Developer Ipsquiggle Posted May 12, 2021 Developer Share Posted May 12, 2021 Hey everyone! This update goes live tomorrow, just one final patch today! Changes Added Meter Valves to the tech tree. Added main status to Meter Valves Swapped Conveyor Chute and Conveyor Receptacle in the tech tree. Add sounds for Railgun rail cleaning. Radbolt looping sound ends as the Radbolt is destroyed, rather than being slightly late. Fixes Splitting ores now correctly updates the temperature transfer in the sim for both parts. Conveyor Shutoff now has a "Conveyor Rail Blocked" status and behaves like the other Shutoffs when blocked. Loading a save with a rocket with a Scanner Module exploring outside the FOW no longer crashes Fixed crash building a new module while viewing a rocket interior Worldgen: Improvements to guaranteed POI spawning rules to decrease the amount of worldgen failures. View full update 6 6 1 3 1 Link to comment Share on other sites More sharing options...
melquiades Posted May 12, 2021 Share Posted May 12, 2021 Could you please check this error before release? It is from the base game though (i wanted to remember an old design i made), i only needed to open the load screen: Spoiler Texture has out of range width / height at LoadScreen.SetPreview (System.String filename, System.String basename, UnityEngine.UI.Image preview, System.Boolean fallbackToTimelapse) [0x00000] in <5b76f8b3859f4f008c4fcb111f78ec3c>:0 at LoadScreen.AddColonyToList (System.Collections.Generic.List`1[T] saves) [0x00000] in <5b76f8b3859f4f008c4fcb111f78ec3c>:0 at LoadScreen.RefreshColonyList () [0x00000] in <5b76f8b3859f4f008c4fcb111f78ec3c>:0 at LoadScreen.OnActivate () [0x00000] in <5b76f8b3859f4f008c4fcb111f78ec3c>:0 at KScreen.Activate () [0x00000] in <2088bc352a9946b1b3e56bbd83c50ef0>:0 at MainMenu.LoadGame () [0x00000] in <5b76f8b3859f4f008c4fcb111f78ec3c>:0 at KButton.SignalClick (KKeyCode btn) [0x00000] in <2088bc352a9946b1b3e56bbd83c50ef0>:0 at KButton.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <2088bc352a9946b1b3e56bbd83c50ef0>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <43b2a460dcf94effad83499f1f143cf8>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <43b2a460dcf94effad83499f1f143cf8>:0 at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <43b2a460dcf94effad83499f1f143cf8>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <43b2a460dcf94effad83499f1f143cf8>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <43b2a460dcf94effad83499f1f143cf8>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent () [0x00000] in <43b2a460dcf94effad83499f1f143cf8>:0 at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <43b2a460dcf94effad83499f1f143cf8>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <43b2a460dcf94effad83499f1f143cf8>:0 Link to comment Share on other sites More sharing options...
sakura_sk Posted May 12, 2021 Share Posted May 12, 2021 28 minutes ago, Ipsquiggle said: Swapped Conveyor Chute and Conveyor Receptacle in the tech tree. Meh.. Infinity storage it is, then. 1 1 1 Link to comment Share on other sites More sharing options...
Developer EricKlei Posted May 12, 2021 Developer Share Posted May 12, 2021 24 minutes ago, melquiades said: Could you please check this error before release? It is from the base game though (i wanted to remember an old design i made), i only needed to open the load screen One of your preview images is causing the issue and deleting it should resolve the issue. If you find the specific image please attach it so we can investigate. 2 1 Link to comment Share on other sites More sharing options...
zach123b Posted May 12, 2021 Share Posted May 12, 2021 so glad to hear the switch on conveyor rail technology, now i don't have to rush space+plastic as much. i usually aim for having conveyor rails around cycle 50 as that's usually when i have a dupe reach 5 skill points i've been building contraptions like this one for nuclear research, i'm at around 200-210 rads/cycle currently but it'll go up a little more with a ranch of 3 as i have here. (there is a water lock+radbolt generator there with the power switch going to the radbolt generator only) offtopic request: any chance of getting pips/arbor trees in classic terra? currently we are sorely missing the critter/plant and have been debug spawning them in 1 1 Link to comment Share on other sites More sharing options...
JRup Posted May 12, 2021 Share Posted May 12, 2021 1 hour ago, Ipsquiggle said: Conveyor Shutoff now has a "Conveyor Rail Blocked" status and behaves like the other Shutoffs when blocked. Oh yeah! Faith in consistency is restored! Will love to see this back in vanilla as well when the dimensions (codebases) collide, merge and make funny code ooze... Has anyone tried to use the "pipe drain" (by pressing insert key) on conveyor rails yet? 28 minutes ago, zach123b said: offtopic request: any chance of getting pips/arbor trees in classic terra? currently we are sorely missing the critter/plant and have been debug spawning them in "Missing pips" appears to be on "known issue" status atm, this comes from a thread with "forest world", tho: On 5/7/2021 at 1:20 PM, EricKlei said: Changed Status to Known Issue I checked and there are no pips anywhere. The fix would only apply to future saves so I recommend using the Sandbox Spawn Tool to spawn a few. 1 Link to comment Share on other sites More sharing options...
fritozipper Posted May 12, 2021 Share Posted May 12, 2021 I've been waiting for the printing pod to give me an acorn and pip after 500 cycles still nothing :( 1 Link to comment Share on other sites More sharing options...
gabberworld Posted May 12, 2021 Share Posted May 12, 2021 23 minutes ago, fritozipper said: I've been waiting for the printing pod to give me an acorn and pip after 500 cycles still nothing i notice that some items not pop from printing pod till you get self from somewhere 1 2 Link to comment Share on other sites More sharing options...
RonEmpire Posted May 12, 2021 Share Posted May 12, 2021 (edited) 3 hours ago, sakura_sk said: Meh.. Infinity storage it is, then. You could always use weight plate to automate/disable the delivery. "too heavy" can either directly stop arm from feeding. or directly close the chute from spitting out more. Edited May 12, 2021 by RonEmpire 1 Link to comment Share on other sites More sharing options...
sakura_sk Posted May 12, 2021 Share Posted May 12, 2021 12 minutes ago, RonEmpire said: You could always use weight plate to automate/disable the delivery. "too heavy" can either directly stop arm from feeding. or directly close the chute from spitting out more. I see the "conveyor chute" as the easier/more convenient way to automate things compared to "conveyor receptacle" so I would be converting to the easier (for me) infinity storage - drop every food in one spot or drop coal from hatch farms to the floor instead of building multiple single material routes. I was just having flashbacks of the pre-chute version of the game for these last updates (and thinking of ridiculous ways to automate storage early) but nah.. To infinity, again 1 1 Link to comment Share on other sites More sharing options...
mathmanican Posted May 13, 2021 Share Posted May 13, 2021 9 hours ago, Ipsquiggle said: Splitting ores now correctly updates the temperature transfer in the sim for both parts @wachunga I figure you'll want to know this is probably coming to base game soon. 1 Link to comment Share on other sites More sharing options...
babba Posted May 13, 2021 Share Posted May 13, 2021 (edited) 10 hours ago, Ipsquiggle said: ... Add sounds for Railgun rail cleaning. Finally some Unreal Tournament in the game ! 8 hours ago, fritozipper said: I've been waiting for the printing pod to give me an acorn and pip after 500 cycles still nothing +100 pips and 3.172 acorn arbor tree seeds If the pips and seeds would show up in the "spawn gate", then all the old school big mac map dlc classic terra players could get those too ...Im playing the great map since quite a while now. Dear Papa Klei Smurf, please give us pips and the trees - Many thanks Edited May 13, 2021 by babba 1 Link to comment Share on other sites More sharing options...
melquiades Posted May 13, 2021 Share Posted May 13, 2021 9 hours ago, EricKlei said: One of your preview images is causing the issue and deleting it should resolve the issue. If you find the specific image please attach it so we can investigate. It wasn't so hard to find... the only 80+ MB file! Sry for using mediafire but i have never been able to upload an image anywhere near the max permitted size using the forum: https://www.mediafire.com/file/252avbos1sb7dar/Made_in_Abyss.png/file Thank you very much! I generated a world some time ago, and started checking the worldgen with debug_enable.txt. And it usually takes a long time for me to open the load game tab, but this was the first time crashing. 1 Link to comment Share on other sites More sharing options...
KonfigSys Posted May 13, 2021 Share Posted May 13, 2021 Swapped Conveyor Chute and Conveyor Receptacle in the tech tree. Great! Thanks for that. Chute is more needed at the earlier stage and then receptacle can be discovered with space flights and plastic Fishes are happy with eggs being sent away! Pip and arbor tree - you can make it available through the printing pod (currently if you do not discover, it does not come through the pod). However, the best option will be to have either forest biome or arbor/pip asteroid (even tiny one). What about Al volcano??? The same problem - it does not spawn every time and if it does not, no supercoolant can be made!!! 2 Link to comment Share on other sites More sharing options...
zach123b Posted May 13, 2021 Share Posted May 13, 2021 yeah, the almost no aluminum on classic start does suck. you only get about 5t, on my current map, of the ore around the input supply pads so you can make some super coolant so 5kg aluminum per 100kg fullerene... 1kg fullerene makes 100kg super coolant so with 5000kg aluminum we can make 500,000kg fullerene for about 50,000,000kg super coolant. which we only get enough graphite for 2,500,000 - 3,500,000kg of super coolant. you only need about 2,000kg of aluminum to convert all the graphite into fullerene. but i do like my aluminum heat exchangers like for oil boiling Link to comment Share on other sites More sharing options...
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