Developer Cheerio Posted June 12, 2018 Developer Share Posted June 12, 2018 Increase starting fertility values for wild creatures. Fixed flickering tooltip text when clicking on a Dupe and hovering over different errands. Fixed a crash that could occur when loading fairly old save files with old hatches. Increase fertilizer maker storages sizes, for less frequent deliveries. Base egg incubation time is now proportional to the lifespan of the parent creature. Pacu fry are smaller than adults. Egg cracker displays egg currently being cracked. Pyrite will now turn into molten iron instead of molten copper. "Transparent" string is no longer missing. Meteor season begins when you discover the surface. Conduit networks should no longer wrap-around connect through the edges of the map. Added a 2 cell border to the top of the map where you are unable to build but the simulation still runs. Increased methane geyser output. You can no longer debug spawn/teleport things outside the simulation grid. Fix some more cases where hatches are able to jump through closed doors. View full update 11 3 Link to comment Share on other sites More sharing options...
malloc Posted June 12, 2018 Share Posted June 12, 2018 4 minutes ago, Cheerio said: Fixed flickering tooltip text when clicking on a Dupe and hovering over different errands. Thanks this is something I use way too often! Link to comment Share on other sites More sharing options...
SackMaggie Posted June 12, 2018 Share Posted June 12, 2018 2 minutes ago, Cheerio said: Meteor season begins when you discover the surface. This is SUPER nice. 2 minutes ago, Cheerio said: Increased methane geyser output. Do we need to start new map ? Link to comment Share on other sites More sharing options...
tuordiel Posted June 12, 2018 Share Posted June 12, 2018 Just now, SackMaggie said: Do we need to start new map ? Same question. Link to comment Share on other sites More sharing options...
WanderingKid Posted June 12, 2018 Share Posted June 12, 2018 1 minute ago, SackMaggie said: Do we need to start new map ? No I just snagged the upload and checked a base I was working on. Double or more increase in output. I don't have analysis on them yet but it looks much better. Link to comment Share on other sites More sharing options...
Developer Ipsquiggle Posted June 12, 2018 Developer Share Posted June 12, 2018 2 minutes ago, SackMaggie said: Do we need to start new map ? Existing geysers will be updated, no need to restart. 3 5 Link to comment Share on other sites More sharing options...
Lilalaunekuh Posted June 12, 2018 Share Posted June 12, 2018 7 minutes ago, Cheerio said: Pyrite will now turn into molten iron instead of molten copper. Isn´t debug mode the only way to encounter pyrite at the moment ? Link to comment Share on other sites More sharing options...
DyingCrow Posted June 12, 2018 Share Posted June 12, 2018 Output has been roughly doubled, nice Link to comment Share on other sites More sharing options...
gelat Posted June 12, 2018 Share Posted June 12, 2018 Disappearing/Dying shinebugs? Link to comment Share on other sites More sharing options...
WanderingKid Posted June 12, 2018 Share Posted June 12, 2018 @Cheerio Are the geysers supposed to be defaulted to 302F? I've got two geysers set to exactly that. I'm relatively sure they weren't that hot before. Link to comment Share on other sites More sharing options...
Lutzkhie Posted June 12, 2018 Share Posted June 12, 2018 3 hours ago, Cheerio said: Increased methane geyser output. nice, finally Link to comment Share on other sites More sharing options...
krop Posted June 12, 2018 Share Posted June 12, 2018 STRINGS.UI.DEBUG_TOOLS.INVALID_LOCATION Invalid Locaton typo ↑ Link to comment Share on other sites More sharing options...
0xFADE Posted June 12, 2018 Share Posted June 12, 2018 It was sort of nice to have the surface being hit by meteors before finding it. It means you have quite a lot of cycles of built up metal to get to. Link to comment Share on other sites More sharing options...
abud Posted June 12, 2018 Share Posted June 12, 2018 41 minutes ago, Cheerio said: Meteor season begins when you discover the surface. This is nice, but it means until now there is meteor without we go to surface. I check my base using sandbox to peek at surface area, and yes it is pretty mess (cycle 250+), I guess need to start new map if I want whole surface intact  41 minutes ago, Cheerio said: Pacu fry are smaller than adults Very cute, And helpful to check which gulpfish not cleaning because still baby.  Link to comment Share on other sites More sharing options...
Kabrute Posted June 12, 2018 Share Posted June 12, 2018 (edited) good value range on the ones I've scoped for running small power unit, could support 1 full time or near enough on all the geysers i've found, and even found one with a half kilo output Now they provide more power than they consume to set up a power plant off a NG geyser. I'm factoring 1 gas pump, 1 gas filter, 1 water pump as base power requirements for any NG station hence the need to fuel at least 1 gene full time just to handle the infrastructure associated.  Spoiler  Edited June 12, 2018 by Kabrute 1 Link to comment Share on other sites More sharing options...
blash365 Posted June 12, 2018 Share Posted June 12, 2018 12 minutes ago, Kabrute said: I'm factoring 1 gas pump, 1 gas filter, 1 water pump as base power requirements for any NG station hence the need to fuel at least 1 gene full time just to handle the infrastructure associated.  Assuming they are running at full capacity 24/7, which they are not. The liquid pump will be idle for most of the time and the gas pump will process around 60g/s of it's 500g/s capacity. Same goes for the gas filter, i suppose. So yeah, if you are running ten-ish NG-plants, you will have to reserve one of them for the infrastructure. But in all other cases, it is just 10%. 3 Link to comment Share on other sites More sharing options...
Kabrute Posted June 12, 2018 Share Posted June 12, 2018 60/gene = 9/pump counting the infrastructural gene, geysers average 85g/s (roughly) means that we could fuel just over 1 gene on a geyser which would then power full infrastructure with some left over. I am arguing that since we know it can support that minimum it is now worthwhile to invest in the space/time/materials to set up ng stations because they can now sustain themselves.... Thats all I was saying. Link to comment Share on other sites More sharing options...
trukogre Posted June 12, 2018 Share Posted June 12, 2018 (edited)  4 minutes ago, Kabrute said: 60/gene = 9/pump counting the infrastructural gene, geysers average 85g/s (roughly) means that we could fuel just over 1 gene on a geyser which would then power full infrastructure with some left over. I am arguing that since we know it can support that minimum it is now worthwhile to invest in the space/time/materials to set up ng stations because they can now sustain themselves.... Thats all I was saying. Your definition of full infrastructure was off by a factor of 10, which you then used to claim that some geysers couldn't be used to set up a worthwhile plant before, which was wrong as well. Now you're attempting to pretend you didn't say all that, or deflect the conversation away from that fact, not sure which, but you did, so just man up and admit you were wrong.  Edited June 12, 2018 by trukogre Link to comment Share on other sites More sharing options...
MorsDux Posted June 12, 2018 Share Posted June 12, 2018 cant you hook atmo sensor for the gas pump to avoid wasteful operation? Link to comment Share on other sites More sharing options...
WanderingKid Posted June 12, 2018 Share Posted June 12, 2018 8 minutes ago, MorsDux said: cant you hook atmo sensor for the gas pump to avoid wasteful operation? Don't need it. The pump will simply keep the line pressurized to 1kg. It'll only actually pump when it needs to move 2 500g chunks back into the pipe. The only reason you'd need the atmo sensor is if you're not keeping enough pressure in the geyser. Link to comment Share on other sites More sharing options...
storm6436 Posted June 12, 2018 Share Posted June 12, 2018 So, post update my game is... maybe on average once every 30 minutes or so either going "sound skip -> not responding" or "sound skip"-> Desktop. I haven't been able to isolate any causes, it just seems random. Link to comment Share on other sites More sharing options...
Kabrute Posted June 12, 2018 Share Posted June 12, 2018 could you check for any files like this and upload them please storm Link to comment Share on other sites More sharing options...
storm6436 Posted June 12, 2018 Share Posted June 12, 2018 Done. The earliest one I'm not 100% certain is from before the update, but I'm including it because the .exe version I extracted (via Visual Studio) is the same. SimDLL_CRASH_preview_272945_20180612-16.34.25.dmp SimDLL_CRASH_preview_272945_20180612-17.06.54.dmp SimDLL_CRASH_preview_272945_20180612-17.57.07.dmp SimDLL_CRASH_preview_272643_20180612-16.26.34.dmp Link to comment Share on other sites More sharing options...
Khullag Posted June 12, 2018 Share Posted June 12, 2018 DEVs, please tell us when Pyrite will be added to the game not via debug mode? what's the point of tweaking now stuff which is not available in regular gameplay? 1 Link to comment Share on other sites More sharing options...
Skrivener Posted June 13, 2018 Share Posted June 13, 2018 @Khullag have patience mate, they're not withholding it to spite you, nor adjusting it simply to waste their time. 1 Link to comment Share on other sites More sharing options...
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