Jump to content

Recommended Posts

  • Developer
  • Fixed a few crashes if a duplicant steps in water, breathes oxygen, or tries to idle near the edge of the world
  • Updated Chinese localization
  • Fix missing string in scale growth
  • Added tame tag to baby slickster
  • Fix missing Database icons
  • Improve Database load times
  • Added Database icons for liquid and gas categories
  • Improve memory used by some debug logging

View full update

  • Like 9
Link to comment
https://forums.kleientertainment.com/forums/topic/90601-game-update-267379/
Share on other sites

  • Developer
3 hours ago, Lifegrow said:

Any news on dreckos, and their refusal to cooperate ?

Getting a little tired of save/loading to trigger them to snap out of it... dopey lizard looking maw f... :D 

Not sure we've seen this issue come up yet. If you could submit a bug report (with save game if possible) that'd be great.

  • Thanks 1

My primary concern right now is all the egg bugs. Eggs getting stuck in hibernation, eggs in hibernation hatching all at once, said hatched critters being perma-tamed but not getting groomed, said hatched critters getting groomed but not producing eggs, etc. It all seems to be centered around putting eggs in storage or transferring them. Has this been brought to your attention yet? 

  • Like 1
  • Thanks 1

The new critters are nice and all but there needs to be some stuff put in place to make it a bit easier to manage the critters now that life cycles exist and the sheer amount of eggs that are valuable enough to be saved compared to just being food. I like that there is a life cycle for hatches now, but there is a lot of micro management, which results in making the critters more of a nusance than something you want to expand. I do hope that gets ironed out more over the updates. From everything I seen the goal for the players is to be able to properly design something and have it basically auto pilot while you work on the next project, and the critter design now seems to need far more continuous interaction than any other part of the game at this point. 

  • Like 3
On 5/8/2018 at 1:41 AM, Asteru said:

The new critters are nice and all but there needs to be some stuff put in place to make it a bit easier to manage the critters now that life cycles exist and the sheer amount of eggs that are valuable enough to be saved compared to just being food. I like that there is a life cycle for hatches now, but there is a lot of micro management, which results in making the critters more of a nusance than something you want to expand. I do hope that gets ironed out more over the updates. From everything I seen the goal for the players is to be able to properly design something and have it basically auto pilot while you work on the next project, and the critter design now seems to need far more continuous interaction than any other part of the game at this point. 

If they fix the 'stuck at 100% incubation' bug then critter populations can be automated.

critters hatch while on transit rails, use bridges to create  a section of rail holding eggs over the farms, this will ensure that those sections of rail A drop the critters where you want them, B keep enough critter eggs in standby to always be able to repopulate, C automate a butchery by having unwanted eggs hatch inside frying oil :D

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...