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[Game Update] - 396529


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  • Developer
  • Pixel Pack consumes power while turned on
  • Getting closer to fixing the visible seam issue on the ribbon overlay icons
  • Fixed Sweepy eye color in menus
  • Ribbon Reader and Writer final art pass
  • Critter Sensor now has toggles for detecting Critters/Eggs/Both
  • Counter sidescreen consumes keyboard input so it doesn't open the build menu
  • Some updated audio and fixes for Sweepithus J. Bot
  • Some new hammer strike SFX for various automation elements
  • Final art for Alarm sensor
  • Fix NOT Gate behaviour for both 1bit and 4bit wires.
  • Automated Notifier plays its on/off anims
  • Usability work on Smart Reservoir/Smart Battery sidescreen tooltips
  • Improve startup times of some UI elements
  • Final art for Timer sensor
  • Performance improvement to adding and removing animations
     

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21 minutes ago, Ipsquiggle said:

Critter Sensor now has toggles for detecting Critters/Eggs/Both

Oh... so good!

 

21 minutes ago, Ipsquiggle said:

Counter sidescreen consumes keyboard input so it doesn't open the build menu

Don't understand this at all... can somebody please explain to me what it is written here?

 

8 minutes ago, Sunset Skye said:
18 minutes ago, Lbphero said:

CONVEYOR SENSORS! CONVEYOR SENSORS! CONVEYOR SENSORS!

Strongly agree!

Definitely agree with your strong agreement!

Edited by pether
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48 minutes ago, pether said:

Don't understand this at all... can somebody please explain to me what it is written here?

Previously when you put in a number it would open the respective build menu; for example, when you typed '1' it would open the Base build menu. Now it doesn't do that.

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2 hours ago, Ipsquiggle said:
  • Performance improvement to adding and removing animations

Thanks for all the recent performance updates. They have already improved my game quite a bit. Still alot of delay between dupes picking up tasks. But it is already alot more playable.:D

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On 2/18/2020 at 8:47 PM, Red Shark said:

I was kinda hoping for a tweaking of the "Critter" sensor to allow folks to test for Critters, Eggs, or Critters+Eggs.

Ah, well. Maybe the next content pack!

 

3 hours ago, Ipsquiggle said:
  • Critter Sensor now has toggles for detecting Critters/Eggs/Both

 

Be the change you want to see!

:wilson_love: for Klei!

Edited by Red Shark
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I am having a weird bug, though i don't know for sure, but i think that if you are having a lousy internet connection your mods will uninstall on their own and reinstall after a while on their own, it is extremely annoying to reenable only the mods i had installed by hand.

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3 hours ago, Ipsquiggle said:
  • Critter Sensor now has toggles for detecting Critters/Eggs/Both

View full update

 

While this is a welcome addition, it is only useful (and partially so) for ranches with a single critter type.

If you are trying to use automation to keep a 2:1 pacu:pokeshell ratio in a pen, this change won't help much.

Or if you try to keep only 1 puft prince per puft pen. Though I guess it possible to work around in some convoluted way.

Also... it would be great to have a switch to tell if a container accept input or not while it is disabled. (Like incubator, Conveyor Loader, etc)

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