Ranching MK II Preview is on Steam
We have the fishy creature in game now guys. #AsteroidFishingSimulator2018
Don't forget, it's under the Betas tab on the game properties. Get on it.
Posted Apr 19, 2018, 5:33 PM UTC
We have the fishy creature in game now guys. #AsteroidFishingSimulator2018
Don't forget, it's under the Betas tab on the game properties. Get on it.
Posted Apr 19, 2018, 5:33 PM UTC
Lots of new critter variation, molten slickster, longhair slickster, many different shine bug variants...
Gulp Fish (variation of the new Pacu fish) eats polluted water and splits out regular water - this one is interesting.
Since discovering the glory that is natural gas generators, my attitude has shifted to "polluted water is awesome."
Polluted water is just oxygen waiting to be made.
It's got the highest energy capacity of everything, transfers reasonably well, and once you extract all the usefulness out of it, you can turn it back into water. pwater is life.
The Gas Power Generators are the only ones with by default fully automated input and output.
You just need a p water pool for natural gas, and water pool for hydrogen.
Algae Terrariums are producing 290 g/s of polluted water now in addition to their existing outputs.
So, go to Betas to ranch Bettas...?
Oh wow. They added an inbuit RS gate, that's nice.
Inline pipe sensors can only go up to 100 Celsius.
Performance seems a lot worse for me at least though :/
Someone mentioned that they collect a lot of metrics from people playing the preview so when the full release comes out, it'll run a lot smoother.
thanks, i was wondering why the game ran so much better after the last beta
Just passing on knowledge~. Bonus info - you can turn off the metrics in the menu but, honestly, I dunno about you but I'm willing to take a performance hit on what amounts to a disposable colony so that Klei gets data that could make the game better.
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Quick restart fixes it. Time to ranch!
in-pipe sensors
Finally!! Just last night I was thinking of a workaround for my natural gas generators > sieve > carbon skimmer loop running at different outputs of polluted water and having to constantly tweak liquid valves... Now we can just have the valves open and close based on sensors!
Yup. This is the thing I've been dying for instead of making complicated designs and tricks.
Hm.. the scaly things seem to be a relatively early game plastic resource. This makes things interesting.
This is the Slime Rancher everyone wanted.
heads up, previous saves don't work.
there are little scaley things too :o
Oh. I hope they will work that out. I have an old save I am running my lets play on.
well, the preview is optional for another couple weeks or so anyways.
Worked for me.
really? I tried a few times and it kept giving me a black hole.
You might've had some specific thing triggering a crash then. I loaded up the debug world I've been testing for the last few weeks and it worked (with some expected glitches).
I suppose I could just be unlucky lol
Damn and I just hit cycle 350. I was about to build an a.c. unit and finally stop using wheezleworts
Ugh. That's tough. Maybe just wait til actual release if you want to keep working on your current one. It'll run faster then too.
Is there a reason to use your mark 1 save?
Or is most of the stuff world Gen changes?
There are some world Gen changes - new animal spawns, mainly.
Here's the post with new features on forums:
https://forums.kleientertainment.com/topic/89964-ranching-upgrade-mark-ii-preview-is-here-264752/
Wait ... is that a Xenomorph hatch? Oh god.
The morphs are amazing.
I was more thinking about the Alien franchise in which Aliens would hatch out of Duplicants chests