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[Game Update] - 397125


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Hey everyone, another batch of fixes and additions for the weekend! We're coming in to the home stretch and should be launching this to the Live branch next Thursday. Thanks for all the input so far and have a great weekend!

  • Sweepy will continue working until it runs out of battery or has a full dust bin regardless of its ability to reach its base station.
  • Sweepy dock has name label which will updates to match its Sweepy's name.
  • Updated artwork for the AND gate, to make its function more concrete. (More coming!)
  • Adding final art for the Conveyor Filter
  • Fix Space scanner's selection not being saved
  • Fixed issue with sweep bot base station requested metal delivery. Should request 25kg refined metal when a new sweepy is needed
  • Pixel Pack now renders behind Automation Wires in the Automation Overlay.
  • Closing the Automation Overlay with previously-viewed buildings off screen no longer causes them to render behind Automation Wires
  • Conveyor Sensors, Conveyor Filter are now brought forward in the Conveyor Overlay
  • More buildings are brought forward into Overlay space in the Gas / Liquid conduit overlay
  • Many buildings (e.g. Gas Filter, conduit sensors, etc) are now selectable from the Gas/Liquid overlays directly with a single click rather than requiring the overlay to be closed to interact
  • Fixed several issues with sandbox temperature tools relating to user temperature unit selection
  • Added Conveyor sensors!
  • A bug causing the Automation Overlay to only update on every second automation tick has been fixed. It should be easier to see and debug rapidly-switching circuits now.
  • Conveyor Filter now correctly filters all the various solid things that pass through it
  • Fix "ghost" rocket modules appearing for rockets already in space after a load
  • Fix doors deleting themselves when melting
  • Ribbon Reader description adjustment
  • Adjusted Ribbon Reader bit changing logic for more consistency with the Writer
  • Futher work on the Sweepy dock
  • Alarm sensor now has a unique sound
  • You can play multiple tones from striking a conduit at the same time now (internal cooldown on their sounds has been removed)
  • Cap max number of logs to 10 million - this should prevent hard drives from filling up with enormous log files
  • Fix the weird and unnecessary warning when checking for the ModLoader.dll
  • Each mod gets its own uniquely named Harmony instance for better dependency management. (Name is <id>.<platform>)
  • Don't eat exceptions during Mod DLL loading
  • State Machine Exceptions are now logged through a non-generic method, making hooking the exception easier
     

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Many buildings (e.g. Gas Filter, conduit sensors, etc) are now selectable from the Gas/Liquid overlays directly with a single click rather than requiring the overlay to be closed to interact

Yes! That was a weird inconsistency

Edited by Steve8
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Awesome news! Thanks for the update!

22 minutes ago, Ipsquiggle said:

A bug causing the Automation Overlay to only update on every second automation tick has been fixed. It should be easier to see and debug rapidly-switching circuits now.

I created a low-power gas filter by combining a gas element sensor, a gas shut-off, and pipe with vent (for the unfiltered gases). Could this bug explain why the wrong gas would sometimes fail to trigger a red signal by the gas element sensor?

Edited by Racso5
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39 minutes ago, Ipsquiggle said:
  • A bug causing the Automation Overlay to only update on every second automation tick has been fixed. It should be easier to see and debug rapidly-switching circuits now.

 

That explains some things...

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1 hour ago, Ipsquiggle said:
  • Updated artwork for the AND gate, to make its function more concrete. (More coming!)

 

Well, maybe it is because I have done gate-level logic for about 35 years now, but I find the new thing hard to read.

Could work well for people that have no real-world experience with gate-level logic though. The idea for the visualization is nice as long as there are only few gates next to each other. I recommend making the two other 2-input gates visually distinctive enough that you can see the difference easily from a distance. The small, reduced logic symbol in the corned will not do that. It would probably best to find a different type of visualization OR and XOR.

Edited by Gurgel
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1 hour ago, Ipsquiggle said:

 

  • Many buildings (e.g. Gas Filter, conduit sensors, etc) are now selectable from the Gas/Liquid overlays directly with a single click rather than requiring the overlay to be closed to interact
  • Added Conveyor sensors!
  • A bug causing the Automation Overlay to only update on every second automation tick has been fixed. It should be easier to see and debug rapidly-switching circuits now.
  • Fix "ghost" rocket modules appearing for rockets already in space after a load (Nice!)
  • Fix doors deleting themselves when melting (what does that mean?)

 

Big breakthrows all over

Edited by meepmoop
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2 hours ago, Ipsquiggle said:

 

  • Many buildings (e.g. Gas Filter, conduit sensors, etc) are now selectable from the Gas/Liquid overlays directly with a single click rather than requiring the overlay to be closed to interact

 

Yay!  I had given up hope of this ever being addressed.  Thank you!!!!!  =^.^=

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20 minutes ago, Oozinator said:

How would you guys / girls / x  simplify a flip flop with the new tools?

3WnFkGg.png

Counter set to 2. That's it.

The old method before was typically with a positive edge detector (AND and NOT gate) followed by an XOR gate with one of the inputs tied to the output.

Like this. Both have the same function.

image.png.3d0f0e3fbec2045cadffb90f62b74a71.png

Edited by Saturnus
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6 minutes ago, Oozinator said:

How would you guys / girls / x  simplify a flip flop with the new tools?

A memory toggle and a single inverter to get the complemented output. It is not quite the same but do you need the case where both inputs are active?

2 hours ago, Ipsquiggle said:
  • Added Conveyor sensors!

 

I can build them, but they seem not to be listed in the research tree at the moment.

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