It looks like a small change, but the early game is so different from normal dupes. No food needed, thus higher tolerance for base temperatures, but you need to go mass Hatch ranching to get enough coal to power your bionic dupes. (A mixed dupe base, may be a challenge then, to balance power hungry bionics vs the fragile farming for normal dupes)
I noticed a mix of 2 regular dupes to 1 bionic dupe is a very good sweet spot. Currently running 4 dupes and 2 boops on cycle 110 double hatch farm covers coal plus a energy positive spom for the dual hydrogen generators seems to work very well.
The biggest thing about bionic dupes is the fact that they can work for 2.5 cycles straight without any oxygen, powerbanks, "sleep", or gunk extraction, and lubricating is required only once every... 6 cycles? Basically, there aren't any immediate dangers, and you've got enough time to fix any issues. XD
What surprised me with how much of a game changer it could be was Flydo. It makes running smaller populations much more manageable. Costing only 200 plastic and needing a fresh battery every 5(?) Days. They just deliver and sweep things constantly. All of the base maintenance gets done so much faster without needing dedicated runner dupes. Plus, if you have more than one, they'll actually recharge each other! My favorite two parts are how they change base expansion and especially how they change atmo suits. With base expansion, a fleet of them just deliver recipes to each blueprint, massively speeding up construction. And with atmo suits, they make it much more viable to have dupes put on a suit every morning. Whenever a suit gets worn out, they replace the missing suit and take the worn one in for repair, refilling it before the dupe wakes up! No more having them stand around half a day, waiting for a replacement delivery, or having a dupe drop off a fresh suit only to put it on themselves. Another fun thing to do is put a bunch outside the liquid lock of the base, and set a conveyor loader to accept everything. Then they just gather everything from the map while you're strip mining. Realistically, with them, you only need one or two delivery dupes to pass through doors and locks. The only thing I wish they had was a sort of doggy door tile that Flydo can fly through so you don't need to leave all the doors open.
Yeah a doggy door would be awesome i built a one tile gap that only fido fits through to get out of my base I have to deal with junk gases once in a while. For base I do restrict door usage n build a horizontal door at top for fido to traverse. But I have a mixed colony I'm gonna have 24 bionic dupes and around 8 normal. Production does dip when first eight go to defrag, so I will add 16 more bionic dupes on 2 more schedules rotating defrag. As far as power requirements I love it takes lots of power because by mid and especially late game I have so much power productions. I can't use even with hypertubes, entertainment rooms, but charging the batteries for power hungry dupes and fido army is worth it. I love the dlc but each is to there own
Bionic dupes are very powerful early on if you can solve the issue with supplying enough power. They have a built in gas mask meaning they can operate in non-breathable environments and they have little downtime meaning they can do stuff far away from the base with much less travel time.
It's also crucial to know bionic dupes DON'T like getting into even a small amount of water-like liquids, givingthem s massive stress debuff. Oil, petroleum etc are okay though and don't give the debuff. Not sure about all liquids though
Ethanol is for sure neutral for them. I think tgey get shortcut only in water based liquids - water, polluted water, salt water and brine. Not sure about nectar.
@@Bzhydack I was working under the asssumption that this was the case, after playing the bèta, but was curious if someone actually tested it. If only there was some youtuber that would very clearly and fully explain ONI features...
@@Bzhydack Just started playing a week ago; If u don't mind my asking why do you mention salt water & brine? Brine, by definition IS salt water; or does the game specifically separate the two?
@@elvendragonhammer5433 the game separates the two, if you freeze salt water it turns into brine ice and if you melt brine ice it turns into brine, which has a distinctly larger salt content and due to the game mechanics of one element per cell, doesn't mix back into salt water.
Thank you for the review. Top notch, as always. As for the remote worker building, I see ways it can be helpful for sealed blocks, like a desalinator in a hot salt water geyser.
My impression of late game bionics was exactly the opposite. I agree that they are fundamentally similar with minor differences in what they require. Where they outshine standard duplicants is once specialization begins and a bionic with eight times the same booster reaches level 40. Getting the chips collected for that many advanced boosters takes a bit and getting the morale sorted without food takes a bit as well, but all that is nothing compared to leveling a standard dupe to level 20.
I absolutely love the bionic dupes, they are instantaneously versatile since the boosters can be plopped in and out without cooldown and they stack. In mid and late game I find it great that they don't eat, which means I can grow my base without having to up my calory making. Their only weakness is liquid, which they handle but the stress goes up fast, however, that's a fair way to balance them out. The Flydos is another nice addition, overall it's a very enjoyable DLC.💜
I think if they buffed the basics of the Bionic dupes they'd be more worth bringing. Maybe by having a positive Bionic Trait separate from the boosters, or having a larger selection of boosters and up to two boosters pre-installed. Makes sense considering the Bugs have two negatives. Higher heat/cold resilience, either high resistance or immunity to radiation/slimelung/spores, longer time before needing oxygen. It'd be nice to have a possible starting Research Bionic Dupe with two Research Boosters, making a +10 Research.
TLDR: Boops are better at being machines than duplicants Personally i have really enjoyed the bionic pack. Having just one bionic starting dupe that requires not sleep and can easily start as a rancher, who I also didnt need to spend time improving their moral because they don't need many skills early game made it feel like normal dupes were so inefficient. Later on if you balance their moral requirements you can get a Bionic dupe that never sleeps and just constantly a single task. think of it like if there was a building that took O2 and power to groom all your critters for the max value, and that could hug every egg without interruption- or any other task for that matter
I'm sigthly dispappinted with the new cable and automation cosmetics, as they can only be visible in the normal view but they can't be shown in their respective overlays, even tough in their description says they make color coding more easy. I just wish they they show colors too in the electric and automation overlay too, since they are normally covered as they run in the background. Also blueprints for tiles and insulated tiles would be lovely, as well as a tool to change large areas with blueprints as right now once built you need to individually click on every single building to change the blueprint.
An all bionic dupe base is very different. No food. Don’t need to care about the atmosphere if you just pump oxygen into the canister fillers. They don’t get yucky lungs. Basically they have free oxygen masks. They aren’t upset going into fluids that aren’t water, so there is no sopping wet or soggy socks, which makes liquid locks a lot easier. Very easy get all the advanced skills for a colony because you can just swap the skips out on demand, no scrubbing needed. Sleep is optional. And you don’t need a lot of power in the beginning if you are ok burning a little metal ore to craft metal battery packs. Also, bionic dupes get athletics for almost every skill up and booster chip. It does take a lot of power to run a lot of them, but generally you have a lot of power right around when you get steel.
If my calculations are correct, Slime -> Phyto Oil -> Algae (46%) With (30%) Dirt, and (24%) CO2 Has a slightly better converting ratio than Algae Destiller (33%) With polluted water as byproduct (66%)
The remote worker dock frankly looks amazing. Far tighter way to manage risky, dangerous, high stakes contraptions like petrol boilers and steam rooms for occasional repairs and reworks. However, for the price, it's a little less justified than the Frosty Planet pack. This might have been better as a $4-5 DLC.
Idea: Dev could offer a planet rich in ore and energy resources, but it might be hostile to plant and creature life. This would necessitate a greater reliance on bionic dupes for survival.
the idea of the power banks is kinda neat, the higher end ones hold 3 times the charge of a jumbo battery and don't discharge over time as far as i can tell. using this you could setup a massive battery bank with a single smart battery as a big power backup that would then tap into your power cells that have been charging off the whole grid. lots of ways to use them besides bionic food. did NOT realize the atomic ones would just explode after a certain amount of cycles. puts a small damper in my current runs plans but they do make a good lazy solution for power generation while i get more permanent ones set up. also didnt notice them emitting radiation in the dischargers, i think that might just be flavor to explain why you cannot power your bionic duplicants forever off them. you CAN however, feed the power from an atomic into an eco quite simply with a bank to a charger. and since the atomics recharge like 12 joules a tick if you got enough of them on there you could effectively feed bionics off them.
The auto robo pilot is a good move. Building and maintaining rocket interior is one of the most annoying part for me. But the robo pilot is buggy atm, as it does not generate errands to refill data bank.
These make it so incerdibly more easy to have an infinite running world omg, just imagine the possibilities of a closed electronic system with all the new things and new buildings and OMG I NEED THIS…NOW
I was hoping for bionic augments to regular dupes. Still, most of the non-bionic dupe features are actually really nice! The power banks and the discharges are useful, as is the robo-pilot and Flydo! Overall, pretty neat.
I don't think it's always bad to have more ways to do things we can already do, like I wish we had more options for removing/adding heat, though it is disappointing this is the only way to color-code your automation/power systems...
I think you missed out on the new dups making light when they sleep so keep others up unless the other is afraid of the dark and when they walk on water they get damaged (and I think now some buildings too) the remote what you call it is great for operating things like a sub zero cooking food making place and extremely hot oil rig
Played the game like normal with 20 regular dupes maintaining the starting asteroid, then print a bunch of bionic dupes for space missions once there's a decent amount of infrastructure built to support them. I find that they're not great when you first start them out on cycle 1, but doable.
Yeah, but there's a nasty bug right now that breaks automated rockets - Dupes don't get a task to refill Data Banks into Robo-Pilots.... So automated rockets take off without the Data Banks to make a round-trip, get stuck in space, and all you can do is Abandon Ship. To avoid this issue, the only thing I've found that works is to deconstruct and reconstruct the Robo-Pilot, which makes the whole automation pointless. I know that Klei are aware of this bug and are looking into it.
@@Killyspudful yes, I've encountered the bug as well. Some of the pilots work normally, but some don't. I've had to abandon a few rockets already. A newly constructed one gets 32 databanks = 32 tiles of travel. So a rad engine can travel for instance a 10 tiles away mission and return+ a 6 tiles away mission and return, before you need to rebuild the pilot section.
I agree they're not wow factor, but they're very good at tunneling down through unbreathable gas early game. Also if you send one to your teleport asteeroid, they can stay in the suit for many cycles without breathing the "yucky" air.
ive been trying to do an all bionic base on ceres. i agree that this is probably the weakest DLC so far, but it adds such a whole new play style if youre trying to do this an all bionic challenge. they need a massive amount of power, unlike normal dupes which can be fed by farming which takes relatively abundant farming fertilizers, making normal dupes more forgiving. doing all bionics significantly steepens the game's learning curve because producing enough power is significantly harder than calories (like, heck, meat is a byproduct of ranching, which makes food literally trivial once you got ranching going long enough). i'd say the bionic booster pack is worth it if youre, like me, a well experienced player that still struggles to make a 100% self sufficient base thats also looking for a harder challenge instead of the more lenient default experience
not sure if its a bug or not with the robot pilot module,when I construct it, duplican have the task to put data bank in it but when it returne from a trip, dupplican don't have the task anymore, it's not recharging the data bank after a trip
i got the frosty planet and the bionic pack whit the >bundle< and the discount make it worth it, got the two dlcs for 9,81 euros, i already had the space out dlc. 7,79 euros for the bionic booster pack alone whit out any discount is kinda expesive because its a small dlc but, for 5 euros and more discount to 4 something euros for the frosty planet its good.
I think you are undermining the bionic pack but IMO it is of the same value as frosty pack, only difference is that they both cater to 2 different stages of the game. Frosty more caters to early - mid game but once conquered its not much different from the any other map start. While Bionic more caters to mid-late game, the new buildings like the data miner, remote controller and auto pilot which much more useful and convenient to have those especially on classic size maps with low dupe count. However, many casual players dont even enter the late game or get into late game rocket travel, so some may not value this pack that much. And the bionic dupes themselves are actually more useful than people think. tbh they might even be overpowered. To each their own tho
@@1killagoku i think the benefit the boops have are balanced well with the power requirement. since their source of food is also the colony's industrial capability, it can be easy for inexperienced players to run into a brownout death spiral by overworking their power spine
What about the super sustainability achievement? Couldn't you just charge/recharge the same (eco) power banks over and over again (with some inefficiency loss) but get the remaining wattage used and reused again & again? Would this be better than burning hydrogen into an empty grid?
I agree that it's the weakest DLC so far, but I did decide to buy it. More or less exactly because the Bionic Dupes have different early game struggles and are less useful during that time period, so an all bionic colony will hopefully prove to be an interesting challenge. Probably only one time, but still.
I expected Bionic Dupe can be work in extreme condition environment and without oxygen. Dupe cannot be worked at there. But actual is bionic dupe make no different to dupe.
Built in O2 tank can be huge tho. There look excellent for early stages of remote colonies. I send a couple of rockets in remote base configuration (where 8 dups can live for a long time). You probably can do the same but bionic dups don't need suits to operate. Of course, bad idea for the water planet, but most of the times they seems better than regular dups.
Bionic dupes actually can work in extreme conditions and without oxygen. You can put them empty atmo suits and never take them off. As long as you provide them with oxygen canisters to eat you can keep your bionics in a separated base without atmo suit docks. Even if the durability reach 0 they'll keep using it till passing through a dock. So, they're great for spaces misions and colonizing, as their food and suits never expires and you can easily stack and transport o2 cannisters. Also, you can quickly switch their skills anytime you like!
Bionic dup only shine when you get power to maintain them other than that it’s not impressive. If only they increased the range of remote workers and enable to jump over obstacles. They would be more useful. The only most useful addition the robo pilot.
It looks like a small change, but the early game is so different from normal dupes. No food needed, thus higher tolerance for base temperatures, but you need to go mass Hatch ranching to get enough coal to power your bionic dupes. (A mixed dupe base, may be a challenge then, to balance power hungry bionics vs the fragile farming for normal dupes)
I noticed a mix of 2 regular dupes to 1 bionic dupe is a very good sweet spot. Currently running 4 dupes and 2 boops on cycle 110 double hatch farm covers coal plus a energy positive spom for the dual hydrogen generators seems to work very well.
5:55 I love the Powerbank Charger uses two brushes to make static electricity 😅
The biggest thing about bionic dupes is the fact that they can work for 2.5 cycles straight without any oxygen, powerbanks, "sleep", or gunk extraction, and lubricating is required only once every... 6 cycles? Basically, there aren't any immediate dangers, and you've got enough time to fix any issues. XD
What surprised me with how much of a game changer it could be was Flydo.
It makes running smaller populations much more manageable. Costing only 200 plastic and needing a fresh battery every 5(?) Days. They just deliver and sweep things constantly. All of the base maintenance gets done so much faster without needing dedicated runner dupes. Plus, if you have more than one, they'll actually recharge each other!
My favorite two parts are how they change base expansion and especially how they change atmo suits. With base expansion, a fleet of them just deliver recipes to each blueprint, massively speeding up construction. And with atmo suits, they make it much more viable to have dupes put on a suit every morning. Whenever a suit gets worn out, they replace the missing suit and take the worn one in for repair, refilling it before the dupe wakes up! No more having them stand around half a day, waiting for a replacement delivery, or having a dupe drop off a fresh suit only to put it on themselves.
Another fun thing to do is put a bunch outside the liquid lock of the base, and set a conveyor loader to accept everything. Then they just gather everything from the map while you're strip mining.
Realistically, with them, you only need one or two delivery dupes to pass through doors and locks. The only thing I wish they had was a sort of doggy door tile that Flydo can fly through so you don't need to leave all the doors open.
Yeah a doggy door would be awesome i built a one tile gap that only fido fits through to get out of my base I have to deal with junk gases once in a while. For base I do restrict door usage n build a horizontal door at top for fido to traverse. But I have a mixed colony I'm gonna have 24 bionic dupes and around 8 normal. Production does dip when first eight go to defrag, so I will add 16 more bionic dupes on 2 more schedules rotating defrag. As far as power requirements I love it takes lots of power because by mid and especially late game I have so much power productions. I can't use even with hypertubes, entertainment rooms, but charging the batteries for power hungry dupes and fido army is worth it. I love the dlc but each is to there own
@@VenLapaki that's an awesome idea honestly. We need a mod
Bionic dupes are very powerful early on if you can solve the issue with supplying enough power. They have a built in gas mask meaning they can operate in non-breathable environments and they have little downtime meaning they can do stuff far away from the base with much less travel time.
And they work at night!
They really should have added a new starter biome or planet that is very difficult for regular dups but moderate for bionics.
They don't make CO2 and still get eye irritation, wich doesn't make that much sense to me honestly
It's also crucial to know bionic dupes DON'T like getting into even a small amount of water-like liquids, givingthem s massive stress debuff. Oil, petroleum etc are okay though and don't give the debuff. Not sure about all liquids though
i believe this applies to water based liquids only
Ethanol is for sure neutral for them. I think tgey get shortcut only in water based liquids - water, polluted water, salt water and brine. Not sure about nectar.
@@Bzhydack I was working under the asssumption that this was the case, after playing the bèta, but was curious if someone actually tested it.
If only there was some youtuber that would very clearly and fully explain ONI features...
@@Bzhydack Just started playing a week ago; If u don't mind my asking why do you mention salt water & brine? Brine, by definition IS salt water; or does the game specifically separate the two?
@@elvendragonhammer5433 the game separates the two, if you freeze salt water it turns into brine ice and if you melt brine ice it turns into brine, which has a distinctly larger salt content and due to the game mechanics of one element per cell, doesn't mix back into salt water.
Thank you for the review. Top notch, as always.
As for the remote worker building, I see ways it can be helpful for sealed blocks, like a desalinator in a hot salt water geyser.
My impression of late game bionics was exactly the opposite. I agree that they are fundamentally similar with minor differences in what they require. Where they outshine standard duplicants is once specialization begins and a bionic with eight times the same booster reaches level 40. Getting the chips collected for that many advanced boosters takes a bit and getting the morale sorted without food takes a bit as well, but all that is nothing compared to leveling a standard dupe to level 20.
Last i knew the remote worker took on the skills of the dupe using the dock. good for ranching
I like remote work station and robo-rocket.
Those, and the data manufacturer.
I absolutely love the bionic dupes, they are instantaneously versatile since the boosters can be plopped in and out without cooldown and they stack. In mid and late game I find it great that they don't eat, which means I can grow my base without having to up my calory making. Their only weakness is liquid, which they handle but the stress goes up fast, however, that's a fair way to balance them out. The Flydos is another nice addition, overall it's a very enjoyable DLC.💜
I think if they buffed the basics of the Bionic dupes they'd be more worth bringing. Maybe by having a positive Bionic Trait separate from the boosters, or having a larger selection of boosters and up to two boosters pre-installed. Makes sense considering the Bugs have two negatives.
Higher heat/cold resilience, either high resistance or immunity to radiation/slimelung/spores, longer time before needing oxygen.
It'd be nice to have a possible starting Research Bionic Dupe with two Research Boosters, making a +10 Research.
Was waiting for your video on this, already got the pack to support the game. Looking forward to your tutorials! Your channel is great keep it up!
TLDR: Boops are better at being machines than duplicants
Personally i have really enjoyed the bionic pack. Having just one bionic starting dupe that requires not sleep and can easily start as a rancher, who I also didnt need to spend time improving their moral because they don't need many skills early game made it feel like normal dupes were so inefficient. Later on if you balance their moral requirements you can get a Bionic dupe that never sleeps and just constantly a single task. think of it like if there was a building that took O2 and power to groom all your critters for the max value, and that could hug every egg without interruption- or any other task for that matter
I'm sigthly dispappinted with the new cable and automation cosmetics, as they can only be visible in the normal view but they can't be shown in their respective overlays, even tough in their description says they make color coding more easy. I just wish they they show colors too in the electric and automation overlay too, since they are normally covered as they run in the background. Also blueprints for tiles and insulated tiles would be lovely, as well as a tool to change large areas with blueprints as right now once built you need to individually click on every single building to change the blueprint.
An all bionic dupe base is very different. No food. Don’t need to care about the atmosphere if you just pump oxygen into the canister fillers. They don’t get yucky lungs. Basically they have free oxygen masks. They aren’t upset going into fluids that aren’t water, so there is no sopping wet or soggy socks, which makes liquid locks a lot easier. Very easy get all the advanced skills for a colony because you can just swap the skips out on demand, no scrubbing needed. Sleep is optional. And you don’t need a lot of power in the beginning if you are ok burning a little metal ore to craft metal battery packs. Also, bionic dupes get athletics for almost every skill up and booster chip.
It does take a lot of power to run a lot of them, but generally you have a lot of power right around when you get steel.
If my calculations are correct,
Slime -> Phyto Oil -> Algae (46%)
With (30%) Dirt, and (24%) CO2
Has a slightly better converting ratio than Algae Destiller (33%)
With polluted water as byproduct (66%)
Well, your percentages add up to 110%, so I'm going to say something is off.
@@nikolaysitnikov796
You were right, it was too much CO2
You always make the best videos!
The remote worker dock frankly looks amazing. Far tighter way to manage risky, dangerous, high stakes contraptions like petrol boilers and steam rooms for occasional repairs and reworks.
However, for the price, it's a little less justified than the Frosty Planet pack. This might have been better as a $4-5 DLC.
Eco powerbanks can break if the bionic gets too much water damage. Might be an important detail since abyssalite isnt renewable in spaced out.
Idea: Dev could offer a planet rich in ore and energy resources, but it might be hostile to plant and creature life. This would necessitate a greater reliance on bionic dupes for survival.
the idea of the power banks is kinda neat, the higher end ones hold 3 times the charge of a jumbo battery and don't discharge over time as far as i can tell. using this you could setup a massive battery bank with a single smart battery as a big power backup that would then tap into your power cells that have been charging off the whole grid. lots of ways to use them besides bionic food.
did NOT realize the atomic ones would just explode after a certain amount of cycles. puts a small damper in my current runs plans but they do make a good lazy solution for power generation while i get more permanent ones set up. also didnt notice them emitting radiation in the dischargers, i think that might just be flavor to explain why you cannot power your bionic duplicants forever off them. you CAN however, feed the power from an atomic into an eco quite simply with a bank to a charger. and since the atomics recharge like 12 joules a tick if you got enough of them on there you could effectively feed bionics off them.
The auto robo pilot is a good move. Building and maintaining rocket interior is one of the most annoying part for me. But the robo pilot is buggy atm, as it does not generate errands to refill data bank.
I am getting this DLC so I can automate the rockets for mining operations for me. It’s a big plus.
These make it so incerdibly more easy to have an infinite running world omg, just imagine the possibilities of a closed electronic system with all the new things and new buildings and OMG I NEED THIS…NOW
I was hoping for bionic augments to regular dupes.
Still, most of the non-bionic dupe features are actually really nice! The power banks and the discharges are useful, as is the robo-pilot and Flydo! Overall, pretty neat.
I don't think it's always bad to have more ways to do things we can already do, like I wish we had more options for removing/adding heat, though it is disappointing this is the only way to color-code your automation/power systems...
I think you missed out on the new dups making light when they sleep so keep others up unless the other is afraid of the dark and when they walk on water they get damaged (and I think now some buildings too)
the remote what you call it is great for operating things like a sub zero cooking food making place and extremely hot oil rig
no damage, just stress. like, a lot of it, honestly
@ I see. So they Explode, electricity all over the place because of stress, not damage (I get the damage to the base…)
Wow just in time xD. Merry christmas 🎉
We are the borg.
Played the game like normal with 20 regular dupes maintaining the starting asteroid, then print a bunch of bionic dupes for space missions once there's a decent amount of infrastructure built to support them. I find that they're not great when you first start them out on cycle 1, but doable.
The robo pilot doesn't need power (solar panel+battery) on the rocket! That means you can fit the large storage on the rocket!
Man, for the radbolt rockets (my main rocket type) this is huge!
Yeah, but there's a nasty bug right now that breaks automated rockets - Dupes don't get a task to refill Data Banks into Robo-Pilots.... So automated rockets take off without the Data Banks to make a round-trip, get stuck in space, and all you can do is Abandon Ship. To avoid this issue, the only thing I've found that works is to deconstruct and reconstruct the Robo-Pilot, which makes the whole automation pointless.
I know that Klei are aware of this bug and are looking into it.
@@Killyspudful yes, I've encountered the bug as well. Some of the pilots work normally, but some don't. I've had to abandon a few rockets already. A newly constructed one gets 32 databanks = 32 tiles of travel. So a rad engine can travel for instance a 10 tiles away mission and return+ a 6 tiles away mission and return, before you need to rebuild the pilot section.
I'd say the new dupes introduce significant gameplay changes so it's pretty decent, optional expansion. :)
I agree they're not wow factor, but they're very good at tunneling down through unbreathable gas early game. Also if you send one to your teleport asteeroid, they can stay in the suit for many cycles without breathing the "yucky" air.
ive been trying to do an all bionic base on ceres. i agree that this is probably the weakest DLC so far, but it adds such a whole new play style if youre trying to do this an all bionic challenge. they need a massive amount of power, unlike normal dupes which can be fed by farming which takes relatively abundant farming fertilizers, making normal dupes more forgiving. doing all bionics significantly steepens the game's learning curve because producing enough power is significantly harder than calories (like, heck, meat is a byproduct of ranching, which makes food literally trivial once you got ranching going long enough). i'd say the bionic booster pack is worth it if youre, like me, a well experienced player that still struggles to make a 100% self sufficient base thats also looking for a harder challenge instead of the more lenient default experience
not sure if its a bug or not with the robot pilot module,when I construct it, duplican have the task to put data bank in it but when it returne from a trip, dupplican don't have the task anymore, it's not recharging the data bank after a trip
Yeah, it's a known bug.
i got the frosty planet and the bionic pack whit the >bundle< and the discount make it worth it, got the two dlcs for 9,81 euros, i already had the space out dlc.
7,79 euros for the bionic booster pack alone whit out any discount is kinda expesive because its a small dlc but, for 5 euros and more discount to 4 something euros for the frosty planet its good.
Nice work. I agree that they don’t offer that much new capabilities
I think you are undermining the bionic pack but IMO it is of the same value as frosty pack, only difference is that they both cater to 2 different stages of the game. Frosty more caters to early - mid game but once conquered its not much different from the any other map start. While Bionic more caters to mid-late game, the new buildings like the data miner, remote controller and auto pilot which much more useful and convenient to have those especially on classic size maps with low dupe count. However, many casual players dont even enter the late game or get into late game rocket travel, so some may not value this pack that much.
And the bionic dupes themselves are actually more useful than people think. tbh they might even be overpowered. To each their own tho
@@1killagoku i think the benefit the boops have are balanced well with the power requirement. since their source of food is also the colony's industrial capability, it can be easy for inexperienced players to run into a brownout death spiral by overworking their power spine
This game has more to offer than any of the AAA garbage being released.
Floppy disks are back, babyyy!
What about the super sustainability achievement? Couldn't you just charge/recharge the same (eco) power banks over and over again (with some inefficiency loss) but get the remaining wattage used and reused again & again? Would this be better than burning hydrogen into an empty grid?
Probably needs testing, but that does sound potentially exploitable. You would lose 80W in the charger though, but that can easily be made up.
Did you accidentally upload the video with a filler title?
GCF make it “Bionic Booster DLC: Unpacking Everything”.
Wait if u get the pack, can the pack be activated on a map that is already started ?
I agree that it's the weakest DLC so far, but I did decide to buy it. More or less exactly because the Bionic Dupes have different early game struggles and are less useful during that time period, so an all bionic colony will hopefully prove to be an interesting challenge. Probably only one time, but still.
I expected Bionic Dupe can be work in extreme condition environment and without oxygen. Dupe cannot be worked at there. But actual is bionic dupe make no different to dupe.
Built in O2 tank can be huge tho. There look excellent for early stages of remote colonies. I send a couple of rockets in remote base configuration (where 8 dups can live for a long time). You probably can do the same but bionic dups don't need suits to operate. Of course, bad idea for the water planet, but most of the times they seems better than regular dups.
Bionic dupes actually can work in extreme conditions and without oxygen. You can put them empty atmo suits and never take them off. As long as you provide them with oxygen canisters to eat you can keep your bionics in a separated base without atmo suit docks. Even if the durability reach 0 they'll keep using it till passing through a dock. So, they're great for spaces misions and colonizing, as their food and suits never expires and you can easily stack and transport o2 cannisters. Also, you can quickly switch their skills anytime you like!
@@estebanmonsalves1221 inb4 atmo suit debuff where wearing a broken suit too long will automatically unequips it
@GCFungus thank you for the honest opinion. I too would say, that this is the weakest dlc thus far. And, it is no where near the spaced out dlc.
Bionic dup only shine when you get power to maintain them other than that it’s not impressive.
If only they increased the range of remote workers and enable to jump over obstacles. They would be more useful.
The only most useful addition the robo pilot.
the new content update is... ok I guess :/
A DLC of a bunch pink, rainbow and other non-binary skins for the dupes?
I find this new dlc underwhelming... I will buy it and check it, but it looks mediocre
This is the weakest DLC by far. Poor value proposition for content.