Developer Cheerio Posted February 27, 2017 Developer Share Posted February 27, 2017 dupes should no longer fall through the floor capped max profession decor expectation things marked for deconstruct should still be marked for deconstruct after save/load fixed a bug where mass was being lost in pipes(Thanks @Risu) fixed a bug where air locks wouldn't work properly until a dupe had walked through them once fixed a bug where your save files were being marked as corrupt if your base name used unicode characters fixed a crash when certain objects were loaded in the entombed state fixed audio crash when an object that just hit the ground got destroyed View full update 14 Link to comment Share on other sites More sharing options...
O.n.y Posted February 27, 2017 Share Posted February 27, 2017 2 minutes ago, Cheerio said: capped max profession decor expectation One of the best news ever! \0/ Thank you! 2 Link to comment Share on other sites More sharing options...
Developer ImDaMisterL Posted February 27, 2017 Developer Share Posted February 27, 2017 3 minutes ago, Cheerio said: dupes should no longer fall through the floor I can't help but think of that one song by Twenty One Pilots... 1 Link to comment Share on other sites More sharing options...
fant1k_ Posted February 27, 2017 Share Posted February 27, 2017 Just now, O.n.y said: One of the best news ever! \0/ Thank you! ну как обновка? Link to comment Share on other sites More sharing options...
applebottom Posted February 27, 2017 Share Posted February 27, 2017 32 minutes ago, Cheerio said: capped max profession decor expectation fixed a bug where mass was being lost in pipes Yeeeeeeeeeeey~ thanks, team! Link to comment Share on other sites More sharing options...
Full Metal Kirby Posted February 27, 2017 Share Posted February 27, 2017 And one of the best fixes isn't even mentioned (unless it was just a byproduct of fix #3), quite a pleasant surprise. Closed Airlocks no longer act like they're open when you load the save, and instead block off gas/liquid like they should without needing to be used once first. Link to comment Share on other sites More sharing options...
Risu Posted February 27, 2017 Share Posted February 27, 2017 5 minutes ago, Full Metal Kirby said: And one of the best fixes isn't even mentioned (unless it was just a byproduct of fix #3), quite a pleasant surprise. Closed Airlocks no longer act like they're open when you load the save, and instead block off gas/liquid like they should without needing to be used once first. Said it would be fixed in here but probably forgot it on the list. Link to comment Share on other sites More sharing options...
Developer Cheerio Posted February 27, 2017 Author Developer Share Posted February 27, 2017 1 minute ago, Risu said: Said it would be fixed in here but probably forgot it on the list. You are correct. That fix is also in. Sorry about that. 1 Link to comment Share on other sites More sharing options...
Vilda Posted February 27, 2017 Share Posted February 27, 2017 Nice, maybe I will now build a shower for my Dupes. Link to comment Share on other sites More sharing options...
PaulV Posted February 27, 2017 Share Posted February 27, 2017 Does this mean that things like electrolizers don't eat up 10 times the resources that they're actually using? Link to comment Share on other sites More sharing options...
Vilda Posted February 27, 2017 Share Posted February 27, 2017 Well, chunks destroying while merging in pipes seem to be fixed, but it showed another previously maybe hidden by this - somehow, even when not pumping, liquid amount is still going down. When there is a space in pipe, pump will work for a moment and the liquid drops a bigger amount. This is steady a drop about 2 kg/s Link to comment Share on other sites More sharing options...
Risu Posted February 27, 2017 Share Posted February 27, 2017 5 minutes ago, Vilda said: Well, chunks destroying while merging in pipes seem to be fixed, but it showed another previously maybe hidden by this - somehow, even when not pumping, liquid amount is still going down. When there is a space in pipe, pump will work for a moment and the liquid drops a bigger amount. This is steady a drop about 2 kg/s Uhhh yep. there is no feedback for grabbing too much fluid. Should be grabbing 10kg every packet but can't tell what it does if it overflows the storage. Even so It doesn't appear to be telling the simulator that it grabbed too much. Link to comment Share on other sites More sharing options...
Vilda Posted February 27, 2017 Share Posted February 27, 2017 1 minute ago, Risu said: Uhhh yep. there is no feedback for grabbing too much fluid. Should be grabbing 10kg every packet but can't tell what it does if it overflows the storage. Even so It doesn't appear to be telling the simulator that it grabbed too much. Bleh. Like... I know that a happy path is a thing but... seriously? I guess that one can be mitigated b having a loop back vent, but still. Also another beauty - found a nice place to measure if there is a liquid loss on transit across a diagonal. I expected some, but not 75%. The amount of water in steps is negligible, 30-40g per tile. Link to comment Share on other sites More sharing options...
Risu Posted February 27, 2017 Share Posted February 27, 2017 Wonder how often "(name) temperature is zero. Resetting temperature because I don't believe it" has come up in logs. Sounds funny. Link to comment Share on other sites More sharing options...
PaulV Posted February 27, 2017 Share Posted February 27, 2017 4 minutes ago, Vilda said: Also another beauty - found a nice place to measure if there is a liquid loss on transit across a diagonal. I expected some, but not 75%. The amount of water in steps is negligible, 30-40g per tile. Not all of the water flows down, there's still some on the steps. You need to account for that too. Also check the water just above the two tiles you show in the first two images, because some of that may have come down as well (although it probably didn't). Link to comment Share on other sites More sharing options...
Vilda Posted February 27, 2017 Share Posted February 27, 2017 Just now, PaulV said: Not all of the water flows down, there's still some on the steps. You need to account for that too. Also check the water just above the two tiles you show in the first two images, because some of that may have come down as well (although it probably didn't). I did, you just quoted it. Third sentence. 6 "steps" with water on them is max 240g . A bit less, because every one of them is <40g Link to comment Share on other sites More sharing options...
PaulV Posted February 27, 2017 Share Posted February 27, 2017 @Vilda: Woops, reading is hard apparently. My apologies. Link to comment Share on other sites More sharing options...
Vilda Posted February 27, 2017 Share Posted February 27, 2017 (edited) Well, loopback vent did not help, I just watched a pump with only a vent back to the cistern happily suck in water and disappearing it into void. Edited February 27, 2017 by Vilda s/valve/pump Link to comment Share on other sites More sharing options...
Risu Posted February 27, 2017 Share Posted February 27, 2017 1 minute ago, Vilda said: Well, loopback vent did not help, I just watched a valve with only a vent back to the cistern happily suck in water and disappearing it into void. Well, it's an improvement lol. Not sure how they'll go about fixing this since this is a problem with having 2 different programs running at once and passing messages between the two. Maybe have a buffer storage on the pump that exceeds the storage? Like, storage capacity + pump rate. It should claim it's full at the storage capacity, the buffer has the remaining amount, and it starts pumping again once the whole thing drops below the storage capacity. Link to comment Share on other sites More sharing options...
PaulV Posted February 27, 2017 Share Posted February 27, 2017 @Risu: How are you looking at the code? Did you decompile it or something? Link to comment Share on other sites More sharing options...
minespatch Posted February 27, 2017 Share Posted February 27, 2017 6 hours ago, Cheerio said: Fixed a bug where mass was being lost in pipes(Thanks @Risu) Did a ITalian plumber help in some way? 2 Link to comment Share on other sites More sharing options...
Zervo Posted February 28, 2017 Share Posted February 28, 2017 (edited) 11 hours ago, Cheerio said: fixed a bug where mass was being lost in pipes(Thanks @Risu) so what exactly does this fix? first of all, it only fixed water pipes, right? and what does it fixed? water loss when pumping through valve, bridge, machine, vent, etc? or it only fixed when water traveling through pipes, but it will still missing when you pump 10kg water through a 1kg machines? but as long as it fixed the valve, i'm good with it Edited February 28, 2017 by Zervo Link to comment Share on other sites More sharing options...
Risu Posted February 28, 2017 Share Posted February 28, 2017 3 minutes ago, Zervo said: so what exactly does this fix? first of all, it only fixed water pipes, right? and what does it fixed? water loss when pumping through valve, bridge, machine, vent, etc? only fixed when water traveling through pipes, but it will still missing when you pump 10kg water through a 1kg machines? but as long as it fixed the valve, i'm good with it Water loss from partial blobs attempting to merge, then tossing out the remainder. 1 Link to comment Share on other sites More sharing options...
Zervo Posted February 28, 2017 Share Posted February 28, 2017 14 minutes ago, Risu said: Water loss from partial blobs attempting to merge, then tossing out the remainder. oh okay.. i see it know.. it really only on pipes XD thanks! Link to comment Share on other sites More sharing options...
Octyabr Posted February 28, 2017 Share Posted February 28, 2017 11 hours ago, Cheerio said: fixed a bug where mass was being lost in pipes(Thanks @Risu) I have to confirm that first hand. I've gotta test! 1 Link to comment Share on other sites More sharing options...
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