![]() ![]() ![]() As well, asteroids are generated with more "headroom" for tall rockets, and a new Solar Panel Module increases rocket power options.Ĭheck out all these changes and improvements and let us know what you think, or if you find any bugs! We'll be eagerly reading your experiences as we continue to iterate on these features and put in more fixes. Refined rocket automation and updated Rocket Ports allow better use of cargo bays. Combined with a significant increase in Cargo Module capacity, there are more viable rocket combinations using the same pieces. Now an engine can sport more short modules than tall ones. ![]() We're also turning our attention back towards rockets so this update features a redesigned limit for rocket engines based on rocket height instead of module count. Additionally, we're putting in a “Forest start” Spaced Out! style cluster. In this update, we're adding a large, resource-rich starting asteroid that supports the classic "big base" experience. The existing clusters still require further balance and tuning, but we're ready to begin expanding the selection of clusters available to play on. The "big addition" (hahah) in this update is a larger "vanilla-like" starting asteroid combined with the new Spaced Out! starmap and rocketry. The major features of the DLC are in place and working well with each other, so now we're combing through all your feedback to fix, polish, and improve the game as much as we can! Sadly, this isn't something I can thematically brainstorm and go into details, but preferably it should be used in rocketry (For a unique more efficient rocket fuel or the like).We're pleased to bring you the Big Asteroid Update for Spaced Out! This is the first in a series of quality-of-life focused updates. This food will grant little Kcal, but will grant the Duplicants the Ambrosial +6 moral in food quality and give duplicants "Buoyant" trait for 2 cycles granting them +3 athletics.ģ) Gassy Moo's can now excrete Gassy Poo, which can be used in the Farming Station to produce Gassy Micromanure which works exactly like the Micronutrient except it triples the growth rate for 1 cycle rather than doubles it, and reduces the plant's irrigation and fertilization requirements by half (Which can be used on the Gas Grass itself to reduce Liquid Chlorine requirements)Ĥ) Gassy Moo's can excrete a rare resource, a brand new one not obtainable otherwise. Simply improving these numbers and making them produce considerably more Natural Gas (Where 2 or 3 of them can supply a single generator) or reduce their diet requirements making them easier to keep would go a long way.Ģ) Gassy Moo's can now be milked for Gassy Milk, which in turn can be used to make Gassy Ice Cream out of Gassy Milk and water (In the microbe musher or the juicer for example). Currently it takes about 11 Gassy Moos to supply 2 Natural Gas generators at all times, which doesn't even closely recuperate the power costs of domesticating such a large amount of them, considering they need 22 Gas Grass plants to be sustained, which in turn is 11 Kg of liquid chlorine per cycle. So a couple of things to do to make them more worth the investment (One or multiple of these combined):ġ) A simple straightforward buff to what they already provide. That, and the exorbitant amount of meat, which you likely won't need since if you have the means to domesticate a Gassy Moo, you likely solved your food issues long ago.Ĭurrently, they are much more trouble than they are worth beside their cool factor and the feeling of challenge to domesticate them. The Gassy Moo planetoid is getting cooler every update which is nice to see, but currently there is no "economic" reason to go out of your way to tame them other than the 2 in-game achievements and the "look, I have a space cow" feeling. ![]()
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