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Ipsquiggle

[Game Update] - 351082

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Squeegee    761
2 minutes ago, Ipsquiggle said:

New "Saturated" status item for Waterweed to help explain why it can't grow

It'd be interesting if the water weeds attempted to float to the top of the surface, if no valid top can be found, it'd stay put.

Edited by Squeegee
Grammatical Errors
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abud    499
7 minutes ago, Ipsquiggle said:

Pips now plant seeds according to a broader set of rules that suit each seed, rather than just checking for dirt

Ah, need another test :D

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Enzium    88
10 minutes ago, Ipsquiggle said:
  • Rooms requiring a light now counts light bugs, but doesn't count disconnected lights.

Does it count lights turned off by the motion sensor?

Edited by Enzium
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Lilalaunekuh    865
3 minutes ago, Enzium said:
13 minutes ago, Ipsquiggle said:
  • Rooms requiring a light now counts light bugs, but doesn't count disconnected lights.

Does it count lights turned off by the motion sensor?

I thought the same and yes in the room overlay the room stays named (as a washroom/stable in my test).

 

But I just needed 10 min (inclusive download, patching and starting my colony^^) to break the system:

Spoiler

broken.thumb.png.99b73805eb78fa657c4742905d091281.png

 
 
Spoiler

2.thumb.png.aa24d6b894edf8ec6cfdd686c600bc61.png

 

 

Edited by Lilalaunekuh
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natanstarke    191

Just having the rooms works as they worked before but giving them like +10% spd boost on work etc would make them desirable and the player would want to put them on every room always " especially when you got to atmos and still dont have tube systems your dupes will take very long to go back to eat and lavatorys, then i always put lights " even with the 2%" to help that and give more downtime.

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OxCD    706
3 minutes ago, Khullag said:

@Ipsquiggle can you please increase light bonus to e.g. 10-15% to be valuable and not just a requirement to build a room of certain type? :)

Yup, agreed. I welcome the idea, really smart, but the 2% are sham.

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OxCD    706
1 minute ago, angrybovine said:

Either that or dark rooms have debuff.

Everything is in darkness in this game. Good luck in lighting up everything !

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watermelen671    19230

I was wondering when you'd get around to updating the Pipsqueak art. :wilson_sneaky:

Just now, OxCD said:

Everything is in darkness in this game. Good luck in lighting up everything !

Just open up space, and don't have any borders! The Sun (or whatever star they're orbiting) will do the rest. :wilson_goodjob:

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Yunru    1184
2 minutes ago, xkzt0 said:

my game does not launch, just hangs before even the first screen (Klei logo?).

Disable any mods.

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Nightinggale    968
4 minutes ago, xkzt0 said:

my game does not launch, just hangs before even the first screen (Klei logo?).

Remove mods.json. It's in the mods folder next to the savegame folder. This will turn all mods off. Useful info if your game freezes or crashes before reaching the ingame mod menu ;)

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Tourman    7

Buildings like the stable and medic bay keep saying they are outside of the stable or hospital, but I can see the room bonus is being applied in the overlay, and I have a light. Seems like this update broke some building.

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xkzt0    10
2 minutes ago, Nightinggale said:

Remove mods.json. It's in the mods folder next to the savegame folder. This will turn all mods off. Useful info if your game freezes or crashes before reaching the ingame mod menu ;)

Where is that file? Can't find it.

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OxCD    706
2 minutes ago, watermelen671 said:

I was wondering when you'd get around to updating the Pipsqueak art. :wilson_sneaky:

Just open up space, and don't have any borders! The Sun (or whatever star they're orbiting) will do the rest. :wilson_goodjob:

What a silly llama I am. Didn't thought about this earlier...

I should try also to discover all the magma below, lava is bright !

1 minute ago, Enzium said:

2% Would be nice to me if the visuals of the light would be more visible/unlit areas being more dark.
Or at least a setting for it to play in darker natural light. So that you can actually see light effects properly.

Visual comfort/pleasure is one thing, game mechanism is another. 2% are critisized as an unabalanced mechanism (do not screw the game, but lose any use).

You can come up to the darkness visual point, but that's another subject.

Just note that the game was more or less looking like this at the beginning, and they changed the visual design to the actual one because it was to dark to play (gases, among other things, were hard to see), and it was too much ressource intensive, if I get it correctly.

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xkzt0    10
3 minutes ago, xkzt0 said:

Where is that file? Can't find it.

I was looking in the game folder. Thanks @Nightinggale

Windows path:

[localuser]\Documents\Klei\OxygenNotIncluded\mods

 

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Nightinggale    968
6 minutes ago, xkzt0 said:

Where is that file? Can't find it.

http://support.kleientertainment.com/customer/en/portal/articles/2744766-logs-and-useful-information-for-bug-reports

1: it tells where the savegames are on your OS. You should have a folder called mods next to it.

2: it tells how to get hold of your log file. That would be interesting in case disabling mods doesn't fix the problem.

EDIT: too late. I typed too slowly :p

Edited by Nightinggale

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Nebbie    372

Good changes presuming pips no longer plant trees in really crazy spots, though I'm really wanting for a lumber texture and for it to drop at tree temp instead of 20 C. Very good timing, as I had just closed the game to check on whether pipes were broken!

6 minutes ago, watermelen671 said:

What is this?

sleepy_0.png.e150f15f2764a540872ff40c0cdc3111.png

And why is it?

Sleeping pipsqueak, they curl up into a ball.

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