Developer Cheerio Posted February 16, 2018 Developer Share Posted February 16, 2018 Tinker stations are now logic controllable. Fixed a bunch of tasks not properly awarding mastery experience. Dupes marked to Tidy but not Supply should now perform sweep tasks. Tempshift plates should now be selectable. Dupes should once again tinker buildings which have been disabled with logic. Fixed a crash that could occur if you had a dupe selected while they were delivering an item to a storage locker. Using dozens of transfer arms should no longer cause significant performance drops. Fixed a crash that could occur when using the transfer arms. Job screen should no longer take more time to open based on how long it had been since you last opened it. Fixed a crash that could occur when cancelling fabrications right before the dupe completed their task. Uncultured dupes should no longer have the art interest. Fixed a crash that could occur if a farmer used the farm station to tend to a plant which was not inside a valid room. Planting a plant in a receptacle will pop out any incorrect fertilizer from that receptacle. Dupes should gain mastery for performing all fetches instead of just fetches to storage lockers. Fixed a crash that could occur when transfering large amounts of energy between cells in the sim. Courier should now list athletics as a relevant attribute. Aptitude heart should now be properly displayed for the courier. Fixed a crash that could occur when the simulation attempted to melt a liquid permeable tile. Cleaning outhouses is no longer prioritized over all other jobs after loading a save file. AutoSweeper should now be able to sweep items that are not reachable by dupes. Fix for assignable side screen not showing which dupes have already been assigned. Fixed issues with scrolling in jobs screen. Updated Korean translation. Updated Chinese translation. Conveyors no longer prevent sublimation/state changes. Decreased the storage sizes of algae deoxydizers/terrariums. View full update 13 Link to comment Share on other sites More sharing options...
Lutzkhie Posted February 16, 2018 Share Posted February 16, 2018 (edited) 7 minutes ago, Cheerio said: Tempshift plates should now be selectable yey! btw, the "enable/disable delivery" returns back to default after loading a game Edited February 16, 2018 by Lutzkhie Link to comment Share on other sites More sharing options...
SkunkMaster Posted February 16, 2018 Share Posted February 16, 2018 18 minutes ago, Cheerio said: Conveyors no longer prevent sublimation/state changes. View full update Awesome. No more snow and ice at 300+ degrees Celsius Link to comment Share on other sites More sharing options...
TheScaryOne Posted February 16, 2018 Share Posted February 16, 2018 24 minutes ago, Cheerio said: Decreased the storage sizes of algae deoxydizers/terrariums. Might as well remove terrariums from the game at this point. Even more dupe footwork to keep them running just pours gasoline on the dumpster fire. Link to comment Share on other sites More sharing options...
Lutzkhie Posted February 16, 2018 Share Posted February 16, 2018 3 minutes ago, TheScaryOne said: Might as well remove terrariums from the game at this point. Even more dupe footwork to keep them running just pours gasoline on the dumpster fire why would you remove terrariums? their very usefull Link to comment Share on other sites More sharing options...
TheScaryOne Posted February 16, 2018 Share Posted February 16, 2018 (edited) They're bloody outrageous uses of water. 300g/s each is INSANE. I haven't fired up the update to see what the storage was reduced to, but all it means is more dupe trips with water and algae. They only use about 30% less algae than deoxidizers to boot for the same amount of oxygen. Twelve put out less O2 than one Electrolyzer, and use enough water to feed almost four electrolyzers.... Edited February 16, 2018 by TheScaryOne Numbers 2 Link to comment Share on other sites More sharing options...
Lutzkhie Posted February 16, 2018 Share Posted February 16, 2018 i use them as checkpoint on other biome i explore early game, plus its just a small number and a temporary remedy for lack of oxygen Link to comment Share on other sites More sharing options...
PaulV Posted February 16, 2018 Share Posted February 16, 2018 I tend to spread them out in the lower areas when digging for oil so they replace the CO2 with oxygen so my dupes have pockets of air to breathe down there. Works pretty well. But for oxygen generation for the base they are pretty bad. Link to comment Share on other sites More sharing options...
TheScaryOne Posted February 16, 2018 Share Posted February 16, 2018 (edited) 4 minutes ago, Lutzkhie said: i use them as checkpoint on other biome i explore early game, plus its just a small number and a temporary remedy for lack of oxygen A deoxydizer, a manual generator, and a small (or smart) battery work just as well (with much less Dupe interaction). By cycle 100 I've backed up oxygen production from my electrolyzer, so I just start flooding my tunnels with O2. Edited February 16, 2018 by TheScaryOne Link to comment Share on other sites More sharing options...
Lutzkhie Posted February 16, 2018 Share Posted February 16, 2018 3 minutes ago, PaulV said: I tend to spread them out in the lower areas when digging for oil so they replace the CO2 with oxygen so my dupes have pockets of air to breathe down there. Works pretty well. But for oxygen generation for the base they are pretty bad. @TheScaryOne see? terrariums are useful, depends on how you use it so you prefer running down in place rather than just deliver and go Link to comment Share on other sites More sharing options...
krop Posted February 16, 2018 Share Posted February 16, 2018 Typo Quote Spinning up allows a turbine to continue running for a short period if the pressure it needs to run becomes unanavailable Link to comment Share on other sites More sharing options...
Quigleyer Posted February 16, 2018 Share Posted February 16, 2018 1 hour ago, PaulV said: I tend to spread them out in the lower areas when digging for oil so they replace the CO2 with oxygen so my dupes have pockets of air to breathe down there. Works pretty well. But for oxygen generation for the base they are pretty bad. I'm a newer player, so apologies if my question seems silly: So you send your dupes into other biomes without exosuits and they're ok? Obviously avoid the slime lung, etc.- but the hotter biome is alright so long as you get 02 in there? Link to comment Share on other sites More sharing options...
TheScaryOne Posted February 16, 2018 Share Posted February 16, 2018 A little hotter is okay. If your dupes core temp goes above 108*F (42*C) they take overheating damage and will eventually die if not moved or treated. Same with below 90*F (32*C) Link to comment Share on other sites More sharing options...
Lacost Posted February 16, 2018 Share Posted February 16, 2018 54 minutes ago, Quigleyer said: I'm a newer player, so apologies if my question seems silly: So you send your dupes into other biomes without exosuits and they're ok? Obviously avoid the slime lung, etc.- but the hotter biome is alright so long as you get 02 in there? The only biome you can't run your Dupes through is the oil biome with ~80°C. All other biomes won't cause any issues for your Dupes. Even the cold biome can be trespassed safely as long as your Dupes don't stand in freezing cold water. Slimelung is only a problem if you play on miserable/fatalistic wiht no passive immunity regeneration. On standard it's almost impossible to kill your Dupes with reasonable amounts of Slimelung. If you sweep off the slime and place Deodorizers everywhere the Slimelung will never be a problem. On Algae Terrariums: They are even more useless since they don't stop producing oxygen once they get overpressurized. This means popped eardrums everytime you bring your Dupes next to them. Algae Deoxydizers are simply superior in any conceivable way. 1 1 Link to comment Share on other sites More sharing options...
PaulV Posted February 16, 2018 Share Posted February 16, 2018 @Quigleyer: The hot temperatures at the bottom are an issue, but getting there takes a while so it helps to start relatively early. Also you can usually skim some oil off the top without your dupes dying immediately. 1 Link to comment Share on other sites More sharing options...
Yannick Vachon Posted February 16, 2018 Share Posted February 16, 2018 3 hours ago, Cheerio said: Job screen should no longer take more time to open based on how long it had been since you last opened it. Fix for assignable side screen not showing which dupes have already been assigned. Fixed issues with scrolling in jobs screen. Yeah! My 32 duplicants base with over 320 cycle thank you on this Time to go back and see what thing I can make all those people work on now. Link to comment Share on other sites More sharing options...
saltyteabag Posted February 16, 2018 Share Posted February 16, 2018 7 hours ago, Cheerio said: Uncultured dupes should no longer have the art interest. What about dupes with other conflicting traits/interests like gastrophobes with an interest in cooking? Link to comment Share on other sites More sharing options...
CobraA1 Posted February 17, 2018 Share Posted February 17, 2018 No tweaks to the priority system? Link to comment Share on other sites More sharing options...
Master Miner Posted February 17, 2018 Share Posted February 17, 2018 13 hours ago, PaulV said: [about algae terrariums] I tend to spread them out in the lower areas when digging for oil so they replace the CO2 with oxygen so my dupes have pockets of air to breathe down there. Works pretty well. But for oxygen generation for the base they are pretty bad. They won't really replace CO2, just displace it - check how much CO2 they consume: 333.33 mg/s, that's ~0.33 g/s or 1/3 g/s vs. oxygen production of 40 g/s which is 120x more. At 300 g/s water consumption they can be renamed "water deleter". Link to comment Share on other sites More sharing options...
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