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0xFADE    460

Disabling a background tile like drywall when you build a floor tile on it may have been easier than all these side accommodations.

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Yunru    1,135

You have no idea how much the deleting a critter crash was bugging me!

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biopon    226
24 minutes ago, 0xFADE said:

Disabling a background tile like drywall when you build a floor tile on it may have been easier than all these side accommodations.

I am really puzzled by how they're handling this problem that they created. We don't know for sure why the original change was made, and I am trying to give them some benefit of the doubt, but no matter how they patch this mess it's a lot of extra work for them and space will always be ****tier for us than it was before.

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Squeegee    723
29 minutes ago, biopon said:

I am really puzzled by how they're handling this problem that they created. We don't know for sure why the original change was made, and I am trying to give them some benefit of the doubt, but no matter how they patch this mess it's a lot of extra work for them and space will always be ****tier for us than it was before.

I disagree with that. I can't imagine it was too hard to change a few lines of code to make it so doors don't leak gas. As well as the fact that adding drywall to doors and tiles gave players an unfair advantage by increasing thermal reactivity to tiles.

I think the new art for the doors couldn't have taken more than 5~ hours to do, so I don't think it was a waste of development time.

Edited by Squeegee
More info
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Novo    22
1 hour ago, Ipsquiggle said:

Fixed layering on gas rendering. Now all pipes and other background objects are partially covered by gasses, drywall and world background are fully covered.

I love this. The packets of gas in pipes were making my skin crawl before. The new layering is beautiful!

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crbd115    37

Thank you I can actually see my tempshift plates now as well as them looking way better with this new gas layering!

 

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yoakenashi    388
1 hour ago, Ipsquiggle said:

Fix for Dupes incorrectly binge-eating tiny amounts of food

Yay, a bug I reported got fixed. Hopefully this also fixes the eating buff getting stuck randomly.

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ThyReaper    6
2 hours ago, Ipsquiggle said:
  • Fetches for micro-amounts are forced to complete

 

I'm not sure what this is referring to exactly, but the old issues of dupes constantly trying to deliver tiny quantities seems to be back. I noticed a dupe constantly delivering the same 7.6mg of algae to the same container, failing each time. I haven't seen that behavior for months.

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Dyrewulfe    29
Quote

Fixed layering on gas rendering. Now all pipes and other background objects are partially covered by gasses, drywall and world background are fully covered.

Well played, very well played. Slight disordering of the draw layers turns into a visual enhancement. The epitome of "It's not a bug, it's a feature!" Looking forward to seeing how it looks.

Aside from that, I agree with @biopon. If this had to do with thermal mass, simply counting it out of the equation would have been better. These background building changes both cause tedium, and reduce options. I'll personally be applying a mod to restore the previous behavior.

 

Edited by Dyrewulfe
Simple typo
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WeSaidMeh    21

Great job on the gas rendering. Looks really nice!

The door artwork is great, except for the pneumatic door, IMHO. This door always had a "lighter" look and was great for room separation within the base without looking clunky like an airlock.

Also, I appreciate that doors now block gases from space exposure, but shouldn't the pneumatic door be an exception to this in the first place? It's not an airlock and when gases/liquids can pass from one side to the other, why shouldn't they be affected from space exposure within the door tiles itself? This makes no sense to me.

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PhailRaptor    946
7 minutes ago, WeSaidMeh said:

Also, I appreciate that doors now block gases from space exposure, but shouldn't the pneumatic door be an exception to this in the first place? It's not an airlock and when gases/liquids can pass from one side to the other, why shouldn't they be affected from space exposure within the door tiles itself? This makes no sense to me.

It's probably for the purpose of creating Rooms with high traffic on the Surface.  When both Manual and unpowered Mech Doors open and close too slowly for a room that sees a lot of traffic, like a Plumbed Bathroom or a Great Hall.  The way around this is to use a Pneumatic Door.  But if Pneumatic Doors don't block Space Exposure, you're going to be constantly bleeding air through the Door.

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Jackblac    42
7 hours ago, Ipsquiggle said:

Fixed more text layout/wrapping bugs

These ones havent still been fixed

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Lilalaunekuh    848
3 hours ago, WeSaidMeh said:

The door artwork is great, except for the pneumatic door, IMHO. This door always had a "lighter" look and was great for room separation within the base without looking clunky like an airlock.

I would totally agree that the pneumatic door feels a bit "heavy" now, but it´s just a graphic so nothing to really complain about for me.

 

3 hours ago, PhailRaptor said:
3 hours ago, WeSaidMeh said:

Also, I appreciate that doors now block gases from space exposure, but shouldn't the pneumatic door be an exception to this in the first place? It's not an airlock and when gases/liquids can pass from one side to the other, why shouldn't they be affected from space exposure within the door tiles itself? This makes no sense to me.

It's probably for the purpose of creating Rooms with high traffic on the Surface.

It´s a bit strange, because pneumatic doors let decor pass through and even auto-sweeper can work through them.

So my opinion would be to make the game more consistent:

Make pneumatic doors behave like mesh tiles.

=> Block decor and auto-sweepers (at least when closed.)

 

(PS: If they keep behaving like the only tile that let´s decor and liquids pass through them, why not give remove their backwall.)

 

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tzionut    252
Quote

No matter what though, ultimately space is now a LOT poopier for us. It's hard to make changes to existing structures (like upgrade to viscogel doorways from whatever else you were using) without venting a lot of your gas, not to mention liquids (khm rocket fuel). Yeah it can ALL be worked around, I'm not doubting that, but it's just a huge dose of tedium the game simply doesn't need.

I disagree. I updated the game on my laptop and play only on my wife laptop the stable version. In each version of preview what is already build stay like this until you deconstruct it. So before put gas in the storage area you must plan and construct all. 

Quote

It's probably for the purpose of creating Rooms with high traffic on the Surface.  When both Manual and unpowered Mech Doors open and close too slowly for a room that sees a lot of traffic, like a Plumbed Bathroom or a Great Hall.  The way around this is to use a Pneumatic Door.  But if Pneumatic Doors don't block Space Exposure, you're going to be constantly bleeding air through the Door.

In my case i used a lock of visco gel. For all the modification of my builds. The only limitation is the temperature (for evaporation or solidify it) and liquid touching the visco gel lock. 

The only problem I find is when you try to replace a tile whit a drywall and back when you want to make small adjustment like instaling a sweep arm, receiver and loader inside a space area whit gases or liquids. I would be nice if we could replace drywall whit tiles similar whit tile replacement insulated from metallic , or leaders.. 

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Neotuck    2,061
4 hours ago, DMFan79 said:

Neotuck, are you building an art gallery for dupes?

no I always load early stables with as much art as I can fit to manage stress for the ranchers

I reloaded the game for the update and noticed the hydrogen in my glossy farm was more visible now

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cpy    280

I liked white temp art for rocket support beams better than new orange ones.

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13 hours ago, Dyrewulfe said:

I'll personally be applying a mod to restore the previous behavior.

 

You don't have to. Cairath developed a mod a week or so ago:

And yes, I will be using this mod. If there was a meaningful exploit that had to be fixed, it should have been done differently. I'm all for making the game more difficult. Hell, I would love for instance the drywall break and leak out gas if the internal pressure got too high of a pressurized room in a vacuum. But this change is just tedious and only leads to annoyance. I'm sorry developers, but this is the opposite of a QoL change. What also annoys me is that the developers never put out any reasoning for this. We can only guess based on the bug reports and what they have answered, but was that the true reason to go to such lengths just not to revert the changes? IMO, it looks more to be intellectual stubborness than anything else.

Edited by ToiDiaeRaRIsuOy
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DefectiveNu    8

The only way I can see the drywall thing being QoL is if they manage to make tiles, drywall, and tempshifts able to replace each other in one construction order.  Even then though doors will be annoying to replace.

Unfortunately it seems they are set on this change...

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