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[Game Update] New Patch In Testing! - 417040


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Hi friends!

Can you believe Summer is here already? This Spring has really flown by! And so it's time for another patch. More and more the team has been focusing on DLC development, and so this time around it will be a fairly small patch  Please hop on the testing branch and let us know how it's working, and also let us know if there are any pressing issues we've missed, either here or in the bug forums!

As always, thank you for your support and excitement. It's so encouraging to us to see everyone collaborating on complex designs, helping each other solve the smallest and largest problems, and continuing to dream about the future of this game together with us!

What does this testing branch contain so far?

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

Spoiler

Fixes and Improvements

  • Timer Sensor's copy settings now copies elapsed time and whether it is in cycles mode or not. 
  • Prevent fetch errands from putting items in storage that were never requested. This is a partial fix for "buildings with weird stuff inside them."
  • When a Hammer strikes Automation Wire/Automation Ribbon, it will correctly read the length of the wire/ribbon now. 
  • Updated Chinese strings
  • Fix a case where "ghost bottles" would appear outside of buildings.
  • Fixed vertical wind tunnel description.
  • Fixed Puft Prince description.
  • Sauna no longer requires steam in pipes to operate, only that there is sufficient steam in storage.
  • Liquid and Gas Reservoirs no longer round the amounts of their contents before testing logic levels. Fixes a bug where they would activate when they were "close" to the activation amount.
  • Significantly reduce wait time when a crash occurs with mods present
  • Ice Maker is now overheatable like other production buildings.
  • Sweepy's Dock is now overheatable
  • Sweepy now correctly starts and stops charging if the dock becomes powered/unpowered while Sweepy is trying to charge.
  • Fix partial melting/partial evaporation heat calculations. Energy used should be the energy required, not the difference of what's available.
  • Fix bug where Auto Sweepers' storage was growing unbounded, but not delivering contents
    • Unfortunately this reverts the fix to the bug where sweepers drop their contents on load - our delivery system requires this, for the time being
  • The seed chance bonus from the Agriculture skill was only being applied at 1/100th strength. Now a 3% increased chance actually means a 3% increased chance. (This is on top of the base 10% chance any crop plant has of producing a seed.)
  • Fixed the Arbor Tree incorrectly stating that it had a seed drop chance. Pips must be utilized to get extra Arbor Seeds.
  • Conveyors show the proper names of contents, rather than always showing their element (e.g. Genetic Ooze)
  • Renamed the baby Pokeshell's molt to Small Pokeshell Molt. This makes it more clear in the various lists and screens where the molts can show up and fixes the functionality of the Conveyor Element Sensor.
  • Fix the Vitamin Chews saying they have no effect, when their effect is in fact 0.5.
  • Microchips and Micronutrient Fertilizer items will group into a single item when on the ground
  • CO2 puffs exhaled by Duplicants will no longer teleport their CO2 upwards when released inside a non-breathable space. Instead they will try to find a nearby CO2, breathable, or other gas cell to release into. (Note: There is still a bug where Dupes can still unexpectedly breathe CO2 into a non-breathable room if they are standing near the edge of a tile.)
  • Transit Tube corner animations have been made all the same length.
  • Transit Tube corner animations play faster so that duplicants maintain consistent speed
  • Fix drag tools (i.e. pipes, cancel) not stopping when clicking near UI
  • Ore Scrubber no longer requires chlorine in its pipe to work, only in its storage. It also shows a red status icon when it has insufficient mass in storage.
     

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

 

 

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21 minutes ago, Ipsquiggle said:

Fix partial melting/partial evaporation heat calculations. Energy used should be the energy required, not the difference of what's available.

Looks like there in no need for a flaking guide. Thanks for the great game. It was fun while it lasted but this fix should hopefully be great.

Edited by mathmanican
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27 minutes ago, Ipsquiggle said:

Hi friends!

Can you believe Summer is here already? This Spring has really flown by! And so it's time for another patch. More and more the team has been focusing on DLC development, and so this time around it will be a fairly small patch  Please hop on the testing branch and let us know how it's working, and also let us know if there are any pressing issues we've missed, either here or in the bug forums!

As always, thank you for your support and excitement. It's so encouraging to us to see everyone collaborating on complex designs, helping each other solve the smallest and largest problems, and continuing to dream about the future of this game together with us!

 

A curious string change snuck in

 

STRINGS.UI.UISIDESCREENS.MINIONTODOSIDESCREEN.TOOLTIP_EMERGENCY

-"    • Emergency: {ClassPriority}\n"
+"    • Emergency : {ClassPriority}\n"

 

 

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10 minutes ago, mathmanican said:

Looks like there in no need for a flaking guide. Thanks for the great game. It was fun while it lasted but this fix should hopefully be great.

I don't even know what flaking means. Read your post, still don't get it :D

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40 minutes ago, Ipsquiggle said:

Ice Maker is now overheatable like other production buildings.

@Zarquan this is your doing....

7 minutes ago, Smife said:

I don't even know what flaking means. Read your post, still don't get it

I'll still put out an introductory guide so people can play with it till the patch is out of testing. I will change the name to partial melting and partial evaporation to reflect the official name posted here (though this name doesn't help describe crude to petro transitions).

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4 minutes ago, mathmanican said:

@Zarquan this is your doing....

Oh no!

9 minutes ago, mathmanican said:

I'll still put out an introductory guide so people can play with it till the patch is out of testing. I will change the name to partial melting and partial evaporation to reflect the official name posted here (though this name doesn't help describe crude to petro transitions).

I would title it something like "pre-patch partial evaporation/melting."  My thinking is that flaking will still be a useful tool for doing things like getting tungsten from abyssalite, and it would be good if the mechanics were well understood, so a post about how it works post-patch will be good. 

Perhaps I should add an "outdated" tag to my existing flaking builds.

But there goes my "liquid oxygen race" idea to see who could get the fastest liquid oxygen.

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2 minutes ago, TripleM999 said:

Look for the "Massive heat deletion/creation bug"-threads, they show practical (ab)uses of these bug.

Part 3 has a 10 W liquid oxygen machine from room temperature.  The most balanced build.

Edited by Zarquan
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28 minutes ago, Zarquan said:

But there goes my "liquid oxygen race" idea to see who could get the fastest liquid oxygen.

What do you mean.  We still have 2 weeks to complete this. I think I can liquefy >100kg/s with the right setup and almost no power (I just don't know how to deliver that much..., and I might be exaggerating a bit). Luckily when gas freezes it does not bead, so I am not limited by the liquid flow viscosity ratings.  So I could probably get it up to 1000kg/s. Your design uses liquid flaking (partial evaporation), whereas the doomsday freezer uses solid flaking (partial melting).

Both partial melting and partial evaporation are basically "Temp Reset" abuses. They have the same problem as the old 40C PW to Water issue, with the only difference being we could choose the temp at which reset occurs (rather than forced to pick 40C).  Resetting at 28K is nice, or resetting something at 3500 to 3499.9999 is also nice.

Now, if we want to move on to liquid hydrogen, then your build is basically the only way to go, as partial melting is no longer viable (no gas is cold enough to enable it with a solid hydrogen tile). 

1 hour ago, Ipsquiggle said:

you can continue to play in the current Default branch until the game launches in full.

Thanks for giving us a week or so to dream of more crazy things.  I'll also play the dev build and see what I can break. Assuming a 2 week beta, we can use Canada Day (July 1) to officially end and celebrate flaking abuse. :) 

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1 hour ago, mathmanican said:

What do you mean.  We still have 2 weeks to complete this. I think I can liquefy >100kg/s with the right setup and almost no power (I just don't know how to deliver that much..., and I might be exaggerating a bit). Luckily when gas freezes it does not bead, so I am not limited by the liquid flow viscosity ratings.  So I could probably get it up to 1000kg/s. Your design uses liquid flaking (partial evaporation), whereas the doomsday freezer uses solid flaking (partial melting).

I was thinking in survival.  Like, we take a map seed and try to get efficient flaking off as fast as possible in survival.

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3 hours ago, mathmanican said:

Looks like there in no need for a flaking guide. Thanks for the great game. It was fun while it lasted but this fix should hopefully be great.

Right after I've read this line in the patch note I was expecting this post ^^ Have you tested the result ? Is it clearly targeting what we're all thinking about ?

If yes, can it solve finally the steam turbine heat deletion issue ?

Edited by OxCD
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29 minutes ago, OxCD said:

Right after I've read this line in the patch note I was expecting this post ^^ Have you tested the result ? Is it clearly targeting what we're all thinking about ?

If yes, can it solve finally the steam turbine heat deletion issue ?

I think it has been determined that the steam turbine heat deletion issue is multiple bugs and this is one of them.  I am planning on going in to the beta branch and seeing if their fix is good.

Edited by Zarquan
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Just now, mathmanican said:

It doesn't appear to be related to the turbine issue. That's a whole different discovery yet to be isolated and exploited. :lol:

I thought that when there was cooler steam high pressure steam, the water could build up and there could be flaking and that was one of the observed problems.

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2 minutes ago, Zarquan said:

I thought that when there was cooler steam high pressure steam, the water could build up and there could be flaking and that was one of the observed problems.

Only if you rig it right and have 3 turbines pumping in liquid. I made an aqua tuner cooler yesterday with partial evaporation (liquid flaking) that abused it on purpose. It showed me a few more conditions required for successful flaking. I was going to explore more the exact issue and may still based off the update. 

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Hmm. The digging issue still seems to dodge being diagnosed and fixed. [Still happens. Just had one after running the dev version for around 600 cycles.] Well, the rest does sound good.

And we now know how to get an issue fixed fast: Build an infernal contraption that industrializes the issue and has some crazy high output!

Edited by Gurgel
Added note about undigable regolith
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Found a new bug: Dirt from compost and clay from deodorizers does not fall:

bug06.png.830199476782587dffd509264861cb96.png

It does fall on load, but then starts to accumulate in the air again. Also not sweepable while hanging there.

Edited by Gurgel
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1 hour ago, Gurgel said:

Found a new bug: Dirt from compost and clay from deodorizers does not fall:

bug06.png.830199476782587dffd509264861cb96.png

It does fall on load, but then starts to accumulate in the air again. Also not sweepable while hanging there.

New DLC material: antigravity dirt.

Seriously though, the "going back to normal on load" thing happens with visco-gel and possibly some other materials as well. Sometimes mopping up visco-gel causes it to outright vanish until colony reload, where you can then see the purple bottle dropping from the air from where it once vanished.

Edited by BaloneyOs
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