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Gurgel    1,389
27 minutes ago, Ipsquiggle said:
  • Balloon Artists will now attempt to set up their balloon stand at the Printing Pod if there is no valid recreation room.
  • Balloon Artists now need less space to set up a balloon stand.

 

They need space to set up a stand in a recreation room? Now I know why I have never seen it happening!

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Slvrsrfr    77
On 1/15/2020 at 11:45 AM, Ipsquiggle said:

Automation sounds should recover to their full volumes more quickly now

 

On 1/15/2020 at 11:45 AM, Ipsquiggle said:

Completing the building of Small buildings is no longer super loud.

 

On 1/15/2020 at 11:45 AM, Ipsquiggle said:

Fix a lot of instances of sounds being played at non-0 Z coordinates, leading to an uneven mix with unintended loudnesses.

Music to my ears, ty. And you @jambell

Is it WAI that all dupes come with a bad trait, can that be made a toggle?

image.png.508dabd0e50eec55ac90c10cf6d241b0.png

That is quite amazing, startling, and a bit disheartening. I have been a game-tester by trade a few times in life, this would be deeply disturbing to me, and my morale.

Edited by Slvrsrfr
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KittenIsAGeek    1,436
10 hours ago, Ipsquiggle said:
  • Conducting heat via loose ore should respect insulation of the cell they are resting on

 

I'm wondering if this will solve the "insulated building on insulated tiles" heat anomalies as well.  For example, if you fill a liquid reservoir with hot water it'll make the insulated tile beneath it get really hot, even though the building itself is room temperature and the contents are supposedly insulated.

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OxCD    480
2 hours ago, Gurgel said:

Aren't you being overly dramatic here? I have yet to run into any actually "Game breaking" bug. (My current base is around cycle 6000.) They may break some aspects of some specific play-styles, but that is it. Be a little flexible and work around the issues. I am sure complaints that massive overstate problems do not impress the developers at all. They probably just mentally filter them out and look for more realistic feedback.

 

Mmmh. Maybe, or maybe not.

image.thumb.png.ee109a8d64156ef848999ef9df665949.png

All things considered, maybe some irritation is involved ?

 

12 hours ago, Ipsquiggle said:

Conducting heat via loose ore should respect insulation of the cell they are resting on

Thanks for this one :)

Edited by OxCD
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suxkar    132
3 hours ago, KittenIsAGeek said:

I'm wondering if this will solve the "insulated building on insulated tiles" heat anomalies as well.  For example, if you fill a liquid reservoir with hot water it'll make the insulated tile beneath it get really hot, even though the building itself is room temperature and the contents are supposedly insulated.

May be you know this already, but that's because reservoirs exchange heat with one tile below them as if they were debris and currently debris exchanges heat very well with tiles, even insulated ones. This makes it so that insulated tiles with any debris on top basically do not insulate at all.
I am guessing that with "loose ore" they mean any debris right? If so, the problem should be solved. Can someone from the testing branch confirm?

I am happy about these fixes, but I have to agree with others, there are still so many annoying bugs around that it is hard to feel like "celebrating".

I wish Klei would just let us old forum farts know about their intentions in general.
For example, no fixes for the plethora or problems/unbalancing with space. One would guess that the only plausible reason they are not touching something as potentially important as space is because they have bigger intentions for it in the future, but who knows? May be they are "content" with it basically feeling unfinished?

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RonEmpire    524
6 hours ago, Gurgel said:

Aren't you being overly dramatic here? I have yet to run into any actually "Game breaking" bug. (My current base is around cycle 6000.) They may break some aspects of some specific play-styles, but that is it. Be a little flexible and work around the issues. I am sure complaints that massive overstate problems do not impress the developers at all. They probably just mentally filter them out and look for more realistic feedback.

 

Game breaking is when the game crashes with a blackhole and dumps you to the desktop.   And  this happens quite a few times and you don't know exactly why it happens.  So yea.  I get them once or twice a day. 

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Oozinator    2,568

Here a real annoying thing and it's there since always.
When you set door permissions to "not pass", they still enter the door.
They do it for idling or jobs.
Here an example (just checked):
image.thumb.png.a3c90afa76d8bcbdb82e19a41ea4ca90.png
All doors set to "no pass" and all have the "lock door" errand.
Load the save and let it run , till all doors are locked..
image.thumb.png.427a4f32983d95c60ded484f616744b1.png
Edit: Errands (lock) are not saved, give lock order to all doors and unpause
Door test.sav

Another rant: For me whole space part makes not really sense, all that regolith fighting and for what?
You don't need those precious star loc. ressources, when you don't go into space.
Why the Moos are still worthless, as example?

An animal like a fine Moo(variations of it), could motivate me to do the space trip, but performance have to be fixed before.
All my ranches ended up beeing one tile ranches, because i tried to reduce pathfinding impact on FPS.

I never played any game, which influenced my playstyle so much, to stabilize performance.
ONI lose very much creative freedom, based on poor FPS performance.

lol

pf.PNG.f498b86bab0a6a80d3319711c44c6654.PNG

@yoakenashiThat "critter stuck" thing sucks too, very much. Do pips still reproduce when stuck, because fish doesn't and it's easy to lose whole population when it happens?

Edited by Oozinator
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Zarquan    777

I would like to point out that the "limited feeding" is a resource saving feature, not a performance issue.  The "limiting pathfinding" can also be considered a space saving measure. 

My point is I would have still made this build or one like it without the performance concerns.

Edited by Zarquan

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psusi    188
7 hours ago, KittenIsAGeek said:

I'm wondering if this will solve the "insulated building on insulated tiles" heat anomalies as well.  For example, if you fill a liquid reservoir with hot water it'll make the insulated tile beneath it get really hot, even though the building itself is room temperature and the contents are supposedly insulated.

The contents are not supposedly insulated.  Not sure where you got that idea.

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Gurgel    1,389
3 hours ago, RonEmpire said:

Game breaking is when the game crashes with a blackhole and dumps you to the desktop.   And  this happens quite a few times and you don't know exactly why it happens.  So yea.  I get them once or twice a day. 

No. "Game breaking" is when you cannot continue to play because a core mechanism that you need to use does not work. Crashes fall under "minor annoyance". 

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Junksteel    805
19 minutes ago, Gurgel said:

No. "Game breaking" is when you cannot continue to play because a core mechanism that you need to use does not work. Crashes fall under "minor annoyance". 

That's a very personal scale of yours. If a group of players lost interest in the game because of a consistent bug or glitch, it is broken. Even removed/added features or balance changes to some games can be game breaking. About ONI specifically, there are over 10.000 minor annoyances which in sum certainly break the game for some. I don't expect every single one to be fixed but hey, conveyor rails and heat transfer are core mechanisms.

Edited by Junksteel
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Gurgel    1,389
35 minutes ago, Junksteel said:

That's a very personal scale of yours. 

Please google "game breaking" and then come again. This is not a personal definition of mine. Also, a game with actual game breaking bugs in any real measure will not get a Steam Score of 97% positive (recent reviews). 

I do understand that some people do not like the state the game is in. But excessive hyperbole is not the way to get heard.

24 minutes ago, Lifegrow said:

Your opinion of game breaking may differ from mine, 

This is not my definition. Please google the term.

24 minutes ago, Lifegrow said:

 however let's try and meet in the middle - theres an entire bug tracker thread of "realistic feedback" - go check how many of them have been fixed. 

Pretty much anything I reported and would consider a real problem has been fixed, often fast. There is however a large body of claims as to very serious bugs, which are either actually minor things or design decisions and not bugs at all. Some people like to complain and when they get ignored, they try again, louder. Some people are also very much in love with their own ideas how things should be. Fortunately, Klei devs are good at ignoring them. Otherwise this game would be a lot worse than it is. Maybe with less bugs, but not nearly as much fun. 

Edited by Gurgel
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Junksteel    805
6 minutes ago, Gurgel said:

Fortunately, Klei devs are good at ignoring them. Otherwise this game would be a lot worse than it is. Maybe with less bugs, but not nearly as much fun. 

 I'm out! Peace!

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fatheroctopus    259
7 hours ago, Zarquan said:

I actually just encountered a NaN on meal lice on the new patch (which is something I hadn't seen before).  I tried to load the autosave, but the game instantly crashed.

The Quarantined Crashpad Cycle 102.sav

Hi, I just tried opening this save on the testing branch and it seemed to load without a problem (I also see the log where it's handling the NaN). Can you double-check that steam properly updated the game for you when you switched branches? The build number should say "TESTING BUILD: RP-389761". If it's still there, send me the output_log.txt and I'll take a look - Thanks!

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fatheroctopus    259
19 hours ago, yoakenashi said:

I would have loved a fix for any one of these:

 

 

 

Taking a look at these - have a potential fix that will go out soon on this branch

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fatheroctopus    259
8 hours ago, Oozinator said:

Here a real annoying thing and it's there since always.
When you set door permissions to "not pass", they still enter the door.
They do it for idling or jobs.
Here an example (just checked):
image.thumb.png.a3c90afa76d8bcbdb82e19a41ea4ca90.png
All doors set to "no pass" and all have the "lock door" errand.
Load the save and let it run , till all doors are locked..
image.thumb.png.427a4f32983d95c60ded484f616744b1.png
Edit: Errands (lock) are not saved, give lock order to all doors and unpause
Door test.sav

What is the expected behavior here? When I ran this test, Mi-Ma locked all the doors, but she didn't have to pass through any of them to do so.

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