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[Game Update] - Public Testing 475368, 475472, 475497


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  • Developer

Hi everyone,

Today’s update to the Public Testing branch features a new way for Dupes to catch up on sleep: Ladder Beds! These are stackable, climbable beds made from refined metal.

It also includes several bug fixes and new sounds.

We’re continuing to investigate a performance change affecting some players on the base game, so this build also includes experimental changes intended to help narrow it down. We appreciate the patience while we work through it! If you had a large performance change on the base game after the Breath Of Fresh Air update, please test this build and report back.

As always, if you'd like to try the Public Testing branch you can follow the instructions listed here.

Changes in 475368

  • Changes & Improvements
    • Spaced Out! Only
      • Added a Ladder Bed building
      • Added Wall Toilet sound
      • Added Trailblazer landing sound
      • Added Escape pod sound
      • Added rocket debris falling, landing & landed sound
      • Added Escape pod duplicant interact sound
      • Changes to Trailblazer Lander’s descent animations
      • More artifact lore
      • Changes to Escape Pod artwork and animations
  • Fixes
    • Spaced Out! Only
      • Fixed issue preventing enter temporal tear button from showing on eligible rockets
      • Fixed issue causing an exploding rocket and an intact rocket to be visible in a hex when a rocket was exploding.
      • Fixed bug preventing rocket debris payloads from appearing until the hex was clicked on.
      • Fixed a bug where gantries would be destroyed when a rocket landed even if they were retracted.
      • Fixed the Rubik's Cube artifact lore entry
  • Known Issues
    • The research screen may take a few or more seconds to open the first time, and be slow to open and close in general.

Additional changes in 475472

  • Changes & Improvements
    • Minor changes to Ladder Bed animations
  • Fixes
    • Removed reference to Carbon Skimmer in Liquid-Based Refinement Processes tech’s description as it is no longer there.
    • Spaced Out! Only
      • Fixed Ladder Bed related crash when building another building out of the same material.
      • Fixed issue where stacked Ladder Beds could not be built. 
      • Ladder Bed interruptions happen more reliably. 
      • Fixed a bug where rockets would sometimes fail to harvest from space POIs even though they had proper storage modules

Additional changes in 475497

  • Spaced Out! Only
    • Fixed crash that could occur when building Solo Spacefarer Nosecone.

View full update

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The research screen may take a few or more seconds to open the first time, and be slow to open and close in general.

mh, isind that worked ok in latest public update? as far i know it not had 2 sec delay, it was sometime ago but i not seen that anymore.

only thing what i know is fps drop with mouse at there, fps drop happens also when use the W,A,D,S keyboard keys

note. i talk about public release atm.

recearch.thumb.png.b667105ec6546f0a5eb0dbc6ece908fd.png

Edited by gabberworld
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Great update!

Here are some quick tests about the new bed.

Snipaste_2021-08-20_10-26-26.png.eba48d528b43f24fdaf93f6ddf2966c4.png

Ladder beds are stackable and rotatable, but (and only?) the ladder parts need to be on one straight.

The building description says that, duplicants can be interrupted if another duplicant uses the ladder while sleeping. But in my test, only the duplicants who have Loud Sleeper trait will be affected, which seems like a bug?

Snipaste_2021-08-20_10-28-43.png.1e61799185178085410b09025255730f.pngSnipaste_2021-08-20_10-29-45.png.d6aab29d3358893b1b5ada8d59b8b268.png

And... they are crash-makers. So be careful to use them now.

Edited by Xheepey87
Something has been fixed.
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11 minutes ago, QuantumPion said:

What the heck is the purpose of the ladder bed?

I asked myself the same thing, the first answer I got was: "whatever, the more things the better"
but the real answer is the purpose of the next update: internal rocket renewal

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5 hours ago, gabberworld said:

 


The research screen may take a few or more seconds to open the first time, and be slow to open and close in general.

mh, isind that worked ok in latest public update? as far i know it not had 2 sec delay, it was sometime ago but i not seen that anymore.

 

Thats right. It was gone with the last patches. Opened instant, no problems at all. And now its back? What have you done? Is this an evil masterplan to make your players go slowly insane? Do we all get mono eyebrows? I feel like i develop binge eater and vomiting stress reactions right now...

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9 hours ago, Xheepey87 said:

The building description says that, duplicants can be interrupted if another duplicant uses the ladder while sleeping. But in my test, only the duplicants who have Loud Sleeper trait will be affected, which seems like a bug?

It sounds like missing/extra "not" in the if statement, I guess that Loud Sleepers should be the only ones immune to being interrupted

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I’m encountering frequent crashes with the latest update. Sometimes, I wasn’t even able to unpause the game. o.Ò
As I'm building a new rocket, it might be associated with it. Therefore, I blocked access to the rocket and suddenly, the game seems to be stable again. This rocket contains one of the new bunk beds, doubling as ladder and thus important for pathfinding. The error message itself, however, does not point in this direction, at least for me.
During planning of my rocket interior, I noticed that the abundance of construction materials is not updated if a construction is ordered within a rocket. I don’t know if this is new. However, as I’m using a lot of copper while copper being scars, this could lead to a situation where I run out of it. Refining more copper and allowing access again, however, lead to a kind immediate crash. The error message seems to be different this time.

Repeating and deleting almost all build orders in the rocket still lead to a crash as soon as a building inside of it was finished. (first time: carpet tile, second time rocket position sensor, third time a logic wire, all in proximity to the new bunk bed, this however does not seem to be important) However, the last crash (logic wire) managed to perform a save as well.
I added this save to this post alsong with an screenshot of my rocket and a few log files. Have fun who ever wants to look into it. ^^

PS: sometime along testing, the moon-background vanished.

Spoiler

A few crash reports

ArgumentOutOfRangeException: Index and count must refer to a location within the buffer.
Parameter name: bytes

System.Text.UTF8Encoding.GetString (System.Byte[] bytes, System.Int32 index, System.Int32 count) (at <695d1cc93cca45069c528c15c9fdd749>:0)
FastReader.ReadKleiString () (at <fe053fa1a7504b08af9c51e9076847e3>:0)
StateMachineSerializer+Entry.Restore (StateMachine+Instance smi) (at <7b31593ba58d49768ac870e6ce655ba7>:0)
StateMachineSerializer.Restore (StateMachine+Instance instance) (at <7b31593ba58d49768ac870e6ce655ba7>:0)
StateMachineController.Restore (StateMachine+Instance smi) (at <7b31593ba58d49768ac870e6ce655ba7>:0)
StateMachine+Instance.StartSM () (at <7b31593ba58d49768ac870e6ce655ba7>:0)
StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].StartSM () (at <7b31593ba58d49768ac870e6ce655ba7>:0)
GameplayEventInstance.StartEvent () (at <7b31593ba58d49768ac870e6ce655ba7>:0)
GameplayEventManager.StartEventInstance (GameplayEventInstance gameplayEventInstance) (at <7b31593ba58d49768ac870e6ce655ba7>:0)
GameplayEventManager.RestoreEvents () (at <7b31593ba58d49768ac870e6ce655ba7>:0)
GameplayEventManager.<OnSpawn>b__6_0 (System.Object obj) (at <7b31593ba58d49768ac870e6ce655ba7>:0)
Scheduler.Update () (at <7b31593ba58d49768ac870e6ce655ba7>:0)
GameScheduler.Update () (at <7b31593ba58d49768ac870e6ce655ba7>:0)

Build: U34-475368-SD

Exception in: (Minion).ChoreDriver+States.root.haschore.

System.NullReferenceException: Object reference not set to an instance of an object

  at FetchAreaChore+StatesInstance.Begin (Chore+Precondition+Context context) [0x0020e] in <7b31593ba58d49768ac870e6ce655ba7>:0

  at FetchAreaChore.Begin (Chore+Precondition+Context context) [0x00006] in <7b31593ba58d49768ac870e6ce655ba7>:0

  at ChoreDriver+StatesInstance.BeginChore () [0x0008e] in <7b31593ba58d49768ac870e6ce655ba7>:0

  at ChoreDriver+States+<>c.<InitializeStates>b__5_2 (ChoreDriver+StatesInstance smi) [0x00000] in <7b31593ba58d49768ac870e6ce655ba7>:0

  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00048] in <7b31593ba58d49768ac870e6ce655ba7>:0

 

 

  at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in <9fe2cbebfa394c8da6af069ec8cc9ef4>:0

  at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in <fe053fa1a7504b08af9c51e9076847e3>:0

  at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <fe053fa1a7504b08af9c51e9076847e3>:0

  at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <fe053fa1a7504b08af9c51e9076847e3>:0

  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <7b31593ba58d49768ac870e6ce655ba7>:0

  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <7b31593ba58d49768ac870e6ce655ba7>:0

  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <7b31593ba58d49768ac870e6ce655ba7>:0

  at StateMachine`4+Parameter`1+Transition[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Evaluate (StateMachineInstanceType smi) [0x00000] in <7b31593ba58d49768ac870e6ce655ba7>:0

  at StateMachine`4+Parameter`1+Context[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Set (ParameterType value, StateMachineInstanceType smi) [0x00000] in <7b31593ba58d49768ac870e6ce655ba7>:0

  at StateMachine`4+Parameter`1[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Set (ParameterType value, StateMachineInstanceType smi) [0x00000] in <7b31593ba58d49768ac870e6ce655ba7>:0

  at ChoreDriver.SetChore (Chore+Precondition+Context context) [0x00000] in <7b31593ba58d49768ac870e6ce655ba7>:0

  at Brain.UpdateChores () [0x00000] in <7b31593ba58d49768ac870e6ce655ba7>:0

  at Brain.UpdateBrain () [0x00000] in <7b31593ba58d49768ac870e6ce655ba7>:0

  at MinionBrain.UpdateBrain () [0x00000] in <7b31593ba58d49768ac870e6ce655ba7>:0

  at BrainScheduler+BrainGroup.RenderEveryTick (System.Single dt, System.Boolean isAsyncPathProbeEnabled) [0x00000] in <7b31593ba58d49768ac870e6ce655ba7>:0

  at BrainScheduler.RenderEveryTick (System.Single dt) [0x00000] in <7b31593ba58d49768ac870e6ce655ba7>:0

  at SimAndRenderScheduler+RenderEveryTickUpdater.Update (IRenderEveryTick updater, System.Single dt) [0x00000] in <fe053fa1a7504b08af9c51e9076847e3>:0

  at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <fe053fa1a7504b08af9c51e9076847e3>:0

  at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <fe053fa1a7504b08af9c51e9076847e3>:0

  at StateMachineUpdater.RenderEveryTick (System.Single dt) [0x00000] in <fe053fa1a7504b08af9c51e9076847e3>:0

  at Game.LateUpdate () [0x00000] in <7b31593ba58d49768ac870e6ce655ba7>:0

Build: U34-475368-SD

 

 

rocket.png

Super Duper Cesspool Cycle 181.sav

Edited by MrAnimaniac
added "not"
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After this update my potato laptop doesn't overheat as it did. I mean... playing 10 cycles in DLC or opening the game on pause and building (not many) constructions in sandbox, I wouldn't expect it to heat up that much but it did. It still could be only my crappy laptop that does that..:rolleyes: (as mentioned in this topic)  but I thought I should mention it.

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1 hour ago, MrAnimaniac said:

I’m encountering frequent crashes with the latest update

Same here. The game crashed about a dozen times while I was building a rocket interior using the new ladder beds. I muddled through and managed to finish the build and fly the rocket to another planet. But now when I try to build liquid piping to refuel the rocket it keeps crashing again. 

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10 hours ago, QuantumPion said:

What the heck is the purpose of the ladder bed?

Space efficiency i guess. You get both a funcional bed and and 2 ladder pieces in a 2x2 space. In spacefarer modules it effectively works as a 2 tile bed which allows you to fit more stuff.

I wonder if it can be placed above a single ladder tile. That would allow to fit stuff like pumps below the bed without having to make floor tiles.

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Thank you for letting me know about the progress regarding the performance issues after BOFA.

Sadly i didn't noticed any major improvements on my end when running the "public testing" branch.

However there were slight improvements from what i noticed. Here is my report:

 

Sirius Expedition colony save - The performance is still the same around 30-35 FPS on normal speed and struggling to get 30 fps + stutters when running fast speed. (before BOFA 60-50 on normal speed 50-40 on fastest in busiest area in my base)

Operation Cold Snap colony save - This was my more recent save on Rime asteroid. In version before BOFA i had 60 fps on normal speed and 60fps on fastest speed. On public testing branch on same save i have 60-55 fps on normal speed and 30 fps on fastest.

Public Test colony save - This is where i don't build anything and have 3 dupes i try to reveal the entire map and compare performance results. And i did noticed this time under this scenario it runs better than before. 60-55 fps when entire map is uncovered (instead 40~) on normal speed but fastest speed still struggles to get 30fps.

Uploaded all my saves , logs and dxdiag log.

Hope that helps!

Sirius Expedition public testing.sav Player-prev.log Operation Cold Snap public test.sav Public Test.sav Player.log DxDiag.txt

Edited by ALCRD
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2 hours ago, ALCRD said:

performance

Radeon RX 560, well yeah if you use that then this game needs huge performance  buffers, need scroll back to year 2000 , im not sure if unity engine is that good for that

Edited by gabberworld
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15 hours ago, SackMaggie said:

Really like the toilet explosion :D
image.png.ea58ee9552a0068d21c50aa19df67f3e.png

I will choose to believe this is a dupe powered rocket "seat". :D

Too bad it can't be seen outside the game, like on the game's page on steam.

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13 hours ago, QuantumPion said:

What the heck is the purpose of the ladder bed?

Since there is no fix for the artifact loss bug yet and I can't continue playing the game, I have time to answer your question.


The main reason was that the solo spacefarer nose cone was useless, and they are trying to make them valuable. There was not enough space for fitting a lavatory and cot. As a result, every space travel had a pee incident. Also, maybe because the cot and the outhouse designs were not properly matched for the modern rocket interiors.

 

 

 

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1 hour ago, gabberworld said:

Radeon RX 560, well yeah if you use that then this game needs huge performance  buffers, need scroll back to year 2000 , im not sure if unity engine is that good for that

Thing is the update before BOFA works signifficantly better and few people with way better PCs had issues after BOFA. So that's not just my hardware.

Plus its not a bad card i can run more gpu demanding games on high just fine. (Minecraft with shaders 60 fps , Elite Dangerous on high for example)

My CPU on the other hand is not too great but it could keep up with ONI just fine untill the merge update came. And this game mostly puts strain on my CPU (and RAM ofc depending on base size) the GPU is barely utilized at all.

I'm not the best example but like i said PCs better than mine noticed signifficant drop in performance after BOFA. So don't blame it all on my PC. Which i repeat could handle ONI with very good performance before the merge.

Edited by ALCRD
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Just now, ALCRD said:

Thing is the update before BOFA works signifficantly better and few people with way better PCs had issues after BOFA.

Plus its not a bad card i can run more gpu demanding games just fine. Elite Dangerous , Minecraft with BSL shaders with 60 fps (and 10 chunk distance if Minecraft)

My CPU on the other hand is not too great but it could keep up with ONI just fine untill the merge update came.

question now is, its the engine self what cause this or its the game, because they upgrade the unity engine with this merge.

there is probaply also possible increase game performance. as i to see low fps in empty map 

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