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Spaced Out! - The Big Merge Update - 469287

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SamLogan    1143
29 minutes ago, Pr0phet_03 said:

so do we get aluminum volcanoes in base game or nah?

Vanilla game last in is state with some news features :

Quote
  • New traits, including skill-granting traits
  • Some shuffling of the tech tree, notably moving most of the Conveyor Rails techs one tier earlier
  • Updated food storage/refrigeration mechanics will be the same in both versions of the game
  • Meter Valves are now in the Base Game
  • Oxygen Masks are now in the Base Game
  • Suit durability mechanics will be available in the Base Game (but toggled off in the game settings by default)
  • "Stinging eyes" and related debuffs which give all players more reason to be cautious with chlorine
  • The Diagnostics panel, updated Resource screen, and other UI improvements will be consistent for all versions of the game
  • Demolition skill will be available for everyone!

If you want big asteroid with the new space system, new creatures, radioactivity, etc. You have to go to Spaced Out, classic mode.

13 minutes ago, Yunru said:

Now O2 masks are in vanilla my airlock designs finally have a use! XD

It emits CO2, it's the not the better item for a room you don't want add gas. ;)

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Swoop5994    47

do unity upgrade and harmony might bring more performance ? in fact i think the only thing i really had problems with was radbolt making my bases lag alot the rest was not so bad.  *cheers to the modders* thanks for your job congrats to klei this seems like alot of not so simple work to merge 2 "games" :)

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Bellis1282    0

I absolutely understand the need to be patient, and I wouldn't mind playing without mods until people have a chance to get to them, it is after all something people generously do for the community.

However, I am currently having an issue where even with all the mods disabled the game just crashes on launch. I can play a new base but none of my old bases will work because of a mismatch in the mods used causes the game to immediately crash no matter what I try. Any suggestions or am I forced to start a new base if I want to play? I would attach a screenshot but it just closes the game so quickly I can barely even read the error.

Thanks and thanks to the modders for their hard work :). If this is an error that many others are experiencing my hope would be that Klei would have made sure that old bases weren't unplayable without the exact mods previously used considering they all need to be updated by the community, which could understandably take quite a bit of time and some mods may never receive an update. If it's just me though hopefully I find a fix ;-).

 

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lazysax    4

Anyone know if this means that they're finishing up with new features? I know it has to stop at some point XD but I still really want plug slug, pip, and perhaps even morb morphs.

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JRup    632
2 hours ago, Hichem said:

all mods are disactivated  after the update, noway to activate them.

Mods.png

I've been dealing with this for a while now.

A quick reminder for everyone coming from vanilla (a.k.a.: base game without the mergedown/DLC compatibility) is that it's in good health to make sure your savegame will work with what I call the mergedown version.

"Well 'duh'" right? Not so fast.

TL;DR: Make sure to have a save file made with all mods disabled coming from vanilla base game before going into "mergedown base game" and test that it loads (i.e.: manually migrate). Remember that if you save in the new mergedown version that save will no longer be compatible with vanilla base game.

Story time: I've been postponing the step of migrating because of being too lazy to rebuild some stuff and this perfectly sums up what's happening:

22 minutes ago, Bellis1282 said:

However, I am currently having an issue where even with all the mods disabled the game just crashes on launch. I can play a new base but none of my old bases will work because of a mismatch in the mods used causes the game to immediately crash no matter what I try.

So quick step by step migration manual for those of us coming from vanilla, this requires the save game to open in vanilla:

  • Open game and disable mods. (Relaunch)
  • Load save game to migrate (Things you've built will break depending on the mods you're using.)
  • Make a new save and this should be ready for loading in mergedown version.

Easy as ABC, well sorta. This worked for me. YMMV

I still hope this will help.

Edited by JRup
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Fradow    372
29 minutes ago, Bellis1282 said:

However, I am currently having an issue where even with all the mods disabled the game just crashes on launch. I can play a new base but none of my old bases will work because of a mismatch in the mods used causes the game to immediately crash no matter what I try. Any suggestions or am I forced to start a new base if I want to play? I would attach a screenshot but it just closes the game so quickly I can barely even read the error.

Your issue very probably comes from a disabled mod that added things that the game cannot recognize without the mod being activated.

An example is the Rest for the Weary mod, which add some "Rest-up" slot: as long as the mod is activated, no problem! But if you try to play a save containing "Rest-up" slots without Rest for the Weary activated, the game will instantly crash because it cannot recognize that.

Only a few mods are affected by that issue (sorry, I don't have a list). Mods that add buildings and the overwhelming majority of QoL mods should not be affected. It generally says so in the description of the mod.

Unfortunately, apart from trying your luck with a save editor (you're on your own for that), the best solution is to wait for mod update, and play new saves or revert to vanilla (with DLC disabled on Steam) in the meantime.

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Bellis1282    0
3 minutes ago, Fradow said:

Your issue very probably comes from a disabled mod that added things that the game cannot recognize without the mod being activated.

An example is the Rest for the Weary mod, which add some "Rest-up" slot: as long as the mod is activated, no problem! But if you try to play a save containing "Rest-up" slots without Rest for the Weary activated, the game will instantly crash because it cannot recognize that.

Only a few mods are affected by that issue (sorry, I don't have a list). Mods that add buildings and the overwhelming majority of QoL mods should not be affected. It generally says so in the description of the mod.

Unfortunately, apart from trying your luck with a save editor (you're on your own for that), the best solution is to wait for mod update, and play new saves or revert to vanilla (with DLC disabled on Steam) in the meantime.

That is very helpful, thank you. And I do use rest for the weary so that is likely it, the other mods I use do not add anything else. I will probably disable that in the future to be safe.

Thank you for taking the time to reply!

Edited by Bellis1282
spelling error

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Bellis1282    0
2 minutes ago, pether said:

Last time I spoke with Rest for the Weary author (like 2 hours ago) we was working hard to update all of his mods. It might be already updated - if not please wait till tomorrow :)

Thank you! Looks like it is already up. Wow, talk about incredibly fast I certainly did not expect that! This community is awesome :D

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JRup    632
8 minutes ago, Fradow said:

Your issue very probably comes from a disabled mod that added things that the game cannot recognize without the mod being activated.

"Not enough tags" is a mod that will prove a little tricky.

By its nature it is incompatible with Spaced Out! and might be obsoleted by the mergedown... The mini guide I posted above will help in this particular case.

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Is anyone else getting an issue where using a duplicant teleporter is causing a crash? The first time this happened, I restarted the game and tried again successfully. However, trying to send a new duplicant across or send my original duplicant back causes a crash every time. 

I'm wondering if it's because I had pliers and obviously it's now disabled with the new update. Not a problem, obviously, if this is the reason, then I'm sure I can get by without my ONI fix for a little while. ....well, I'll try to without getting too destructive

Edited by BlueSkaiBlue

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Outrate    14

Catastrophe

 

4 hours ago, Bellis1282 said:

I absolutely understand the need to be patient, and I wouldn't mind playing without mods until people have a chance to get to them,

I've been waiting since November for someone to update the old mods. I played for a month maybe and everything died again. Wonderful.

The problem is that all these updates are strictly forced. You can't just freeze the version and play calmy, and then (IF) interesting mods are updated, migrate to the version of the game as well. The filthy pirates turn out to be much happier.

Edited by Outrate
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JaxckLl    155
8 hours ago, Hichem said:

all mods are disactivated  after the update, noway to activate them.

Mods.png

Mods now need to use Harmony 2 instead of Harmony 1. This means they'll need some minor adjustments to be compatible with the game as is, depending on the implementation of the mod's effect.

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I am gonna wait for a month before updating (If ONI allows it) so modders can update their mods. This update doesn't bring any new buildings so I am not going to miss anything

Edited by TheTickingTick

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SharraShimada    1211
10 hours ago, Cairath said:

The post literally said to be patient. Steam won't give you any updates until we provide them :)

Nah, Steam refused to give me any updates yesterday. For anything.

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