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New Update in Testing - 404823


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Hey friends!

Time for another update! We've knocked out a bunch of recently introduced bugs, cleaned up and expanded some of the new features from the Automation Pack, and added a lot of refinement to the way crashes and mods are handled.

Additionally, there's a new color blindness mode which can be selected from the options menu. Read all about it and leave comments on jambell's post!

I'd also like to mention that like many other teams, the ONI team has been affected by the transition to working from home. We're not sure yet how this is going to affect our future releases, but we're glad to provide this weird pee simulator to amuse you during these times and we're going to keep making it better!

These changes are available for testing on the testing branch (see instructions at the bottom of this post), so please check them out and let us know if you find any bugs or issues! 

What does this testing branch contain so far?

Here are the changes we've made so far in this update, loosely categorized:

Spoiler

Features and Changes

  • Add Protanopia and Deuteranopia color blindness modes.
  • Added Feedback button below patch notes as shortcut to feedback options.
  • Mod and Crash Screen Improvements:
    • Mods Screen button says "Browse" instead of "Subscription" for local mods. Hitting the button always opened a folder to the local directory, now the text matches that
    • Hook up new art for crash report screen
    • Enable/Disable all mods button on ModsScreen
    • Errors encountered while mods are installed will now bring up an error dialog.
    • Fix localization on the error screen
    • Error screen now has a "MORE INFO" button that reveals the callstack, and a copy to clipboard button
    • Mods referenced in the stack trace will be disabled by default (unless they are dev mods).
    • Disable mods that are non-dev mods when they fail to load, even if other mods are dev mods. This was causing infinite loops for mod creators when a mod was crashing that had nothing to do with what they were developing
    • Mods can be disabled or enabled directly on the error screen.
  • Under the hood, Timer Sensor now counts Logic Ticks rather than Time.time, which will make them more accurate and better at staying in sync with each other.
  • Counter Sensor improvements:
    • Add "Advanced Mode" toggle to Counter sidescreen. Advanced Mode performs a % on the count, rather than a direct comparison, allowing for actual binary counting.
    • Advanced Mode: sends a Green Signal only for one logic tick, rather than continuously.
    • Standard Mode: After its initial 0, Counter Sensor sidescreen displays its count as "10" rather than 0.
    • Counter sidescreen visual polish.
    • Improved counter's reset behavior to be more reliable.
  • Added some new hammer strike sounds
  • New logic gate sounds, changes and remixing
  • Sweepbot Station contents are always marked for clearing - similar to user marked sweeps on floor ore. This allows their storage priority to be set right on the Sweepbot Station
  • Notifier sidescreen now has tooltips for the three notification types. 
  • New !! icon for VERY BAD notifications
  • OR and XOR gate backpieces shaped to look more like their symbols.
  • Add Copy Settings button to Signal Switch, Power Switch, Ribbon Reader, Ribbon Writer. 

 

Fixes

  • Further fixes for constructions getting dragged around during autosave and when the Notifier triggers
  • Fixed building toggle errands not being saved.
  • Fix rocket module meters not matching the offset of their parent module
  • Fix crash when deconstructing a tile
  • Counter Sensor defaults to the "off" anim state when first built.
  • Counter Sensor no longer sends Green Signal for its initial "zero" state, making daisy-chaining possible without requiring to reset.
  • Copy Settings works correctly for Liquid Reservoirs and Gas Reservoirs
  • Signal Switch and Circuit Switch sidescreens now scale correctly with UI scaling. 
  • Signal Switch now initializes in the right animation based on whether it's on or off, instead of always defaulting to off.
  • Signal Switch no longer says it requires Duplicant operation. 
  • Control Inputs on the Signal Selector/Signal Distributor now only read from the first bit of an Automation Ribbon. 
  • Canister emptier no longer shares auto-bottle strings with bottle emptier
  • When paused, multiple Signal Switches/Circuit Switches can be toggled at a time, and general improvements to the functionality of the player controlled toggle sidescreen.
  • Automation Ribbon Bridges now correctly de-tint if they are offscreen when the Automation Overlay is closed
  • Light audio mix and performance fixes around creatures
  • Fixed issue allowing for 2 Sweepys to be produced for the same base station
  • MOTD strings can now be translated by Language Mods
  • Sweepy fixes:
    • Refined metal for sweepy production will no longer be cleared from the Sweepy base station as if it were swept clutter. This should fix some infinite delivery loops with the sweepy station.
    • Improved Sweepy status item when trapped
    • Fixed empty status item for Sweepy. Added status items for common states. Added placeholder string to base station description to describe emptying behavior.
    • Fixed the dying animation sometimes being interrupted by the idle animation.
    • Fixed bug allowing Sweepy to magically change the temperature of things swept.
  • Fix some instances of dupes still carrying on conversations after death.
  • Fix crash when a dupe greets another dupe right as they're dying.
  • A couple fixes for trying to retrieve the schedule of a dead dupe.
  • Fix crash when a critter dies right before they get wrangled.
  • Fix crash when a building or plant is destroyed while its room is being updated.
  • Fix achievement crash for very old saves.
  • Fix retry-loop when a translation mod becomes enabled somehow.
  • Prevent softlock when a modal dialog is rendering behind the crash report screen.
  • Separate limits for sliders and text input fields in sandbox tools. Should allow very negative heat gun values and prohibit <1 brush size values.
  • Sandbox brush size limited to 50
  • Sandbox settings revert to default settings if the saved data is not applicable (update IDs loaded in base game). Mass, temperature, and brush radius values are better clamped.
  • Further fix for refunding secondary materials from construction when a building is replacing itself
  • Tweaks to the Reader/Writer and Ribbon art to overlap better and display the proper animations

 

Optimizations

  • Removed validations in our arrays which were were taking up over 5% of the frame
  • Minor optimize to ConduitFlow
  • Bridge optimizations save about 3% of the frame when a steady stream of elements are passing through conduit bridges

 

Modding

  • Added hooks to LogException in KMonoBehehaviour's try-catches for mod support
  • Removed IEffectDescriptor; in every case except one it just deferred to the game object anyways, so no reason to inject the BuildingDef. This makes all effect descriptors use the same interface, simplifying things.
  • Support archived versions for mods
    • This will allow modders in the future to publish versions of their mod simultaneously for the testing and release builds. It won't be usable for this testing period because the change hasn't made it to release yet, but next patch this can be used to update mods on the Testing branch without breaking them for Release players!
    • The "current" most up-to-date version of the mod continues to live in the root folder of the mod as always.
    • Archived/previous versions of the mod can be moved into an 'archived_versions' folder, and their last good version specified in a top-level file called 'archived_versions.yaml'. Its structure looks like this:

      archivedVersions:
      - relativePath: archived_versions/0
        lastWorkingBuild: 10000
      - relativePath: archived_versions/1
        lastWorkingBuild: 10001

What is open testing?

"Open testing" means players get to test-drive new content early and give us feedback and suggestions before it goes live. Because this is an unfinished and in active development version of the game, it's pretty likely you'll encounter bugs, crashes or balance issues while playing these builds. We'll try to fix any problems that crop up as quickly as we can, but it's possible you'll lose progress in your games while playing on the Testing branch.

Regarding performance, the Testing branch has additional debugging tools enabled to help us track down crashes. This makes the game run more slowly than the live version of the game.

Please also be aware that once a save is loaded in the Testing branch, it cannot be reopened again in the previous Live branch or previous builds.

What do I do if I find a crash or a bug?

Post it up on the Bug Tracker and we'll fix it as soon as we can. If you can attach a copy of your save file to your report, that helps us even more as we can pinpoint the source of problem more quickly.

Do I have to play the open testing build?

Nope! If you'd prefer to only play a stable build, you can continue to play in the current Default branch until the game launches in full. Playing the Open Testing build isn't necessary, but it helps us a lot to receive your feedback and reports - if you're interested, try it out!

How do I become an open tester?

There's no sign up or registration for becoming an open tester. If you own Oxygen Not Included and want to join the Testing Branch, all you have to do is play the Open Testing build on Steam.

How do I play the open testing build?

You can switch your branch on Steam using the instructions below:

Spoiler

How to change branches in Oxygen Not Included (Steam)

  • In Steam, click on Library > Games.
  • Scroll down to Oxygen Not Included.
  • Right-click and select Properties.
  • Go to the BETAS tab.
  • In the dropdown, select the name of the branch you want to play. In this case, the branch name is "public_testing"
    • This branch does not require a password.
  • In that same Properties window, go to the Local Files tab and press "Verify Integrity Of Game Cache."
  • Your game will be updated to the the previous branch.
  • Launch and play Oxygen Not Included

That's it! We hope you'll enjoy this taste of what's to come, and thank-you for your help testing out the new Upgrade!


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1 hour ago, Ipsquiggle said:

That's it! We hope you'll enjoy this taste of what's to come, and thank-you for your help testing out the new Upgrade!

little Thing I noticed after a quick look:
STRINGS.UI.UISIDESCREENS.TIMER_SIDE_SCREEN.RED_DURATION_TOOLTIP has one <style="logic_on">Red Signal</style> instead of logic_off

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2 hours ago, Ipsquiggle said:
  Hide contents

Features and Changes

  • Added Feedback button below patch notes as shortcut to feedback options.
  Reveal hidden contents

How to change branches in Oxygen Not Included (Steam)

  • In Steam, click on Library > Games.
  • Scroll down to Oxygen Not Included.
  • Right-click and select Properties.
  • Go to the BETAS tab.
  • In the dropdown, select the name of the branch you want to play. In this case, the branch name is "public_testing"
    • This branch does not require a password.
  • In that same Properties window, go to the Local Files tab and press "Verify Integrity Of Game Cache."
  • Your game will be updated to the the previous branch.
  • Launch and play Oxygen Not Included

On Linux, the 'Browse Log Files' button tries to open a non-existent dir.

it tries to open /path/to/OxygenNotIncluded/~/.config/unity3d/Klei/Oxygen Not Included instead of ~/.config/unity3d/Klei/Oxygen Not Included (I didn't test if '~' is replaced by $XDG_DATA_HOME if defined)

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1 hour ago, Ipsquiggle said:

We found a dozen and a half additional fixes. They've been added to the notes! :)

Could you specify the bottle storage system for Sweepy. I can catch it with the arm if it's a magma bottle, but not a polluted water.

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Guest aresd
4 hours ago, Ipsquiggle said:

Counter Sensor no longer sends Green Signal for its initial "zero" state, making daisy-chaining possible without requiring to reset.

super great  :angel:

All mods is die ))

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15 hours ago, Ipsquiggle said:

Sweepbot Station contents are always marked for clearing - similar to user marked sweeps on floor ore. This allows their storage priority to be set right on the Sweepbot Station

Does this mean that dups will try if available to move the station content to a "sweep only" storage ?

Usually, with a "sweep only" storage, we have reasons to want only ore manually swept to go into. Could it be wise to keep the "force unloading" for the station (which is a good idea I think), but without allowing content to be moved that way ?

It's a question more than a request. Opinion are welcomed ^^

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16 hours ago, Ipsquiggle said:

We're not sure yet how this is going to affect our future releases, but we're glad to provide this weird pee simulator to amuse you during these times and we're going to keep making it better!

Don't undersell yourself! It does a few other things besides simulating pee ;-)

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19 hours ago, Ipsquiggle said:

but we're glad to provide this weird pee simulator to amuse you during these times and we're going to keep making it better!

Weird flex but okay? :wilson_ecstatic:

7 hours ago, SamLogan said:

You want nuclear reactor? Klei have more better ! The Dev Generator ! :P

THEY ADDED THE DEV GENERATOR!!

meepgasm.png.6bd4fe9d1010ba0082bf4dbe3cd5fbe4.png

Edited by watermelen671
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4 minutes ago, yoakenashi said:

Does this also fix the same bug with autosweepers and duplicants picking up lumber?

Sure this one wasn't fixed already ? I remember well this bug, but there's something in my memory about a released bug fix... 

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I have some aspectation from klei, long asked, never delivered:

1. data disk  - converted to vacillator recharge - or make them compostable - or use x quantity of data disk to multiply the output by y ot the vents - or use x data disk for instant research unresearced vents

2. abbysalite  - make it crushable whit rock crusher

3. mafic rock - make it crushable whit rock crusher

4. 1500 degrees pump - for lava only

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