M4ndatory said:

Seria possível implementar um planetoide com biomas personalizáveis ou totalmente aleatórios?

Deixe-me explicar: se eu escolher o planetoide gelado, terei biomas de floresta, ferrugem, selva, espaço e magma. Mas e se eu quisesse petróleo em vez de magma? Ou pântano em vez de selva?

Sei que atualmente é possível adicionar biomas de DLC com a opção de embaralhamento, mas isso é apenas um complemento, não uma substituição, e só se aplica a biomas de DLC.

Great suggestion! Being able to swap biomes freely would give much more control over the gameplay experience.

 

Along the same lines, it would be interesting if the starting duplicants could also be customizable, not just randomized. Having the option to pick each one directly, without having to keep re-rolling, would make the beginning of a run a lot quicker and more strategic.

On 5/22/2026 at 2:18 PM, Saturnus said:

So let me get this straight. Even if we don't buy this DLC, you're still going to change the game for everyone that have no desire to have the game they've played for almost a decade changed?

Or does it only affect Spaced Out?

 If you dont want changes you can play on earlier version. Its always available. Noone forces you to update. 

12 hours ago, Genryu_Strike said:

Wait, did they nuke Shine Bug Reactor???

It still works if you supply it with bracken

Quote

We added many new elements, including Rubber, which is used to craft the new 4kW Insulated Conductive Wires, Rubber Boots that protect workers from Soggy Feet, and Gaskets that prevent unwanted liquid leakage. Rubber is produced at the Vulcanizer using Latex from the Gum Palm tree. 

I would love to see a Insulated Heavy Watt Wire as well maybe with 100kw. I once ended up at my limit in one line. Was not sure how to seperate it. Maybe a new Transformer as well for this kind of Wire?

Posted (edited)

I'm not so sure about the gasket thing. If I understand correctly, the intent is to allow certain buildings to be made of both rubber and plastics and some buildings to still be made of plastics only (such as ladders). Could this not be achieved more simply through the current material category system? Just make rubber, plastic and plastium part of a new "liquidproof" category and have the buildings that use gaskets require this material category instead.

Going through the crafting station is very contrived for very little. I either have to remember to manually ask my dupes to craft some gaskets in advance of all my builds or I have to setup some clunky stock management system to monitor how many I have left and use automation to have these crafted if I'm running low,... which is made way worse by the fact that smart bins still REAAAALLY suck. (They continuously require 60 watts to run and they don't even have dual thresholds like reservoirs do. I can manage the missing thresholds but there is no way I'm spending 60w of continuous power for so little. I know refrigerators work the same but they at least have the decency to chill food as well, and even then they only consume 20w to maintain the chilling when the chilling is done.)

It also constitute one more material I have to manage the stocks of when packing a colony building rocket.

 

I understand the gameplay necessity of limiting some materials to specific uses, but using intermediary crafts to implement this limitation scales very poorly in this game IMO. Today it's "gaskets" but, tomorrow, it could be "pistons", and "gears" the day after. Having to build a factorio style "mall" in this game would be a logistical nightmare, and I see this change as an avoidable step in that direction.

Edited by gigamoi
  • Like 4
2 hours ago, gigamoi said:

I'm not so sure about the gasket thing. If I understand correctly, the intent is to allow certain buildings to be made of both rubber and plastics and some buildings to still be made of plastics only (such as ladders). Could this not be achieved more simply through the current material category system? Just make rubber, plastic and plastium part of a new "liquidproof" category and have the buildings that use gaskets require this material category instead.

Going through the crafting station is very contrived for very little. I either have to remember to manually ask my dupes to craft some gaskets in advance of all my builds or I have to setup some clunky stock management system to monitor how many I have left and use automation to have these crafted if I'm running low,... which is made way worse by the fact that smart bins still REAAAALLY suck. (They continuously require 60 watts to run and they don't even have dual thresholds like reservoirs do. I can manage the missing thresholds but there is no way I'm spending 60w of continuous power for so little. I know refrigerators work the same but they at least have the decency to chill food as well, and even then they only consume 20w to maintain the chilling when the chilling is done.)

It also constitute one more material I have to manage the stocks of when packing a colony building rocket.

 

I understand the gameplay necessity of limiting some materials to specific uses, but using intermediary crafts to implement this limitation scales very poorly in this game IMO. Today it's "gaskets" but, tomorrow, it could be "pistons", and "gears" the day after. Having to build a factorio style "mall" in this game would be a logistical nightmare, and I see this change as an avoidable step in that direction.

Kinda have to agree with that. E.g. if you are building stuff on other planet you would have to bring gaskets and plastic, or have to get infrastructure for crafting stations and stuff. 

  • Like 1
On 5/22/2026 at 12:05 AM, JarrettM said:

Tepidizer changes

  • Tepidizer no longer has a maximum liquid temperature.
  • Added “Turbo Mode”, for Tepidizer to operate at higher wattage, produce more heat, and boil small amounts of the fluid it’s immersed in. Heat Production status info and Power requirement will adjust automatically to reflect turbo mode being toggled on/off.

 

How am I supposed to heat liquids without boiling them? Turbo mode doesn't just "produce more heat". Boiling liquids means turning salt water or brine into water. How are you supposed to heat those liquids?

22 minutes ago, sakura_sk said:

How am I supposed to heat liquids without boiling them? Turbo mode doesn't just "produce more heat". Boiling liquids means turning salt water or brine into water. How are you supposed to heat those liquids?

We are expected to use the tepidizer with turbo mode off I believe. Fine by me if you ask me.

6 minutes ago, gigamoi said:

Fine by me if you ask me

What is fine? Between large liquid bodies and backwalls, it doesn't heat at all. You sure can use it in a teeny tiny pool of liquid and then drip feed it with pipes of liquid to maybe spread heat around. How would that work on Rime starts and how would it work for farms of new plants that need to be submerged in liquid?
1kw option doesn't heat enough. 4kw option boils everything

1 minute ago, sakura_sk said:

1kw option doesn't heat enough. 4kw option boils everything

If you do have 4kw to spare and the body of liquid is so large indeed, then I would use four non-turbo tepidizers in parallel. Same heat output as the old one (but less space and energy efficient indeed).

8 hours ago, Genryu_Strike said:

The Radiation part of Shine Bugs is still intact from what I have heard.

Yes, but I was using them mainly for power. first one would power the radbolt generator, matierlas lab and breeding room and a few other things, then the next pairs addedfor powering battery chargers that would power my boops.

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