DaRKKoNNaN escribió:No sabia que no habia hilo oficial en eol. Probé el juego y la verdad es que estaba bastante verde pero a la vez era muy divertido. Si ha evolucionado bien, ahora debe ser la caña. ¿Alguno que lo tenga me lo puede confirmar?
Joseahfer escribió:@Pequadt vaya, me sorprende también que no hubiera hilo.
Me llama muchísimo la atención, y tratándose de Klei harán un buen acceso anticipado.
Supongo que los tubos de ventilacion son un poco caoticos, basicamente hay 3 bombas de aire, la de arriba a la derecha recicla el hidrogeno que se ha calentado y lo envia al artefacto que enfria todo que da gusto, despues la que esta abajo a la derecha recoge el gas natural (y lo envia a mis generadores de electricidad), y el hidrogeno lo recicla).
Por ultimo tenemos la que esta arriba a la izquierda, que bombea el gas del artefacto.
Todo el hidrogeno viene de mis Electrolyzers (producen O2 e hidrogeno), y de paso alimentan al artefacto de frio. El petroleo viene desde mordor, hice una escavacion napoleonica desde el fondo del mapa hasta practicamente arriba del todo, pero merecio la pena.
Pequadt escribió:He jugado bastante al ultimo parche y va muchisimo mas fluido el juego. Mi partida de +400 ciclos que iba a unos 15 FPS, ahora va a +45.
Vamos que en este ultimo parche no añadio mucho contenido nuevo, pero se han esforzado muchisimo en mejorar el rendimiento.
Por cierto, si alguien tiene problemas produciendo plastico, os dejo en spoilers mi setup, 3 maquinas que pueden funcionar todo el rato sin petar de calor (y sin que se derrita el plastico ).Supongo que los tubos de ventilacion son un poco caoticos, basicamente hay 3 bombas de aire, la de arriba a la derecha recicla el hidrogeno que se ha calentado y lo envia al artefacto que enfria todo que da gusto, despues la que esta abajo a la derecha recoge el gas natural (y lo envia a mis generadores de electricidad), y el hidrogeno lo recicla).
Por ultimo tenemos la que esta arriba a la izquierda, que bombea el gas del artefacto.
Todo el hidrogeno viene de mis Electrolyzers (producen O2 e hidrogeno), y de paso alimentan al artefacto de frio. El petroleo viene desde mordor, hice una escavacion napoleonica desde el fondo del mapa hasta practicamente arriba del todo, pero merecio la pena.
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RuneDeathz escribió:
¿Que máquina es la que lo enfría todo tanto?
Basicamente es conectar todo el agua residual a un purificador de agua, y que este vaya directamente a los generadores de petroleo (sin matar los germenes, da igual, van a morir en el generador de petroleo).
Para mi colonia de 12 dupes, con 2 generadores de petroleo es mas que suficiente, diria que se requiere 1.5 pero tenia que eliminar tal cantidad de agua fecal que no probe solo con 1.
RuneDeathz escribió:@Pequadt Pregunta de novato se pueden mover? Y otra cosa como enfrío el agua de un géiser, porque cada vez que uso una máquina de enfriar líquido la quemo.
Muchas gracias por tu ayuda
Holandes_Errante escribió:Justamente del tema que estáis hablando de enfriar el agua de un geiser vi a un YouTuber hacerlo con la máquina que enfría que comenta @Pequadt, tuvo que hacer eso sí un largo recorrido del agua del geiser a una balsa que construyó encima de ficha máquina y puso las placas estas que intercambia temperatura. Le llego un punto en el cual incluso se le congeló el agua.
Holandes_Errante escribió:@Pequadt hombre lo he explicado muy por encima. Ese agua se le congeló ya que era un segundo deposito en el cual tenía una bomba la cual enviaba el agua al depósito principal dentro de la base que era el que alimentaba las duchas y eso a una buena temperatura. Al final el agua se le congeló porque paro dicha bomba ya que el primer depósito estaba lleno. También cortaba que llegará agua del geiser. Por si te interesa a ti u a otro verlo se llama Rapela el YouTuber, yo he intentado jugar muchas veces a este juego peor siempre acabo liándola, es de los pocos juegos que prefiero ver a otros jugar por las cosas tan chulas que hacen
RuneDeathz escribió:Yo lo intento pero no paso de 100 ciclos. Mis problemas son energía, aun teniendo 6 de gas, 3 de carbón y 1 de hidrógeno a veces se me queda todo sin energía y los generadores en espera la mitad; y el otro problema la temperatura, me va subiendo la de la base y no sé cómo bajarla, ya tengo todas las estancias por encima de 30 grados.
Escrito desde el móvil, he intentado que se pueda leer
Pequadt escribió:He probado el nuevo update, y me temo que tengo que empezar de cero una partida, ya que de repente las temperaturas de toda la colonia se ha disparado descontroladamente tras jugar unos pocos ciclos.
Apenas he podido probar las profesiones, @RuneDeathz de que forma se ha complicado el juego con las prosiones?
Senegio escribió:Está de oferta a 14€, 11€ si tenéis Don't Starve y todos sus DLCs
Senegio escribió:@Rotison Hombre, Rimworld es un juegazo y está muy cuidado y mimado. Es más profundo y complejo que Oxygen.
Ya que te guste más o menos depende de cada uno xD. Factorio es otro juegazo.
De todas formas no tiene ya mucho sentido que esperes a otro parche en Oxygen porque este ya es de los últimos gordos
https://forums.kleientertainment.com/fo ... mber-2018/
Ahora van a dedicarse a pulir cosas y añadir cosas pequeñas para luego volver (supuestamente) a meter contenido gordo
New Things
New Pedestal Building: Use it to increase the decor value of various objects while displaying them for your Duplicants
New Decor Items: Corner Decorations, Carpeted Tile, Trim Tile, new Painting and Statue variations, new Pot types for plants
New Master Artist role allows the creation of the best forms of art (and the Astronaut role finally has its own hat too!)
Increased Automation: Critter Sensor outputs a signal based on the number of critters and eggs in a room
New Sight-Seeing Module: Send Duplicants to space for a huge morale and productivity bonus
Duplicants
Duplicants no longer freeze in place when taking medicine, locking a door, or rummaging through lockers
Duplicants no longer crash the game by trying to talk about the mopping UI icon
Extensive changes to Duplicant assignment allows assignment to properly persist when Duplicants go into space
Duplicants will no longer get stuck trying to work at unreachable Ranching Stations
Duplicants are less likely to choose an incompletable fetch over a completable one. Prevents a lot of the "dancing" Duplicants
Duplicants no longer get stuck if there is a Mourn chore they can't reach it
Attack orders are properly restored on load
Duplicants no longer get stuck on a Fetch chore forever if there is an Attack chore
Fixed crash when Dupes try putting on an Exosuit
Jet Suit Duplicants will no longer "bounce" in place
Duplicants will no longer wake up to cheer if they're on a daytime sleep schedule
No matter how bad a Duplicant's stats, they'll never work slower than 50% speed (75% for construction).
Jet Suit locomotion and multitool usage now has a full animation set
Jet Suit sound effects completed
Hair should no longer flicker when Dupes get into and out of bed with a hat
Added in some eyes that were missing from various Duplicant animations
Disease idles and expressions are more consistent with the actual disease
Some movement transitions from Fire Poles to Ladders and vice versa have been added
Duplicants will return their suits when idle
Finishing eating food no longer causes intermittent crashing
Duplicants can no longer become ill after they have died
Burying a Duplicant no longer causes a crash
Correct animations play when a Duplicant dies and is carried away
Critters and Plants
Shove Voles no longer crash the game upon dying
Shove Voles no longer show as “entombed” when underground, since that's their happy place
Shove Voles can no longer move through doors and tiles made of refined metal, or other very hard materials
Critters on walls and ceilings should no longer fall due to gravity
Shove Voles are better at avoiding Meteors
Shove Voles are more aware of what kind of ground they are on/in for movement and animation
Hatches are no longer invisible on load
Meteors no longer launch critters around because of numerous unintended effects
Shove Voles no longer get stuck if they can't find anything diggable
Plants no longer consume water if wilted on load
Bagged Critters no longer fall when carried by a Duplicant
Fixed Shove Vole head colour
Added art for the Gas Grass seeds and harvested plant
Full Baby Shove Vole anim set added
Shove Vole plays correct animation when emerging from the ground
Shove Voles correctly render as "buried" when idling in a solid
Added Shove Vole sound effects
Frost Buns once again use grains, and not plants, as an ingredient
Sleet Wheat seeds should always show as "Cooking Ingredients" and not "Seeds" in the resource list and storage containers/fridges.
Slicksters no longer freeze if they can't reach their favourite pee spot
Pufts no longer get confused if there's a door above them when they try to poop
Potted plant decor updates correctly after wilting and unwilting
Baby Puft blinks correctly
Duplicants will pick up Pacu with their Multitool rather than bagging them directly
Fix a crash when uprooting plants from Farm Tiles and Planter Boxes
Vole Pups will no longer fail to dig
Decorative plants contribute to a room's decor calculations
Buildings
Neural Vacillators can now be properly assigned after recharging
Neural Vacillators are now prioritizable
Hooked up recharging animations for Neural Vacillator
Destroying a rotated door no longer lets the Robo-Miner dig out adjacent floors
Lavatories, Showers, and Sinks no longer get immediately blocked if you run the pipe "across" the output port by storing the last "use" in an output storage
Fixed a crash when trying to build outside the game grid
Oil Wells correctly save/load their depressurization percentage
Fixed many buildings still accepting delivery when entombed or otherwise disabled
Smart Storage Bins now actually consume power
Manual Generators should no longer allow multiple Duplicants to operate them
Metal Refineries will stop working if output pipe is blocked
Metal Refinery calculation for the amount of heat added to the coolant is now much more correct and stable
The order of placement for Bridges and Tiles shouldn't matter anymore
Telescopes shade the Duplicants working at them so they won't get sunburned
Bunker Doors no longer have access controls
Egg Incubators now have a "Continuous" option
Liquid Reservoir meter now shows as empty when the building is empty
Added Liquid Reservoir sound effects
Finalized art for the Virtual Planetarium
Improved animations for the Jet Suit Checkpoint
Jet Suit Checkpoint full animations hooked up
Canister Filler animations now match the functionality of the building
Updated Canister Filler sound effects
Fixed layering for Heavi-Watt Joint Plate
Telescope "finished working" animation should play correctly
Space Cadet Centrifuge, and several other buildings, should only play its final animation once
Auto-Sweeper animations play once again
Robo-Miner laser sounds added
Virtual Planetarium sound effects
Algae Terrarium has new "emptying" animation
Outhouse meter gets correctly reset when cleaning completes
Paintings and Sculptures use Job traits to determine the quality of the artwork, rather than the Creativity skill. (Creativity skill still affects the "work time" for completion)
Overhaul of decor values for decor items
Canvases now require Reed Fiber to construct
Telescope door sound effects added
Algae Terrarium interact sound effects added
Tweaks to Robo-Miner sound effects
Tweaked high frequencies of Overlay Activation sound
Fish Release sound effects added
Fish Release "drop" timing adjusted
Doors correctly exchange temperature with their environment once again
Dupes will face the correct direction when putting a Pacu in the Fish Release
Jet Suit recipe will show on the Exosuit Forge as soon as the matching Research is completed
Rottable foods will no longer rot in Electric Grill storage
Sculptures and Canvases can now be flipped
Fixed a crash when placing or constructing buildings off the edge of the world
Duplicants will not try to construct buildings in invalid locations such as off the edge of the world
Elements and Materials
Fullerene can now be stored in Storage Bins
Various elements are more correctly sorted in the elements list and in Storage Bin filters. Only affects new bases or elements which haven't yet been discovered in a base.
Food items now have unlimited stack size (instead of 10), but will only stack with other foods that have a rot within 10%. This will help with massive amounts of Sleet Wheat, though the wheat will have to be emptied and reinserted into Storage Bins in order for the restacking to trigger.
Added "Industrial" entities to Sandbox spawner
Lowered freezing point of Super Coolant
Raw Metal is now called Metal Ore to prevent confusion with Raw Mineral
Non-Elemental materials (i.e Fiber) can now apply bonuses to buildings
Reed Fiber now has a 10% decor bonus
A "full" Regolith tile reduced from 1840kg to 1000kg
Gases show in the Materials list (as Breathable and Unbreathable gas)
Rocketry
More space and rocketry strings can be localized
Astronauts no longer lose their consumables settings
Astronauts no longer lose their skill levels if the game is loaded while they're in space
Critters and Plants can once again be returned from space
Rocket Modules can no longer be deconstructed or melted while the rocket is in space. If the rocket modules in your save file have already been destroyed, that rocket will have to be rebuilt, but further launches will not have this problem
Command Modules won't melt the contained atmosuit while in flight
Rocket Fuel Tanks are insulated, so the steam won't condense while fuelling
It is now possible to select a space destination for analysis after the previous one has completed
Fixed various crashes when the Command Module lands and tries creating the stored Duplicant
Rocket destinations are more stable, so it should no longer be possible to swap a destination mid-flight, or for two rockets to share a destination by accident.
Selection mechanics and icons on the Starmap screen improved to make it more clear which rocket is going to which destination
Rocket Fuel Tanks and Oxidizers no longer drop all their fuel on slider adjustment. If the slider is set below the current amount stored, a Duplicant will come empty the difference
Rocket travel times are now based on the simulation’s progress, so cycle counts will match up even at high speeds or with bad lag.
Rocket Logic has been reworked: The Space Scanner now turns off when the rocket is grounded, is on when launching, off while in space, on when close to landing (based on dish network quality), and on while landing. The Command Capsule only emits a signal while grounded, ready, or while taking off.
Fixed a possible crash when building a new rocket
Added a fuel meter to the Steam Engine
Oxidizer tanks have been split into Solid and Liquid Oxidizer Tanks. Existing rockets may require reconfiguring
Newly created rockets have randomly generated names
Prevent the destinations of long-gone rockets from highlighting on the Starmap screen
Fix various crashes on load that could occur from rockets being destroyed in space
Any Duplicant who was "lost in space" from a rocketry bug will magically reappear at the Printer Pod
Duplicants won't leave the rocket unless there is a Gantry in place
Astronaut Duplicants returning from space really have to pee
Astronauts can be unassigned from rockets on the first try after loading a game
Database
Fix broken Database links in the descriptions of the Gas Grass and Gassy Moo
Updated Database entries for Creatures and Jobs
Added missing Database entries for Swamp Lily, Dusk Cap, Gas Grass, Sleet Wheat
Adding Database entries describing different game systems at a high level
More POI buildings are inspectable
Updated Critter Database entries
Multiple new discoverable lore entries
Disabled incomplete/nonfunctional entries
Simulations
Entombed ore won't create a cell if the mass is too low now
Fixed issue where buildings that produced elements would sometimes start producing other elements after a save/load
Mass is no longer lost when multiple items stack together on the same frame
Conveyor Receptacles will allow a single item to exceed their storage limit so they won't stall the whole line
Various buildings are stricter about disallowing inputs and outputs to overlap, such as Heavi-Watt Joint Plates. These have never worked correctly, but now at least you won't be able to create new overlaps. If you correct any existing overlaps, a save/load will be required to put the game back into a consistent state.
Heavi-Watt Wire can no longer pass through Pneumatic Doors
Heavi-Watt Joint Plates can connect properly even if they were a "replacement" for an existing tile
Fixed crash if building a Wire Bridge at the edge of the map
Fixed crash if drag-placing logic bridges over buildings with logic ports
Fixed crash when destroying a building that had or has overlapping ports
Duplicants exhaling in shallow water will no longer "break" the puddle with their CO2
Duplicants will no longer fall through Pitcher Pumps
Hypothermia, Heat Stroke, and Sunburn are now "minor diseases" which don't require a medical cot, and last a shorter time.
Path finding will no longer try wrapping around the map
Decor can no longer be seen through Mesh and Airflow tiles, but can still be seen through Windows
Regolith Meteors once again drop enough Regolith to blanket the surface in a protective layer and prevent destruction of the surface. The deeper the layer, the less Regolith meteors will deposit, up to about 8 tiles.
UI and Presentation
Selected Object and Sidescreens
Major revision to the recipe screen for fabrication buildings like the Cook Station and Refinery. Currently they all use the same UI. Now, the UI allows setting a number or infinite amount of any recipe, and recipes without ingredients will be skipped automatically. This UI will be further developed during the testing period
Fixed egg icons for critter morphs
Updated Drecko description to mention their unusual diet
Clarified launch checklist for Empty Cargo Bay
Smart Battery and similar side screens allow text input
Temperature Sensor can now be configured to any temperature (even ones higher than the sensor's melting point)
Temperature Sensor slider has dynamic sensitivity to allow easily scrubbing through useful temperature ranges
Many side screens with sliders now have an extended slider range, and 'quick set' buttons next to the text input
Rottable items contained in buildings no longer have a blank bullet underneath their name
Main Game View
Items in storage are no longer hoverable/selectable from the main view.
Prevent "ghost" progress bars from cluttering things up
Removed progress bars when Duplicants are just hanging out at the portal
Tools and Menus
Building material selection is saved to the save file so you don't have a surprise after a load
Building material selection scrolls into view when a building is selected
Sandbox filters for Brush, Spawner, etc. automatically focus the input field
Move command for Duplicants no longer cancels on right click
Build Menu building list is now up to 5 rows tall
Build Menu hides unresearched buildings to reduce the number of apparent options in the early game
The last 4 categories in the Build Menu hide until at least one building in them has been researched
Build Menu icons for oxygen buildings improved to visually imply an oxygen creation function
Renamed Algae Deoxydizer to Oxygen Disperser for early-game clarity
Tool Menu tooltips cleaned up
Tool Menu has been split into "major" tools and "minor" tools
Copy Settings now copies door access controls, logic sensors, Smart Batteries, Oil Wells, valves, lures, Coal Generators, and Conveyor Receptacles, as well as all the recipe-based production buildings.
Copy Settings will work between similar buildings, such as Pneumatic Doors and Airlock doors.
Dimension numbers are now shown for draggable rectangular tools (dig, deconstruct, etc)
Lengths are now shown for conduit tools (pipes, wires, etc)
Clarification pass for Priority descriptions
Added in some "ground" to the Robo-Miner blueprint art to imply it goes against something when rotated
Added in some "water" to the Pitcher Pump blueprint art to imply where the surface of the liquid ought to be
Wires and pipes no longer play a hookup sound when dragging over a port of a different kind
Tool filter checkbox alignment fixed
All buildings in the build menu have standardized line weights
New button in the build menu to make a copy of the selected building
Better tooltips when trying to place a building at an invalid location
Situational Awareness
When a building is newly researched the <!> icon shows on the building as well as the menu, until that building is clicked.
"What this Duplicant is Doing" status item now always shows at the top of their status list
Calories Available in the main HUD now displays calories per food rather than count
Calories Available is now sorted
Oxygen Generation tutorial message has been split into two notifications and reworded for early game (“Need an oxygen source” message) and mid game (“Not enough oxygen production” message)
Tooltip for active infections has been cleaned up
Fixed broken Drowning tooltip
Better tooltip for death due to low health
Info Screens and Overlays
Visual distinction between planets that can and can't be analyzed has been improved
Added descriptions for space destinations
Jobs Screen is now bound to "J" by default
Removed unnecessary items from showing tooltips in the Logic Overlay
Temperature Overlay once again shows the temperature of all items
Research Screen should no longer hide techs off the side or bottom
Text Cleanup
General cleanup of many building descriptions
Clarifying early-game tooltips and notifications
Renaming of several early-game buildings to help make their meaning and usage more clear
Fixed duplicated Transformer descriptions
More element names in building descriptions link to the Database
Mouse input instructions for tools have been simplified
Updated various strings pertaining to exosuits
Attribute multipliers (e.g. Decor +10%) now show correctly
Localization
Meteor strings are now localizable
Updated Russian translations
Updated Korean translations
Updated Chinese translations
Frontend
Startup screen displays better at more resolutions
Music
Three new "Ambient Songs" added to increase musical variation between existing Standard Songs
Systems
Various unique IDs were being reused by accident, resulting in mysterious errors with assignments, object spawning, element spawning, effects appearing, and more. Numerous hard-to-reproduce bugs may have been resolved by this.
Fixed crash when writing Database unlocks to hard drive
Fixed a crash if the game initializes with a tiny resolution
Fresh Linux installs would often get stuck on a white or black screen caused by a strange resolution change. Resolution is now forced on startup to resolve this
Animations will no longer flicker when a path is completed
Fixed looping animations sometimes not looping
Fix a crash in text rendering
Optimizations
Optimizations to path probing and path finding
Reduced memory usage for many effects and temporary objects
Improved performance of object stacking
Reduced memory usage of Database entries
Stop calculating gravities for objects which aren't falling
Improve memory usage of a variety of situations, which will also help with lag spikes.
Reduce the memory usage of some debug and logging code
Flow of gasses/liquids in pipes is now multithreaded for improved CPU usage
Building temperature calculations are greatly sped up
Some optimizations to critter AI food search
Modding
Please bear in mind: the game is not stable enough at this point for us to recommend modding, but we're starting to make changes with modding in mind. The changes below are mostly focused around taking datastructures that were hard to extend (enums and fixed-length arrays) and make them into lists and hashes so that modders can push their own data into the game without too much headache.
Tools Menu: Tools is now a List, and helper function CreateToolCollection added.
Plan Screen (build menu): Categories are now hashes instead of enums so more can be added.
Overlay Menu initialization is easier to hook
Overlays are now hashes instead of enums so more can be added
Filter screen shows mod-added elements
Removed unused fields from Substances for clarity
Improve Database error logging for bad keys
Adjust startup sequence so that mod-loaded anims have a chance to register
Send more mod loading errors to the log file
Startup errors have a better chance of showing a crash screen
Added ModUtil function that ensures all required assets for an anim are loaded
Added base materials for solids and liquids to make stubbing in materials easier
Will try loading 'elements.json' from mod folders. This data can overwrite existing element values, or add new elements.
Added ModUtil function for creating new substances correctly
Localization templates (strings.pot) and translations (strings.po) can be loaded from mod folders. Will make distributing translation mods easier, as well as allow mods themselves to be translated.
Assets from Assets.cs are now lists instead of arrays, so mod assets can easily be included and used by existing systems.
Added special path to Assets (via Assets.ModLoadedKAnims) that simplifies registering of anims from mods
Final Patch Notes From Testing Branch
These are the changes that went in since 299550 on Testing
Fix "Food Source" tutorial hint not recognizing Microbe Musher was built
Additional debugging in the fabricators to determine why some crashes are happening
Many strings typo fixes and link hookups
Fix a crash if you press "launch rocket" before a destination is selected
Fix for some fetch chores crashing when their target object disappears
Fix a crash in the fabricators when a queue has been completed
Remove unnecessary assert which was crashing in some extreme temperature scenarios
Copy Settings for doors with access control settings will no longer crash
Duplicants in rockets will still be selectable on door access controls
Paboh escribió:@Pequadt Cojonudo, pues voy a probarlo!