Developer Ipsquiggle Posted March 3, 2020 Developer Share Posted March 3, 2020 Added some stationary states to the multiplexer and demultiplexer Fix doors doubling their mass when melting Updated artwork for the three Conveyor sensors Changed the OFF state in the Not gate to have no red or green coming into it (white lines and input output) and added some glow to the input and outputs when it's receiving signals Added Ribbon Bridge to the build menu Hook up new NOT Gate art. Hook up strings for Automation Ribbon Bridge. Fixed issue that allowed for malformed Sweepy Base names Sweepy looping movement sound hookup Fixed issue with formatted text where multiple copies of identical strings were not being properly formatted. Fix solid conduit contents not exchanging heat when the camera was in certain configurations Improved layering on Sweepy Base Station Tweaks to Ribbon Reader and Writer for easier readability Replacing a building returns both its primary and secondary construction materials. Sounds added for Signal Splitter and Selector, as well as Pixel Pack Reduced memory allocations in Conduit system and the PokeShell's egg protection behaviors Save 3-4% frame time with proper caching for Errand offsets View full update 22 8 Link to comment Share on other sites More sharing options...
mightybaz Posted March 3, 2020 Share Posted March 3, 2020 3 minutes ago, Ipsquiggle said: Fix solid conduit contents not exchanging heat when the camera was in certain configurations Could it be??? 4 Link to comment Share on other sites More sharing options...
pether Posted March 3, 2020 Share Posted March 3, 2020 (edited) It sounds like...! Edited March 3, 2020 by pether 2 Link to comment Share on other sites More sharing options...
Gurgel Posted March 3, 2020 Share Posted March 3, 2020 (edited) 40 minutes ago, Ipsquiggle said: Hook up new NOT Gate art. I do not like this one. It loses the directionality almost completely in the graphics. Almost as badly broken as the atrociously bad IEEE Std 91/91a-1991 "rectangular shape" symbols. Edited March 3, 2020 by Gurgel Link to comment Share on other sites More sharing options...
pether Posted March 3, 2020 Share Posted March 3, 2020 1 minute ago, Gurgel said: I do not like this one. It loses the directionality almost completely in the graphics. Pics please? Link to comment Share on other sites More sharing options...
watermelen671 Posted March 3, 2020 Share Posted March 3, 2020 (edited) 50 minutes ago, Ipsquiggle said: Updated artwork for the three Conveyor sensors 8 minutes ago, pether said: Pics please? Edited March 3, 2020 by watermelen671 3 7 Link to comment Share on other sites More sharing options...
Chintam Posted March 3, 2020 Share Posted March 3, 2020 1 hour ago, Ipsquiggle said: Fix solid conduit contents not exchanging heat when the camera was in certain configurations They listened to us. This changes everything. 3 Link to comment Share on other sites More sharing options...
Wumpus the 19th Posted March 3, 2020 Share Posted March 3, 2020 49 minutes ago, watermelen671 said: This looks excatly like the automation that i will never understand and will instead stay as flashing colors and lights in my mind 1 Link to comment Share on other sites More sharing options...
salithus Posted March 4, 2020 Share Posted March 4, 2020 26 minutes ago, Wumpus the 19th said: This looks excatly like the automation that i will never understand and will instead stay as flashing colors and lights in my mind The gif goes fast, I don't like that. But I think what they're trying to convey visually is that if a green signal comes in from the left side, the middle bar swings its green side towards that signal, like a magnet. Same for if it's red (or no) signal. 1 Link to comment Share on other sites More sharing options...
Junksteel Posted March 4, 2020 Share Posted March 4, 2020 (edited) 2 hours ago, Ipsquiggle said: Fix solid conduit contents not exchanging heat when the camera was in certain configurations Reduced memory allocations in Conduit system and the PokeShell's egg protection behaviors Save 3-4% frame time with proper caching for Errand offsets This is amazing... thanks a lot! Banhi's Bountiful Update... I'm very excited to play some thousands of cycles in a new base when it's done. Nice cooking! Edited March 4, 2020 by Junksteel 2 Link to comment Share on other sites More sharing options...
beowulf2010 Posted March 4, 2020 Share Posted March 4, 2020 1 hour ago, Chintam said: They listened to us. This changes everything. Oh, they've always listened. There's just been some bugs that have been difficult to squash without creating other issues. This seemed to have been one. 3 Link to comment Share on other sites More sharing options...
Gurgel Posted March 4, 2020 Share Posted March 4, 2020 (edited) 18 minutes ago, beowulf2010 said: Oh, they've always listened. There's just been some bugs that have been difficult to squash without creating other issues. This seemed to have been one. They definitely listen. But they are just human and can do only a limited amount of things per time unit before quality drops. And since they are smart, they prioritize instead. This particular one they tried before, but they did run into some larger issues. Probably also needed a bit of distance and then some breathing space to think about what could be done. Edited March 4, 2020 by Gurgel 4 Link to comment Share on other sites More sharing options...
Lilalaunekuh Posted March 4, 2020 Share Posted March 4, 2020 4 hours ago, Ipsquiggle said: Save 3-4% frame time with proper caching for Errand offsets Sure it´s only 3-4% ? At least for my late game bases it feels like much more. 3 Link to comment Share on other sites More sharing options...
TheDeamon Posted March 4, 2020 Share Posted March 4, 2020 (edited) Minor usability tweak/note: The watt sensor only accepts numeric input values. However, after you've input a value it appends " W" to it, which will then need to be deleted by the user the next time they try to make a change. Edited March 4, 2020 by TheDeamon 1 1 Link to comment Share on other sites More sharing options...
OxCD Posted March 4, 2020 Share Posted March 4, 2020 (edited) Ohmygoshohmygoshohmygosh. I feel like 007 when he discovers new Q gimmicks ! Is it for real ? Can someone confirm the conveyor heat exchange bug is solved ? Edited March 4, 2020 by OxCD Link to comment Share on other sites More sharing options...
Racso5 Posted March 4, 2020 Share Posted March 4, 2020 4 hours ago, Chintam said: They listened to us. This changes everything. I'm still relatively new to the game. What exactly are the implications of fixing this heat exchange bug? Link to comment Share on other sites More sharing options...
beowulf2010 Posted March 4, 2020 Share Posted March 4, 2020 (edited) 36 minutes ago, Racso5 said: I'm still relatively new to the game. What exactly are the implications of fixing this heat exchange bug? In short, unless you built conveyors in a certain way, you lost a ton of heat if you're doing things like using the igneous rock from solidified magma to run steam turbines or petroleum boilers. But only when you weren't looking at the build. It functioned when the player viewed it. Edited March 4, 2020 by beowulf2010 Link to comment Share on other sites More sharing options...
Racso5 Posted March 4, 2020 Share Posted March 4, 2020 50 minutes ago, beowulf2010 said: In short, unless you built conveyors in a certain way, you lost a ton of heat if you're doing things like using the igneous rock from solidified magma to run steam turbines or petroleum boilers. But only when you weren't looking at the build. It functioned when the player viewed it. Thank you. It sounds like this bug got in the way of late game builds. Glad to see it is fixed. Link to comment Share on other sites More sharing options...
SharraShimada Posted March 4, 2020 Share Posted March 4, 2020 5 hours ago, Lilalaunekuh said: Sure it´s only 3-4% ? At least for my late game bases it feels like much more. Frame-Time is not what you see. Its the time between frames (not necessarily visual frames). Lower is better. So yes, 4% makes the whole experience much smoother. Good things come in small packages. Link to comment Share on other sites More sharing options...
pether Posted March 4, 2020 Share Posted March 4, 2020 (edited) 11 hours ago, Ipsquiggle said: Hook up new NOT Gate art. I appreciate your ideas to make sure new players understand logic systems better, but can we please have some option to hide detailed gate mechanism and just stay with logic symbols that were used before? All those updates will turn my nice and clean logic system into crazy amusement park, painful to look at... Edited March 4, 2020 by pether 8 1 Link to comment Share on other sites More sharing options...
Gurgel Posted March 4, 2020 Share Posted March 4, 2020 3 hours ago, pether said: I appreciate your ideas to make sure new players understand logic systems better, but can we please have some option to hide detailed gate mechanism and just stay with logic symbols that were used before? All those updates will turn my nice and clean logic system into crazy amusement park, painful to look at... I would like that as well. The new ones are confusing and unsuitable for anybody that can already read standard logic symbols. 3 Link to comment Share on other sites More sharing options...
Cypher-7 Posted March 4, 2020 Share Posted March 4, 2020 3 hours ago, pether said: I appreciate your ideas to make sure new players understand logic systems better, but can we please have some option to hide detailed gate mechanism and just stay with logic symbols that were used before? All those updates will turn my nice and clean logic system into crazy amusement park, painful to look at... This is a good idea, it appeals to both camps of players, the ones who understand logic symbols and those who don’t. As you will always find with opinions, mine was the complete opposite of yours, looking at the tradition logic symbols might as well be hieroglyphics. *most* of the new ones are easier for me to understand. Link to comment Share on other sites More sharing options...
Steve8 Posted March 4, 2020 Share Posted March 4, 2020 (edited) 9 hours ago, Racso5 said: I'm still relatively new to the game. What exactly are the implications of fixing this heat exchange bug? You can cool things by running hot materials (for example metal from a metal volcano) through cold tiles or a steam room. This isn't even a late game thing. A very simple makeshift build to get steam for a steam rocket is running hot regolith on rails through the steam room and dumping it on the floor while pouring in water. A metal volcano tamer with just a steam turbine and some rails also doesn't need any advance materials or complicated setups. All this depends on heat exchange between the rails and the environment. Which was apparently broken. Edited March 4, 2020 by Steve8 1 Link to comment Share on other sites More sharing options...
watermelen671 Posted March 4, 2020 Share Posted March 4, 2020 I'm really not digging the new automation artwork. I know it's meant to better convey how the automation works visually, but it's just more confusing to me. These are all slowed down to 10 FPS by the way. 11 Link to comment Share on other sites More sharing options...
Sasza22 Posted March 4, 2020 Share Posted March 4, 2020 2 hours ago, watermelen671 said: I'm really not digging the new automation artwork. I know it's meant to better convey how the automation works visually, but it's just more confusing to me. I think the idea is good. The AND gate is pretty clear to how it works now. The others just need to be more obvious. 1 Link to comment Share on other sites More sharing options...
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