Developer Ipsquiggle Posted February 12, 2019 Developer Share Posted February 12, 2019 Fixed issue where pre-printing and post-death time logs were inaccurate Liquid Fuel Tank background now shows up Report Screen headers are now translatable Airflow Tiles and Mesh Tiles now block gasses and liquids from escaping into space All doors now prevent gasses and liquids from escaping into space (art coming soon!) Gasses render in front of background buildings like Drywall All doors can be walked on top of, in either orientation, open or closed. Hotkeys are explicitly inserted into many strings now instead of appended at the end (for Translators) Puzzle Cube artifact displays properly Conduits placed across multiple Hydroponic Farms should no longer block liquids from flowing down the pipe Emergency priority creates notifications to make it easier to find those Errands Games there were saved while a Care Package was in the process of being printed will no longer crash Fix several cases of Duplicants repeatedly picking up micrograms of ore Duplicants will prefer to run across the tops of ladders rather than climbing across them Bunker Doors should no longer animate while the game is paused Anti Entropy Thermal Nullifier no longer incorrectly gets "Too Cold" Fix a crash when trying to save invalid temperatures Updated artwork for many of the rocket module backgrounds Improved some logging for Errand errors to help us track down bugs View full update 12 9 Link to comment Share on other sites More sharing options...
Yunru Posted February 12, 2019 Share Posted February 12, 2019 Nothing on pathfinding? My pacu farm is stuck in place because of an automated airlock door. Link to comment Share on other sites More sharing options...
crbd115 Posted February 12, 2019 Share Posted February 12, 2019 I like the idea in theory but this might need to be tweaked just a tiny bit so I can consistently see my background walls a bit better lol 1 1 Link to comment Share on other sites More sharing options...
Developer Ipsquiggle Posted February 12, 2019 Author Developer Share Posted February 12, 2019 7 minutes ago, Yunru said: Nothing on pathfinding? My pacu farm is stuck in place because of an automated airlock door. Depending on the particular issue, the "can walk on top of doors" fix may have resolved it. Let me know if it's still broken! 5 Link to comment Share on other sites More sharing options...
SakuraKoi Posted February 12, 2019 Share Posted February 12, 2019 37 minutes ago, Ipsquiggle said: Airflow Tiles and Mesh Tiles now block gasses and liquids from escaping into space no... 37 minutes ago, Ipsquiggle said: (art coming soon!) ? by the by, selecting water in a mesh tile still showed me the Space Exposure warning/red label-tag-description, although it had no effect, you might like to fix that. 1 Link to comment Share on other sites More sharing options...
lunazone Posted February 12, 2019 Share Posted February 12, 2019 40 minutes ago, Ipsquiggle said: Gasses render in front of background buildings like Drywall Love this change This looks so nice!! It really adds to the atmosphere, this is genuinely my favorite change of the upgrade 6 1 Link to comment Share on other sites More sharing options...
Yunru Posted February 12, 2019 Share Posted February 12, 2019 23 minutes ago, Ipsquiggle said: Depending on the particular issue, the "can walk on top of doors" fix may have resolved it. Let me know if it's still broken! Still broken! Save here: 2 1 Link to comment Share on other sites More sharing options...
biopon Posted February 12, 2019 Share Posted February 12, 2019 4 minutes ago, Squeegee said: It really adds to the atmosphere It also highlights when you screw up 1 4 Link to comment Share on other sites More sharing options...
lunazone Posted February 12, 2019 Share Posted February 12, 2019 It's just wonderful looking, I think this change is really cool. Link to comment Share on other sites More sharing options...
SakuraKoi Posted February 12, 2019 Share Posted February 12, 2019 13 minutes ago, biopon said: It also highlights when you screw up You did not screw up, you produced modern art! Now you only need a dramatic backstory or, well... to die young would not net you any benefits, only your exploi... er, art dealer, so strike that. 1 Link to comment Share on other sites More sharing options...
Mayveena Posted February 12, 2019 Share Posted February 12, 2019 Black screen as if the cursor had moved to a dark area when you come out of jobs menu. Link to comment Share on other sites More sharing options...
Lilalaunekuh Posted February 12, 2019 Share Posted February 12, 2019 (edited) 1 hour ago, Ipsquiggle said: Emergency priority creates notifications to make it easier to find those Errands Bug or feature: Emergency priority sweep doesn´t trigger the red alert anymore, but the priority is still set to 300. => It´s a bit inconsistent, but I like it. Emergency priority on storage compactors is still a bit useless: If I set a compactors to the new priority it will trigger a permenant alert, even if everything is already stored. So right now it´s only useful if you toggle it manually, but why not use sweep in that case ? I would love to use the emergency priority to trigger a red alert and store something like bleachstone as soon as possible. => A storage compactor set to the emergency priority should just trigger the red alert IF there is something to store (including the compactor is not full at the moment.) PS: I hope the following problem will be adressed soon: https://forums.kleientertainment.com/klei-bug-tracker/oni/hidden-priorities-for-phobic-duplicants-r17082/ Edited February 12, 2019 by Lilalaunekuh 1 Link to comment Share on other sites More sharing options...
SamLogan Posted February 12, 2019 Share Posted February 12, 2019 Quote Anti Entropy Thermal Nullifier no longer incorrectly gets "Too Cold" Unlimited AETN cooling or just a bug fix in some case? Link to comment Share on other sites More sharing options...
Developer Brook Posted February 12, 2019 Developer Share Posted February 12, 2019 2 minutes ago, SamLogan said: Unlimited AETN cooling or just a bug fix in some case? The AETN can still get too cold. It just won't claim to be too cold and stop working when it wasn't actually too cold. 2 4 Link to comment Share on other sites More sharing options...
SamLogan Posted February 12, 2019 Share Posted February 12, 2019 Just now, Brook said: The AETN can still get too cold. It just won't claim to be too cold and stop working when it wasn't actually too cold. Ok thanks. Link to comment Share on other sites More sharing options...
Saturnus Posted February 12, 2019 Share Posted February 12, 2019 1 hour ago, Ipsquiggle said: Airflow Tiles and Mesh Tiles now block gasses and liquids from escaping into space Why? 1 Link to comment Share on other sites More sharing options...
SamLogan Posted February 12, 2019 Share Posted February 12, 2019 Just now, Saturnus said: Why? Because with the Mk2 we can't anymore overlap Drywall and tile so without that we can't use those tiles in the space. 2 1 1 Link to comment Share on other sites More sharing options...
Saturnus Posted February 12, 2019 Share Posted February 12, 2019 (edited) 5 minutes ago, SamLogan said: Because with the Mk2 we can't anymore overlap Drywall and tile so without that we can't use those tiles in the space. Ah, so that is what is meant. Then why not write that instead? Eg., "Corrected an error that allowed gases and liquids inside mesh and air flow tiles to dissipate into space." Brevity in update notes should be paramount. Edited February 12, 2019 by Saturnus 2 Link to comment Share on other sites More sharing options...
Nutter Posted February 12, 2019 Share Posted February 12, 2019 It looks as though the gas pipes are also behind gases visually now. Makes it a little hard to see the gas pipes. Liquid pipes don't seem to have changed at all though. Link to comment Share on other sites More sharing options...
qda Posted February 13, 2019 Share Posted February 13, 2019 3 hours ago, Ipsquiggle said: Duplicants will prefer to run across the tops of ladders rather than climbing across them Yes ! Not needing any trick to make them reliably run on top of ladders is actually very, very nice, this used to trigger me quite often. In fact, for scaffoldings lovers and beginners, this is actually a non negligible decrease in dupe running time over the course of a game. Also, gases rendering looks great, will be certainly amazing with a few tweaks ! Thanks again Klei ! Link to comment Share on other sites More sharing options...
DaveSatx Posted February 13, 2019 Share Posted February 13, 2019 4 hours ago, Ipsquiggle said: Gasses render in front of background buildings like Drywall Duplicants will prefer to run across the tops of ladders rather than climbing across them View full update I really like the new foreground effect on gases. good job 3 hours ago, Mayveena said: Black screen as if the cursor had moved to a dark area when you come out of jobs menu. also happens when you click a notification. its a camera thing. hit h to return to the printer. i have a ticket open. Link to comment Share on other sites More sharing options...
badgamer123 Posted February 13, 2019 Share Posted February 13, 2019 (edited) 6 hours ago, Ipsquiggle said: Fix several cases of Duplicants repeatedly picking up micrograms of ore Duplicants will prefer to run across the tops of ladders rather than climbing across them View full update Yeahhh! 6 hours ago, Ipsquiggle said: Anti Entropy Thermal Nullifier no longer incorrectly gets "Too Cold" Could we add a way to empty the H2 inside AETN?my AETN got something like 0.09mcg H2,and i cannot remove it....(tried a few way),or let it consume all h2 when not enough 10g so I can "restart" it from fresh. I currently limited AETN to 10g per second so that not wasting cool power on H2 fuel...(better insulation on full inside AETN maybe?or an research upgrade) Edited February 13, 2019 by badgamer123 Link to comment Share on other sites More sharing options...
ArunPrasath Posted February 13, 2019 Share Posted February 13, 2019 (edited) 8 hours ago, Ipsquiggle said: Airflow Tiles and Mesh Tiles now block gasses and liquids from escaping into space All doors now prevent gasses and liquids from escaping into space (art coming soon!) Any reason why this is being done like this? We can easily solve space leakage by having the option to place dry walls behind walls. Edited February 13, 2019 by ArunPrasath Link to comment Share on other sites More sharing options...
zerat Posted February 13, 2019 Share Posted February 13, 2019 * Gasses render in front of background buildings like Drywall This is fine in most cases but gas pipes look really strange now Link to comment Share on other sites More sharing options...
Ellilea Posted February 13, 2019 Share Posted February 13, 2019 9 hours ago, Ipsquiggle said: Gasses render in front of background buildings like Drywall Duplicants will prefer to run across the tops of ladders rather than climbing across them Yes! <3 9 hours ago, Ipsquiggle said: All doors can be walked on top of, in either orientation, open or closed. Not convinced about this one. I mean, when the door is open, wouldn't it be logical for the dupe to fall down through it? Link to comment Share on other sites More sharing options...
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