Developer Ipsquiggle Posted July 14, 2021 Developer Share Posted July 14, 2021 Hello friends! This update contains some significant performance improvements for all players, as well as continued work on the Spaced Out! Colony Imperatives and worldgen. Finally, a number of crashes have been fixed. Let us know if you see any other problems with the Base Game, and thanks once again for all your feedback and bug reports during this mergedown! Features Performance improvements Optimized some messaging between objects being slower than intended. In big bases, this can often save > 50% of a frame (in one base, ~63% performance was gained over many frames) Research screen now shows and hides more responsively. Spread out Colony Diagnostic checks and UI updates across frames to make performance more consistent and less spikey. Resources Panel no longer updates when collapsed, preventing large performance spikes. Spaced Out! Refined Regolith Asteroid world generation and added it to all clusters. Added audio for Cosmic Archaeology victory short. Changes and improvements Fridges now go into a low power "energy saver" mode when their contents are cooled. Added a dialog that appears when upgrading base game saves to the newest version to explain the major differences. Spaced Out! Moved Temporal Ripper from Superconductive Asteroid to Tundra Asteroid and updated POI. Updated Temporal Ripper animations. Reduced Temporal Ripper Radbolt processing speed. Added Temporal Tear open/closed animation and status items. Added inspect analyzed artifact popup to Artifact Analysis Station side screen. Added launching and landing animations to starmap rockets. Added cobalt Atmo Suit recipe to the Exosuit Forge. Added starmap launch/land animation to rockets Added Meteor Shower season to Regolith Asteroid. Reduced amount of Iron Volcanoes on Tundra Asteroid temporarily. It will return to the previous numbers in the next update. Added audio for nuclear waste barrel fx. Added starmap artwork for Regolith Asteroid. Final line thickness polish on new victory monument artworks. Made revisions to Duplicant face artwork in victory monuments. Made small adjustments to Classic asteroid artworks. Bugs Players who don't own Spaced Out once again have sound. Fixed an issue sometimes preventing buildings from showing status items when they needed materials delivered. Restored comma separated number formatting to calorie display in resources screen. Duplicant condition panel no longer shows radiation exposure in base game. Seafood and Lettuce products no longer provide radiation resistance in the base game. Reordered Exosuit Forge recipes to so worn suit recipes appear after the suit they repair. Meteor Showers are working again in the base game Space Scanner once again gives warning of approaching meteors. Spaced Out! artifact victory condition information no longer shows up in base game. Spaced Out! Fixed crash when using the Telescope. Fixed issue where Atmo Suits from pre-merge saves would sometimes lose their internal oxygen. This was causing Duplicants to be unable to use checkpoints that had previously been working. Fixed misleading tooltips for rocket height limit condition. Fixed crash opening Crafting Table Codex page. Minor art updates to victory monument artwork (replaced rocket modules with likeness of modules that are actually in the game). Small adjustments to artifact artwork to fix floating artifacts in the Artifact Analysis Station. Fixed an issue where some asteroids would not reveal their surface. Adjusted “set rocket destination” tooltip. Drillcone description fixed to include Cargo Module reference. Temporal Ripper can no longer be damaged by meteors. View full update 10 4 1 1 3 2 Link to comment Share on other sites More sharing options...
Xhepey87 Posted July 14, 2021 Share Posted July 14, 2021 1 minute ago, Ipsquiggle said: Fridges now go into a low power "energy saver" mode when their contents are cooled. Fantastic! 5 1 1 Link to comment Share on other sites More sharing options...
Nebbie Posted July 14, 2021 Share Posted July 14, 2021 (edited) 41 minutes ago, Ipsquiggle said: Fridges now go into a low power "energy saver" mode when their contents are cooled. Please, please, please tell me it's 10W with no heating, and not something stupid like 30W with heating. My thermoregulator setups use ~33W average to freeze food in 3 fridges in basic little pits. We also still could really do with a freezer building and food storage buildings protecting their contents from bad gases around (basically should be normal atmosphere at worst). EDIT: Okay, 20W is probably about fair (it's likely what a thermoregulator would be pulling average to cool down a small area to 2C), but while producing the same amount of heat as when it's running in full power mode? This contributes a non-negligible amount of heat in Solo Spacefarer modules that on top of a battery quickly leads to toasty conditions. I really hope you remove the heat production when in low power mode in the next testing update. Quote Added cobalt Atmo Suit recipe to the Exosuit Forge. Nice, I was kind of annoyed at this being missing, as then my one colony had to rely on shipped-over iron suits. What about Iron Ore Oxygen Masks, though? I think those were also strangely missing. While on the subject, if AquaTuners could be made of refined metals instead of just metal ores, it would greatly help when all I want is a little cooling solution somewhere that really shouldn't need steel to be shipped over. Also, it's weird Cobalt doesn't convey overheat bonus when it has both a high melting point and high thermal conductivity... Quote Reduced amount of Iron Volcanoes on Tundra Asteroid temporarily. It will return to the previous numbers in the next update. But...why though? Like, what's the reason for such a temporary change that makes us want to not test because the world gen is changing again anyways? Is this because the ripper would run into iron volcanoes otherwise? Edited July 14, 2021 by Nebbie 1 Link to comment Share on other sites More sharing options...
Red Shark Posted July 14, 2021 Share Posted July 14, 2021 (edited) Removed erroneous information. Edited July 14, 2021 by Red Shark Link to comment Share on other sites More sharing options...
Nebbie Posted July 14, 2021 Share Posted July 14, 2021 4 minutes ago, Red Shark said: I could not figure out how to activate "energy saver" mode on the fridges. Either in Spaced Out or the base game. The line draws 120 watts (as reported by the energy grid view), even after contents were cooled to 2*C. Looks like there might be a masking or camera culling issue in the base game, though -- the cursor and effects (such as oxylite sublimation), appear duplicated in a separate camera view that is overlaid on top of the main game camera. Not sure what's going on in your game, but I'm seeing it work in mine, and confirmed in the energy panel. 1 Link to comment Share on other sites More sharing options...
Red Shark Posted July 14, 2021 Share Posted July 14, 2021 Can confirm. Looks like Steam hasn't recognized the update exists for me at all, yet. I'll remove my previous post lest it cause more confusion. Link to comment Share on other sites More sharing options...
fullerfamily Posted July 14, 2021 Share Posted July 14, 2021 (edited) 1 hour ago, Ipsquiggle said: Spaced Out! Fixed crash when using the Telescope. Thanks. It was hard to explore space without being able to explore space. Edited July 14, 2021 by fullerfamily 2 1 Link to comment Share on other sites More sharing options...
Developer EricKlei Posted July 14, 2021 Developer Share Posted July 14, 2021 2 hours ago, Red Shark said: Can confirm. Looks like Steam hasn't recognized the update exists for me at all, yet. I'll remove my previous post lest it cause more confusion. Are you on the public testing branch? 1 1 Link to comment Share on other sites More sharing options...
crbd115 Posted July 14, 2021 Share Posted July 14, 2021 3 hours ago, Ipsquiggle said: Refined Regolith Asteroid world generation and added it to all clusters. now we just need the space scanner back to automate bunker doors 4 1 1 1 Link to comment Share on other sites More sharing options...
Primalflower Posted July 14, 2021 Share Posted July 14, 2021 performance boost is much appreciated !! 3 1 Link to comment Share on other sites More sharing options...
Protoz2001 Posted July 14, 2021 Share Posted July 14, 2021 I was waiting on the next update before starting a new colony, is this it? I thought these come on Thursdays, or is there going to be more changes because ONI main menu countdown still says 1 day. Link to comment Share on other sites More sharing options...
sakura_sk Posted July 14, 2021 Share Posted July 14, 2021 (edited) 25 minutes ago, Protoz2001 said: is this it? This is a "testing branch" update so.. maybe expect some more changes for spaced out and probably some more fixes for base game's Mergedown until Thursday. Edit: If you mean that below .. I have no idea Edited July 14, 2021 by sakura_sk Link to comment Share on other sites More sharing options...
SkunkMaster Posted July 14, 2021 Share Posted July 14, 2021 5 hours ago, crbd115 said: now we just need the space scanner back to automate bunker doors Why would you want to automate the doors with a space scanner, when you can control the meteor shower ? - You're litterally "summoning" the meteor shower, so you'll know exactly when it arrives also... Link to comment Share on other sites More sharing options...
sakura_sk Posted July 14, 2021 Share Posted July 14, 2021 8 minutes ago, SkunkMaster said: You're litterally "summoning" the meteor shower, so you'll know exactly when it arrives also... Doesn't the "Added Meteor Shower season to Regolith Asteroid." mean you will not know when it will come? (Unless it is only after the "trigger" that meteors spawn). Also, I don't think it happens only once after the fact. It could be regular and predictable though (I haven't played that many cycles to test it) Link to comment Share on other sites More sharing options...
crbd115 Posted July 14, 2021 Share Posted July 14, 2021 34 minutes ago, sakura_sk said: Doesn't the "Added Meteor Shower season to Regolith Asteroid." mean you will not know when it will come? (Unless it is only after the "trigger" that meteors spawn). Also, I don't think it happens only once after the fact. It could be regular and predictable though (I haven't played that many cycles to test it) I watched for 20 cycles, its appears constant and random 48 minutes ago, SkunkMaster said: Why would you want to automate the doors with a space scanner, when you can control the meteor shower ? - You're litterally "summoning" the meteor shower, so you'll know exactly when it arrives also... They added the regolith moon with meteor showers that can happen from day one. That seems to be the majority of its purpose. 1 1 Link to comment Share on other sites More sharing options...
Steve8 Posted July 14, 2021 Share Posted July 14, 2021 Quote Moved Temporal Ripper from Superconductive Asteroid to Tundra Asteroid and updated POI. I don't know. I liked the idea that it's on a somewhat difficult to tame asteroid and thus endgame content even more clearly Link to comment Share on other sites More sharing options...
Sx6944 Posted July 14, 2021 Share Posted July 14, 2021 With this update, I suddenly notice my starting planet (classic forest planet) has meteor shower now. Does this patch intend to bring meteor shower back to the starting planet on DLC classic mode? 1 Link to comment Share on other sites More sharing options...
Red Shark Posted July 14, 2021 Share Posted July 14, 2021 11 hours ago, EricKlei said: Are you on the public testing branch? I am embarrassed to say that this was, in fact, my problem. I was not. 1 1 Link to comment Share on other sites More sharing options...
Orzelek Posted July 14, 2021 Share Posted July 14, 2021 12 hours ago, crbd115 said: now we just need the space scanner back to automate bunker doors You mean like this line from change log: Space Scanner once again gives warning of approaching meteors. (Disclaimer: I did not check if it works actually yet ) Link to comment Share on other sites More sharing options...
sakura_sk Posted July 14, 2021 Share Posted July 14, 2021 11 minutes ago, Orzelek said: You mean like this line from change log Like "back" as a building in the DLC, like it is in the base game to detect meteor showers and rockets (there is no space scanner in the DLC) 1 Link to comment Share on other sites More sharing options...
melquiades Posted July 15, 2021 Share Posted July 15, 2021 The improvement in performance was noticeable. Thank you very much! 2 2 Link to comment Share on other sites More sharing options...
n_t_p Posted July 15, 2021 Share Posted July 15, 2021 Yes! Performance improvements are super important. Game runs badly, hopefully this will help. Hope to see more. 2 2 Link to comment Share on other sites More sharing options...
babba Posted July 15, 2021 Share Posted July 15, 2021 (edited) Performance improvements - Many many many thanks, need to check it out sometime More (optional ) endgame colony extinction threats please, RimWorld style Game FPS performance Also...Tank u for pizza rego (lith) Edited July 15, 2021 by babba 1 1 Link to comment Share on other sites More sharing options...
cpy Posted July 15, 2021 Share Posted July 15, 2021 I tested public beta test branch and I'm not seeing any peformance improvement. Link to comment Share on other sites More sharing options...
Polyops Posted July 15, 2021 Share Posted July 15, 2021 ------------------------------------- Translated Report (Full Report Below) ------------------------------------- Process: Oxygen Not Included [13939] Path: /Users/USER/Library/Application Support/Steam/*/OxygenNotIncluded.app/Contents/MacOS/Oxygen Not Included Identifier: unity.Klei.Oxygen Not Included Version: 1.0 (0) Code Type: ARM-64 (Native) Parent Process: launchd [1] User ID: 501 Date/Time: 2021-07-15 22:17:36.5313 +0300 OS Version: macOS 12.0 (21A5284e) Report Version: 12 Anonymous UUID: 07730361-8BCE-72E4-D71E-E747468A5970 Sleep/Wake UUID: 849E0759-640D-4C54-843F-44DCC5B82DB1 Time Awake Since Boot: 11000 seconds Time Since Wake: 7463 seconds System Integrity Protection: enabled Crashed Thread: 0 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Exception Note: EXC_CORPSE_NOTIFY Termination Reason: Namespace DYLD, Code 9 tried: '/steamloader.dylib' (no such file), '/Users/myusername/Library/Application Support/Steam/Steam.AppBundle/Steam/Contents/MacOS/steamloader.dylib' (fat file, but missing compatible architecture (have 'i386,x86_64', need 'arm64e')), '/Users/myusername/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/steamloader.dylib' (no such file), '/Users/myusername/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/bin/steamloader.dylib' (no such file), '/usr/local/lib/steamloader.dylib' (no such file), '/lib/steamloader.dylib' (no such file), '/usr/lib/steamloader.dylib' (no such file) Application Specific Information: Thread 0 Crashed: 0 dyld 0x102c7a27c __abort_with_payload + 8 1 dyld 0x102c811ec abort_with_payload_wrapper_internal + 104 2 dyld 0x102c81220 abort_with_payload + 16 3 dyld 0x102c3a620 dyld4::halt(char const*) + 328 4 dyld 0x102c36750 invocation function for block in dyld4::prepare(dyld4::APIs&, dyld3::MachOAnalyzer const*) + 292 5 dyld 0x102c38dec dyld4::ProcessConfig::PathOverrides::forEachInColonList(char const*, char const*, void (char const*, bool&) block_pointer) + 204 6 dyld 0x102c39114 dyld4::ProcessConfig::PathOverrides::forEachInsertedDylib(void (char const*, bool&) block_pointer) const + 116 7 dyld 0x102c354f8 dyld4::prepare(dyld4::APIs&, dyld3::MachOAnalyzer const*) + 780 8 dyld 0x102c350dc start + 488 After the update i can't play with my M1 mac anymore Link to comment Share on other sites More sharing options...
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