Developer Ipsquiggle Posted August 9, 2019 Developer Share Posted August 9, 2019 Fix Duplicants with Trypophobia still digging construction chores (and similar issues) Game will load and reset preferences if preferences get corrupted. If you have been stuck at the Klei logo, you should now be able to run the game but your preferences will have been reset! Reduced the thermal conductivity of Ethanol Gas to 0.167 Removed sweat from Duplicants' faces when they change hats Power generation initiatives are tracked correctly now Add a new initiative, "Immovable Object" Fixed a number of errors related to local/dev mods not getting removed correctly. Local and Dev mods will have to be re-enabled. Local mods work on case-sensitive platforms. A bunch of improvements to timelapses: Can be disabled by moving the resolution slider to the left. Aspect ratio matches the default world aspect, for better screenshots as the colony grows Resolved several timelapse rendering issues Can see timelapses for colonies so long as there's at least one image Fixed a bug where it wouldn't take a screenshot on the cycle a game was loaded Fixed an issue where the timelapser could cause the game to "freeze" while still playing sounds Automation tracking for achievements ignores POI buildings Voles no longer get stuck if they burrow into a tile as it is dug up Fixed meter position on the Wood Burner Tree branches have a chance to create a seed on both uproot and harvest, so pips can harvest seeds from trees more frequently. Plants no longer incorrectly list seed chances if they have no seed chances Hooked up cleaning animation for Desalinator View full update 14 15 Link to comment Share on other sites More sharing options...
chemie Posted August 9, 2019 Share Posted August 9, 2019 keep it up! Link to comment Share on other sites More sharing options...
Lutzkhie Posted August 9, 2019 Share Posted August 9, 2019 no lag fix 1 2 Link to comment Share on other sites More sharing options...
CardCrusher Posted August 9, 2019 Share Posted August 9, 2019 Still hoping for an update for Rime to spawn the ethanol lakes! Known bug for a while... 1 Link to comment Share on other sites More sharing options...
0xFADE Posted August 9, 2019 Share Posted August 9, 2019 I imagine that ethanol change is a nerf. I haven’t used it as a coolant yet so I don’t know what it used to be. 3 1 Link to comment Share on other sites More sharing options...
Satyrical364 Posted August 9, 2019 Share Posted August 9, 2019 29 minutes ago, CardCrusher said: Still hoping for an update for Rime to spawn the ethanol lakes! Known bug for a while... I'm playing Rime currently and noticed there is no ethanol. There should be ethanol ice I think but the world didn't generate any. I hope they fix, but it's too late for my game Link to comment Share on other sites More sharing options...
Neviiir Posted August 9, 2019 Share Posted August 9, 2019 23 minutes ago, 0xFADE said: I imagine that ethanol change is a nerf. I haven’t used it as a coolant yet so I don’t know what it used to be. Looks like it used to be 1.0: Link to comment Share on other sites More sharing options...
Caochu Posted August 9, 2019 Share Posted August 9, 2019 1 hour ago, Ipsquiggle said: Power generation initiatives are tracked correctly now HAYAAAH ! Finally, after 620 cycles, I might achieve to attain (one day) the Super Sustainable initiative. Then I will turn very non sustainable and use all that ethanol and that coal that I have gathered in astronomical quantities. Breath little dupes, breath till the air is pure 2 Link to comment Share on other sites More sharing options...
KidWobble Posted August 9, 2019 Share Posted August 9, 2019 (edited) Cooks don't cook at highest priority with everything else turned off. They'll dig over cooking given the chance. Dupes don't eat and starve even with plenty of food and no restrictions. Starvation alarm keeps going off for no apparent reason.. Please fix, basics feel more broken than alpha and have been playing for what.. near 2 years now? Can't enjoy new content when basic gameplay seems a mess. Smaller issue but being able to zoom out the skill tree would be grand. OSX 10.14.4 Edited August 9, 2019 by KidWobble image 1 Link to comment Share on other sites More sharing options...
Lilalaunekuh Posted August 9, 2019 Share Posted August 9, 2019 16 minutes ago, KidWobble said: Cooks don't cook at highest priority with everything else turned off. Your pic shows a duplicant running a manual generator. => Did you change priorities, while the duplicant was already running inside the wheel ? [A duplicant will not interrupt the "generate power" task, to check for a new/higher prioritized task.] Link to comment Share on other sites More sharing options...
thejohn1567 Posted August 9, 2019 Share Posted August 9, 2019 3 minutes ago, Lilalaunekuh said: Your pic shows a duplicant running a manual generator. => Did you change priorities, while the duplicant was already running inside the wheel ? [A duplicant will not interrupt the "generate power" task, to check for a new/higher prioritized task.] If this is the case you can disable then enable the generator, the dupe will hop off regardless of whether or not someone actually comes by to disable it. Link to comment Share on other sites More sharing options...
axelevert Posted August 9, 2019 Share Posted August 9, 2019 5 minutes ago, Lilalaunekuh said: Your pic shows a duplicant running a manual generator. => Did you change priorities, while the duplicant was already running inside the wheel ? [A duplicant will not interrupt the "generate power" task, to check for a new/higher prioritized task.] I have this problem too. My cooks have almost every other task disabled, but will ignore cooking to do literally anything else. Every time it comes time for the duplcants to eat, the starvation alarm always goes off even though they have more than enough time to eat. Link to comment Share on other sites More sharing options...
Skrivener Posted August 9, 2019 Share Posted August 9, 2019 4 minutes ago, thejohn1567 said: If this is the case you can disable then enable the generator, the dupe will hop off regardless of whether or not someone actually comes by to disable it. I think you can use the "move to" command to make them step off it also, and reassess their priorities. 1 Link to comment Share on other sites More sharing options...
LeftyRighty Posted August 9, 2019 Share Posted August 9, 2019 (edited) 1 hour ago, Neviiir said: Looks like it used to be 1.0: haven't updated yet, in LU-358267... gas was 1, liquid was 0.171 for reference hydrogen gas was/is gas 0.168, liquid 0.1 Edited August 9, 2019 by LeftyRighty 1 Link to comment Share on other sites More sharing options...
Lilalaunekuh Posted August 9, 2019 Share Posted August 9, 2019 Just now, Skrivener said: 5 minutes ago, thejohn1567 said: If this is the case you can disable then enable the generator, the dupe will hop off regardless of whether or not someone actually comes by to disable it. I think you can use the "move to" command to make them step off it also, and reassess their priorities. If I want a quick interrupt, I go for "move to". A more permanent solution would be to automate the manual generators to deactivate them in an interval of your choice. [I prefer a check every 60s.] 1 Link to comment Share on other sites More sharing options...
Skrivener Posted August 10, 2019 Share Posted August 10, 2019 (edited) 9 minutes ago, axelevert said: My cooks have almost every other task disabled, but will ignore cooking to do literally anything else. Every time it comes time for the duplcants to eat, the starvation alarm always goes off even though they have more than enough time to eat. Don't forget you have task priorities and building priorities. Task priorities take precedence and are set per duplicant through the top priority button menu. There is a default hierarchy of priorities there from left to right. I suggest if you can't get your cooks to cook set ALL of their priorities to double-down-arrows, then bring cook back up to standard (dash) or higher, and also bring supply up to single-down-arrow. This will help the cooks supply their own cooking materials if other dupes are not. Then set the cook buildings to 6 or 7 priority if you're still having trouble. That will help any supply dupes to focus on the cook supplying first, including the cooks. The starvation notification may be a bug. That used to happen sometimes when dupes were running to the bathroom before eating, but I don't think I've seen it happen recently. Edited August 10, 2019 by Skrivener typo Link to comment Share on other sites More sharing options...
TheEvilMango Posted August 10, 2019 Share Posted August 10, 2019 Is ethenol gas still the best gas to use with volcanos or is hydrogen or phosphorite gas better? Link to comment Share on other sites More sharing options...
KidWobble Posted August 10, 2019 Share Posted August 10, 2019 (edited) 33 minutes ago, Lilalaunekuh said: [A duplicant will not interrupt the "generate power" task, to check for a new/higher prioritized task.] Yes, she had no business starting that task to begin with. A fully prepped musher is waiting for her with both her cooking priority and musher priority maxed out. I understand how power thresholds work. That is not the issue. She will do priority 5s before 9 even with a fully supplied cooking station. I have to disable every other activity then she cooks non-stop.. Also god forbid they drop a low priority task going up a ladder. They get stuck in a loop trying to finish the supply task. There's a bunch of buggy AI that wasn't there in previous builds. 34 minutes ago, thejohn1567 said: If this is the case you can disable then enable the generator, the dupe will hop off regardless of whether or not someone actually comes by to disable it. Or you can change the battery charge threshold Edited August 10, 2019 by KidWobble 1 Link to comment Share on other sites More sharing options...
QuantumPion Posted August 10, 2019 Share Posted August 10, 2019 Trying to view the Colony Summary menu, either from the main menu or in game, causes a hard freeze for me now. Link to comment Share on other sites More sharing options...
Wintersdark Posted August 10, 2019 Share Posted August 10, 2019 34 minutes ago, TheEvilMango said: Is ethenol gas still the best gas to use with volcanos or is hydrogen or phosphorite gas better? Don't know about phosphorite gas, but it'll mean ethanol and hydrogen are equivalent. Ethanol has slightly lower specific heat capacity, though; not sure if that's really an issue or not. Link to comment Share on other sites More sharing options...
Hakon Posted August 10, 2019 Share Posted August 10, 2019 48 minutes ago, TheEvilMango said: Is ethenol gas still the best gas to use with volcanos or is hydrogen or phosphorite gas better? Now phosforite gas has the highest thermal conductivity again. 1 Link to comment Share on other sites More sharing options...
Nebbie Posted August 10, 2019 Share Posted August 10, 2019 (edited) 3 hours ago, Ipsquiggle said: ... Reduced the thermal conductivity of Ethanol Gas to 0.167 ... RIP ethanol as a really useful resource to put in a room; probably worth using in hot chambers with equipment you can't flood that operate below the boiling point of phosphorus, but that's incredibly niche, basically just gonna be a poor man's petroleum I guess. 32 minutes ago, Hakon said: Now phosforite gas has the highest thermal conductivity again. Supercoolant is better (even beat pre-nerf ethanol) for volcano conduction. I also want to test out salt gas, since while it greatly bumps up the resting point of the system , it might not lose you much power, and might be less finnicky to keep the magma chill initially. Edited August 10, 2019 by Nebbie 2 Link to comment Share on other sites More sharing options...
nafeasonto Posted August 10, 2019 Share Posted August 10, 2019 (edited) 1 hour ago, Lilalaunekuh said: Your pic shows a duplicant running a manual generator. => Did you change priorities, while the duplicant was already running inside the wheel ? [A duplicant will not interrupt the "generate power" task, to check for a new/higher prioritized task.] This shouldn't matter. If the only task they have is cooking, and it's top priority, that duplicant shouldn't be running a generator. I am also getting "starvation" BS as well. I have my dupes on very specific tasks, and food is a constant issue. Edited August 10, 2019 by nafeasonto Link to comment Share on other sites More sharing options...
badgamer123 Posted August 10, 2019 Share Posted August 10, 2019 the new update seem to stop Super Sustainable tracking completely...i get the data from mod tho,maybe the update break the mod Link to comment Share on other sites More sharing options...
Cairath Posted August 10, 2019 Share Posted August 10, 2019 7 minutes ago, badgamer123 said: the new update seem to stop Super Sustainable tracking completely...i get the data from mod tho,maybe the update break the mod Not sure which mod you're using, but the tracking works just fine now. If you're using mine, make sure steam updated it (it's still acting wonky -- you can delete the mod folder to force it to re-dwonload) 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now