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[Game Update] - 297718


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8 hours ago, Ipsquiggle said:
  • Decor no longer passes through mesh/airflow tiles, but still passes through windows.

Hahaha, I will have a lot of unhappy dupes in my current game with that. Anyways, I think this is a good change.

Edited by Gurgel
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As far as QOL ideas go, I'd really like to have, probably as a joint file with each reports, a heatmap of dupes movement/time spend. We all try to optimize deplacement, delivery, etc, but it's often really abstract, and tend to get lost when we speed up the time, it'd be really handy !

Maybe having a tool for evaluating the closest ingredient/material for each station/job, and that way anticipe movement problems and planning out solutions.

 

And really... since I discovered the game, I dreamt of an addition that would take a screenshot of the whole map like every cycle, so that we could watch the whole evolution of our base from the very beginning, I feel it would be awesome to see that kind of timelapse.

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12 hours ago, Ipsquiggle said:

Paintings and Sculptures now rely on Job traits rather than Creativity skill to create ugly/mediocre/materpiece artworks. (Creativity skill still affects the "work time" for completion.)

Oh boy... I don't have to bring a dupe with +3 creativity at the start of the game anymore.

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hey devs, can you rewrite the code for bunker doors? i don't get the extraterrestrial logic in the fact, that when i change the bunker door animation speed so it's closing/opening faster - then when i'm trying to put the high pressure door into an opened or locked state (haven't tried other doors), the game crashes

 

also why exactly you removed the possibility of same recipes with different q-ty? there wasn't any problems with that

Edited by linainverse
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56 minutes ago, JeP2k3 said:

And really... since I discovered the game, I dreamt of an addition that would take a screenshot of the whole map like every cycle, so that we could watch the whole evolution of our base from the very beginning, I feel it would be awesome to see that kind of timelapse.

oooo yes please 

Edited by LeftyRighty
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@Ipsquiggle I had magical gas "delete" at that spot, before the update. Never had chlorine or NG in such amounts there.
After the update it changed. Vent is filtered, only CO² should enter the area there.
Some chlorine / NG could "swap" over, but that's not the point, CO² deletion is happening there and always did..
Corridor filled  only up(with CO²), to the level, where it could enter left area and then vanished.
Savegame included, map started in preview.
image.thumb.png.88f2100468be31b174175a0bfda63149.png

WhoopWhoop.sav
Edit: Again CTD with Metal refinery, same savegame, after adding three (3x) gold to production.
When power runs out, while producing, it stops acting normal.
(Switch /above/below of pressure plate, to force it)

image.thumb.png.115a95e794e6716e58665e2495fd9cd5.png

Edited by Oozinator
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1 hour ago, Oozinator said:

You can do it manually ^^
Alt+S.

I didn't knew that... but then again, most of the time, and I imagine, most players too, tend to have other things in mind  than screenshoting manually every cycle. One automatic feature like that would definitely bring joy in players hearts :D

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15 hours ago, Ipsquiggle said:

Paintings and Sculptures now rely on Job traits rather than Creativity skill to create ugly/mediocre/materpiece artworks. (Creativity skill still affects the "work time" for completion.)

What "job traits"?  Build?

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3 minutes ago, JeP2k3 said:

Well... the Artistic job, don't you think ?

so before you had to have a artist in the job and then have enough creativity to get +4.

Now you need to use an artist but need to level that artist up two more levels to get masterpieces?  But you have to deconstruct and rebuild each time to upgrade?  Man, I thought i was bad enough when I wanted to upgrade to plastic ladders but this is terrible plan.

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This is the new intended process I think yes, didn't tested it yet. I like seeing my colony evolve, the more the better, so for me, having this "set back" (and, truely, putting back some use for the non-masterpiece art, since you'd rarely put a non-artist dupe to do those jobs) feels like an improvement.

I'm only playing with early to mid-content though, and 15 dupes at best, so I don't really see the trouble in upgrading all my art in the colony. You could also wait for your artist to have the necessary tier in his job before filling your colony with his art. I'm not a specialist on what this change imply ^^

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5 minutes ago, chemie said:

so before you had to have a artist in the job and then have enough creativity to get +4.

Now you need to use an artist but need to level that artist up two more levels to get masterpieces?  But you have to deconstruct and rebuild each time to upgrade?  Man, I thought i was bad enough when I wanted to upgrade to plastic ladders but this is terrible plan.

Jobs also level without any related activity and at least T2 and T4 is not as much of a PITA as T5, which has Exosuit Engineers that take 100 cycles to master and has no way to level faster besides interest. To be precisely, it may take as much together (Job Points of T2+T4=T5).

A fine training regimen may by the by be ice sculptures you deliberately want to melt. That is indeed what I am going to do in my next colony since melting ice biomes had no merit and was in three ways a PITA~

 

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36 minutes ago, chemie said:

so before you had to have a artist in the job and then have enough creativity to get +4.

Now you need to use an artist but need to level that artist up two more levels to get masterpieces?  But you have to deconstruct and rebuild each time to upgrade?  Man, I thought i was bad enough when I wanted to upgrade to plastic ladders but this is terrible plan.

This was always gonna be an issue when going from large sculptures to metal sculptures in QoL so this change isn't much worse than the previous build. Hopefully QoL 2 will allow building with similar categories and the same dimensions to be built directly over each other (ladders, furniture, wire bridges, drywall/tempshift, etc)

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1 hour ago, chemie said:

Now you need to use an artist but need to level that artist up two more levels to get masterpieces?

Nope, you need Master Artist for masterpieces. Skill is irrelevant to quality of art. 

1 hour ago, chemie said:

But you have to deconstruct and rebuild each time to upgrade?

You can level the job without performing tasks relevant to that job.

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I can confirm. I preferred at least 2000 (for managing lava temperature)  but is ok 999 for now. I hope the reduction of rocket travel but we will see. What is strange i didn't see this modification in the changes made until now, but is welcomed and waited from. Thanks @Ipsquiggle .

image.thumb.png.bab28f7c10db470c201fd9a340f62ea8.png

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1 hour ago, tzionut said:

I can confirm. I preferred at least 2000 (for managing lava temperature)  but is ok 999 for now. I hope the reduction of rocket travel but we will see. What is strange i didn't see this modification in the changes made until now, but is welcomed and waited from. Thanks @Ipsquiggle .

image.thumb.png.bab28f7c10db470c201fd9a340f62ea8.png

CO² deletion in left pocket too?

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5 hours ago, Oozinator said:

@Ipsquiggle I had magical gas "delete" at that spot, before the update. Never had chlorine or NG in such amounts there.
After the update it changed. Vent is filtered, only CO² should enter the area there.
Some chlorine / NG could "swap" over, but that's not the point, CO² deletion is happening there and always did..
Corridor filled  only up(with CO²), to the level, where it could enter left area and then vanished.
Savegame included, map started in preview.

I tried running it for a while and playing with it a bit, I couldn't get any CO2 to delete. Do you have suggestions for the specific conditions that might cause this?

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Quote

CO² deletion in left pocket too?

For me no co2 deletion. only chlorine not recognizable, and some strange crashes. i must reload again and see what is the problem...and again i have the rocket on mission so i must restart my 12 cycle trip this time (last time was 30 cycle trip)

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1 hour ago, Ipsquiggle said:

I tried running it for a while and playing with it a bit, I couldn't get any CO2 to delete. Do you have suggestions for the specific conditions that might cause this?

Dunno if it could be OS based (win 7 64bit).
Tried to replicate.
At first, i thought it would happen there.
per.thumb.PNG.63a2c9542f6ccc972a7f1bba91e853a6.PNG
Water dripping, on to/where CO² is and changing state instant to ice - CO² gets back there, next drips- repeat, but even then, left lower pocket must slowly fill up, no CO² pressure build up.
But one thing!
O² overlay, ladder path (up-down) 1 tile width(!) Gas blocking path. CO² builds up around 1000  ( O² on ladder)
image.thumb.png.54841a534ad5416c5a9aad047dd6fef7.png

Water dripping! - CO² pressure high.
image.thumb.png.bd4fc8a07469b7b3a02ecd7da1dfd2fa.png

Water changing state to ice - New CO² pressure
image.thumb.png.62fd454c81e3e3537dd1c7130facd72e.png

@Ipsquiggle I forced more CO² with the vent into that zone and i can really see, that i get NG in trade for the missing CO²
That NG is not passing through the wall (from refinery) and NG is filtered out.
Happens when water is dripping, not sure if the tile with the "whirl" animation the problem, or the lower tile where water state is changed in combination with wheezie.

image.thumb.png.f9ad105c249b997218bffd45b7ed320d.png

 

When i set Metal refinery with right arrow to 3 gold ingots, game crashes, when dupe arrives. 1x + 2x is working normally ^^

Edited by Oozinator
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