[Game Update] - 357226

  • Fix muted video playback
  • Fix crash when viewing an old colony's summary graphs
  • Fixed the height of the park sign
  • Updated Korean translations
  • Updated Chinese translations
  • Added new Colony Initiatives/Achievements
  • Fix problem where newly earned initiatives would not update on the summary screen
  • Summary screen no longer crashes if two colonies have the same name
  • Updated game credits
  • Fix numerous strings typos
  • Make more strings translatable
  • Fix glitchy Duplicant portraits on the colony summary screen
  • World traits can now be "exclusive", so Metal Rich/Metal Poor and Geoactive/Geodormant can't roll on the same world.
  • Boulder world traits will less frequently appear on the same world.
  • Corrected the in-conduit colours of ethanol, ethanol gas, and sour gas
  • Hatch diets now include aluminum ore and electrum
  • Added two new meteor showers, one with Copper meteors, and one with Gold meteors.
  • Squeaky Pufts now appear in Rust biomes
  • Puft temperature ranges widened and made unique per species.
  • The Serum Vial now takes Steel instead of Wolframite to craft
  • Automation sensor statuses now use red/green terminology
  • Automation ports show their descriptions when hovered while building an automation wire
  • Fix for several cases where fabricator buildings would stop being worked even when there were open orders
  • Tweaked skill names and descriptions
  • Remove references to "Toxic" elements
  • Solid Boosters now actually consume their fuel
  • Additional colony summary charts, now with colors!
  • Steam Achievements are no longer earned after Sandbox mode is enabled.

https://forums.kleientertainment.com/forums/topic/109868-game-update-357226/

Posted Aug 1, 2019, 9:19 PM UTC

3629
AngularBeginnerOP•

Added two new meteor showers, one with Copper meteors, and one with Gold meteors.

This solves the "no gold" issue on arboria asteroids.

22
Rubik842•

And badlands... I was considering restarting with a new seed with gold volcano. But this is manageable and a fun challenge.

9
wronnyd•

It also makes meteor showers slightly more interesting for all worlds: free gold metal statues!

5
btribble•

I just wish you could build doors etc. out of refined metals other than steel.

3
Ximerous•

There's a mod for that! Haven't checked if it's working with launch though.

1
btribble•

I'm crying.

1
[deleted]•

Heck yeah! I'm lucky in that I just found a gold volcano in mine, but this will reduce the urgent need to rush to tame it.

On this note, do we know if the new meteor showers will be "added in" if we just update our save files? Or will this feature need a full restart? I'm only about 100cycles in to my newest world so it's not a huge deal if I have to restart again but I'd rather not have to

1
AngularBeginnerOP•

Meateor showers should work on existing saves. Only features that are part of world generation should require a new save (e.g. squaky pufts in rust biomes).

2
AngularBeginnerOP•

Added new Colony Initiatives/Achievements

The new achievements are:

  • Red Light, Green Light: Automate a building using sensors or switches from the Automation tab in the Build Menu.
  • Art Underground: Have a Duplicant with the Masterworks skill paint a Masterpiece quality painting.
  • Ghosts of Gravitas: Recover a Database entry by inspecting facility ruins.
  • Good Egg: Hatch a new critter morph from an egg.
  • They Got Better: Cure a sick Duplicant of disease.
  • Tune Up For What?: Perform 100 Tune Ups on power generators.
  • Pulling Back The Veil: Reveal 80% of map by exploring outside the starting biome.
  • Down the Hatch: Produce 10 t of refined metal by ranching Smooth Hatches.
14
Chezni19•

I thought they would take a break now that the game was just released but they are hard at work!

This is a great update!

GOLD meteor showers will help you make oxylite on worlds without gold! Arborea!

Hover-over will help automation

And now people can stop posting about worlds that have conflicting traits

11
Sowelu•

That last point is by far the most important one imo

11
AngularBeginnerOP•

Puft temperature ranges widened and made unique per species.

They're now:

  • Puft: Comfort Range: 15°C to 55°C, Livable Range: -30°C to 105°C,
  • Puft Prince: Comfort Range: -15°C to 65°C, Livable Range: -60°C to 115°C,
  • Squaky Puft: Comfort Range: -15°C to 35°C, Livable Range: -60°C to 85°C
  • Dense Puft: Comfort Range: 30°C to 65°C, Livable Range: -15°C to 115°C

Source

9
Adastrous•

Do comfort ranges still do nothing outside of slicksters?

3
FinchMiester•

Comfort ranges do something to slicksters?

3
Adastrous•

Determines one of their morph types or something

4
Xtraordinaire•

Pacus are the same way.

2
Xtraordinaire•

My god, they're basically unkillable now.

Steam puft morph when?

1
AngularBeginnerOP•

Pufts that eat steam and excrete cooled down water would be a nice addition for heat deletion.

1
AngularBeginnerOP•

World traits can now be "exclusive", so Metal Rich/Metal Poor and Geoactive/Geodormant can't roll on the same world.

I'm not sure what effect this has on the existing seeds. Likely many of them produce new worlds now, and https://toolsnotincluded.net/ will have to purge some (all?) maps.

edit: I've checked seed 834737374 on arboria. The biomes are still identical, but the geysers changed. They're less, and different types now. The "geoactive" trait got replaced with the "large boulders" trait.

edit 2: Seeds without conflicting traits seem to be unaffected.

6
Tarquin_McBeard•

Fix for several cases where fabricator buildings would stop being worked even when there were open orders

Hell yeah. This one was super frustrating. Glad it's fixed.

4
Adastrous•

Squeaky Pufts now appear in Rust biomes

Anyone know if this is retroactive in any way? Have an in progress Arboria world (not much of the map explored though so some rust biomes are certainly completely unexplored) and hoping I don't have to wait for a care package to get these.

1
Dukajarim•

Unfortunately world generation is never retroactive.

7
Adastrous•

Yeah I figured as much. Was hoping maybe creatures were spawned as you explore or something. Thanks anyway.

1
Bromur•

I got some in the printing pod. What they produce in important only in the mid/late game so you got time :)

1
Adastrous•

How did you move them to where you wanted to ranch them? I got a puft in the pod a while ago, but I can't lure it since there's no slime on Arboria. Is my only option to infect my base with PO2 to make the puft drop some slime to lure it with..? I know PO2 isn't a big deal, but I work hard to keep my base clean of miscellaneous gases..

1
HungTDM•

So old world still can get the new meteor showers right ?

1
Xtraordinaire•

As far as I'm concerned this is the release.

Takes care of gamebreaking 'no gold' situations, check. Achievements not working in sandbox, check. Fixes confused world traits, check. Fixes no-wolframite medicine problem, check.

0
AngularBeginnerOP•

Achievements not working in sandbox, check.

That was already the case before. Most frustrating for me: Using any debug-mode feature will disable achievements as well. And the regular gameplay is just way too slow for me, I need to use the ultra speed mode.

1