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Features

  • The Aquatic Planet Pack
    • Added Rubber Tiles

Changes and Improvements

  • All versions
    • Insulated Cable and Bridge buildings are now available in the base game. Insulated Cables and Bridges can now optionally be made with Plastics.
    • Updated artwork for Aquatic Critter Fountain, Fish Release, and Fish Pick-Up.
    • Main Menu DLC icons now have "Available Now" or "Wishlist Now" subtitles, which can be clicked to view the DLC in store.
    • Updated Korean localizations.
  • The Aquatic Planet Pack
    • The Sludge Press is now available if you own The Aquatic Planet Pack.
    • Worldgen: Removed the Tidal Spring POI from the Beach biome. It’s now only found in the Reef biome.
    • Increased Flue Coral’s lux requirement for Oxygen production.
    • Added Near-Death Experience status for Duplicants who recently recovered from being incapacitated.
    • Updating Nori colour for Sushi Roll and Nigiri foods.
    • Revised Tidal Spring exhale state animation.
    • Updated artwork for carton of Ovolene.
    • Added swim emote animation for hot environments.
    • Glass Ceiling Light building lux produced and wattage required increased
    • Boots/Swimwear
      • Moved Swimwear Pattern to earlier Tech in Research Screen.
      • Swimwear recipe now requires Reed Fiber in addition to Rubber.
      • Reduced amount of Rubber required by the Rubber Boot recipe.
    • Bionics
      • Increased Swim Hack Booster stress effect to 10% per cycle.
      • Updated Swim Hack Booster artwork.
      • Swimwear now provides limited protection from shocks in waist deep liquid.
      • Bionics with the swim booster will be more resistant to chilly surroundings while in liquids.
      • Added a line to the Rubber Boots effect to mention protecting Bionic Duplicants from liquid damage in small puddles.
    • Critters
      • Orehull once again poops Polluted Mud, 50 kg in fact.
      • Beakon lux value increased.
      • Pokeshells now have a behaviour to hit open a fully grown Clampum.
      • Glo Squid punches now deposit Squid Ink on the cell below their target if available.
      • Added information to Beakon's and Shine Bugs' descriptions about light only being produced when the critter is happy.
      • Added a Happiness tooltip specifically for light-producing critters.
    • Plants
      • Slight decrease to Tower Kelp Polluted Dirt requirement.
      • Added art for Petta Poof seed.
      • Farm Station now works with Clampum, Starnacle, Pinpoket, Gum Palm.
      • Updated Starnacle harvest ready state animation.
    • Asteroid Imperative
      • Changed Unknown Duplicant POI popup text to specify Sushi Roll requirement in calories rather than grams.
      • Survivor Duplicant's popups in Reef and Kelp Forest biomes now specify the types and number of seeds she will gift in addition to gaskets.
      • Added an "Insufficient Liquids" status item to dehydrated vistas to explain why the survivor Duplicant is not there, and how to get them to return.
      • Small adjustments to Better Together victory cinematic sequence.
      • Edited the tooltip for Survivor Duplicant achievement requirements shown in Printing Pod.
      • Revised Unknown Duplicant sidescreen strings.
    • Information
      • Thermal Gas Fissure now has Sulfur Build-up listed in its Effects panel, with information on how to harvest the sulfur with a Marine Drill.
      • Duplicant Breath tooltip now explains that at zero breath, they will become incapacitated and die unless they are rescued.
      • Pacu Treat now appears in the database, nested inside the Pacu critter entry.
      • Added Coquina to the description for harvestable Zinc Ore Field space POIs.
      • The DLC5 space destination in base game starmap is now called Extinct Ocean.
      • The tooltip for Stable in the Room overlay now mentions that it enables the use of both land-based and aquatic ranching buildings.
      • Aquatic ranching buildings now show status items when no skilled Duplicant is present.

Fixes

  • All versions
    • Fixed a bug where the deconstruct tool selected filters were being reset whenever a window or an overlay was open.
    • Mesh tiles will no longer cause bubbles to pop.
    • Fixed swimming critters unexpectedly traversing diagonally through certain perpendicular door arrangements.
    • Fixed a visual bug with Glass Backwall.
    • Fixed issue where placing an Oil Refinery was not blocked by under construction buildings.
    • Fix for unreachable dig orders on tiles with backwall having an incorrect icon colour.
    • Fixed misaligned DLC banner stripe on building Blueprint selection panel.
    • The Underwater Critter Condo is no longer operational when there is no foundation.
  • The Aquatic Planet Pack
    • Rubber Boots pattern in the Research screen now correctly says they are crafted at the Textile Loom.
    • Fixed animation issue with Tidal Generator syncing with Tidal Spring.
    • Kai is now shown having both Basic Swimming and Divemaster skills on the character select screen.
    • Flopping Orehulls will now face the direction they are flopping in.
    • Caviar is now correctly shown as part of dining animations, when it is present on the table.
    • Fix for Kelpoles getting stuck on the surface of bodies of water.
    • Glo Squids now report the status Milking Ready rather than Udderly Full; the tooltip says they are full of Squid Ink, not Brackene.
    • The Mini-Fridge in the starting area will now deconstruct to the correct materials on newly started Aquatic asteroids.
    • Corrected lore inconsistency of Minnow's age.
    • Fixed Orehull database entry showing the wrong shearing station.
    • Corrected Galena Rock Crusher recipe.
    • Fixed issue where placing a Tidal Generator was not blocked by under construction buildings.
    • Fixed "Extra Hydrated: Squid Ink" applying radiation resistance in the base game.
    • Fixed Flue Coral not showing up on daily reports.
    • Fixed Slogo and Gildgo not using traps, Weight Plate, or moving over horizontal Pneumatic Doors.
    • Fixed Glo Squid not appearing in Printeceptor.
    • Fixed Gildgo appearing in the Printerceptor.
    • Fixed Tower Kelp not consuming Polluted Water.
    • Removed Polluted Brine sludge press recipe.
    • Overcrowded or unhappy light-emitting critters now stop light production more quickly.

Modding

  • musicFirstPlaylist which was added in this update is now called musicPlaylist. musicFirst is no longer deprecated and can be used along with musicPlaylist.

View full update

  • Like 6
  • Ninja 1
  • Big Ups 2

Worryingly close to release without any contingency for taming & ranching fish in the base game at a reasonable pace without the aqua dlc-specific ability to groom them 

Edited by Primalflower
  • Like 3
  • Sad Dupe 2
23 minutes ago, Primalflower said:

Worryingly close to release without any contingency for taming & ranching fish in the base game at a reasonable pace without the aqua dlc-specific ability to groom them 

should make pacu treats reduce wilderness as well

  • Like 2
21 minutes ago, Primalflower said:

Worryingly close to release without any contingency for taming fish in the base game at a reasonable pace without the aqua dlc-specific ability to groom them

I'm worried too. Carnivore+locavore on max difficulty might become impossible. Does pacu treat increase their taming speed? 

For rubber tiles, it additionally sets the insulation value to .02 which has a deceptive code path (and does not line up with any status fields in-game):

 *(char *)(insulation_data + cellIdx) = (char)(int)(value * 255.0);

An insulation value of 2 results in 5.1, which rounds down to 5. With the normalization factor this means rubber tiles have an effective insulation factor of (5/255)^2 compared to normal insulated tiles of (2/255)^2. However, rubber by itself has absurdly low TC (0.15). Ceramic has 0.62, and Mafic Rock has 1. Normalizing for the higher insulation bit puts it somewhere in the middle of those two materials (0.9375).

so effective TC:

Ceramic: 3.81e-5

Rubber: 5.75e-5

Mafic Rock: 6.15e-5

  • Like 1
2 minutes ago, Shinkarr said:

I'm worried too. Carnivore+locavore on max difficulty might become impossible. Does pacu treat increase their taming speed? 

image.png.176fcc0ee658b2d8ec81bd92c239bea7.png

Sadly No, it increases happiness, which is an unrelated stat to wildness.

Poor jawbos don't even get this, so their happiness is harder to get up.

  • Sad Dupe 1
57 minutes ago, JarrettM said:

Orehull once again poops Polluted Mud, 50 kg in fact.

I appreciate the revert thank you...

As for base game or no APP enabled Pacu. I agree pacu treats should help decrease wildness. ate a treat buff should also decrease wildness and give the +2 happiness. 

Jawbos should also see similar treatment since without APP enabled they are basically like pacu will take a long time to tame, and no way to boost their happiness. 

  • Like 2

Some more numbers:

  • Beakons now produce 5k lux (from 1.8k)
  • Glass jelly ceiling light produces 5.4k lux (from 1.8k lux). now costs 30W (from 10W)
  • Coral now needs 2.5k lux (from 180 lux)
  • Swimwear now protect water exposure up to 35% default mass for boops. (Note boots still protect water exposure up to 10% default mass). They do not stack.
  • Swim Booster multiplies the kDTU threshold for feeling chilly in liquids from -0.039/tick to -0.39/tick. By itself it's only about a 5 degree leeway, but when combined with swimwear it's about 32 degrees.
  • Kelp now only need 40k/cycle of pdirt, from 50kg/cycle. 
Edited by Tigin
  • Like 4
  • Thanks 1
2 hours ago, Primalflower said:

Poor jawbos don't even get this, so their happiness is harder to get up.

So what you're saying is that we a) need fish treats to reduce Wildness in addition to providing Happiness, and b) need Jawbo Treats, made by shoving an entire live pacu into the microbe musher and turning it brick shaped.

  • Like 2
  • Haha 1
  • Hunger 1
  • Wavey 3

image.png.03af1b5292ae59a14dde2c48aed1969f.png

I'm nitpicking, but how can a small snail weighing 75 kg eat 100 kg of salt or sulfur in 1 cycle? Maybe we should reduce it? Otherwise, they'll eat up all the supplies in 100 cycles.

image.png.adc7076908ab59bcfb3eb7fffa9c1ac7.png

 

this little one also gives 10 kg of nori when it weighs 5 kg

image.png.e0c0a70def78ceebdb9bc34c98ed67aa.png

but a clam weighs 1 kg.

Edited by O6ygen Included
  • Like 1
  • Wavey 1
  • Spooky 1
2 hours ago, _Kutai_ said:

Would it be possible for a dev to confirm if the swimming mechanism is locked behind owning the DLC? 

The patchnotes read as such, but I want to make sure

Not a dev, but on current beta patch Swimming and Divemaster are both currently set to require APP, as is the bionic swim hack booster.

1 hour ago, SamLogan said:

About Bionics, the booster gives "Novice Swimming" that normally gives +100 Breath, why This is not applied to the oxygen tank?

Bionics already operate with lasting oxygen tanks. This seems redundant to me.

1 hour ago, O6ygen Included said:

image.png.03af1b5292ae59a14dde2c48aed1969f.png

I'm nitpicking, but how can a small snail weighing 75 kg eat 100 kg of salt or sulfur in 1 cycle? Maybe we should reduce it? Otherwise, they'll eat up all the supplies in 100 cycles.

image.png.adc7076908ab59bcfb3eb7fffa9c1ac7.png

 

this little one also gives 10 kg of nori when it weighs 5 kg

image.png.e0c0a70def78ceebdb9bc34c98ed67aa.png

but a clam weighs 1 kg.

Don't you know? The time bow wrecked physics as we know it. That's why coal generators don't consume oxygen, why there is still gravity in free floating rockets, why steam turbines violate the second law of thermodynamics as their main operating principle, and why small quantities of water in your reservoirs always sporadically turn into pee.

  • Like 2

I realize that starnacles are just a way to turn coquina into phosphorite, and coquina have no other use than to become phosphorite but I would love if you could someway get renewable coquina without having to visit space. Otherwise starnackles feel like a temporary hoop to jump through with no reason to keep your starnacle farms once you start ranch ing dreckos.

3 hours ago, sakura_sk said:

Doesn't weight affect heat transfer too?

In most cases only to a very limited extent. For most calculations, heat transfer does not have mass as a factor (the exceptions being building heat transfer where thermal mass of the hotter object is a direct multiplier), however thermal mass does become a factor in per-tick limits, as there are limits to how much temperature can change in a single tick such as to 25% of the temperature difference, or 100% of the temperature difference divided by area, so particularly small mass values can cap how much heat transfer can be accepted.

Objects of low mass will change temperature very fast, this can be noticeable if a plant has to equalize with the environment before it can start growing. Masses are super random, like many plants are just 1 or 2 kg, Arbor tree trunk is 2 kg, Arbor tree branch is 8 kg, Gum Palm is 100 kg (though seed is still 1 kg), Wheezewort is 400 kg. It's similiar with critters. The process the devs use for deciding the mass of things possibly involves a drunk person throwing darts.

4 hours ago, O6ygen Included said:

I'm nitpicking, but how can a small snail weighing 75 kg eat 100 kg of salt or sulfur in 1 cycle?

It was always the case for every critters and duplicants. In my headcanon traces of neutronium are everywhere. Just like microplastics IRL. And all the critters metabolism built on the same physical processes of creating matter from nowhere and consuming it into nowhere. Same physical processes happening in geysers and vents. 

Spoiler

According to the lore, Gravitas discovered the way to make matter out of nowhere and that led to what we have in game.

 

Edited by Shinkarr
  • Like 2

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