Developer Ipsquiggle Posted February 19, 2020 Developer Share Posted February 19, 2020 Move Pixel Pack location in the build menu. Drywall once again renders behind wires/conduits, because it is not their intent to block negative decor and it is visually misleading. Fixed crash caused by Sweepy destruction after sweepy station deconstruction. Fixed problems caused by Sweepy delivering to a full base station. Automated Notifier settings save and load correctly. Automated Notifier tooltip can now be 4x as long as before. Reduce a tons of memory spend on Line of Sight tests. On one save, this cut down on 965MB of allocations during load Selecting a new Automated Notifier no longer replaces its settings with the previous Notifier's settings. Sweepy anim improvements. Duplicant will rescue a stranded Sweepy. Sweepy base station can (and must) make new Sweepys from refined metal. Sweepy immediately stops working and becomes rescuable when it can't reach its base station Created new codex category for robots. Moved Sweepy there. Fix crash if Sweepy is charging and the base station gets destroyed. Fix crash when sending a multi-bit automation signal into a Signal Selector or Signal Distributor's control inputs. Fix PixelPack crash if it cannot find a connected wire while updating colors. Fix crash when trying to place objects on Sweepy Fix another Sweepy crash Plants/power generators no longer crash if they are destroyed at the same time the room containing them is modified. Updated Signal Selector and Signal Deselector descriptions Counter resets to 0 when it reaches its count, rather than 1 Pixel Pack power consumption down to 10W Timer Sensor can now be set to <1sec values Counter displays its count correctly again. Counter: Add a "decrement" mode which lets you count down instead of up. (WIP) Added Signal Multiplexer and Demultiplexor descriptions. Updated Pixel Pack artwork Signal Switch/Power Switch sidescreen reflects the switch's incoming state correctly when paused. Ribbon Writer and Ribbon Reader are now on the logic layer. Fix output ports hover text using incorrect input ports string. Virtual Planetarium requires the Astronomy Skill with Planetarium Researching trait. (Previously it was incorrectly set to Advanced Research) Pixel Pack now responds properly to gaining or losing power. Pixel Pack power input is moved to the correct spot. Hammer now only operates if given power. Added new research tier descriptions and automation notification Performance savings for triggering sounds View full update 8 6 Link to comment Share on other sites More sharing options...
oni_addict Posted February 19, 2020 Share Posted February 19, 2020 Thanks for providing all these fixes so quickly Link to comment Share on other sites More sharing options...
Gurgel Posted February 20, 2020 Share Posted February 20, 2020 (edited) 7 hours ago, Ipsquiggle said: Drywall once again renders behind wires/conduits, because it is not their intent to block negative decor and it is visually misleading. Yeah, I thought the same thing. Edited February 20, 2020 by Gurgel Link to comment Share on other sites More sharing options...
Lilalaunekuh Posted February 20, 2020 Share Posted February 20, 2020 9 hours ago, Ipsquiggle said: Reduce a tons of memory spend on Line of Sight tests. On one save, this cut down on 965MB of allocations during load I hope that was my save game^^  I know it´s a free update, but it seems like a good (or my last) chance to ask for some features of mods I feel are mandatory to be added to the core game: Wounded go to med bed = Just let duplicants use med beds based on their current health. Falling Sand                      = A way to prevent the deletion of dig orders on falling tiles. (Or a way to reschedule them). 4 Link to comment Share on other sites More sharing options...
Saturnus Posted February 20, 2020 Share Posted February 20, 2020 @Ipsquiggle If we are asking/can ask for even more features, and this being an automation update then pretty please with sugar on top add solid sensors to detect germs and temperature on conveyor rail materials. An element sensor for conveyor rails would be nice too but at least the first two should involve minimal effort on the dev team. 4 Link to comment Share on other sites More sharing options...
FenrirZeroZero Posted February 20, 2020 Share Posted February 20, 2020 22 minutes ago, Lilalaunekuh said: I hope that was my save game^^  I know it´s a free update, but it seems like a good (or my last) chance to ask for some features of mods I feel are mandatory to be added to the core game: Wounded go to med bed = Just let duplicants use med beds based on their current health. Falling Sand                      = A way to prevent the deletion of dig orders on falling tiles. (Or a way to reschedule them). I support this. Also: Quote Drywall once again renders behind wires/conduits, because it is not their intent to block negative decor and it is visually misleading. How about making it an option in the setting menu? It is not like we have to many options atm. 1 Link to comment Share on other sites More sharing options...
Maireen Posted February 20, 2020 Share Posted February 20, 2020 solid filter for shipping still missing alot of items like eggs, food, organic, and seeds Link to comment Share on other sites More sharing options...
watermelen671 Posted February 20, 2020 Share Posted February 20, 2020 15 hours ago, Ipsquiggle said: Duplicant will rescue a stranded Sweepy. That's so cute! 15 hours ago, Ipsquiggle said: Sweepy anim improvements. ...back into the trenches I go. 1 Link to comment Share on other sites More sharing options...
mathturtle Posted February 20, 2020 Share Posted February 20, 2020 5 hours ago, Saturnus said: @Ipsquiggle If we are asking/can ask for even more features, and this being an automation update then pretty please with sugar on top add solid sensors to detect germs and temperature on conveyor rail materials. An element sensor for conveyor rails would be nice too but at least the first two should involve minimal effort on the dev team. A +1 for these from me! I would also like to point out that the conveyor filter doesn't quite solve the problem for sorting conveyor rails. Eggs, egg shells and meat all just register as 'Genetic Ooze' and cannot be differentiated. So it doesn't help with your ranch outputs very much. Feature request I just thought of: a 1 tile high 'sweepy door' so sweepy can go through a wall when I need the rooms to be separate and doors closed to lock in critters (i.e. for ranching). 11 1 Link to comment Share on other sites More sharing options...
melquiades Posted February 20, 2020 Share Posted February 20, 2020 Whatever you did, keep doing it. The game runs smoother and with more fps, even at the preview stage. Thank you for keep working on this game. Your dedication convinced me that i shouldn't just dismiss the DLC. 2 1 Link to comment Share on other sites More sharing options...
pether Posted February 20, 2020 Share Posted February 20, 2020 (edited) Great work on the updates and I love the idea of the automation pack! I don't see why the hammer should consume power? It does literaly nothing and is only a toy to play with when someone would want to build a piano. Of course it is nice option and I remember someone posted a thread about it so it is really nice you hear the community - but why balancing it with power? Also - I started designs for game of life you guys requested on live stream. Initial thoughts are - there is a massive wire spaghetti even if I'd switch to logic ribbons. Of course, my initial desing could be flawed with some area for improvements, but what I see is - wireless signal emiters and receivers could help a lot and this pack is a great moment to add them. They could be balanced with high-tier material or power usage. +1 to the ideas stated above - solid sensors is something that automation needs a lot and it is great opportunity to add them to the pack. No time like the present! I can also see that logic ribbons open great potential for some new logic gates! 2-tile AND4 and OR4 gates that convert 4-bit ribbon signal into 1-bit wire signal using AND/OR operations, or SHIFT gate shifting bits in the ribbon left or right. Do ribbons work with existing AND, OR, NOT, XOR gates performing corresponding operation to each of ribbon bits to produce 4-bit output? I believe they should. I also assume that the bridge can be connected to the ribbon, right? Let me add how much I love ONI, especially for all fun that if offers with logic automation! I'm so happy for this pack and I hope you will not miss the opportunity to make it even better! I personaly could wait longer, how much it would take, to make it even more fun! Thanks a lot again! Edited February 20, 2020 by pether Link to comment Share on other sites More sharing options...
MauPow Posted February 20, 2020 Share Posted February 20, 2020 Just putting my support in for conveyor temperature sensors! They exist as a mod and are amazing. Â 2 Link to comment Share on other sites More sharing options...
minespatch Posted February 21, 2020 Share Posted February 21, 2020 LEt's hope next update both the Sweepy crash and removal of sweepy dock temp design are in the works. Link to comment Share on other sites More sharing options...
Sasza22 Posted February 22, 2020 Share Posted February 22, 2020 On 19.02.2020 at 11:31 PM, Ipsquiggle said: Created new codex category for robots. Moved Sweepy there. Guys, you know what that means, right? We`ll be getting more robots in the future. 2 Link to comment Share on other sites More sharing options...
SharraShimada Posted February 22, 2020 Share Posted February 22, 2020 37 minutes ago, Sasza22 said: Guys, you know what that means, right? We`ll be getting more robots in the future. Or they just added the category, because the bot does not fit in any other. Link to comment Share on other sites More sharing options...
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