Hope you enjoy the video, leave a like if you feel like it and see you in the next one :) Here are the precise Chapters: 00:00 What it new 00:15 Bionic Duplicants: Names and where to get them 00:55 Bionic Duplicants: Skills and Traits 01:47 Bionic Duplicants: Starter Recources 01:57 Batteries 02:35 Bionic Duplicants: Overview of the new Conditions 02:46 Bionic Duplicants: Power 04:55 Bionic Duplicants: Schedule 05:25 Bionic Duplicants: Health 05:30 Bionic Duplicants: Oxygen 06:08 Bionic Duplicants: Stress 06:59 Bionic Duplicants: Sleep 07:35 Potential Bug? 07:56 Microchips 08:19 Bionic Duplicants: Moral 08:29 Bionic Duplicants: Gunk 09:53 Bionic Duplicants: Gear Oil 11:18 Gear Oil Types 11:36 Consumables Tab 11:44 Difficulty 12:07 Bionic Duplicants: Upgrades 14:17 Bionic Duplicants: Downgrades 14:57 Booster Info 15:04 Bionic Duplicants: Power & Incapacitation 16:29 UI & Camera Return 17:45 NEW Buildings: Overview 18:13 NEW Buildings: Gunk Extractor & Lubrication Station 18:51 NEW Buildings: Power Buildings 20:57 NEW Buildings: Databank Miner & Soldering Station 22:07 NEW Buildings: Remote Controller & Remote Worker Dock 24:46 NEW Buildings: Robot Pilot Module & Robo Command Module 27:19 NEW Buildings: Monument 27:32 NEW Robot: Flydo 28:16 NEW Elements: Gunk 30:23 NEW Elements: Phyto Oil 31:32 NEW Blueprints 32:20 Changes & Improvements to (All) Versions 35:43 My Blueprints
@@davidharrisonm.nadotti6137 oooow that sounds so nice for colonizing dupes, I usually send only 1 or 2 dupes to colonize the outer planetoids and I keep having to skill scrub them because they have to do all the things while having a lot less sources of moral
According to the patch notes from the big patch before the DLC, boosting power with microchips works differently now. The station merely produces the chips. Using the chips is a whole separate thing now and does not need to be in the same room. Instead you need to set the generators to "allow tinker" and any microchips will be uses to boost them.
Hmm i check again but, there were around 5 Dupes able to do it. Could have been that i missed something. The coal generators got upgraded without me pressing any tinker buttons. but there have been around 8 Hotfixes durin gthe time i recorded the video so that might have tempered with my save file. Will try it again on a new world.
@@Luma_plays did you have a "request"? I tried and they worked on the microchips if there was a crafting station with a pending order for a booster slot
As far as I am aware, the off-gassing actually refer to how a huge pile of oxylite could output a metric fuckton of oxygen in an already over-pressured room because a tiny packet of 2 gram of co2 passed over it. So now they will check nearby tiles to prevent lone gas packets from overpressuring the base. Also, I believe the whole "duplicant in atmos suit will move to a better location" refer to them moving out of radiation if they are idle, instead of standing there like idiots.
3:55 "60 watts per second" is wrong. Watts are already a time-wise unit, so correctly it would be "they recharge 60 joules per second" or "they recharge at 60 watts"
I've gotta say, I've been loving this DLC so much with the new robot duplicants! They're just so... not organic! Also this video taught me some things I didn't know, So thanks!
it would be cool if remote workers can be given those boosters to have them be able to do certain skilled errands. the freshly built ones without any boosters given can only do unskilled dupe labors
Thanks for correcting me, that why I have you guys in the comment section. I will probably make a quick update video of 2 min or so where i include the informatin from the comments
@@alamrasyidi4097 Haven't gotten to the point to mess with those yet, but IIRC the wiki says they use the stats of whoever is controlling them. Don't know how accurate that is, though.
@alamrasyidi4097 walkin freezer was viable before dlc. But with dlc, imagine -50 Hydrogen Box all ingredients and cooked food stored, no need to take out ingredients from freezer to cook outside. Cooked food will be taken out with a sensor.
Press on the biodupe, then press the config tab. There, you'll see all of the booster slots and what kind of boosters you installed. From there, you can remove the boosters.
If my calculations are correct, Slime -> Phyto Oil -> Algae (46%) With (30%) Dirt, and (34%) CO2 Has a slightly better converting ratio than Algae Destiller (33%) With polluted water as byproduct (66%)
i noticed the power control station is only being used when there is a need for some microchips. For example i want to make some booster packs and need more microchips so then a dupe goes and creates them at the power control station.
I don't know, the new update just looks like it's way to busy which is ironic because I felt the last DLC was just a new temp range adjustment. That's 2 DLC's in a row that were a complete waste of time as far as I'm concerned
Previous DLC was a early to mid game focus on its content, the late game remains unchanged as you will always core out the map eventually and migrate to the optimal builds anyway. It does add many new fun items and variety to the game. Not all DLCs need to redesign the end game.
That off gas change looks to be a fix for the oxylite bomb, for example if your storing tonnes of oxylite in one spance and a tile of C02 floats by the oxylite would have off gassed a stupid amount. Francis John had this happen in his current series.
Before the Nuclear Power Banks were renamed to Uranium Ore Power Banks (during the beta), they were providing free radiation forever. A nice stack of 100 of these (Maximum Hazard) was super nice for generating radbolts for my research tree. It would have been awesome in a mutation farm or for a radbolt rocket. As others pointed out already, to remove a booster you just click the dupe and then go into the Config tab. But this is not the best design, in my opinion. It would be better to be able to eject boosters from looking at Skills. Bionic duplicants don't truly die. They get upgraded to "digital only." :p You know, how about having a radiation battery in a Flydo and then have it fly around a slimelung or zombie spore area to clean it out? In my beta testing, a Flydo can deliver to a storage bin only if the bin is set to priority 5 or higher. Not sure if this has changed for the release. If you have too many Flydo, just unselect all the batteries they can use and maybe move them into a storage room after they power down. Or you can melt them. Harder to do that with Plastium Flydo. Also in my beta testing, a bionic with Grinding Gears did not produce Gunk. So if you offset the penalty with the Improved Gears skill and have high morale, you can get away with not using balm or oil... at the expense of a slow dupe that pauses every few moments to do the ouch-my-back animation. What could be the use cases for this? Sending them to space to have more room in a rocket capsule by not building a gunk extractor? The canister filler is super great for bionics refilling their oxygen tanks. Oh, and I managed to get a small bit of power by putting a bunch of lumen quartz on a solar panel. But it's constant power, and does not generate heat. So, not bad. We missed you, Luma! Please come back more often!
@fruity4820 wrong, cots give dupes 25hp/cycle while they use it. I just checked the wiki to confirm and allways use this if my dupes have lost less then ~20hp. That's why I noticed this didn't work while playing the bèta.
I love that they gave new uses to old crafting stations, and as someone who owns Spaced Out i am happy there is so much cross-play between those 2, but it seems like this dlc kinda assumes you already own SO, and newcomer might not realize this. thats just one of the unfortunate downsides of 'dlc'ification in video games, you either have to make a dlc a very isolated expiriance, or you do make it interact with systems from other dlcs but then some players dont get all of the features from the dlc they bought. As long as they continue to roll out QoL patches for everyone, whatever, i am not angry that a for-profit company is trying to make profits, I just dont want any new players to be temped by the cheaper price of this dlc and the frosty pack and get one of them instead of getting SO, it's slightly more expensive but it has so much more influence on how the game is played
Tip: Don’t let you world in low oxygen (purple) if it is you nearly game over you duplicated will find oxygen but it cost time forever to breathe then when shut down duplicates still use oxygen but didn’t breathe so they will die soon if you already low in battery another thing is when you duplicated don’t have lubricants the stress come up so fast natural place can help a bit but so long and morale it pretty hard to earn in easy way like great hall or food in conclusion bionic duplicates is pretty good think you get 40 pilot skill it insane! But if you play only bionic it will make it very hard to maintenance oxygen stress and energy so good luck
@destinyakino9193 I still want to try a fully bionic run. It seems like if I'll deal with all of the above-mentioned issues, I'll speed up the entire playthrough. XD
@@crocproplayer Yes but the carrying capacity of the streangth booster has also been changed WHILE this was recorded. so there might have been a final change that i missed.
Hey quick question if anyone knows, I'm a drm-free gamer and like that the base game is drm-free. I purchased the dlc off the epic games store as well but can't access the dlc offline for some reason. Is there a fix to this or does dlc require access to the epic game store at all times?
So, new duplicants don't need any regular food. Are there any... special ways to deal with it, or hatches are the only way? Maybe I've missed it in the video, but thank you in advance.
they need power banks instead of food. you can craft them with metal ores or once youre done researching, make eco power banks that can be recharged with regular electricity from your generators. that should basically be your answer to early to mid game "bionic duplicant food" needs
@pyaehtetaung The question is what to do with standard food. Some ranches are still too good not to do. If only I could grow slime on it or smth. If there is an alternative to feeding it to hatches, I'd like to know. XD
I've been suggesting the idea of cyborg dupes or mechanical implantations as a late game resource, something that was expensive, hard to achieve and rich/rewarding. Yeah, they're cool and all, but it feels very incomplete and under used. Power bank system is a pain, not being able to "implant" cybernetic augmentations on regular dupes is disappointing.
@@Critical_H1ts i think there is going to be another dlc centered in a mechanical asteroid since the two dlc we got, beside space out, are centered in the privation of a type of recurse, in heat in frozen planet and water with the bionic, i think the next one would probably be centered in the lack of food or oxygen, but i think that this dlc got cut in half.
This DLC confirms that ONI and Don't Starve are in the same universe because robots being waterproof isn't real. But In all honestly I've been waiting for that vid and sad to say but seems like the entire bionic dupes charade with them requiring a different set of infrastructure is just overcomplicated for no particular reason and pros cons are very questionable. Only questions are why and what's the point? It seems so off and uninspired.
i kinda feel the same. this game has a lot of parts that are just finicky to deal with that can be fixed with a little qol changes. a DLC like this complicates things even further. now i have to worry about the bionics clogging up toilets and maybe wait until a mod gives the option to restrict toilets to bionics specifically, that is if someone ever decides to make one
This has been the only DLC I did not get. and not planning. I do not see the point and absolutely nothing in it makes me want to get it. I still hate the new temperature overlay from the last update...
if the gunk extractor makes a washroom, i think they should add a new germ to make it has an effect. not _actual_ biological germ, but just to reflect that the bionic dupes are dirty after gunk extracting (a bit like how radioactive contaminant is not an actual disease). the new germ can be called slick and gives the status slicky which makes the infected dupe slip often and increases stress
@@_6HavoK9 Because of the amount of trouble vs just geting another rancher. This entire DLC feels like the dehydration station. A problem looking for solution.
Thank you! And yeaah this year was not easy to record anything. And i needed a bit more time to just enjoy gaming. I hope i can get back into the game and maybe even try one or other game once in a while. :)
Hope you enjoy the video, leave a like if you feel like it and see you in the next one :)
Here are the precise Chapters:
00:00 What it new
00:15 Bionic Duplicants: Names and where to get them
00:55 Bionic Duplicants: Skills and Traits
01:47 Bionic Duplicants: Starter Recources
01:57 Batteries
02:35 Bionic Duplicants: Overview of the new Conditions
02:46 Bionic Duplicants: Power
04:55 Bionic Duplicants: Schedule
05:25 Bionic Duplicants: Health
05:30 Bionic Duplicants: Oxygen
06:08 Bionic Duplicants: Stress
06:59 Bionic Duplicants: Sleep
07:35 Potential Bug?
07:56 Microchips
08:19 Bionic Duplicants: Moral
08:29 Bionic Duplicants: Gunk
09:53 Bionic Duplicants: Gear Oil
11:18 Gear Oil Types
11:36 Consumables Tab
11:44 Difficulty
12:07 Bionic Duplicants: Upgrades
14:17 Bionic Duplicants: Downgrades
14:57 Booster Info
15:04 Bionic Duplicants: Power & Incapacitation
16:29 UI & Camera Return
17:45 NEW Buildings: Overview
18:13 NEW Buildings: Gunk Extractor & Lubrication Station
18:51 NEW Buildings: Power Buildings
20:57 NEW Buildings: Databank Miner & Soldering Station
22:07 NEW Buildings: Remote Controller & Remote Worker Dock
24:46 NEW Buildings: Robot Pilot Module & Robo Command Module
27:19 NEW Buildings: Monument
27:32 NEW Robot: Flydo
28:16 NEW Elements: Gunk
30:23 NEW Elements: Phyto Oil
31:32 NEW Blueprints
32:20 Changes & Improvements to (All) Versions
35:43 My Blueprints
You can adjust the booster of individual dupe in their config tab
Yeah, its easier and you can swap boosters anytime, so a single bionic dupe can have all skills when they are needed :D
@@davidharrisonm.nadotti6137 oooow that sounds so nice for colonizing dupes, I usually send only 1 or 2 dupes to colonize the outer planetoids and I keep having to skill scrub them because they have to do all the things while having a lot less sources of moral
According to the patch notes from the big patch before the DLC, boosting power with microchips works differently now. The station merely produces the chips. Using the chips is a whole separate thing now and does not need to be in the same room. Instead you need to set the generators to "allow tinker" and any microchips will be uses to boost them.
i think his colony just didnt have a dupe with the skill to craft microchips. thats why he failed to replicate it
@@alamrasyidi4097 I think he was trying to use rather than craft, but I think the skill thing still applies either way.
Hmm i check again but, there were around 5 Dupes able to do it. Could have been that i missed something. The coal generators got upgraded without me pressing any tinker buttons. but there have been around 8 Hotfixes durin gthe time i recorded the video so that might have tempered with my save file. Will try it again on a new world.
@@Luma_plays did you have a "request"? I tried and they worked on the microchips if there was a crafting station with a pending order for a booster slot
@@Luma_plays Odd. Not sure then.
As far as I am aware, the off-gassing actually refer to how a huge pile of oxylite could output a metric fuckton of oxygen in an already over-pressured room because a tiny packet of 2 gram of co2 passed over it. So now they will check nearby tiles to prevent lone gas packets from overpressuring the base.
Also, I believe the whole "duplicant in atmos suit will move to a better location" refer to them moving out of radiation if they are idle, instead of standing there like idiots.
1. Ah ok that makes sense
2. Well they didn't :D
I have a rocket cabinet with 230kg of oxygen in each tile, I will be very happy if that bug is actually fixed
@@fruity4820 That's cool
3:55 "60 watts per second" is wrong. Watts are already a time-wise unit, so correctly it would be "they recharge 60 joules per second" or "they recharge at 60 watts"
Ohh true. Shame 😅
anyone else shocked when Luma swore upon finding out that the Data Bank needed shot up to 100?
25:20 😂😂😂 Luma was Flabbergasted 😂😂
I've been refreshing your channel page for the last few days waiting for this video to come out :)
Lubrication station gives also +3 to morale from "fresh oil".
Thanks for the tips i will make a quick Update Video with all the infos i got from the comment section
I've gotta say, I've been loving this DLC so much with the new robot duplicants! They're just so... not organic! Also this video taught me some things I didn't know, So thanks!
Correction the remote worker dock can groom critters if it is within range I have tested this myself
it would be cool if remote workers can be given those boosters to have them be able to do certain skilled errands. the freshly built ones without any boosters given can only do unskilled dupe labors
Thanks for correcting me, that why I have you guys in the comment section. I will probably make a quick update video of 2 min or so where i include the informatin from the comments
@@alamrasyidi4097 Haven't gotten to the point to mess with those yet, but IIRC the wiki says they use the stats of whoever is controlling them. Don't know how accurate that is, though.
Now With this dlc, I can move Kitchen to Freezer and seal it.
a viable walk in freezer build would be so awesome
@alamrasyidi4097 walkin freezer was viable before dlc. But with dlc, imagine -50 Hydrogen Box all ingredients and cooked food stored, no need to take out ingredients from freezer to cook outside. Cooked food will be taken out with a sensor.
Chips are produced on demand only. Just order some boosters and they will create them.
14:55 you can eject the Booster without Skills Scrubber
How do i do that? Thanks for the tip
Press on the biodupe, then press the config tab. There, you'll see all of the booster slots and what kind of boosters you installed. From there, you can remove the boosters.
@@LemonOfGreed Thank you. Maybe we suggest to Klei they also put it in the skilltab where the booster are better displayed size wise.
If my calculations are correct,
Slime -> Phyto Oil -> Algae (46%)
With (30%) Dirt, and (34%) CO2
Has a slightly better converting ratio than Algae Destiller (33%)
With polluted water as byproduct (66%)
theres always a new production line with each new element added in this game xD
@@alamrasyidi4097
Like Crude Oil -> Grunk -> Petroleum
Might be interesting because you get extra Sulfur
@@HanmacxInteresting. A new way to get sulfur... oh wait, new dupes don't need standard food. XD
@@Lorens4444 Sulfur means Sucrose
Which means either Mud (GrubGrub) or Ethanol (Spigot Seal)
Might also want to add in that boops can use oxygen from canister fillers to get a boost of 25KG of oxygen. Oxygen Bars are a thing!
very interesting DLC and for me, the BEST one so far, cause I just love robot lol
I assume the remote control workers take on the attributes of their user?
what a comprehensive breakdown! thank you for the effort!
i noticed the power control station is only being used when there is a need for some microchips. For example i want to make some booster packs and need more microchips so then a dupe goes and creates them at the power control station.
Thanks for the clear concise and time indexed explanations
I don't know, the new update just looks like it's way to busy which is ironic because I felt the last DLC was just a new temp range adjustment. That's 2 DLC's in a row that were a complete waste of time as far as I'm concerned
Previous DLC was a early to mid game focus on its content, the late game remains unchanged as you will always core out the map eventually and migrate to the optimal builds anyway.
It does add many new fun items and variety to the game.
Not all DLCs need to redesign the end game.
That off gas change looks to be a fix for the oxylite bomb, for example if your storing tonnes of oxylite in one spance and a tile of C02 floats by the oxylite would have off gassed a stupid amount.
Francis John had this happen in his current series.
Whoua! Excellent video! And wonderful new features!
I don't think I understood something. What exactly is the difference between the uranium ore power cell and the enriched uranium power cell?
The Ore-Version is 1 time use only. The one produced at the molecular forge regenerates 60W per second.
Also the Enriched Uranium one explodes after 150 Cycles
I've been waiting for this! Dropped just at the right moment
My fps would plummet down till reach hell😂😂 from all that drone flying
Yeah, finally update guide from Luma!
Before the Nuclear Power Banks were renamed to Uranium Ore Power Banks (during the beta), they were providing free radiation forever. A nice stack of 100 of these (Maximum Hazard) was super nice for generating radbolts for my research tree. It would have been awesome in a mutation farm or for a radbolt rocket.
As others pointed out already, to remove a booster you just click the dupe and then go into the Config tab. But this is not the best design, in my opinion. It would be better to be able to eject boosters from looking at Skills.
Bionic duplicants don't truly die. They get upgraded to "digital only." :p
You know, how about having a radiation battery in a Flydo and then have it fly around a slimelung or zombie spore area to clean it out? In my beta testing, a Flydo can deliver to a storage bin only if the bin is set to priority 5 or higher. Not sure if this has changed for the release. If you have too many Flydo, just unselect all the batteries they can use and maybe move them into a storage room after they power down. Or you can melt them. Harder to do that with Plastium Flydo.
Also in my beta testing, a bionic with Grinding Gears did not produce Gunk. So if you offset the penalty with the Improved Gears skill and have high morale, you can get away with not using balm or oil... at the expense of a slow dupe that pauses every few moments to do the ouch-my-back animation. What could be the use cases for this? Sending them to space to have more room in a rocket capsule by not building a gunk extractor?
The canister filler is super great for bionics refilling their oxygen tanks.
Oh, and I managed to get a small bit of power by putting a bunch of lumen quartz on a solar panel. But it's constant power, and does not generate heat. So, not bad.
We missed you, Luma! Please come back more often!
5:27 I noticed they don't seem to regen health "passively " and/or while sleeping though. They do however heal on a medical cod.
That's all dupes tho. Unless you get the regenerative trait from the brine jar thingy, dupes don't have passive regen
@fruity4820 wrong, cots give dupes 25hp/cycle while they use it. I just checked the wiki to confirm and allways use this if my dupes have lost less then ~20hp.
That's why I noticed this didn't work while playing the bèta.
I love that they gave new uses to old crafting stations, and as someone who owns Spaced Out i am happy there is so much cross-play between those 2, but it seems like this dlc kinda assumes you already own SO, and newcomer might not realize this. thats just one of the unfortunate downsides of 'dlc'ification in video games, you either have to make a dlc a very isolated expiriance, or you do make it interact with systems from other dlcs but then some players dont get all of the features from the dlc they bought.
As long as they continue to roll out QoL patches for everyone, whatever, i am not angry that a for-profit company is trying to make profits, I just dont want any new players to be temped by the cheaper price of this dlc and the frosty pack and get one of them instead of getting SO, it's slightly more expensive but it has so much more influence on how the game is played
25:20 Luma: 😱😱😱 why so much data banks😂😂😂
Does a bionic chef with maximum cooking boosters remote working, have equal production working directly in a kitchen and at a distance?
Tip: Don’t let you world in low oxygen (purple) if it is you nearly game over you duplicated will find oxygen but it cost time forever to breathe then when shut down duplicates still use oxygen but didn’t breathe so they will die soon if you already low in battery another thing is when you duplicated don’t have lubricants the stress come up so fast natural place can help a bit but so long and morale it pretty hard to earn in easy way like great hall or food in conclusion bionic duplicates is pretty good think you get 40 pilot skill it insane! But if you play only bionic it will make it very hard to maintenance oxygen stress and energy so good luck
@destinyakino9193 I still want to try a fully bionic run. It seems like if I'll deal with all of the above-mentioned issues, I'll speed up the entire playthrough. XD
Ive been waiting finnaly
How much weight can the flying robots carry?
Good question
400 kg, we see it on the status tab, contents.
@@crocproplayer Yes but the carrying capacity of the streangth booster has also been changed WHILE this was recorded. so there might have been a final change that i missed.
Did this update come with new planet ceres mantle? Im curious
Not that i know of. The Ceres one was added in the last DLC and if you have it activated it can create mixed planets.
any update i always wait for lumas help
Hey quick question if anyone knows, I'm a drm-free gamer and like that the base game is drm-free. I purchased the dlc off the epic games store as well but can't access the dlc offline for some reason. Is there a fix to this or does dlc require access to the epic game store at all times?
This game becomes more and more rainbow with each expansion...
Can the remote control building be placed on a different asteroid than the dock ?
same asteroid only
So, new duplicants don't need any regular food. Are there any... special ways to deal with it, or hatches are the only way? Maybe I've missed it in the video, but thank you in advance.
@@Lorens4444 may be for carnivore achievement. It is better to start with normal and mix in mid-game.
@pyaehtetaung I want to start a fully bionic duplicant run. XD
they need power banks instead of food. you can craft them with metal ores or once youre done researching, make eco power banks that can be recharged with regular electricity from your generators. that should basically be your answer to early to mid game "bionic duplicant food" needs
carnivore achievement is the real problem for full achievement run with only bionic.
@pyaehtetaung The question is what to do with standard food. Some ranches are still too good not to do. If only I could grow slime on it or smth. If there is an alternative to feeding it to hatches, I'd like to know. XD
11:11 - ...huh?
I've been suggesting the idea of cyborg dupes or mechanical implantations as a late game resource, something that was expensive, hard to achieve and rich/rewarding. Yeah, they're cool and all, but it feels very incomplete and under used. Power bank system is a pain, not being able to "implant" cybernetic augmentations on regular dupes is disappointing.
@@Critical_H1ts i think there is going to be another dlc centered in a mechanical asteroid since the two dlc we got, beside space out, are centered in the privation of a type of recurse, in heat in frozen planet and water with the bionic, i think the next one would probably be centered in the lack of food or oxygen, but i think that this dlc got cut in half.
@ZeroTaichi idk man, it feels like current devs are not oni players 😐
Thanks Luma!
excellent video
It is sad that you can't use Atomic Powerbanks on Bionic 😅
Thx Luma
This DLC confirms that ONI and Don't Starve are in the same universe because robots being waterproof isn't real.
But In all honestly I've been waiting for that vid and sad to say but seems like the entire bionic dupes charade with them requiring a different set of infrastructure is just overcomplicated for no particular reason and pros cons are very questionable. Only questions are why and what's the point? It seems so off and uninspired.
i kinda feel the same. this game has a lot of parts that are just finicky to deal with that can be fixed with a little qol changes. a DLC like this complicates things even further. now i have to worry about the bionics clogging up toilets and maybe wait until a mod gives the option to restrict toilets to bionics specifically, that is if someone ever decides to make one
This has been the only DLC I did not get. and not planning. I do not see the point and absolutely nothing in it makes me want to get it. I still hate the new temperature overlay from the last update...
11:11 ???
Darn.. This is quite big and confusing update.
if the gunk extractor makes a washroom, i think they should add a new germ to make it has an effect. not _actual_ biological germ, but just to reflect that the bionic dupes are dirty after gunk extracting (a bit like how radioactive contaminant is not an actual disease). the new germ can be called slick and gives the status slicky which makes the infected dupe slip often and increases stress
@@alamrasyidi4097 I mean, slimelung germs might still be a thing after new dupes are lubricated by using an alternative to oil.
This DLC has been disappointing to me. They're not worth the trouble.
How is a +40 rancher/farmer/cook/engineer not worth the trouble?
@@_6HavoK9 Because of the amount of trouble vs just geting another rancher. This entire DLC feels like the dehydration station. A problem looking for solution.
haven't tried it yet i think it does have potencial if mixed right, i guess we'll see
😄😄😍😍😍😍
Hell yeah!
why are the bio dupes so ugly😭😭
As always, Luma, top-notch production quality! 🤌
Too bad we only get your vids once per quarter 😔
Thank you! And yeaah this year was not easy to record anything. And i needed a bit more time to just enjoy gaming.
I hope i can get back into the game and maybe even try one or other game once in a while. :)