I appreciate that Klei has the deep fried food done properly, with tallow, and not with some convoluted seed oil concoction. It's the little touches in the game which make me smile!
14:28 Small clarification: Thermal Tolerance and State Change overlays have already been in the game for a while. These are not new to the DLC or the coming base game update.
that relative heat view should honestly just override the default temperature overlay tbh. i didnt realize that feature after a while of playing the public test version. the default heat overlay is all blue in that map it was useless lol
I totally missed that it was already in the game; probably cause it was not useful to me before. Now with the temperature change actually mattering i noticed it :D
The new dlc looks pretty solid so far, it's nice that they also added changes to the base game (and spaced out). I'm mostly excited about the new plants (and wild planting them) and the new non-spoilable food, which might end up easier to make than berry sludge.
This game is truly a game made out of love! Awesome additions to the frost and heat mechanic, honestly i was wondering when they are going to do that, but one thing i noted was that after you get to a heatsink, you are immune to soggy feets... Ofcourse more stuff means more farms, food options and new arrangement for the base! But im excited how this dlc will change starting to midgame, i just think sometimes reaching endgame levels takes alot of time than usual
@@iatemyhand11 more like, it grows in CO2, consuming it in the process (much like oxyfern) and then can be harvested for oxylite after it fully grows. it does not directly produce oxygen. using it for oxygen production results in a fluctuating oxygen pressure in my base because the plant takes time to grow before it can be harvested and only then can you use the oxylite to offgass. this specific challenge was not an issue if you were to use oxyfern which produces oxygen constantly
Spigot is pronounced s-pig-it (like pig the animal). They are named after the metal spike used to tap trees for things like maple syrup. (The seals use their horn to stab the tree and suck out the nectar)
Really glad that electrolysers internal storage is now insulated. Now my spom inside of my industrial brick (that I use to make oxylite) will stop breaking and making steam in there! (also, the material changing tooltip shows up in the place where the last object of the selected material is placed. It can be made to be a bit bigger though IMO). Thanks for the overview!
I believe the High skill stats is normal. If you go to the wiki for traits it will tell you that negative traits will give bonuses to skills depending on how bad they are. Narcoleptic gives +5, and Flatulent gives +3, and since they only have 1 skill to put them into, they get a +8 to excavation. If you use one of the mods for customizing starting dupes, you can add things like Unconstructive and building impaired to your researcher to give them a massive science buff.
@@Luma_plays I know it has been that way for at least 3 years, since I was using it back then to min-max my dupes by choosing the specific negatives I wanted.
26:47: notive when you finish placing the pipe it says "changed to sandstone" at the pipe segment. it did the same for the aquatuners, the text is just difficult to see because its teh same colour as the building planning thingy
Thank you for adding that. I never actively noticed it :( which shows me that at least for me the warning text does nothing. Maybe Klei can make it linger longer and make it red or something.
The text warning for the material change is there at 26:48. It lasts for just a couple of frames, so it's not too surprising it was missed! It reads, "Changed to SandStone". Yes, with that capitalization.
"Changed to X" while in the building overlay - it's very fast and happened at the 8th pipe 27:47. This delay seems fine as this is a normal delay when building anyway (it's why you're able to do the stacking toilet)
@@Luma_plays Also happened when building the aquatuner at 26:13 - but I agree with the sentiment that it should be more prominent. Fun fact, it says "Changed to cuprite" instead of "Copper Ore".
@@smokie128 I rewatched it and even with the timestamps it is very hard for me personally to notice. I normally evern have all pop up text supressed by mods. So i tend to ignore the tiny white texts. So does it tell you it changed the material yes. Would i consider this method of telling us a warning when the material is changed. Definitely not. Couldn't even see it in over 10 tries :D
@@Luma_plays We can make a mod just for your poor vision where it will flash big cation sign and the material it was and what it switched to. We will make it take up 70% of the total vertical space on the screen. If this ends up on the steam workshop or the oni forums... it will likely be called "luma's improved building notifications" =D
13:57 you can always just put them inside a door. They can sometimes lay their egg to the left of it, especially when the game lags, but for my janky defenitly-not-permanat food setups it totally works!
The message is there Luma, at 26:48 for instance when you build the last pipe it says 'Changed to sandstone' right where the mouse is' same for aquatuner.
happens way more often than it should be, when we ran out of refined metal the game always defaults the next build using lead, sometimes I was hundred percent sure I had steel pipe selected and the steel ranout midway and now I had lead melted inside my sourgas boiler😂
Amazing presentation of all the changes! Love it! They really improved the base game with these changes as well. (Only thing I would change is in the storage bins, make liquifiable a non-standard storage item) (Feedback: I think you forgot to explain one of the plants, the oxylite producing one?)
I think the same with the liquifiables. And yes i forgot to do the oxygen plant and mercury ´:D. But i also didn't found the any use for mercury. Could be self explanatory and i didn't see it due to not playing in survival.
@@Luma_playsI think the mercury is a hazard trap. It plays on the urgency for warmth in-order to accidentally melt half you base. Kinda like building outhouses on the new snow tiles. Sure it works....... Once.
This update is actually really good. I've been struggling with getting midgame up and running but with this I was able to get more done. Maybe because of the constraints and needing to focus (as I should be doing now at work instead of watching CZcams videos). Love the fact the dupes and others continue to frustrate you during recordings though. Lol.
The calories counts should be heavily reworked: right now, recipes that use tallow increase the calories count by a fixed 1200kcal, no matter how much tallow is used. I would also like a press to extract tallow from seeds
I was wondering about the values as well. Then i thought: It could just represent how tallow much you need to fry a thing. The thing itself only gains as much calories as liquid is being displaced and replaced by the hot oil itself. Though I agree that this value should vary depending on the surface area of the food and the ability to absorb ("spongyness") of it. Totally agree to the seed thing. We already do have the seed pressing maschine from one of the last updates.
26:34 the label over the blueprint says "copper", but noone will ever see it. The automatic material change seems just a recipe for disasters, with very marginal and extremely situational advantages... 26:42 you can also see a white floating text "changed to sandstone" popping up for a fraction of a second...
definately think the balance for how much tallow is needed to fry foods should be lower, i mean. 2.5kg of 'tallow' (making fry oil) is A LOT of oil, and it wouldn't be all used up just by 1 meal.
It's quite fiddly balancing things. Keeping the wood production going, power in particular. Oxygen, getting the thing hot enough to have a submerged electrolyser is tricky. And getting steel; liquids are hard to come by, ethanol is a disaster of course. And finding some coal to make refined carbon. It would be nice if we could burn the patties from the bammoths.
Isn't medicine now even less useful than before? At least hypothermia was certainly an issue on colder asteroids before 🤔💭 Btw thanks for the review! ❄Can't wait to try it out!
You did a beyond amazing job on this tutorial! Thank you for breaking it all down Luma! Though I’m curious; what happens to wood blocks at high temp? Does it become coal?
Comprehensive, after cycle 200 with 20 dupes the new dlc items are ok, but doesnt appear to change the mid-late game. The starts a but trickier with some atmosphere drops, but a quick pivot to spom and mass ice melting solved that. The bammoth is supreme for reed fiber once running over alternatives assuming u dont dig up wild squashs, floxes are a bit gimmicky as lumber/wood has generally always been if there are oil sources. and the seals also fall towards gimmick as by the time you can dig to get them, you likely have atmo suits up and running and may as well run straight to oil wells.... hopefully the dlc adds some later/mid game issues to solve for more veteran players (or a difficulty mode). Not being able to make snow makes the dlc a bit gimmicky. Would be good if they added some performance changes too... either way i will buy as its my most played game (1200+ hrs) but i think they need to introduce some snow making buildings, and make it optionally harder for veteran players without those players forcibly making compromises (such as avoiding well known 'exploits')
Thank you for your input. I "only" checked all the notes and tested with the Dev mode. Haven't had time to actually play 200 cycles on the planet itself so your expirience is invaluable. :) From what i heard from others coal can also be an issue. Maybe Klei could add a wood to coal recource option.
Like Klei did previously or more updates that should have been in the first part of the video? Edit: I think my answer ended up under the wrong comment. Lol. Nor sure where this (my message) was supposed to go
Soooo, the ice liquifier double-deletes heat, first by making ice into water, without needing power/work, and at the same time outputting heat instead of cold to the surrounding?
You do burn wood, so stored energy. Which is where the power comes from. But from a technical aspect... I think there might potential for cheese :D maybe that can be used in an exploity setup.
The new thermo damage upgrade is fun, but the heat threshold is a bit too harsh, Oasis is absolutely brutal now with this new mechanism. Before the dupes can venture out, do a bit digging, and then quickly pop back inside the base before they get heat damage. Now as soon as they step outside into 50 degrees or more, which is like, everywhere, they are immediately hit by a -5 athletic debuff, and before they can touch anythinhg they are already eating heat damage, absolutely brutal.
I don t want to spoil myself before the dlc is ready. But I hope that the new buildings and so on will give us other options than the all mighty aquatuner+turbine, it s so broken for a lot of domain
State change and termal tolerance where before in here - only new one is relative WICH IS SOOO NICE one of uses drop it to as low as posible so everythink is red and look for blue for neutronium ak gasers
I'm a little disappointed with this update. 4 buildings, 4 elements, 3 biomes (actually good biomes). It sounds a bit modest. but the saddest thing is that this update does not change the gameplay in the middle and end of the game (only the beginning, but if you know what to do there are no problems with survival). We must save our base from overheating again! in this update we have to fight the cold, but in the end we are fighting the heat again. on a frosty asteroid? I have already played 200 cycles and my base has heated up to -6 degrees, at this temperature almost everything in the update does not work. as a result, as in the usual game, we have to build a cooling system for the base (although not a comfortable 25 degrees, but up to -20 so that nothing melts) I hoped that on this asteroid we had to warm the base so that it did not cool down to a critical -90 degrees, but There are practically no sources of cold (the main omission of the DLC, in my opinion).
Thank you for your Input. I am cautiously exited to see where this DLC will end up. I am not sure what Klei has planned with the unvailed POIs so I cannot say it might be relevant for the mid or later game. But there is at least the option it might be.
Yeah alot of people pointed it out. I missed it over 10 times. The "Text" feed back is definitely there. But it is just not viable for me. Too tiny and i don't pay attention to the pop up teyt normally. I even have a mod deactivating them completely. I would like something more prominent.
I like the idea. A message with no recources and they just can't build it. I get that it is important for brand new players that don't know of materials yet. But maybe they can give us a toggle. Switch material when running out og building material yes or no in the settings
Lol, now that you say it i needed to google it as well. What conclusion did you arrive at? The german Triage sounds similar to the (google translate audio) of triage. Not like i say it. And i only say it that way cause in my head if a word would sound too close to the german equivalent i try to say it in a more "english" way:D
@@Luma_plays we agreed to disagree lol. Then we got back to enjoying your video! Both love your vids- thanks so much. We are enjoying playing this beta
Curious to know what your strategy would be to deal with the new challenges. This is like Rime but even more Rime. I also noticed a lot of similarities (eventually my base will be so hot I need a steam turbine heat deleter, despite it starting at -30). The major differences are the sources of reed fiber, ethanol, wood, and mercury (can't think of a use besides as a metal refining coolant).
I played for around 100 cycles yesterday and so far it is about getting wood metal ore, food and oxygen. I just build an ethanol cooler which needs alot of power but will keep ecerything nice and coold. So far: early food is easy, oxygen is easy once you remember there is the wood burner to produce alot of co2. The cold was no issue. 2 dupes frost resistant 2 more dupes that can wear snazzy suits and the winter coat plus a single oven in the bedroom was enough for all that.
@@Luma_plays Actually, my new strategy is trying to find a heat producer to melt ice. It can be a hot geyser or metal volcano. Water then becomes SPOM, and the game becomes a typical game.
@hamelionz almost everything is super cold. The part1 (check the timestamps) of this video shows changes to all version. Part 2 shows the frosty planet pack planet.
A seperate DLC. Everything in Part 1 of the video will probably be available to all Base game owners. Everything i Part 2 of the video is "The Frosty Planet Pack DLC" exclusive. I will be bought seperately as far a s i know.
Yeah, Frostpunk collaboration!
XD that is a good one!
The colony must survive xD
itd be cool if they added a starting biome that has cold scalding temprature. along with the starting stack of wood, itll be just like frostpunk
I appreciate that Klei has the deep fried food done properly, with tallow, and not with some convoluted seed oil concoction. It's the little touches in the game which make me smile!
I would still like to be able to sqeeze the oil out of seeds. We do have that seed bucket building already
Yeah alternative for vegetarian friends if you chose chelenge yourself that way go for it thou really hard to beat pepper bread
As a Scot I appreciate any deep fried food.
@@stuartc6303 As a Kentuckian I appreciate any fried food
24:30 They SHOULD make liquifiable also non-standard imo!!! (Love all those changes btw!) Amazing presentation of the changes!
Thank you :)
and i agree to the liquifiables.
I always seperate: Eggs, Liquifiables and the offgassing organics from all the rest.
I can't believe i watched 43 minutes of luma and didn't even realise
it felt like 20
@@Isuckatgames2too К сожалению, у меня так не получится... Я остановлюсь на 18 минутах.
14:28 Small clarification: Thermal Tolerance and State Change overlays have already been in the game for a while. These are not new to the DLC or the coming base game update.
that relative heat view should honestly just override the default temperature overlay tbh. i didnt realize that feature after a while of playing the public test version. the default heat overlay is all blue in that map it was useless lol
I totally missed that it was already in the game; probably cause it was not useful to me before. Now with the temperature change actually mattering i noticed it :D
@@alamrasyidi4097 yeah probably that's why the added it temperature tracking is hard
The new dlc looks pretty solid so far, it's nice that they also added changes to the base game (and spaced out). I'm mostly excited about the new plants (and wild planting them) and the new non-spoilable food, which might end up easier to make than berry sludge.
This game is truly a game made out of love! Awesome additions to the frost and heat mechanic, honestly i was wondering when they are going to do that, but one thing i noted was that after you get to a heatsink, you are immune to soggy feets... Ofcourse more stuff means more farms, food options and new arrangement for the base! But im excited how this dlc will change starting to midgame, i just think sometimes reaching endgame levels takes alot of time than usual
@@jasoneddramos5384 problem about endgame is it's aimlessness
im not surprized they do more stuff than mojang devs
well that's a low bar to top
If they just took a break and made a good game engine which isnt bedrock render dragon...then maybe it wouldnt take so darn long
playing minecraft and oni rn and this is so real
If complaining was a worldwide competition, gamers would be #1
@@pedrodu3626 I would say Factorio gamers can't and don't really complain :D There is definitely room for complaints regarding some dev' team.
26:48 small text popup after you release mouse click
and you forgot the let us know what the alveo vera (?) plant does :p
Dammit. Missed it
@@Dominich94alveo vera turns carbon dioxide to oxygen. you can harvest it for oxylite
@@iatemyhand11 more like, it grows in CO2, consuming it in the process (much like oxyfern) and then can be harvested for oxylite after it fully grows. it does not directly produce oxygen. using it for oxygen production results in a fluctuating oxygen pressure in my base because the plant takes time to grow before it can be harvested and only then can you use the oxylite to offgass. this specific challenge was not an issue if you were to use oxyfern which produces oxygen constantly
@@alamrasyidi4097 gaaa thas what i read when i played the beta!!!!
Its great to see temperature actually mean something.
You can connect a liquid pipe to the Bonbon Gourd plant.
WHAT?! I totally missed that one
Spigot is pronounced s-pig-it (like pig the animal). They are named after the metal spike used to tap trees for things like maple syrup. (The seals use their horn to stab the tree and suck out the nectar)
In the thermal overlay, only the relative temperature filter is new, the other t'o were there before
At about 26:48 you can actually see the text saying "Changed to SandStone" on the last pipe
Really glad that electrolysers internal storage is now insulated. Now my spom inside of my industrial brick (that I use to make oxylite) will stop breaking and making steam in there!
(also, the material changing tooltip shows up in the place where the last object of the selected material is placed. It can be made to be a bit bigger though IMO).
Thanks for the overview!
Thank you for the witty and fun explanation. I am excited to see more from you as the new DLC develops
I believe the High skill stats is normal. If you go to the wiki for traits it will tell you that negative traits will give bonuses to skills depending on how bad they are. Narcoleptic gives +5, and Flatulent gives +3, and since they only have 1 skill to put them into, they get a +8 to excavation.
If you use one of the mods for customizing starting dupes, you can add things like Unconstructive and building impaired to your researcher to give them a massive science buff.
Might have been always in the game. I saw someone in the discord with +15 to a skill so i kept an eye on it.
@@Luma_plays I know it has been that way for at least 3 years, since I was using it back then to min-max my dupes by choosing the specific negatives I wanted.
Pretty sure we've always had the Thermal Tolerance overlay before this DLC. Only thing that was added to it was the new heat source and sink icons.
26:47: notive when you finish placing the pipe it says "changed to sandstone" at the pipe segment. it did the same for the aquatuners, the text is just difficult to see because its teh same colour as the building planning thingy
Thank you for adding that.
I never actively noticed it :(
which shows me that at least for me the warning text does nothing.
Maybe Klei can make it linger longer and make it red or something.
Your explanations are so helpful, thank you so much
dup sneeze from being hot is weird
heat alergie LUL
One thing missed about with non -standard storage section is Sublimates, which includes oxylite and bleach stone.
The text warning for the material change is there at 26:48. It lasts for just a couple of frames, so it's not too surprising it was missed! It reads, "Changed to SandStone". Yes, with that capitalization.
Thank you for the amazing rundown Luma!
"Changed to X" while in the building overlay - it's very fast and happened at the 8th pipe 27:47. This delay seems fine as this is a normal delay when building anyway (it's why you're able to do the stacking toilet)
I didn't see it once. The overlays also made it hard for me to see any small pop ups.
Thanks for pointing it out!
@@Luma_plays Also happened when building the aquatuner at 26:13 - but I agree with the sentiment that it should be more prominent.
Fun fact, it says "Changed to cuprite" instead of "Copper Ore".
@@smokie128 I rewatched it and even with the timestamps it is very hard for me personally to notice. I normally evern have all pop up text supressed by mods. So i tend to ignore the tiny white texts.
So does it tell you it changed the material yes.
Would i consider this method of telling us a warning when the material is changed. Definitely not. Couldn't even see it in over 10 tries :D
@@Luma_plays We can make a mod just for your poor vision where it will flash big cation sign and the material it was and what it switched to. We will make it take up 70% of the total vertical space on the screen.
If this ends up on the steam workshop or the oni forums... it will likely be called "luma's improved building notifications"
=D
XD if this ends up happening i will probably not hear the end of it xD
26:24 there is text by your cursor saying “Changed to Cuprite”
Hello again luma! Glad to see another video
Finally a new DLC🥳
Almost got you there with the blueprints xD
I'm excited for the new update that i actually want to work on my current colony more now
That Freya duplicant is _such_ a baddie
13:57 you can always just put them inside a door. They can sometimes lay their egg to the left of it, especially when the game lags, but for my janky defenitly-not-permanat food setups it totally works!
As always, great anaylsis and superb video editing, Luma! Plus, there were only a few minor crimes against humanity committed while filming this! 😁
Thank you Nazgul! And yeah this time they got away relatively unscathed :D
forgot to mention 25,000 kcal of meat per pammoth
Very excited for this DLC. Great video!!!
Thanky you very much. I wish you the best with your vids as well :)
The message is there Luma, at 26:48 for instance when you build the last pipe it says 'Changed to sandstone' right where the mouse is' same for aquatuner.
24:07 i know way too many gamers that were cursing because something was built out of Lead again and melted 😅
happens way more often than it should be, when we ran out of refined metal the game always defaults the next build using lead, sometimes I was hundred percent sure I had steel pipe selected and the steel ranout midway and now I had lead melted inside my sourgas boiler😂
For me it was: So many Aquatuners out of copper ore instead of steel
Amazing presentation of all the changes! Love it! They really improved the base game with these changes as well. (Only thing I would change is in the storage bins, make liquifiable a non-standard storage item)
(Feedback: I think you forgot to explain one of the plants, the oxylite producing one?)
I think the same with the liquifiables. And yes i forgot to do the oxygen plant and mercury ´:D.
But i also didn't found the any use for mercury. Could be self explanatory and i didn't see it due to not playing in survival.
@@Luma_playsI think the mercury is a hazard trap. It plays on the urgency for warmth in-order to accidentally melt half you base. Kinda like building outhouses on the new snow tiles. Sure it works....... Once.
@@MrKalidascopeEyes XD dangerous to build the outhouses a floor over the bedroom.
This update is actually really good. I've been struggling with getting midgame up and running but with this I was able to get more done. Maybe because of the constraints and needing to focus (as I should be doing now at work instead of watching CZcams videos). Love the fact the dupes and others continue to frustrate you during recordings though. Lol.
They always find a way!
OH MY A RELATIVE TEMP SLIDER I LOVE IT
The calories counts should be heavily reworked: right now, recipes that use tallow increase the calories count by a fixed 1200kcal, no matter how much tallow is used.
I would also like a press to extract tallow from seeds
I was wondering about the values as well.
Then i thought: It could just represent how tallow much you need to fry a thing.
The thing itself only gains as much calories as liquid is being displaced and replaced by the hot oil itself.
Though I agree that this value should vary depending on the surface area of the food and the ability to absorb ("spongyness") of it.
Totally agree to the seed thing. We already do have the seed pressing maschine from one of the last updates.
26:34 the label over the blueprint says "copper", but noone will ever see it. The automatic material change seems just a recipe for disasters, with very marginal and extremely situational advantages...
26:42 you can also see a white floating text "changed to sandstone" popping up for a fraction of a second...
Ohhhh thank you alot.
I tested this 6 to 10 times (only used a few tries in the video)
And never saw it even once.
definately think the balance for how much tallow is needed to fry foods should be lower, i mean. 2.5kg of 'tallow' (making fry oil) is A LOT of oil, and it wouldn't be all used up just by 1 meal.
Exactly. The Dupes waste the for EACH protion of food :D, those little tallow goblins
26:47 Blink and you'll miss it, right next to cursor
he came back to life
Sometimes I awake from my century long slumber
The data bank in the geothermal poi is the same as in the shorts in the klei yt channel
Uhh easter egg, nice catch!
Could that be a hint to something?
Thanks for this review!
P.S. I think you miss aloe vera plant.
Thank you - been waiting for your reaction.
26:48 it says changed to sandstone right above the pipe.
Thank you. A few people found it, but even when i check the timestamps I can barely see it myself.
Hey Luma, great and informative video as always! I think you forgot to talk about the Alveo Vera. 🤔
I did forget
Just remember pips and flowerpots. Allo and pine don't require a liquid fertilizer so once you get pips its easy food and oxygen
Always enjoy your ONI vids! ❤
It's quite fiddly balancing things. Keeping the wood production going, power in particular. Oxygen, getting the thing hot enough to have a submerged electrolyser is tricky.
And getting steel; liquids are hard to come by, ethanol is a disaster of course. And finding some coal to make refined carbon.
It would be nice if we could burn the patties from the bammoths.
They should add wood to coal to fill the gap.
@@Luma_plays that would be great. Or a coal equivalent, charcoal.
There was a patch. Now we can make snow in the icemaker. That is a step in the right direction. Less recources that can run out.
@@Luma_plays that's really useful info, thank you Luma :)
@@Luma_plays There was a patch! We can do wood to refined carbon now :)
OH YEAH WE'RE BACK
Isn't medicine now even less useful than before? At least hypothermia was certainly an issue on colder asteroids before 🤔💭
Btw thanks for the review! ❄Can't wait to try it out!
You did a beyond amazing job on this tutorial! Thank you for breaking it all down Luma!
Though I’m curious; what happens to wood blocks at high temp? Does it become coal?
Thank you :)
good question. we should melt it and check
Comprehensive, after cycle 200 with 20 dupes the new dlc items are ok, but doesnt appear to change the mid-late game. The starts a but trickier with some atmosphere drops, but a quick pivot to spom and mass ice melting solved that. The bammoth is supreme for reed fiber once running over alternatives assuming u dont dig up wild squashs, floxes are a bit gimmicky as lumber/wood has generally always been if there are oil sources. and the seals also fall towards gimmick as by the time you can dig to get them, you likely have atmo suits up and running and may as well run straight to oil wells.... hopefully the dlc adds some later/mid game issues to solve for more veteran players (or a difficulty mode). Not being able to make snow makes the dlc a bit gimmicky. Would be good if they added some performance changes too... either way i will buy as its my most played game (1200+ hrs) but i think they need to introduce some snow making buildings, and make it optionally harder for veteran players without those players forcibly making compromises (such as avoiding well known 'exploits')
Thank you for your input. I "only" checked all the notes and tested with the Dev mode.
Haven't had time to actually play 200 cycles on the planet itself
so your expirience is invaluable. :)
From what i heard from others coal can also be an issue.
Maybe Klei could add a wood to coal recource option.
Deep fryer can be used without the kitchen, it gives solid mid game food
i hope we'll get gas range recipes that uses deep fryer foods soon
XD
cold should buff sleeping while warmth should debuff it...
Like Klei did previously or more updates that should have been in the first part of the video?
Edit: I think my answer ended up under the wrong comment. Lol. Nor sure where this (my message) was supposed to go
yeah dang - it is quite "unnatural" - cold makes you sleepy, hot makes you uncomfortable. also cold should make you sneeze not the other way around.
Soooo, the ice liquifier double-deletes heat, first by making ice into water, without needing power/work, and at the same time outputting heat instead of cold to the surrounding?
You do burn wood, so stored energy. Which is where the power comes from.
But from a technical aspect... I think there might potential for cheese :D
maybe that can be used in an exploity setup.
I would have liked more upgrades to the base game. Will buy DLC regardless though just to support this awesome game.
The new thermo damage upgrade is fun, but the heat threshold is a bit too harsh, Oasis is absolutely brutal now with this new mechanism.
Before the dupes can venture out, do a bit digging, and then quickly pop back inside the base before they get heat damage. Now as soon as they step outside into 50 degrees or more, which is like, everywhere, they are immediately hit by a -5 athletic debuff, and before they can touch anythinhg they are already eating heat damage, absolutely brutal.
You will need a lot of cooling stations
@@pyaehtetaung had to relearn how I play
The previously moderate to difficult planets are a whole other challenge now.
i think that's appropriate. oasis is not that challenging tbh once you get the gripe.
I look forward to people's bases falling apart because they forgot to replace the snow tiles.
Haha yeah :D
Great video 👍
thanks for the vids
I don t want to spoil myself before the dlc is ready. But I hope that the new buildings and so on will give us other options than the all mighty aquatuner+turbine, it s so broken for a lot of domain
Best video about the new update so far.
oh, same for the thermal tolerance and state change overlays, i those have been in the game for a while already
Yeah I missed them cause they had no real usecase before.
YOU GOT THE FRILLY SOCKS NO FAIR
I have a question. How do duplicants react to vacuum? Is it considered a comfortable temperature?
i'm pretty sure radiant gas pipes could already be made from raw metal ores
Currently, I can totally relate with Chris 2:30
State change and termal tolerance where before in here - only new one is relative WICH IS SOOO NICE
one of uses drop it to as low as posible so everythink is red and look for blue for neutronium ak gasers
I probably never needed to use the other ones so they seemed useless to me until now.
Totally didn't have them on my radar as old.
This makes me so happy! 😀
I'm a little disappointed with this update. 4 buildings, 4 elements, 3 biomes (actually good biomes). It sounds a bit modest. but the saddest thing is that this update does not change the gameplay in the middle and end of the game (only the beginning, but if you know what to do there are no problems with survival).
We must save our base from overheating again! in this update we have to fight the cold, but in the end we are fighting the heat again. on a frosty asteroid? I have already played 200 cycles and my base has heated up to -6 degrees, at this temperature almost everything in the update does not work.
as a result, as in the usual game, we have to build a cooling system for the base (although not a comfortable 25 degrees, but up to -20 so that nothing melts) I hoped that on this asteroid we had to warm the base so that it did not cool down to a critical -90 degrees, but There are practically no sources of cold (the main omission of the DLC, in my opinion).
Thank you for your Input. I am cautiously exited to see where this DLC will end up.
I am not sure what Klei has planned with the unvailed POIs so I cannot say it might be relevant for the mid or later game. But there is at least the option it might be.
Luma I'm mad you didn't notice the text pop up for material change ahahaha.
Yeah alot of people pointed it out. I missed it over 10 times. The "Text" feed back is definitely there. But it is just not viable for me. Too tiny and i don't pay attention to the pop up teyt normally. I even have a mod deactivating them completely. I would like something more prominent.
@@Luma_plays That is a hundred present valid. Honestly just gave me a good chuckle. 🤣 My bad if it came off as snarky.
Nah i thought i missed it but even in edit i didn't see it. Bad eyes i guess :D
this video is so useful my addiction to the game ceased a bit to watch it
Mer ury seems useless since new buildings are above its melting point so its just an average coolant
IMO when you are running out of resources, they should NOT change it when marking places to build stuff.
It is very annoying.
I like the idea. A message with no recources and they just can't build it.
I get that it is important for brand new players that don't know of materials yet.
But maybe they can give us a toggle.
Switch material when running out og building material yes or no in the settings
Exciting stuff
Great.. now my partner and I are arguing about how to pronounce 'triage'
Lol, now that you say it i needed to google it as well.
What conclusion did you arrive at?
The german Triage sounds similar to the (google translate audio) of triage.
Not like i say it.
And i only say it that way cause in my head
if a word would sound too close to the german equivalent
i try to say it in a more "english" way:D
@@Luma_plays we agreed to disagree lol. Then we got back to enjoying your video! Both love your vids- thanks so much. We are enjoying playing this beta
Спасибо, всё по уму, как всегда, отличный обзор
Thank you
This update would make 100C challenge impossible
Curious to know what your strategy would be to deal with the new challenges. This is like Rime but even more Rime. I also noticed a lot of similarities (eventually my base will be so hot I need a steam turbine heat deleter, despite it starting at -30). The major differences are the sources of reed fiber, ethanol, wood, and mercury (can't think of a use besides as a metal refining coolant).
I played for around 100 cycles yesterday and so far it is about getting wood metal ore, food and oxygen. I just build an ethanol cooler which needs alot of power but will keep ecerything nice and coold. So far: early food is easy, oxygen is easy once you remember there is the wood burner to produce alot of co2.
The cold was no issue. 2 dupes frost resistant 2 more dupes that can wear snazzy suits and the winter coat plus a single oven in the bedroom was enough for all that.
@@Luma_plays Actually, my new strategy is trying to find a heat producer to melt ice. It can be a hot geyser or metal volcano. Water then becomes SPOM, and the game becomes a typical game.
Hello! Thank you very much!
Tiny question : can we start from another planet and then go to this new icy planet with space rocket ?
Great video!
the thermal tolerance and the state change views are not new
Die größte Kühltruhe die die Welt jemals gesehen hat.
this guy is the most elite oni player
The general changes that apply to base game and SO - will they come as a patch, not as a DLC?
I really don't know. Maybe everyone will get a Game patch that includes the whole DLC but only those who buy it get that part activated.
Oh no. My 100k challenge will be ruined :c
It will be way harder now :D
Can the new critters all be drowned??
Good question. I don't know yet.
Wait so you can just dig your way out into a warm biome stright from the beginning? Or is the whole asteroid is frozen?
@hamelionz almost everything is super cold. The part1 (check the timestamps) of this video shows changes to all version. Part 2 shows the frosty planet pack planet.
@@Luma_plays ok thanks
wait, this new dlc is a seperate one or it's also in the already available dlc? cuz steam just cut out the only way i can buy stuff on steam.
A seperate DLC. Everything in Part 1 of the video will probably be available to all Base game owners.
Everything i Part 2 of the video is "The Frosty Planet Pack DLC" exclusive.
I will be bought seperately as far a s i know.
bang
Cool...
thankyou for the blue button
that classic joke 😂😂😂
14:24 ummm.... Luma?
You should put a warning for epilepsy
I don't know what would trigger that. So i can only guess.
I always though it was quick flashing lights.
Well I'm almost 4k hours played I guess here goes another part time job
Nice!