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Nebbie    298
3 minutes ago, PhailRaptor said:

Probably because of this:

The way mods themselves are handled has changed, so all mods, whether they use the new things or not, need to be updated to a current version.  Even if nothing actually changes to the mod itself.

To further this, sometimes a mod, or the way mods are loaded, is designed to disable itself as a safety measure if what it's interfacing with isn't a known compatible version.

To not get mods not working on every update, you need to reach a point where what mods interface usually doesn't change on updates. That requires abstraction and things being relatively finished.
ONI will get there in time.

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voyager156    357
4 hours ago, blackbellamy said:

All my new plants show BLOCKED, except that they are giving the bonus.  My existing plants do not show the icon, only plants I have placed in the pots since the update:

 

WTfPtII.jpg

Same here...

Also, when a duplicant earns a skill point - there is no longer a notification icon on the portal.

Edited by voyager156
to add more stuff

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MeesterButts    53
2 hours ago, SharraShimada said:

But it should not be the case. For example: One changes the color of lightbulbs, nothing else. Why is the mod broken, because the game updates, while not changing anything related to this? It makes no sense at all. 

That's not what happened with this update so why are you choosing that example. A BUNCH of stuff got changed, if the mod coding in any way relies on the stuff that got changed it's going to break. That's always going to be the reality of modding in games. You can expect to wait after every patch for the mod authors to update their ****. It's not the base game programmer's job to make sure they don't break third party game additions.

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Red Shark    104
4 hours ago, JarrettM said:

Support for animation mods

 

  • Mod should supply an 'anim' directory structured like our 'game/Assets/anim' directory. 
    The game will look for a *_anim.bytes, *_build.bytes, and *.pngs for textures. The folder name dictates the animation name. If an existing animation is modded, the one in game is replaced; otherwise a new animation is added.

I have animations in Spriter (which an old version of is bundled with Don't Starve Mod tools, so I assume is what the Devs use / used). How do I convert those to _anim and _build files? I've previously used https://github.com/daviscook477/kparser which does the job, but I can't assume is the intended mod development path.

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nafeasonto    11

I hope they start working on optimizations here, even with a 8700K, the simulation takes a nose dive late game. 22FPS is horrible 

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izzymaxwell    2
Quote

The Delete Schedule button on the Schedule screen no longer looks the same as the "close window" button.

I have accidentally deleted my schedules so many times.  Thank you, Klei!

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Mullematsch    217

Wow, I am so happy about the fixes with the transformers. That stuff was driving me insane for a while, especially since it wasn't consistent. 

We need some DLC so I can throw more money at you guys! ;)

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Chaoticlusts    33

On the mod compatibility issue, might it be worth moving the previous patch to an opt-in 'beta' so people can continue with saves that have incompatible mods in use?  I play a few other games that provide this option and it seems to be a pretty good compromise in mod heavy games.

*edit* also...I just built my first waterweed farm last night before going to bed.... :'(

*second edit* is heavy-watt conductive wire requiring mechatronic engineering intended?

Edited by Chaoticlusts
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I've actually been having an issue for a while where all my mods are disabled when starting, but this update made it so it crashed every time I opened the game.  I pared the list down considerably and it starts now, although I still have to re-check them all every time.

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Babawze    4

I really really wish there was a way to activate multiple mods at once, instead of clicking each of them one by one each time! Like by click+drag over  or check all between two selected. It gets very tedious once you have over 20 mods...especially when you are looking for the few that don't work with the update. 

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nakomaru    1,340

Hmm, plants and some critters now probably check 5 tiles for atmosphere instead of 1? That sounds less fast. I hope we're not going in the wrong direction.

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TLW    55

I like the optional full collapse but the scrollbar extending down half (and only half) the screen is just weird.

 

Especially given that the current UI scale / screen size makes the scrollbar completely unnecessary.

 

8 hours ago, JarrettM said:

Transformer battery no longer instantly depletes when disabled, instead its battery slowly dissipates while disabled.

Does anyone have any numbers on this?

Edited by TLW

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Satyrical364    41
1 hour ago, nakomaru said:

Hmm, plants and some critters now probably check 5 tiles for atmosphere instead of 1? That sounds less fast. I hope we're not going in the wrong direction.

Aside from the bug with lettuce, I can only see upsides to this. Small, low pressure packets (read: farts) will no longer royally screw up your farms.

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Nitroturtle    610

While I like the new coloring for the wire overlay, I don't like that you can no longer easily see sections disconnected by power shutoffs.

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nakomaru    1,340
33 minutes ago, Satyrical364 said:

Aside from the bug with lettuce, I can only see upsides to this. Small, low pressure packets (read: farts) will no longer royally screw up your farms.

I'm talking about performance.

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Satyrical364    41
1 minute ago, nakomaru said:

I'm talking about performance.

I sincerely doubt plants checking for pressure is going to impact anyone's performance. There are far bigger causes for performance hits and Klei is working on them. In the meantime, we continue to get smaller bug fixes every week.

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nakomaru    1,340

I'm glad you are confident plant and puft atmosphere checks being multiplied by 5 will cause no additional load.

Edited by nakomaru
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