Developer JarrettM Posted 21 hours ago Developer Share Posted 21 hours ago Changes and Improvements All versions Added automation port to Fish Release building. Work in progress updates to Fish Release, Fish Pickup, and Aquatic Critter Fountain building art. Revised Liquid Tepidizer sound when Turbo Mode is on. Increased the melting point of Rubber to 220 C. Aquatic Critter Condo now creates a Stable, and requires a Stable to operate. The Aquatic Planet Pack Aquatic Grooming, Shearing, and Milking Stations now create a Stable, and require a Stable to operate. Added a new Swim Hack Booster to enable swimming for Bionic Duplicants. Bionic Duplicants wearing Rubber Boots no longer get Liquid Exposure damage when walking small amounts of liquid. Revised artwork for Survivor Duplicant vistas. Updated localizations. Reordered aquatic ranching stations in the build menu. Updated animations for the Liquid Tepidizer's Turbo Mode state. Marine Drill now shows the Diamond requirement in its description. Added swimming emote animation for Duplicants in cold liquid environments. Reordered Fish Pick-Up before Fish Release in the build menu to be consistent with Critter Pick-Up and Critter Drop-Off ordering. Updated descriptions for Flue Coral, Clampums, and Gum Palms to mention that they can only be planted in a Wide Hydroponic Farm. Fixed an issue causing Duplicants with the Swimming skill to briefly get Chilly Surroundings after leaving liquids. Updated Wall Planter art to work better now that it is functioning as a backwall tile. Edges now blend seamlessly with other drywall/backwall tiles. Updated animations for the Starnacle's harvest-ready state. Updated the art for the Aquatic Shearing Station. Renamed the asteroid imperative: it is now called Better Together. Reduced food in Beach biome by removing buried Mussel Tongue. Asteroid Imperative Updated the colour of the Survivor Duplicant's clothes. Added icon art to the Better Together asteroid imperative achievement. Edited the requirement tooltips for the asteroid imperative shown in the Printing Pod UI. Achievement requirements are now shown as Undiscovered in the Printing Pod sidescreen until the related vista has been discovered. Updated the asteroid imperative vista pop-ups to correct the Survivor Duplicant's glove color. Critter Changes Glo Squids Fixed low Glo Squid spawning rate in the Abyss. Squid Ink produced by Glo Squids when attacking is now extracted from their ink supply. Updated Glo Squid description to warn about hostility when eggs are nearby and remove outdated mention of their carnivorous diet. Glo Squids now have a Milking Ready status item of their own. Previously they shared the Gassy Moos' Udderly Full status. Orehulls Orehulls will now cull excess Kelpoles when overcrowded. Orehull's scale growth status is now called Ore Growth. Minor update to animations for the Orehull's interaction with the Aquatic Critter Condo. Orehulls now excrete Polluted Dirt instead of Polluted Mud. Increased Seaquine production of Slime to 12 kg per cycle. Critters that can fertilize plants will now prioritize the plant that needs it the most, rather than the plant that is closest to them. Changed the flopping animation for Blowter Babies. Plants Tower Kelp is now fertilized by Polluted Dirt and Polluted Water. Opened Clampums that have not yet had their Pearl collected will eventually self-harvest as other plants do. Added more foliage to Clampum art. Disabled build over plants for Clampum, Megafrond, Flue Coral, and Gum Palms. Slowed down Flue Coral idle animation. Fixes All versions Fixed crash related to dissolving Algae. Fixed a recipe at the Rock Crusher with negative Sand as an output. Fixed a bug where Showers could get stuck in the inoperable state on load. Fixed a bug where the Gleaner was getting stuck. Fixed an issue where Duplicants could sometimes unintentionally dig out a backwall tile. Fixed a temperature transfer bug related to backwall tiles. Fixed Plastic Gaskets requiring The Aquatic Planet Pack DLC. Natural Backwall now removes space exposure status item, and blocks space exposure sim effect. The Aquatic Planet Pack Fixed issues causing the Beach Biome and Abyss Biome to fail when guaranteed in Scramble DLCs setting. Top Priority/Yellow Alert can no longer get stuck being active when completing the Unknown Duplicant's imperative delivery. Enabled Aquarius Printing Pod cosmetic blueprint. Fix a crash that would occur if a Tidal Generator spawned in before the Tidal Geyser it was linked to. Fixed an issue where Duplicants who were falling into single cells of shallow liquid would play a treading-water animation and pop into the tile below. Fixed Water Sieve status items. Fixed Duplicants dreaming of Sushi after working the Sushi Bar. Fixed a bug where Clampums and Starnacles were not dropping seeds on harvest. Fixed Wall Planter space exposure. Ink Punch is now called Ink Shot. Fixed domesticated Flue Coral not counting as an oxygen generator. Removed unnecessary space and extra bullet point in the Flue Coral's oxygen production status item. Modding Added a static int in Substance.cs to keep track of the amount of existing Liquid textures in use. Mods can use this to avoid stomping other mods. Shine layers are once again working. View full update 5 1 3 1 Link to comment https://forums.kleientertainment.com/forums/topic/171909-game-update-public-testing-734802/ Share on other sites More sharing options...
icon41gimp Posted 19 hours ago Share Posted 19 hours ago Are Pacu supposed to be able to eat Clampum seeds? That feels like an easy way to brick your game if you're not paying attention 1 Link to comment https://forums.kleientertainment.com/forums/topic/171909-game-update-public-testing-734802/#findComment-1869693 Share on other sites More sharing options...
zergologist Posted 19 hours ago Share Posted 19 hours ago I'm fairly certain that the regular seed chance is coupled with the pacu diet, given that every plant that drops a seed via harvesting can be eaten by pacu. Still probably a good idea to either put clampum seeds into the reef biome's buried seed pool or prevent pacu from eating their seeds normally. Unrelated, but I am curious as to why seaquines were changed to output 12kg in specific instead of 12.5kg. The 12kg per cycle change seems to be made with the individual seaquine in mind and how that might tie into other resource chains, though it turns 1kg of pearl into 3.84kg of slime. At 12.5kg, each seaquine turns 1kg of pearl into 4kg of slime, which more directly lets you know how a seaquine ranch will transform your pearl though requires more seaquines to get a "clean" output from them. I can see how the 12kg number might've been chosen, taking into consideration the algae distiller and dusk caps especially, though changing their conversion rate to be a round number wouldn't majorly affect the resource loops that seaquines are in. Link to comment https://forums.kleientertainment.com/forums/topic/171909-game-update-public-testing-734802/#findComment-1869697 Share on other sites More sharing options...
SackMaggie Posted 17 hours ago Share Posted 17 hours ago (edited) 4 hours ago, JarrettM said: Added a new Swim Hack Booster to enable swimming for Bionic Duplicants. Hmmmmm ?? I'm about to play bionic only in aqua because it would look painful. Edit: Still as painful because Liquid Exposure debuff is still there. Edited 16 hours ago by SackMaggie 2 Link to comment https://forums.kleientertainment.com/forums/topic/171909-game-update-public-testing-734802/#findComment-1869715 Share on other sites More sharing options...
w0rph Posted 14 hours ago Share Posted 14 hours ago (edited) I think allowing bionic dupes to swim is a mistake and makes it too easy. It's also a trap for people who are not properly able to accomodate them in terms of not also getting them wet. Make the aquatic critter stations be able to be operated when they sit flush on the ground and don't listen to the vox populi requesting a swimming booster. Changing both the orehulls and the tower kelp to dirt is also a mistake in my opinion. So many things use polluted dirt already. It's great on the tower kelp, because it introduces an extra step. But it should be changed back for the orehull they are so overpowered without extra hustle. Edited 14 hours ago by w0rph 1 Link to comment https://forums.kleientertainment.com/forums/topic/171909-game-update-public-testing-734802/#findComment-1869735 Share on other sites More sharing options...
Paperbag Posted 13 hours ago Share Posted 13 hours ago (edited) 8 hours ago, JarrettM said: Orehulls now excrete Polluted Dirt instead of Polluted Mud. ngl, I do hope this change is heavily considered for reversion. The numbers nerf from 50KG PMud to 10KG PDirt per cycle seriously unbalances the Orehull/Kelp loop in the direction of being far too expensive to maintain. I really don't understand the reasoning behind this excessively severe nerf. Also, in my opinion, PDirt is just a more boring product. It would be more interesting and more involved for the new Tower Kelp requirements if there was a need for additional refinement from PMud to PDirt + PWater in a Sludge Press. Plus, the greater quantity of PMud would in theory let Orehulls have a purpose beyond just being sheared for Iron Ore. Right now, even if a lot of things do need PDirt, the low quantity of PDirt they produce means it's not feasible to use Orehulls for another purpose. Relegating Orehulls to just expensive Iron Ore production is kind of lame. Edited 12 hours ago by Paperbag 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/171909-game-update-public-testing-734802/#findComment-1869738 Share on other sites More sharing options...
sakura_sk Posted 13 hours ago Share Posted 13 hours ago 7 hours ago, JarrettM said: Orehulls now excrete Polluted Dirt instead of Polluted Mud. Tower Kelp is now fertilized by Polluted Dirt and Polluted Water. So polluted mud is just a useless element in base game now? You either need to boil or feed it to sage hatches to get rid of it. I guess sulfur left that spot so someone should take its place. 2 Link to comment https://forums.kleientertainment.com/forums/topic/171909-game-update-public-testing-734802/#findComment-1869739 Share on other sites More sharing options...
gigamoi Posted 12 hours ago Share Posted 12 hours ago The polluted mud being useless in base game is a real issue (assuming some is still placed during world which I can not check for myself at the time of writing). It must either be removed from world gen or given a base game compatible usage. That being said, as is, I welcome the orehull changes because its use had little alternative resource pathways aside from its loop with the tower kelp. However, there may be some other way to achieve the same outcome without breaking said loop. Perhaps it could nibble some seakomb leaves as an alternative diet like pacus do. That would create a polluted dirt -> orehull pathway. Link to comment https://forums.kleientertainment.com/forums/topic/171909-game-update-public-testing-734802/#findComment-1869745 Share on other sites More sharing options...
Paperbag Posted 11 hours ago Share Posted 11 hours ago (edited) 31 minutes ago, gigamoi said: That being said, as is, I welcome the orehull changes because its use had little alternative resource pathways aside from its loop with the tower kelp. What do you mean? PDirt was always a product of Orehulls, all you had to do was Sludge Press the PMud. Orehull only lost uses from this nerf, and its PDirt production was even halved from (0.4x50)=20KG to 10KG. Edited 11 hours ago by Paperbag Link to comment https://forums.kleientertainment.com/forums/topic/171909-game-update-public-testing-734802/#findComment-1869748 Share on other sites More sharing options...
natanstarke Posted 10 hours ago Share Posted 10 hours ago hi guys, for me the orehulks could keep making polluted mud its more interesting that way, also any date for the dlc? i really want to make a new permanent colony there. I also think thers too many tidal geysers, theyre cool, but need an option to destroy them if want more space. squid change was necessary i most of the time get 1 or 2 in the map. i had a bug reported some days ago and i think its related to the normal variant of the slug egg in unpowered incubator when its about to hatch. Keep up the amazing Dlc :) Link to comment https://forums.kleientertainment.com/forums/topic/171909-game-update-public-testing-734802/#findComment-1869756 Share on other sites More sharing options...
gigamoi Posted 10 hours ago Share Posted 10 hours ago 6 minutes ago, Paperbag said: What do you mean? The only way to feed orehulls was to farm tower kelp,... and the only way to farm tower kelp was to feed orehulls (or pip plant the things). No other choice. Little room for creativity. With that, you will always keep tower kelp and ore hull the same way and get the same things out of it. Now they form a P.dirt + P.water -> iron + food pipeline, and there are many ways to get P.dirt and P.water. 3 Link to comment https://forums.kleientertainment.com/forums/topic/171909-game-update-public-testing-734802/#findComment-1869761 Share on other sites More sharing options...
takas Posted 8 hours ago Share Posted 8 hours ago I'd like to propose a compromise here: let Orehulls continue to excrete Polluted Mud, while keeping Tower Kelp fertilized by Polluted Dirt and Polluted Water. Polluted Mud is a unique material that you can't even get from POIs. Right now, because there are plenty of other resource alternatives on the DLC planets, there's rarely a reason to use the Sludge Press in the early game. Since Orehulls directly produce ore, they are quite powerful—similar to Regal Bammoths. There is already a large amount of Polluted Mud available on the planets, so it would be perfectly fine for Tower Kelp to have a higher maintenance cost. This would also open up connections to other resource chains and give players a great reason to utilize the Sludge Press. With this approach, early-game colonies can utilize the Sludge Press to make ranching Orehulls much more viable. Then, in the late game, players can transition to alternative methods to fertilize their Tower Kelp. (Personally, I think Amber would also fit better being processed through the Sludge Press as well.) 1 Link to comment https://forums.kleientertainment.com/forums/topic/171909-game-update-public-testing-734802/#findComment-1869772 Share on other sites More sharing options...
natanstarke Posted 3 hours ago Share Posted 3 hours ago yes what i mean was keep kelp as it is in this new update and only change back the orehull Link to comment https://forums.kleientertainment.com/forums/topic/171909-game-update-public-testing-734802/#findComment-1869810 Share on other sites More sharing options...
Primalflower Posted 2 hours ago Share Posted 2 hours ago Thanks for the bionic updates! They feel properly challenged in the setting while not being completely locked out of the cool stuff. I think the "hack" to turn off "safety features" is really cute theming too. Link to comment https://forums.kleientertainment.com/forums/topic/171909-game-update-public-testing-734802/#findComment-1869815 Share on other sites More sharing options...
gigamoi Posted 2 hours ago Share Posted 2 hours ago 6 hours ago, takas said: I'd like to propose a compromise here: let Orehulls continue to excrete Polluted Mud, while keeping Tower Kelp fertilized by Polluted Dirt and Polluted Water. Polluted Mud is a unique material that you can't even get from POIs. Right now, because there are plenty of other resource alternatives on the DLC planets, there's rarely a reason to use the Sludge Press in the early game. Since Orehulls directly produce ore, they are quite powerful—similar to Regal Bammoths. There is already a large amount of Polluted Mud available on the planets, so it would be perfectly fine for Tower Kelp to have a higher maintenance cost. This would also open up connections to other resource chains and give players a great reason to utilize the Sludge Press. With this approach, early-game colonies can utilize the Sludge Press to make ranching Orehulls much more viable. Then, in the late game, players can transition to alternative methods to fertilize their Tower Kelp. (Personally, I think Amber would also fit better being processed through the Sludge Press as well.) I think your idea is great. That would however imply making the sludge press part of the base game (or at least the base game plus APP enabled). Link to comment https://forums.kleientertainment.com/forums/topic/171909-game-update-public-testing-734802/#findComment-1869816 Share on other sites More sharing options...
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