Developer JarrettM Posted May 28 Developer Share Posted May 28 Features The Aquatic Planet Pack Shuffled in another new piece of The Aquatic Planet Pack music. Changes and Improvements All versions Liquid pressure damage now takes into consideration liquid pressure from the opposite side of a wall, so tiles surrounded by liquid will not be damaged as easily. Liquid Tepidizer Will no longer heat liquids beyond 85°C, unless it's in Turbo Mode. Will no longer consume power when the liquid it's submerged in exceeds 85°C, unless the building is in Turbo Mode. Added unique animation for Liquid Tepidizer's Turbo Mode. All building tiles are now more resistant to breaking from liquid pressure. Updated Mucin description. Status items for the delivery of Food items now show amounts in kcal instead of mass. Pacu Treat Reduced fabrication time. Increased units produced per queued recipe, and increased ingredient cost accordingly. Added Mucin as an alternative to Water in the Pacu Treat recipe. Park Sign no longer complains about being flooded. Revised Zinc texture and ore art. The Aquatic Planet Pack Updated art for Starnacle Seed and Flue Coral Seed. Fixed Marinea Cluster not allowing story traits. The category for buildings that can operate underwater without getting flooded is now called Submergible. It was Submersible previously. Minor art adjustments to the Aquatic Shearing Station. Updated Tidal Spring and Tidal Turbine animations. Flue Coral now plays a growth animation when first planted. The general Geyser database text now includes mention of kinetic energy provided by geysers/fumaroles, to more accurately include Tidal Springs. Previously it only mentioned materials. Reduced frequency of buried Flue Coral seeds in worldgen. Reduced the Unknown Duplicant's Sushi Roll kcal requirement. Glass Ceiling Light is now called Glass Jelly Ceiling Light. The Shriveling Up status item for Slogos that are dying due to insufficient moisture now shows the death countdown timer with zero decimal places. Aquatic Field space POI is now called Zinc Ore Field. Updated art for Rubber Boots to reflect Duplicants' lack of ankles. The Unknown Duplicant will now leave a visible silhouette behind if their POI is drained of all liquid before completion. Updated Flue Coral animations. Fixes All versions Removed the Hard Digging skill requirement for digging backwall tiles. Hovering past backwall tiles will no longer leave a "ghost" cursor. Removed Sweepy spawning from sandbox spawn tool. Partial fix for unstable tiles (falling sand) causing building placement orders to dig backwall tiles. Fixed an error that made Oakshells drop half the mass of Oakshell Molt that they should when they die. Fixed a bug where the filters in the priority tool were not being remembered after closing the tool. The Aquatic Planet Pack Fixed incorrect liquid pressure damage calculations on Fish Pick-Up, Fish Drop-Off, Fish Feeder, and Aquatic Critter Fountain. Fixed a crash that occurred when opening the Decor overlay. Fixed broken links in various plant descriptions and skills. Tidal Spring status item for liquid intake is now called "Consuming Liquid" instead of "Draining Liquid." Added database entries for Plastic Gaskets and Rubber Gaskets. Added missing string for Squid Ink at the Water Cooler. Fix missing Divemaster hat icon in the skills screen. Fixed ore symbol not showing the correct element on the Aquatic Shearing Station when an Orehull was sheared. Fixed issue causing Duplicants to change their minds while swimming to the safe cell. Adjusted safe cell search algorithm for swimming Duplicants. Fixed an issue that allowed dead Duplicants to reanimate if they died while another Duplicant was trying to resuscitate them. Frozen Squid Ink now has ore art. Fixed Water Sieve's excessive status items. Fixed Rubber Gasket appearing half buried in the Tattered Beach Chair POI. Fixed a bug where sometimes the game would crash after creating a new world. Polluted Brine Vent can be geotuned. Mini Fridges now count as Refrigerators for the Kitchen room type. Fixed Tidal Generators not counting towards Power Plant room requirements. Fixed a bug where vistas being too close to each other caused some layers of one vista to appear in the other. Kelpoles now count other aquatic critters towards their overcrowding calculations, and vice versa. Fixed a bug where Duplicants swimming in slippery liquids could slip. The Unknown Duplicant's storage will now prevent delivered items from rotting. Fixed a bug where Wide Hydroponic Farm tiles were showing their dirt in front of their glass container. Improved rendering issue where liquids in contact with some solid tiles were sometimes showing tiny white pixels. Modding Deprecated musicFirst setting in clusterAudio in favor of musicFirstPlaylist, which is a list of songs to play first in a random order. Temporarily disabled rendering of kanim shine layers. View full update 11 1 1 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/171760-game-update-public-testing-732910/ Share on other sites More sharing options...
GuyPerfect Posted May 28 Share Posted May 28 43 minutes ago, JarrettM said: Fix missing Divemaster hat icon in the skills screen. As long as we're fixing missing hats, can we look forward to fixes for Improved Hardware and Climate Control? They have never had their own hats. 1 2 Link to comment https://forums.kleientertainment.com/forums/topic/171760-game-update-public-testing-732910/#findComment-1868708 Share on other sites More sharing options...
Tigin Posted May 29 Share Posted May 29 some numbers: Baby Oakshells now drops 100kg molt (was 50kg). Overall doesn't mean much, since optimal ranching meant you waited for them to grow up anyways 10kg of sushi roll required for finding minnow (was 20kg) Pacu treat is now 6 seeds/30kg liquid for 30 seconds at the musher (was 1 seed/5kg liquid for 50 seconds) Flu coral seed reduced max density (now 0.01068669, was 0.02860784). Liquids on opposing sides of walls now balance each other out based off its specific mass (mass/maxMass) (e.g. 10000kg of water will no longer break a tile if there's also 10000kg of water on the other side) All building tiles gain a flat 0.1 bonus for pressure damage thresholds. (in other words, they can now withstand up to 10% more of the liquid's max mass before taking pressure damage) Today I also learned submergible is a word. 4 1 Link to comment https://forums.kleientertainment.com/forums/topic/171760-game-update-public-testing-732910/#findComment-1868714 Share on other sites More sharing options...
zergologist Posted May 29 Share Posted May 29 2 hours ago, JarrettM said: Updated Flue Coral animations. The updated Flue Coral oxygen producing animation seems a bit fast, with its current speed fitting more of what you'd expect with 3x speed instead of 1x. 20260529-0102-03.7608216.mp4 3 Link to comment https://forums.kleientertainment.com/forums/topic/171760-game-update-public-testing-732910/#findComment-1868730 Share on other sites More sharing options...
selereth Posted May 29 Share Posted May 29 Hopefully the issue with showers not working can be looked into, it'd be nice to have a way to remove Sopping Wet and Soggy Feet debuffs before unlocking swimsuits... 2 Link to comment https://forums.kleientertainment.com/forums/topic/171760-game-update-public-testing-732910/#findComment-1868747 Share on other sites More sharing options...
paulcdejean Posted May 29 Share Posted May 29 6 hours ago, JarrettM said: Liquid Tepidizer Will no longer heat liquids beyond 85°C, unless it's in Turbo Mode. Why??? This means if you want to heat steam to 150c with a tepidizer, you need to use exotic materials like liquid sulfur now. I thought the changes were to get people to actually use the tepidizer 4 hours ago, Tigin said: Pacu treat is now 6 seeds/30kg liquid for 30 seconds at the musher (was 1 seed/5kg liquid for 50 seconds) A step in the right direction, but until they remove the liquid requirement, or make aquatic grooming stations base game and make them work on pacu, you'd still have to be crazy to ranch pacu in the base game. 1 Link to comment https://forums.kleientertainment.com/forums/topic/171760-game-update-public-testing-732910/#findComment-1868786 Share on other sites More sharing options...
Tigin Posted May 29 Share Posted May 29 11 minutes ago, paulcdejean said: Why??? This means if you want to heat steam to 150c with a tepidizer, you need to use exotic materials like liquid sulfur now. I thought the changes were to get people to actually use the tepidizer There may have been complaints as some folks were using the tepidizer to implicitly throttle at 85C. Note this is also the first game build where the tepidizer works as intended, as turbo mode now removes the 125C tepidizer soft cap. 2 Link to comment https://forums.kleientertainment.com/forums/topic/171760-game-update-public-testing-732910/#findComment-1868790 Share on other sites More sharing options...
Paperbag Posted May 29 Share Posted May 29 7 hours ago, zergologist said: The updated Flue Coral oxygen producing animation seems a bit fast, with its current speed fitting more of what you'd expect with 3x speed instead of 1x. I agree, the speed of the animation on 3x speed is honestly excessive. It could stand to slow down. 1 Link to comment https://forums.kleientertainment.com/forums/topic/171760-game-update-public-testing-732910/#findComment-1868811 Share on other sites More sharing options...
gigamoi Posted May 29 Share Posted May 29 (edited) 3 hours ago, paulcdejean said: Why??? This means if you want to heat steam to 150c with a tepidizer, you need to use exotic materials like liquid sulfur now. I thought the changes were to get people to actually use the tepidizer 3 hours ago, Tigin said: There may have been complaints as some folks were using the tepidizer to implicitly throttle at 85C. Yeah. I plead guilty. I did it. 😬 The thing is, on one hand, I would actually very much enjoy integrating the new uncapped, normal mode (no hard coded boiling), tepidizer in my new builds. It is the ideal heating element and would be far easier to use than the current tepidizer to aquathuner meta. I do agree on that. (The hard coded boiling makes it hard to use a turbo mode tepidizer as a heating element IMO because many liquids one would want to dunk the tepidizer in do not boil into fluids that transition back to the original liquid. (Petroleum, nectar,... take your pick.) So it's a limited option.) However, on the other hand, it is very likely that some player (me included) have actively played saves with builds that rely on the 85C self throttle that this change would break. The ideal solution I believe (if we had control over an infinite supply of oni dev time) would be a three state toggle: Legacy mode: no boiling, throttles to 85C Normal mode: no boiling, no throttle Turbo mode: obligatory boiling, no throttle All previously built tepidizers would be in legacy mode and newly built ones would be in normal mode. You could also just have two switched: one for the throttle, one for the normal/turbo option. Edited May 29 by gigamoi 1 Link to comment https://forums.kleientertainment.com/forums/topic/171760-game-update-public-testing-732910/#findComment-1868818 Share on other sites More sharing options...
Henlikuoth Posted May 29 Share Posted May 29 13 hours ago, zergologist said: speed I agree that the speed should be toned down. If it is too quick, it strains the eyes and harms the game's immersion. Also, even the bubbles that form when water is heated move too quickly, in my view. Klei should be more sensitive to that and adjust the speed of certain animations. 3 Link to comment https://forums.kleientertainment.com/forums/topic/171760-game-update-public-testing-732910/#findComment-1868867 Share on other sites More sharing options...
Shinkarr Posted May 29 Share Posted May 29 14 hours ago, gigamoi said: However, on the other hand, it is very likely that some player (me included) have actively played saves with builds that rely on the 85C self throttle that this change would break. Some players might also rely on infinite 1-tile pacu ranch, shinebug reactors, rocket shaving and other mechanics. They were changed nevertheless. 1 Link to comment https://forums.kleientertainment.com/forums/topic/171760-game-update-public-testing-732910/#findComment-1868983 Share on other sites More sharing options...
gigamoi Posted May 30 Share Posted May 30 (edited) 9 hours ago, Shinkarr said: Some players might also rely on infinite 1-tile pacu ranch, shinebug reactors, rocket shaving and other mechanics. They were changed nevertheless. Yes indeed. I believe it all boils down to what the devs think what changes, or lack of thereof, would constitute a better experience in the end. As I actively follow their beta patch notes, I would be able to prepare myself for this change and I would actually enjoy this one, but being reliant on the 85C cap is far from being an edge case and many players that don't read these notes as much as I do may find their colony in a dire situation at the very moment they load their save post-patch. Even though I think the tepidizer would be better without its cap, it can be argued that just applying this change without warning would constitute a poor playing experience for many. Hence my suggested solutions. I have a very old save I load from time to time to consult some of my previous designs and I'm always greeted by the popup informing me that reservoir now have an automation post that wasn't there before, so such changes wouldn't be a first I concur. Edited May 30 by gigamoi Link to comment https://forums.kleientertainment.com/forums/topic/171760-game-update-public-testing-732910/#findComment-1869082 Share on other sites More sharing options...
lLuciedl Posted June 1 Share Posted June 1 Quote Liquid Tepidizer Will no longer heat liquids beyond 85°C, unless it's in Turbo Mode. making account here just to say that this change is stupid. if the reason is that some people used this method on their old save, we can just make 2 variant of tepidizer avaible on the game 1 legacy which lock the temperature at 85 and one that have it's limit removed called Liquid tepidizer unlock or something (both has turbo mode) Link to comment https://forums.kleientertainment.com/forums/topic/171760-game-update-public-testing-732910/#findComment-1869400 Share on other sites More sharing options...
paulcdejean Posted June 1 Share Posted June 1 Rather than adding this weird turbo mode thing, they could have just nerfed the heat output (needed to avoid making power generators with it I guess whatever) and added a UI thing to let you pick its max temperature that defaults to 85c. Link to comment https://forums.kleientertainment.com/forums/topic/171760-game-update-public-testing-732910/#findComment-1869410 Share on other sites More sharing options...
paulcdejean Posted June 1 Share Posted June 1 (edited) Here's another idea. One slider to pick max temperature. One slider to pick heat output, which also increases power (similar to the other heat building). Oh and just scrap the cold evaporation mechanic, it's confusing. Edited June 1 by paulcdejean Link to comment https://forums.kleientertainment.com/forums/topic/171760-game-update-public-testing-732910/#findComment-1869417 Share on other sites More sharing options...
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