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Posted (edited)

Thrugh my testing I have found many things wanna say share some things I found and liked, some errors or weird interactions, some suggestions and  complaints.

IDK how to make these so I'll do something similar to a patch note.

Observations

 

-Buildings

The buildings that I found work in a weird way are the aquatic ranchings ones.


The fish feeder, fish realease and aquatic critter fountain break to pressure damage.
The aquatic grooming, shearing and milking station work outside of a stable (which I do preefer over them being locked to a stable).
If a room has the size required, placing an aquatic shearing and milking station turns that room into a stable but an aquatic grooming station doesn't turn the room to a stable.
(this probably has already been said a lot) but bionic duplicants can't use any aquatic ranching building.
Glo squids can't be groomed if they are full with ink.


Vissually
The fish feeders for the moment don't have sprites for pearls.
The gleaner when it runs out of ovolene to refine has the animation of the liquid running out with brackene colors.
The aquatic milking station only shows the animation with the squid ink colors.
When duplicants use caviar on a table they use salt shakers to apply the caviar (I assume it's supposed to be the little caviar can and not the saltshaker).
When a glo squid is full of ink it says that the creature is full with brackene, same with orehulls saying "scale growth".
If you zoom out with alt + s you can see parts of the caves with a 3D effect.
Glo squids have no sprite to indicate that they are protecting the eggs like pokeshells.

 

And now just some random things/suggestions/complaints

The new effects in a lot of liquids look nice. Kinda wish salt water could be a little bit more white to diferentiate from regular water.

It would be nice if bionic duplicants could swim, my suggestion is to make the suit training booster give them the ability to swim (since that booster is focused on athletics), the other suggestion is to make a new swimming booster.
Even in the horrible beggining for the bionic duplicants, they could benefit from learning how to swim the moment they are able to get an atmosuit, and even then, the bionic duplicants only get the stress penalty in water based liquids, making them swim could make some goofy things like a mercury, resin, ethanol, or oil pool that the bionic duplicants could swim in. It would also allow them to use the aquatic ranching buildings.

Coquina is not renewable in an asteroid, you have to space mine, also it's called aquatic field, and has no water or salt water. lol

If tidal springs don't have the neutronium and could be demolished I would be very thankfull.

As far as the new liquids go I like that they were added but wish you could use them for something more, for example ovolene has no other use than turn into caviar, I was going to suggest that it could be used in the water cooler but it already has squid ink added so my only other idea is to use it in a new recipe for the microbe musher, Maybe a new +4 quallity food that never spoils?

And also I found that mucin can basically be used as an early game visco-gel, very easy to do a vertical airlock that has a maximum height of 4 tiles. (not complaining I'd love to take advatage of it, but it kinda makes visco-gel forgetable)

And for complaints, so far would be that some buildings shouldn't really be DLC exclusive
I will 100% buy this DLC but some people may not want it and those people will basically have a paywall for some buildings that seem more like a quality of life addition.

First is the insulated conductive wire. Why is this DLC exclusive, I'd like to think everyone could agree that a wire that has 4kW limit is something that everyone wanted to be added since the large transformer gives 4kW and doesn't work with the conductive wire, and also the fact that the liquid tepidizer has a new TURBO MODE that needs 4kW to work is an example that the wire should be added base game because someone withouth the DLC is forced to never use TURBO MODE or use a heavy-watt wire (which doesn't go through walls).
There's also the fact that it NEEDS rubber to be built, it would be nice if there was an alternative to that, because even if someone buys the dlc they would be locked to get a gum tree before using the cables.
My solution would be to make the cables need rubber or plastic and also make them base game.

The second example of DLC pay wall is the aquatic grooming station.

Why? The nerf to pacu; they had to nerf them and it's understandable after testing it with the new ranching buildings,  But why is this an important thing?
Well it's because base game they will give less eggs because of the reproduction-happiness rework but if you just add an aquatic grooming station you will be getting more out of them than someone that doesn't have the DLC. (also people with prehistoric planet pack have the same problem with jawbos and not having the boost of the station)
The aquatic critter fountain seems to be base game, but so should the grooming station be. (unless they remove the option to use it with pacu, but that will just make pacu inferior than beakons and blouters the DLC fishes; because the 3 have the exact same reproduction rate and drops from deaths and eggs).

Speaking of pacu, pacu can eat seakombs. the aquatic plant. that was not used for anything in the DLC. Would have been nice to have 2 DLC's using the same plant for different benefits.

And a little little complaint is that the DLC exclusive geysers (cool chlorine vent, thermal gas fissure, polluted brine vent) are all exclusive to the planets in an already stablished way, would be nice if these geysers could appear in the diferent buried geysers of other planets if you enabled the DLC.

 

And I think that's all.  Yeah : D 

Edited by cheeees

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