Launch Upgrade Now Open for Testing!
forums.kleientertainment.com/forums/topic/108...Posted Jun 27, 2019, 6:40 PM UTC
5218
Posted Jun 27, 2019, 6:40 PM UTC
WHAT A GREAT TIME TO BE UNEMPLOYED!!! Thank you, Klei.
So much new stuff! And the new stuff list in the post seems incomplete.
I'm definitely going to wait for the official launch of this, but it looks fantastic. BIG changes, but I think overall, for the good. Gonna need to rethink my build strategy here...but I'm not even mad.
I know the focus will be on the new biomes for most people, but these appeal to me. :)
Light actually serves a purpose without mods (I was using mods to make dupes slower in dark areas anyway)
- Some rooms now require a Light source to be considered a room.
- Duplicants work 2% faster when working in a lit space.
- Duplicants' sleep is disturbed by sleeping it a lit space.
- Loud Sleepers sleep too deeply to be bothered by light while they sleep.
Also, some re-engineering needed for those who rely on them;
- Wheezewort is no longer a decor plant and requires fertilizer.
and a potentially interesting change for food production
- Seeds self-plant after sitting on the ground a certain amount of time.
Finally, allergic dupes might actually get picked once in a while now.
- Allergies cause less stress.
- Rename "The Spores" to Allergies.
- Antihistamines are produced 10x per recipe.
That's huge, it means you can plant wild crops!
I wonder how it works for Pincha...
New meta will definitely be to run massive rooms of just wild crops.
Well, wheezewort just became a lot less useful (and that also makes closed cooling chambers impossible if they need more fertilizer periodically)
That plus all the heat generated by lighting is going to be interesting (assuming you need lights for critical rooms like barracks/bedrooms and mess/great halls)
There needs to be multiple tiers of lighting, with a variety of heat generation and lumen output.
There are modern lights that create virtually zero heat.
Sealed chamber with auto sweeper and shipping. Not too difficult. I've never had a problem with phosphorite stores either.
Also modded doors that dont allow gasses to move past if they are a “airlock” so that it can be done in a suit?
A liquid lock is simple enough
Wheeze worts can still be super useful, manual airlocks are a thing, just stick the new 1x2 pump between them to create a vacuum, perfect insulation.
Apparently dupes won't sleep with the lights on, except loud sleepers.
Light's aren't that hard to manage, I've been playing with them for a while. If you want to keep your normal 4 high rooms, build a 2 tile high maintenance corridor on top of the room and make the floor of that corridor (ie, the room's ceiling) out of horizontal mesh doors (pneumatic doors). Lights hanging from the ceiling of the corridor are exactly 7 tiles above the floor of the room below, which means a single ceiling light can cover its maximum range of 11 tiles horizontally. Most rooms will only need one bulb for full coverage, and 500dtus is no problem at all if your oxygen is cooled before being pumped into the base.
Very smart! I assume glass floor would work as well
Would do, but you can't build those until later in the game. For the rooms that need a light source you'll want a small gap directly below the light, you can use mesh doors next to the bulb in the corridor so that only the 'pillar' with the bulb in counts towards the room size below.
Those are nice changes, finally light becomes more relevant. Especially the Wheezewort change will affect a lot of users and designs!