u/nicvampire

Alright, here is a short list of most major upcoming changes that are NOT DLC-specific for those who don't want to read long patch notes, with some explanations and opinions.

Obviously, some things here may change since it's only a beta.

- Dupes now get incapacitated when they run out of oxygen instead of dying, and can be brough back by another dupe giving them CPR, all that's needed is an area with oxygen, where the dupe doing the CPR will automatically take the victim. The dupe who the CPR was administered on doesn't seem to suffer any major consequenses, not even a temporary stress penalty. This does work on Bionic Duplicants as well.

- Certain occurences can now create bubbles in fluids. The examples are:

  • Flatulent duplicants farting in water with natural gas
  • Algae debris when submerged in water and provided with sufficient light (500 lux, 1 lamp is enough) now makes oxygen bubbles.
  • Liquid tepidizer in turbo mode (more on that later)

Bubbles travel up through the liquid. Once they reach the air or the same element, what they contain is dispenced into the enviroment, without displacing the fluid they spawned in in any way. If there is no atmosphere/vacuum to dump the gas into (e.g. if they're in a room completely filled with water), a gas tile will be created. Likely more applications of this mechanic will probably appear in the future, since it doesn't actually come up a lot in practice rn.

- Liquid tepidizer got massively nerfed, but also somewhat buffed.

  • It now only produces a quater of the heat it used to, while still consuming 960kw. However...
  • It no longer has a maximum fluid temperature (was 85°C), so you can heat up anything to any temperature as long as it doesn't overheat.
  • It now has a togglable turbo mode (currently can only be toggled manually, dk if it'll change). While in turbo mode, it produces as much heat as pre-nerf, but consumes 4kw. Additionally, it also creates bubbles of the material that the fluid it's submerged into evaporates in. So, if it's submerged in water, it produces steam bubbles, if it's in crude oil - petrolium bubbles (yes, I checked),
    • I did try to make a petrolium boiler out of this. The rate at which the bubbles are produced increases with the temperature and close to the boiling point it's about 1kg/s per tepidizer, which isn't worth it. I did try designs without turbo mode too, but the heat produced is simply not enough for a viable petrolium boiler.
    • Four tepidizers without turbo mode are about the same as one in turbo mode except that they don't produce bubbles, which may be important in some designs.

-2 new buildings: fish pickup (critter pickup for aquatic critters, finally) and aquatic critter fountain, which allows feeding brackene to pacus and other swimmers. This... is actually more important than you think.

- Pacus got massively nerfed. Their eggs no longer produce eggshells for lime, and the food yields are halved. However...

- ALL CRITTERS got buffed with the new happiness system. The reproduction speed now scales with happiness. At 4 happiness (tame groomed), it's same as normal, so no nerfs there. But further ahead the reproduction speed seemingly becomes proportional-ish to happiness. A critter condo will increase the reproduction speed of hatches from about 16% per cycle to about 20% per cycle, which is already significant while being basically free. And with brackene, the reproduction rate is 39% per cycle for hatches. More than double of a normal groomed tame hatch. It was already noted by another user, that this allows to make oakshells resource-positive with nosh beans.

- Microbe masher can now create pacu treats from 1 seed (currently only 6 seeds in the list, most notably - waterweed, mealwood and sleet wheat) and 5kg of water. A pacu treat increases the happiness of a pacu by 2 when eaten. not sure if the dupe labor is worth it, tbh.

- BTW, if you DO get the dlc, pacus can be groomed in the new aquatic critter station, which allows you get a pretty big happiness bonuses and speed up the taming process.

- Pokeshells now molt 60kg of pokeshell molt (was 10kg). They might now be the best source of lime in the game, especially with pacus now being out of the picture. Also, Sanishells eat less food now, so they're much more viable for meat now. Oakshells didn't get dirrect buffs, but again, brackene and critter condo buff them too. So basically, pokeshells are actually good now.

- Waterweeds got MASSIVELY buffed. They no longer need bleach stone and can be irrigated with normal water, brine OR salt water. They do require 10kg/cycle now (was 5), but it's not a huge deal, since you don't need many anyway. Not having to bother with bleach stone is huge. Also, they can be fully submerged now and they look cooler. Basically, no point of wild farming them anymore.

- Critters can now technically be tamed without the ranching skill, via a critter feeder that now gives -10% wildness per cycle. This takes 20 cycles (all critters have a passive +5% to wildness). Might be important early on in some edge cases, but otherwise not very useful. Also, the fish feeder got nerfed and also gives -10% wildness per cycle (was -15%). Pacus basically take double the time to tame now. I hope they revert this.

- Gaskets are now an ingredient that replaces plastic in most buildings where it was previously used. They are made of... plastic. On a crafting station. Rubber from the DLC is the alternative ingredient. Not sure what's the point, to be honest.

Yeah, "short"

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u/nicvampire — 19 hours ago

Strange behaviour I found with solid-solid transitions and airlocks. I called them Schrödinger tiles.

I was trying to find a way to turn peat into refined carbon without the nasty 50% material loss from digging. Peat turns into coal at 226 degrees, which then cooks into refined carbon at 276 degrees, but I used hot super coolant gas for testing, so it almost instantly turned into refined carbon on practice. I was informed in my previous post that solid to solid transitions like this always form a solid tile and tried to find a way to bypass this. I failed, but in the process I discovered something strange: when such a transition happened inside of an opened mechanised airlock, it wouldn't form a tile anywhere, nor would it for debris. The material was seemingly lost whether it was on a conveyor rail or not, but the material overlay showed that there strangely isn't any gas in the tile where such transition happened. It wouldn't get shown as vacuum either.

It might have been shown as refined carbon tiles, actually, but the tiles still had very unique behaviour, since they have properties of both vacuum and solid tiles, hense why they're Schrödinger tiles. They work as solids for gases and fluids by not letting them flow through them, they don't seem to exchange heat (not between each other, at least), and flying critters can't pathfind through them. But dupes can.

This is clearly a bug, and you can open the box with the cat and poison and fix it by just reloading the save file. The tiles will not exist anymore after that. The material spent on creating them doesn't seem to be refunded though.

The reason for this seems to be that mechanised airlocks (bunker doors too) don't allow the creation of solid tiles on the tiles they're occupying, not even with sandbox tools, unlike with a pneumatic door, which can exist along with a solid tile.

u/nicvampire — 9 days ago

What happens when solids on a conveyor belt cook into other solids? Peat into coal, for example.

Basically the title. Do they fall off the rail? Do they remain on the rail? Do they form a solid tile? Haven't gotten to testing that, sorry

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u/nicvampire — 9 days ago

Can I just put a bunch of wild shove voles in a 1 tile room for an infinite source of meat that doesn't require any maintenance?

I am aware that they can be starvation ranched for faster production, but I have a printeceptor and a need for a very compact setup. I already have a printeceptor so I could potentially get quite a lot of wild shove voles. This... should work, right?

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u/nicvampire — 14 days ago

I melted the rocket walls for the first time... using molten iridium from the Space POI.

Probably one of the worst ways to do this, as I didn't use any guides. Took 3 mining rockets to get the needed iridium. The solid iridium isn't lost in the process. Not gonna bother with the window tiles though.

u/nicvampire — 14 days ago

I'm surprised I haven't noticed this previously: Gnits reproduce even when crowded. They just don't care about it....

...WAIT
That means that if we syncronise their life cycles by stopping their egg incubation, we can make a setup where all of them lay eggs at around the same time, at which point we can just feed all of them to lura plants, since we can be sure that all of them have already laid an egg.
God, now I hate the setup I made initially even more.

Update: I revamped this whole setup to matched the idea with syncronised hatching and feeding. For some reason, all of the gnits just died and I have no idea why.
So yeah, morale of the story: if you can use something else for Lura plants, probably use that. Beetas and mimikas are just more predictable and consistent. I'll probably tear this whole setup down because I already have tons of amber and I don't really need more.

u/nicvampire — 15 days ago

Basically the title. Already added this info on Wiki. What this means is that eggs can be stored indefinitely. I'm sure someone could come up with uses for this.
This mechanic is probably how they implemented eggs being sometimes buried in naturally generated tiles.

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u/nicvampire — 16 days ago

Some people here may not like this, but I'm thinking about a certain closed build inside of a rocket module with melted walls that inputs oxygen and crude oil and outputs petrolium and natural gas that are generated by a boop using an Oil Refinery (I know about petrolium boilers and sour gas boilers, and I will make one of those eventually, but I just want to do this like this for now). I know I could just put wild dreckos in there, but that's kind of bothersome and would distract the boop. So it makes me wonder if I could just supply oxygen for the boop to consume from canisters, but have no way for them to ever take off that exosuit. Would there ever be some weird scenarios when they can just take their exosuit randomly? Because if not, then I could just remove the need for the exosuit repair as they do not break while dupes wear them, only when they take them off at 0 durability, right? Also, can I just make that boop never sleep? Is defragmentation actually vital to them?

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u/nicvampire — 22 days ago

I actually put the polymer press after everything else because it produced too much heat for the place it was previously in, but here it's actually perfect because it's not hot enough here for plastic to turn into naphta, steam isn't an issue as this room is full of steam anyway and the produced heat actually allows to not take as much heat from the main brick. The weight plate and the whole logic for polymer press was in case it would actually produce too much heat, causing the resin to boil, but that didn't end up happening. And the weight plate is to prevent overproduction (so, yeah, didn't really need it too).

Initially though, the resin would insta-boil because the temperature in the segment was too high. But as you add ember into this whole thing, it cools down to the perfect temperature.

Also, it seems that the more resin there is stored at the bottom, the faster the whole thing works, since the more resin = more heat exchange with the amber. Maybe I should add some logic to prevent the pump from pumping the resin when there isn't a buffer, and also something to prevent the overflow, but for now this is how it works.

As for the exact rate: Starting at 3700 kg of resin in the buffer, it produced about 860 kg of resin in one cycle, of which 360 were added to the buffer and the rest turned into plastic. That's... literally perfect for me, as I have 49 lura plants that produce amber at exactly around that rate. That wasn't even intentional, lol.

u/nicvampire — 24 days ago

This means that you can basically put as many morbs in your gnit room as you want to increase their reproduction speed. It will not cause them to get cramped.

You need 0.5 morbs per gnit for maximised reproduction speed.

u/nicvampire — 25 days ago