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Ipsquiggle

[Game Update] - 298192

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Neotuck    2260
1 minute ago, mathmanican said:

Thanks for all the great work.  Any update on the gas canister emptier bug? 

  Hide contents

 

 

Check yesterday's hot fix

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ruhrohraggy    267
Spoiler

12345.thumb.png.da97280e083f7b018a36fa7e41cbfd88.png

Planter state not being updated when attached to object that opens. Initial build requires foundation.

Planter also unable to be built on the side of single floating tile. (Not sure if intended)

 

Spoiler

wallplanter.thumb.png.c06e7f55f7fdaaaa5e8584ad5ed392fe.png

 

 

 

Edited by ruhrohraggy
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Pex    15

What is this update? 289192? I don't get it...

 

*** EDIT ***

Ooooh... 298192. Ok. Wrong title.

Edited by Pex

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badmagick    0

Thanks for fixing the hang caused by production buildings! The rocket vanishing after a save/load bug appears to be back though. I got only the command capsule back

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Senteliks    32
56 minutes ago, Grimgaw said:

@Ipsquiggle The hats are still missing in both Jobs and Priority menus. Portraits are missing all together from Schedule menu. It ruins my immersion. 

At the moment, game "blackholes" (crashes) ruin gameplay experience and there are quirks which hinder it too and progression , it's hardly on high priority to fix eye candy,  for the sake of immersion. I mean sure, at the end everyone is entitle to it's own opinion, but missing icons and some sprites don't halt progression or crash game just when you have got everything set up after hours of playing.

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Pex    15

Sorry guys... game crashes still. :(

 

Reports and saves has been sent but I upload here the log text file too. Seems Metal Refinery got bugged again... or as I read, various other warnings and errors happened too.

Maybe we need start a new game with this new update? I'm just thinking that you made several modification and fixing on database references, and maybe this save I started with the test branch may have such an information which might be corrupt corresponding to the new updates...

Donno... Hope you will find the solution!

output_log.txt

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krop    94
48 minutes ago, Ipsquiggle said:
  • Updated various strings pertaining to exosuits

 

A couple issues with the string changes in this update:

  • STRINGS.MISC.NOTIFICATIONS.SUIT_DROPPED.TOOLTIP still mentions exosuits (and lacks the capitalization if that's expected)
  • STRINGS.EQUIPMENT.PREFABS.TEMPERATURE_SUIT.EFFECT still talks about a thermo suit
  • STRINGS.EQUIPMENT.PREFABS.TEMPERATURE_SUIT.EFFECT still uses the old markups <style></style>
  • same thing for STRINGS.EQUIPMENT.PREFABS.ATMO_SUIT.EFFECT & STRINGS.EQUIPMENT.PREFABS.AQUA_SUIT.EFFECT <style></style>
  • STRINGS.BUILDINGS.PREFABS.HIGHWATTAGEWIRE.EFFECT, STRINGS.BUILDINGS.PREFABS.WIREREFINEDBRIDGEHIGHWATTAGE.EFFECT, STRINGS.BUILDINGS.PREFABS.WIREREFINEDHIGHWATTAGE.EFFECT : I described the issue on this report:these equipments CANNOT be run through wall and floor tiles.
  • STRINGS.BUILDINGS.PREFABS.DIRECTIONALWORLDPUMPLIQUID.EFFECT: <link="ELEMENTSLIQUID">LIQUID</link> → no reason for the uppercase 'Liquid' here.
  • STRINGS.BUILDINGS.PREFABS.DIRECTIONALWORLDPUMPLIQUID.* These strings are there since quite some time but it sounds like an abandoned idea.

The "Jet Suit" strings are also there since ages. are these strings leftovers?

 

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Nitroturtle    636

I have something weird going on with the coolant in my metal refinery.  I just got it setup in this save, so I don't know when it changed, but I've used the exact layout in several previous games without issue.  It's a typical setup where it loops the coolant back through if it's below a certain temperature.  It's now telling me the output pipe is blocked, even though the recirculation pipe is given priority.  I also see small packets that appear to be moving, even though no liquid should be flowing at this point.  Normally I'd expect I made a mistake and tweak the setup, but as I said I've used this exact layout numerous times in previous versions of the game without issues. 

Spoiler

20181205193016_1.thumb.jpg.5d86b780ad83d3ef987fd30ff58b8e5d.jpg

 

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Nitroturtle    636

Yeah weird stuff going on with the metal refinery.  Seems to be a total disconnect between input and output.  Just queued up an order and it immediately starting allowing more coolant into the refinery, even though it was already full.  Here's a save if it helps.

Planet5 bugged Cycle 182.sav

After playing with it a bit in the stable build versus QoL, here's what I'm seeing.

Stable build:  Machine accepts 800kg of coolant, dupe delivers ore then interacts to refine metal, when refined metal is complete, half of the coolant (400kg) is heated and starts to come out of the exit pipe while the fill pipe accepts new coolant until 800kg again.

QoL:  Machine accepts 800kg of coolant, dupe delivers ore and immediately coolant contained in machine splits in half without heating, which allows 400kg more to enter, when refined metal is complete the half that split earlier is heated and comes out exit pipe, machine stays at about 1200kg total now and seems to go up over time.  Eventually the game crashes.

Edited by Nitroturtle
added more details
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wachunga    356

That is the new designed behavior of refineries. Three different pools of coolant inside. New, in-use, and used. At the start of a job, 400 kg gets moved from "new" to "in-use". At the end of a job, "in-use" gets heated appropriately and then moved to "used".

That being said, there is a bug which allows the refinery to be used when there is not enough "new" coolant inside. It states "Awaiting Coolant" but dupes can use it regardless. This causes the coolant to super heat and break the exit pipe. The "in-use" mechanic is a bit problematic also. If a job is removed from the queue and a new one added, more coolant is moved from "new" to "in-use", even if there was already 400 kg in "in-use".

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Nitroturtle    636
3 minutes ago, wachunga said:

That is the new designed behavior of refineries. Three different pools of coolant inside. New, in-use, and used. At the start of a job, 400 kg gets moved from "new" to "in-use". At the end of a job, "in-use" gets heated appropriately and then moved to "used".

That being said, there is a bug which allows the refinery to be used when there is not enough "new" coolant inside. It states "Awaiting Coolant" but dupes can use it regardless. This causes the coolant to super heat and break the exit pipe. The "in-use" mechanic is a bit problematic also. If a job is removed from the queue and a new one added, more coolant is moved from "new" to "in-use", even if there was already 400 kg in "in-use".

Gotcha, thanks for the explanation.  Definitely still seems buggy, and looping coolant back through now requires a reservoir. :(

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Pex    15
12 minutes ago, wachunga said:

That is the new designed behavior of refineries. Three different pools of coolant inside. New, in-use, and used. At the start of a job, 400 kg gets moved from "new" to "in-use". At the end of a job, "in-use" gets heated appropriately and then moved to "used".

That being said, there is a bug which allows the refinery to be used when there is not enough "new" coolant inside. It states "Awaiting Coolant" but dupes can use it regardless. This causes the coolant to super heat and break the exit pipe. The "in-use" mechanic is a bit problematic also. If a job is removed from the queue and a new one added, more coolant is moved from "new" to "in-use", even if there was already 400 kg in "in-use".

Exactly. This is definitely fit into that behavior when during coolant intake dupes trying execute the queue, even the intake process not finished. When this happening dupes start a "ping-pong-dancing" among machines. (I have two refineries next to each other)

Not spoken the crash, which sadly still persists. :(

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Amara3113    19
2 hours ago, Pex said:

Sorry guys... game crashes still. :(

 

Reports and saves has been sent but I upload here the log text file too. Seems Metal Refinery got bugged again... or as I read, various other warnings and errors happened too.

Maybe we need start a new game with this new update? I'm just thinking that you made several modification and fixing on database references, and maybe this save I started with the test branch may have such an information which might be corrupt corresponding to the new updates...

Donno... Hope you will find the solution!

output_log.txt

I tried loading my save up, not unpausing until I turned off the metal refinery, then unpausing.  I was able to make it through the cycle before I turned the metal refinery back on again.  I haven't crashed yet *fingers crossed*

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ArunPrasath    156
5 hours ago, Ipsquiggle said:
  • Fix a game hang when a fabricator ran out of resources
  • Fix massive lag when a fabricator requeues a recipe with unstackable ingredients.

Sounds lovely! Even more performance opts

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Nitroturtle    636

Playing around with my metal refinery, I've discovered than I can continuously add more coolant.  This only happens if it already contains some ore and no builds are queued.  As soon as I queue a build, it adds up to 400kg to the "in-use" pool and then starts allowing more coolant into the "new" pool.  I can cancel the queue, and nothing changes.  Let it build up another 400kg and add it again, rinse, repeat.  This is easily repeatable in the save above.

Oh and it eventually black-holes, 1-2 cycles later.

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akrabat14    16

Seriously, do you just leave rockcomet too hot? you have not even written about the changes in the list of changes. Or at least make it to the list of changes so that I don’t at least expect that you can fix it or fix it already !!!

 

Edited by akrabat14

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dallion    28
8 hours ago, Ipsquiggle said:

Fix massive lag when a fabricator requeues a recipe with unstackable ingredients.

Yeah, we need PERFORMANCE OPTIMIZE!!!!

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