Kiros Posted April 19, 2018 Share Posted April 19, 2018 I really hope one of these new critters poop phosphorite. 3 Link to comment Share on other sites More sharing options...
Yosii Posted April 19, 2018 Share Posted April 19, 2018 i simply cant play, i choose dupes and ¡bum! bugs were done. Link to comment Share on other sites More sharing options...
catsRjerks Posted April 19, 2018 Share Posted April 19, 2018 Really wish that the liquid temp sensor didn't have the 100c limit Link to comment Share on other sites More sharing options...
blash365 Posted April 19, 2018 Share Posted April 19, 2018 12 minutes ago, Kiros said: I really hope one of these new critters poop phosphorite. There is one for bleachstone. So unless klei plans on keeping phosphorite as the only non-renewable resource, there will be a way to generate it eventually. In any case 0,1kg/cycle per shinebug seems sustainable for the near future. Not sure about peppernut fertilization though. Link to comment Share on other sites More sharing options...
minespatch Posted April 19, 2018 Share Posted April 19, 2018 5 hours ago, Ipsquiggle said: Those look cute! I really like thwe Algae Htach.Looks fluffy. Finally! Now if Volgus can come in next update. 2 hours ago, watermelen671 said: Hide contents Link to comment Share on other sites More sharing options...
Flydo Posted April 19, 2018 Share Posted April 19, 2018 53 minutes ago, Man in the Mist said: Dare I hope that one of the hatch variants will eat metal ore and poop refined metal? One poop refined copper I'm screw cause of the meal hatch now eat, i can't use my water treatment station like before, need to gain a hatch morph (the one who eat fertiliser) Link to comment Share on other sites More sharing options...
Xedlord Posted April 19, 2018 Share Posted April 19, 2018 (edited) 2 hours ago, watermelen671 said: So...y'all realize that the Drecko variant is basically its shiny version, right? Well, it isn't anymore, now the original Drecko looks so weird I thought it was a rotting corpse once I logged in after updating to the hotfix after the game crashed. Edited April 19, 2018 by Xedlord Link to comment Share on other sites More sharing options...
watermelen671 Posted April 19, 2018 Share Posted April 19, 2018 (edited) 1 minute ago, Xedlord said: Well, it isn't anymore, now the original Drecko looks so weird I thought it was a rotting corpse once I logged in after updating to the hotfix after the game crashed. well it still kinda is...they've just been swapped. And the Vanilla Drecko looks like a cross between a Drecko and an Ewecus. A Drecus. Edited April 19, 2018 by watermelen671 Link to comment Share on other sites More sharing options...
Xedlord Posted April 19, 2018 Share Posted April 19, 2018 Just now, watermelen671 said: Well it still kinda is...they've just been swapped. Wait, what...? Oh, guess I never saw the Plastic Drecko. 1 Link to comment Share on other sites More sharing options...
Lilalaunekuh Posted April 19, 2018 Share Posted April 19, 2018 how could you use a oxylite pooping puft ? Link to comment Share on other sites More sharing options...
Flydo Posted April 19, 2018 Share Posted April 19, 2018 Did anyone notice that now tammed critters have an age, normal tammed Puft can live 75 (i supposed it's mean cycle) and normal tammed hatch and slickster can live 100 3 minutes ago, Lilalaunekuh said: how could you use a oxylite pooping puft ? Store it in a compactor in a place you need oxygen but you don't want or can't use an normal oxygen production, oxylite will slowly emit gas oxygen Link to comment Share on other sites More sharing options...
fihgu Posted April 20, 2018 Share Posted April 20, 2018 How to fix sandbox mode UI, mine is outside the screen to the right. Link to comment Share on other sites More sharing options...
Flydo Posted April 20, 2018 Share Posted April 20, 2018 2 minutes ago, fihgu said: How to fix sandbox mode UI, mine is outside the screen to the right. How you find it? Link to comment Share on other sites More sharing options...
fihgu Posted April 20, 2018 Share Posted April 20, 2018 Esc -> Option -> unlock sandbox mode My Sandbox UI is unreachable, as most of the UI is outside of screen, to the right. They had the same issue at first in their live stream, and they somehow fixed it off screen, does anyone know how to fix it? 1 Link to comment Share on other sites More sharing options...
watermelen671 Posted April 20, 2018 Share Posted April 20, 2018 27 minutes ago, fihgu said: Esc -> Option -> unlock sandbox mode My Sandbox UI is unreachable, as most of the UI is outside of screen, to the right. They had the same issue at first in their live stream, and they somehow fixed it off screen, does anyone know how to fix it? They fixed it by updating to a dev build. They literally said that on stream. Link to comment Share on other sites More sharing options...
Ecu Posted April 20, 2018 Share Posted April 20, 2018 (edited) One of the issues I see currently with the existing system is a mechanism to allow for automated harvesting of meat. I'm not quite sure how this would play out in practice. Perhaps a station that harvests creatures over a set amount within a ranching room, perhaps an alternative drop-off location that is used to harvest, or even just allowing one to specify a creature type in cooking recipes which are automatically harvested for their meat. Regardless of the mechanism, it would be really useful to be able to have this process made automatable now that we have so many sources of meat. Edited April 20, 2018 by Ecu Link to comment Share on other sites More sharing options...
SkunkMaster Posted April 20, 2018 Share Posted April 20, 2018 (edited) 2 minutes ago, Ecu said: One of the issues I see currently with the existing system is a mechanism to allow for automated harvesting of meat. I'm not quite sure how this would play out in practice. Perhaps a station that harvests creatures over a set amount within a ranching room, perhaps an alternative drop-off location that is used to harvest, or even just allowing one to specify a creature type in cooking recipes which are automatically harvested for their meat. Regardless of the mechanism, it would be really useful to be able to have this process made automatable now that we have so many sources of meat. water + some automation to kill the creatures and shipping to collect the meat / put over new eggs Edited April 20, 2018 by SkunkMaster Link to comment Share on other sites More sharing options...
Ecu Posted April 20, 2018 Share Posted April 20, 2018 1 minute ago, SkunkMaster said: water + some automation to kill the creatures and shipping to collect the meat / put over new eggs I suppose that is an option currently. However, it feels really awkward for dupes to use that as a mechanism to butcher creatures. I would prefer to have a dedicated station to handle this. Link to comment Share on other sites More sharing options...
daedelusikarius Posted April 20, 2018 Share Posted April 20, 2018 How do I revert from this Mark2 ranching test build back to release Mark 1? Do I do a complete uninstall? Link to comment Share on other sites More sharing options...
Kabrute Posted April 20, 2018 Share Posted April 20, 2018 right click the game, click properties then Link to comment Share on other sites More sharing options...
jolrael Posted April 20, 2018 Share Posted April 20, 2018 Hey, i just checked r2 update and my gui is messed up (100%size) is there a way i could at less use keybind to define priority? Link to comment Share on other sites More sharing options...
Dapperdog Posted April 20, 2018 Share Posted April 20, 2018 Just want to point out that the automation no longer work with the coal power generator in ranching mark II. Anyone know if this change was intentional? The other power generators are working fine tho. Link to comment Share on other sites More sharing options...
Flydo Posted April 20, 2018 Share Posted April 20, 2018 11 minutes ago, Dapperdog said: Just want to point out that the automation no longer work with the coal power generator in ranching mark II. Anyone know if this change was intentional? The other power generators are working fine tho. I see it too, it's quite annoying for me since i made automatic coal gen like a energy source when other shut down Link to comment Share on other sites More sharing options...
TheScaryOne Posted April 20, 2018 Share Posted April 20, 2018 19 hours ago, Ipsquiggle said: @blash365 The new creatures (Pacu and Drecko) are created at worldgen. All other content will be in an existing save. (The Morphs will come from existing creatures when they lay eggs.) Were any other changes made to worldgen, IE, can regenerating a current seed still spawn the same map, but now with Pacu and Drecko? 1 Link to comment Share on other sites More sharing options...
Alfons100 Posted April 20, 2018 Share Posted April 20, 2018 17 hours ago, Man in the Mist said: Dare I hope that one of the hatch variants will eat metal ore and poop refined metal? Exactly! Thats what the Smooth Hatch does, it wastes a little metal in the process though (15% I think) so the Metal Refinery is still the best but is still better than the Rock Granulator. 6 hours ago, Flydo said: I see it too, it's quite annoying for me since i made automatic coal gen like a energy source when other shut down I think thats marked as a bug, will be fixed within soon. It said that things got more Automation Inputs, not less Link to comment Share on other sites More sharing options...
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