Developer Cheerio Posted June 11, 2018 Developer Share Posted June 11, 2018 Fixed a crash that could occur when autowrangling creatures. Fixed a crash that could occur when switching research while the game is paused. Fixed bagged creature not falling if supporting tile is removed. EatInMessHall bonus now lasts a whole cycle similar to the nice bathroom bonus. Gulp fish's absorb cleaning location should now update as it moves. Directional liquid displacement should better handle gas displacment. Creatures should no longer be attracted to lures they cannot reach. Geyser values are now distributed to make "average" geysers more common. Geysers in existing saves will be affected. Tweaks to Fertilizer Maker inputs to make it mass neutral. View full update 12 3 Link to comment Share on other sites More sharing options...
Kabrute Posted June 11, 2018 Share Posted June 11, 2018 (edited) Awesome sauce, gonna check the geysers now, thanks. Loaded my save from before. Spoiler still feels too low, can't reliably run a single gene off any geyser I come across though i'm seeing a 50% boost to geysers across though board though.... Then I reloaded the seed and noticed a partial change on the seed (my oil biome is the same for some reason) Spoiler Edited June 11, 2018 by Kabrute Link to comment Share on other sites More sharing options...
0xFADE Posted June 11, 2018 Share Posted June 11, 2018 Wasn't one of the patch notes before that eggs won't count toward critter room count? I guess it was undone or never done since they still do. Link to comment Share on other sites More sharing options...
blash365 Posted June 11, 2018 Share Posted June 11, 2018 @Kabrute: is this before/after or 4 geysers after the last patch? Link to comment Share on other sites More sharing options...
Kabrute Posted June 11, 2018 Share Posted June 11, 2018 this is geysers from save from before patch, in patch..reloading seed anew seeds changed @PhailRaptor time for that new post Link to comment Share on other sites More sharing options...
Grimgaw Posted June 11, 2018 Share Posted June 11, 2018 Don't think you need to reload the seed. 28 minutes ago, Cheerio said: Geysers in existing saves will be affected. My two slush geysers went 1.577kg/s > 2.35 and 1.76 > 2.47. Link to comment Share on other sites More sharing options...
0xFADE Posted June 11, 2018 Share Posted June 11, 2018 (edited) I had a polluted water geyser that was still going to be dormant for another 20 cycles(pretty much dormant since I found it 80 cycles ago) get bumped up to active. So not only the quantity but the activity changed. Edited June 11, 2018 by 0xFADE Link to comment Share on other sites More sharing options...
chemie Posted June 11, 2018 Share Posted June 11, 2018 21 minutes ago, Grimgaw said: Don't think you need to reload the seed. My two slush geysers went 1.577kg/s > 2.35 and 1.76 > 2.47. So water geysers, which generally were not terrible go up and NG go up but still hopeless low Link to comment Share on other sites More sharing options...
Lilalaunekuh Posted June 11, 2018 Share Posted June 11, 2018 56 minutes ago, Cheerio said: Geyser values are now distributed to make "average" geysers more common. Geysers in existing saves will be affected. I´m curious if you noticed a longer activity/dormancy cycle: Some geyser have a lower and some a higher average ouput now, but every geyser has a longer activity/dormancy cycle. (Yeah it could be just my seed, or the average activity/dormancy cylcle could be altered) 56 minutes ago, Cheerio said: Tweaks to Fertilizer Maker inputs to make it mass neutral. 65g/s dirt 39g/s polluted water 26g/s phosphorite Why these odd numbers ? (Why not 40g/s polluted water and 25g/s phosphorite?) 2 Link to comment Share on other sites More sharing options...
neoazureus Posted June 11, 2018 Share Posted June 11, 2018 (edited) Quote Geyser values are now distributed to make "average" geysers more common. Geysers in existing saves will be affected. What has changed exactly? The minimum and maximum values (eruption period, active period, rate) in code have not changed Edited June 11, 2018 by neoazureus Link to comment Share on other sites More sharing options...
Lutzkhie Posted June 11, 2018 Share Posted June 11, 2018 1 hour ago, Cheerio said: Geyser values are now distributed to make "average" geysers more common. Geysers in existing saves will be affected aww thats cute Link to comment Share on other sites More sharing options...
0xFADE Posted June 11, 2018 Share Posted June 11, 2018 I can imagine by the description that there may be some sort of curve applied to the values now. So there is more falling in to the center than before. Even though it is the same number as before the numbers tend toward the center. 2 Link to comment Share on other sites More sharing options...
Lutzkhie Posted June 11, 2018 Share Posted June 11, 2018 atleast we wont be seeing the 100s per 1000s output Link to comment Share on other sites More sharing options...
eggsvbacon Posted June 11, 2018 Share Posted June 11, 2018 2 hours ago, Cheerio said: Directional liquid displacement should better handle gas displacment. View full update Does this mean no more perpetual motion liquid? SAD. I never knew thee. Link to comment Share on other sites More sharing options...
Alex_D Posted June 12, 2018 Share Posted June 12, 2018 44 minutes ago, eggsvbacon said: Does this mean no more perpetual motion liquid? SAD. I never knew thee. Or the over-pressure air vent exploit to store large amount of gasses in a room ? Can anyone confirm that ? Link to comment Share on other sites More sharing options...
PhailRaptor Posted June 12, 2018 Share Posted June 12, 2018 2 hours ago, Kabrute said: seeds changed @PhailRaptor time for that new post It will be posted when the update comes out of Preview and becomes the Live version. Though, I'm now rather confused about the cutoff for seed correlation. I'm getting and seeing mixed reports that R1, R2, and Cosmic are almost but not quite compatible. Link to comment Share on other sites More sharing options...
SlowMaybe Posted June 12, 2018 Share Posted June 12, 2018 4 hours ago, neoazureus said: What has changed exactly? The minimum and maximum values (eruption period, active period, rate) in code have not changed it's not a line anymore. The curve is something like this: Link to comment Share on other sites More sharing options...
FIXBUGFIXBUGFIX Posted June 12, 2018 Share Posted June 12, 2018 4 hours ago, neoazureus said: What has changed exactly? The minimum and maximum values (eruption period, active period, rate) in code have not changed each variable has a roll OLD variable = (max-min)* roll + min New variable = (max-min)* roll2 + min, float num1 = 0.002472623f; float num2 = roll * (1f - num1 * 2f) + num1; float num3 = -Mathf.Log(1f / num2 - 1f); roll2 = (num3 + 6) / (12); Im not good at math. Can somebody tell me whats that? It looks like something like normal distribution magic word for me. Link to comment Share on other sites More sharing options...
Siromatik Posted June 12, 2018 Share Posted June 12, 2018 7 hours ago, 0xFADE said: Wasn't one of the patch notes before that eggs won't count toward critter room count? I guess it was undone or never done since they still do. It doesnt count for the Critter Dispenser anymore (thats was the change on the patch), but yeah you still have egg debuff on critters... Link to comment Share on other sites More sharing options...
0xFADE Posted June 12, 2018 Share Posted June 12, 2018 The ranching got harder with the storage changes. I had something working very well last update. A high priority fridge in each breeding room with a storage of a few to hold the eggs. All the other eggs were shipped out to be ... dealt with. Now I can't buffer a number of them automatically any more. We need some sort of egg box that doesn't stop incubation. Link to comment Share on other sites More sharing options...
eggsvbacon Posted June 12, 2018 Share Posted June 12, 2018 17 minutes ago, 0xFADE said: The ranching got harder with the storage changes. I had something working very well last update. A high priority fridge in each breeding room with a storage of a few to hold the eggs. All the other eggs were shipped out to be ... dealt with. Now I can't buffer a number of them automatically any more. We need some sort of egg box that doesn't stop incubation. Cryofreezer, wheres the liquid nitrogen? Link to comment Share on other sites More sharing options...
0xFADE Posted June 12, 2018 Share Posted June 12, 2018 I don't want to freeze the eggs though that would work too. Something simple that can have a priority and a kg quantity that they can be put in and hatch from. Going from something simple like a fridge to having to rube goldberg a pressure plate and egg dropper isn't a good exchange. 1 Link to comment Share on other sites More sharing options...
Lilalaunekuh Posted June 12, 2018 Share Posted June 12, 2018 (edited) Why not tweak the incubator a bit and make it the "high priority egg storage" everyone wants: Let us queue incubation tasks similar to the grills menu ( let us set a incubater to indefinitely incubate a selected critter ) => Our auto-sweeper could prefer the incubators and ensure a stable critter population (given enough dupe time) Edited June 12, 2018 by Lilalaunekuh 3 Link to comment Share on other sites More sharing options...
0xFADE Posted June 12, 2018 Share Posted June 12, 2018 2 minutes ago, Lilalaunekuh said: Why not tweak the incubator a bit and make it the "high priority egg storage" everyone wants: Let us queue incubation tasks similar to the grills menu ( let as set a incubater to indefinitely incubate a selected critter ) => Our auto-sweeper could prefer the incubators and ensure a stable critter population ( given enough dupe time ) Yes, that would solve multiple peoples problems. Leaving it unpowered would let it 20 cycle hatch Link to comment Share on other sites More sharing options...
jigggy2000 Posted June 12, 2018 Share Posted June 12, 2018 11 minutes ago, 0xFADE said: Yes, that would solve multiple peoples problems. Leaving it unpowered would let it 20 cycle hatch For me. it would make more sense for a fridge to stop incubation and the other food storage allow incubation. Eggs are a cooking ingredient so keeping them in food storages makes more sense. Link to comment Share on other sites More sharing options...
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