Prapor95S Posted October 29, 2021 Share Posted October 29, 2021 The error with the launch on a system with portable profiles has not been fixed. Of course, why is this necessary? Link to comment Share on other sites More sharing options...
NeoDeusMachina Posted October 29, 2021 Share Posted October 29, 2021 (edited) Wait - have I been sleeping in a Cryotank 3000 (TM) or did I miss something? When did this happen: Suddenly got overlapping automation ports in my rockets and I have just noticed it now. Edited October 29, 2021 by NeoDeusMachina 1 Link to comment Share on other sites More sharing options...
yoakenashi Posted October 29, 2021 Share Posted October 29, 2021 19 hours ago, JarrettM said: Roadmap In the last few weeks we’ve been gradually shifting our focus away from features and content and towards bugs and polish. Our intention is to continue this trend: fewer new features, more fixes! Can’t way for more bug fixes and polish. This is when I get excited about releases. Just don’t leave old repeatable bugs unresolved: Spoiler Link to comment Share on other sites More sharing options...
JRup Posted October 29, 2021 Share Posted October 29, 2021 3 hours ago, NeoDeusMachina said: Wait - have I been sleeping in a Cryotank 3000 (TM) or did I miss something? When did this happen: Suddenly got overlapping automation ports in my rockets and I have just noticed it now. Noooo, my beautifully automated kitchen.... Challenge dutifully received, *sigh*... Now that conveyor meters are a thing... *starts sipping coffee*... Since you're fiddling with fridges, could you fix/tweak the rounding that doesn't help with this kind of storage? I'll elaborate: Set the refrigerator to a maximum of 1 kilo. If the refrigerator receives just enough over 500 grams but under 1000g it will report a full status. This is because the amount it has is being rounded up. Remaining available space is therefore not used, not even dupes will receive a task to fill. It is not the end of the world, but having 375g of whatever food lying around when a fridge only has 625g is a mess for the picky eaters dupes are. 1 1 Link to comment Share on other sites More sharing options...
NeoDeusMachina Posted October 29, 2021 Share Posted October 29, 2021 1 minute ago, JRup said: Noooo, my beautifully automated kitchen.... Challenge dutifully received, *sigh*... Now that conveyor meters are a thing... *starts sipping coffee*... Since you're fiddling with fridges, could you fix/tweak the rounding that doesn't help with this kind of storage? I'll elaborate: Set the refrigerator to a maximum of 1 kilo. If the refrigerator receives just enough over 500 grams but under 1000g it will report a full status. This is because the amount it has is being rounded up. Remaining available space is therefore not used, not even dupes will receive a task to fill. It is not the end of the world, but having 375g of whatever food lying around when a fridge only has 625g is a mess for the picky eaters dupes are. haha I expect a lot of people will have similar "surprises" - I had to rebuild some of my automation, like some of the gates - they got stuck in a red state somehow after the ports overlapped, then needed to figure out a new path for the automation cables. That was sneaky. 1 Link to comment Share on other sites More sharing options...
Alebrant Posted October 29, 2021 Share Posted October 29, 2021 7 hours ago, NeoDeusMachina said: Wait - have I been sleeping in a Cryotank 3000 (TM) or did I miss something? When did this happen: Suddenly got overlapping automation ports in my rockets and I have just noticed it now. This should be in the changelog. It’s important so we can update our bases. I play the base game to prevent getting my base “broken” by updates, and read the changelog looking for that kind of change. It was a surprise when even though nothing should have affected my base, my factories were working full time because this change broke my power-off automation. Please, add this kind of changes to the changelog. Link to comment Share on other sites More sharing options...
Developer Bryce Posted October 29, 2021 Developer Share Posted October 29, 2021 16 minutes ago, Alebrant said: This should be in the changelog. It’s important so we can update our bases. I play the base game to prevent getting my base “broken” by updates, and read the changelog looking for that kind of change. It was a surprise when even though nothing should have affected my base, my factories were working full time because this change broke my power-off automation. Please, add this kind of changes to the changelog. This was an unintentional change created by fixing a different bug - we are creating a patch to remove the port. 3 1 Link to comment Share on other sites More sharing options...
JRup Posted October 29, 2021 Share Posted October 29, 2021 33 minutes ago, Bryce said: This was an unintentional change created by fixing a different bug - we are creating a patch to remove the port. Here's a wacky idea: How about making the fridge the first building to have an automation ribbon port? Bit 0 would keep the traditional Full/Not-full reporting function, bit 1 would add the new on/off functionality... 2 bits would not be used tho'. Connecting regular automation wires would only report bit 0. Connect a ribbon to get access to both. 1 1 Link to comment Share on other sites More sharing options...
goboking Posted October 29, 2021 Share Posted October 29, 2021 1 hour ago, JRup said: Here's a wacky idea: How about making the fridge the first building to have an automation ribbon port? Bit 0 would keep the traditional Full/Not-full reporting function, bit 1 would add the new on/off functionality... 2 bits would not be used tho'. Connecting regular automation wires would only report bit 0. Connect a ribbon to get access to both. I'd rather they just make it like the liquid and gas reservoirs. Green when below X, red when above Y. 2 Link to comment Share on other sites More sharing options...
Developer JarrettM Posted October 29, 2021 Author Developer Share Posted October 29, 2021 On 10/28/2021 at 1:46 PM, Tizzysawr said: That's fine and all, but I can't seem to see them? I can't bring up the overlay :\ Thanks for pointing this out. We're investigating this issue. Patch notes have been updated accordingly. 1 Link to comment Share on other sites More sharing options...
erny0507 Posted October 30, 2021 Share Posted October 30, 2021 this update broke my mods, the change changed the patching critter diets, i havent able to fix it :/ this used to do the trick: TUNING.CREATURES.EGG_CHANCE_MODIFIERS.MODIFIER_CREATORS.Add( Traverse.Create(typeof(TUNING.CREATURES.EGG_CHANCE_MODIFIERS)).Method("CreateDietaryModifier", new[] { typeof(string), typeof(Tag), typeof(Tag), typeof(float) }) .GetValue<System.Action>( DiamondHatchConfig.Id, DiamondHatchConfig.EggId.ToTag(), SimHashes.Diamond.CreateTag(), 0.05f / HatchTuning.STANDARD_CALORIES_PER_CYCLE)); now i get this error: Exception while loading mod ONIHatchMorphsELU at C:/Users/Sr. Leyva/Documents/Klei/OxygenNotIncluded/mods/Dev/HatchMorphs. System.TypeInitializationException: The type initializer for 'EGG_CHANCE_MODIFIERS' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object at ElementLoader.FindElementByHash (SimHashes hash) [0x00002] in <1715f336df1840d5aa5906be03bd34d5>:0 at HatchMetalConfig.get_METAL_ORE_TAGS () [0x00062] in <1715f336df1840d5aa5906be03bd34d5>:0 at TUNING.CREATURES+EGG_CHANCE_MODIFIERS..cctor () [0x00074] in <1715f336df1840d5aa5906be03bd34d5>:0 --- End of inner exception stack trace --- at KMod.DLLLoader.LoadDLLs (KMod.Mod ownerMod, System.String harmonyId, System.String path, System.Boolean isDev) [0x00222] in <1715f336df1840d5aa5906be03bd34d5>: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 <8e85aab05d1d44a5b339d82e5aea3b88>:0 at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <8e85aab05d1d44a5b339d82e5aea3b88>:0 at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <8e85aab05d1d44a5b339d82e5aea3b88>:0 at KMod.DLLLoader.LoadDLLs (KMod.Mod ownerMod, System.String harmonyId, System.String path, System.Boolean isDev) [0x00000] in <1715f336df1840d5aa5906be03bd34d5>:0 at KMod.Mod.Load (KMod.Content content) [0x00000] in <1715f336df1840d5aa5906be03bd34d5>:0 at KMod.Manager.Load (KMod.Content content) [0x00000] in <1715f336df1840d5aa5906be03bd34d5>:0 at Global.Awake () [0x00000] in <1715f336df1840d5aa5906be03bd34d5>:0 at UnityEngine.Object.Internal_InstantiateSingleWithParent_Injected (UnityEngine.Object data, UnityEngine.Transform parent, UnityEngine.Vector3& pos, UnityEngine.Quaternion& rot) [0x00000] in <9fe2cbebfa394c8da6af069ec8cc9ef4>:0 at UnityEngine.Object.Internal_InstantiateSingleWithParent (UnityEngine.Object data, UnityEngine.Transform parent, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot) [0x00000] in <9fe2cbebfa394c8da6af069ec8cc9ef4>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Transform parent) [0x00000] in <9fe2cbebfa394c8da6af069ec8cc9ef4>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Transform parent) [0x00000] in <9fe2cbebfa394c8da6af069ec8cc9ef4>:0 at Util.KInstantiate (UnityEngine.GameObject original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.GameObject parent, System.String name, System.Boolean initialize_id, System.Int32 gameLayer) [0x00000] in <8e85aab05d1d44a5b339d82e5aea3b88>:0 at Util.KInstantiate (UnityEngine.GameObject original, UnityEngine.GameObject parent, System.String name) [0x00000] in <8e85aab05d1d44a5b339d82e5aea3b88>:0 at LaunchInitializer.Update () [0x00000] in <1715f336df1840d5aa5906be03bd34d5>:0 Build: U37-483944-SD Link to comment Share on other sites More sharing options...
Developer EricKlei Posted October 30, 2021 Developer Share Posted October 30, 2021 @erny0507 There's something strange going on with mod loading and ElementLoader initialization but I've fixed the issue with METAL_ORE_TAGS, which will go out in a future update. I've tested your mod and it works. If you would like to fix it sooner you could replace the METAL_ORE_TAGS with your own definition. 1 1 Link to comment Share on other sites More sharing options...
cpy Posted October 30, 2021 Share Posted October 30, 2021 Performance seems noticeably better now! Link to comment Share on other sites More sharing options...
gabberworld Posted October 30, 2021 Share Posted October 30, 2021 8 hours ago, cpy said: Performance seems noticeably better now! yeah. i personally not like those mod cry babes especially when game is not finish yet. by cry they show also that devs cant make big changes for actually make game better. 1 Link to comment Share on other sites More sharing options...
gabberworld Posted October 31, 2021 Share Posted October 31, 2021 On 10/30/2021 at 2:48 AM, JarrettM said: Thanks for pointing this out. We're investigating this issue. Patch notes have been updated accordingly. i looked the game folder and i see that you using kind off old EOSSDK-Win64-Shipping.dll does it something todo not working issue at epic store? other game what i see have version 1.13 already but you at 1.8 Link to comment Share on other sites More sharing options...
ZnSstr Posted October 31, 2021 Share Posted October 31, 2021 I tried to look briefly on the update with debug_enable and after I press backspace, I go in starmap select whatever and all geysers and vets are not there, its just the neutronium, I am assuming you initialize those things only when dupes discover the place, or is discovered via the telescope? Same for the tree, which is missing too. Link to comment Share on other sites More sharing options...
sakura_sk Posted October 31, 2021 Share Posted October 31, 2021 13 minutes ago, ZnSstr said: all geysers and vets are not there You click "spawn all (slow)" on the debug menu or you spawn a dupe on the planetoid you are looking. It will reveal geysers that are not simulated yet 1 1 Link to comment Share on other sites More sharing options...
RonEmpire Posted November 2, 2021 Share Posted November 2, 2021 This update has way too many bugs going on with Dupe behaviors. Dupes getting stuck mid air and dupes burying themselves inside blocks. Situations where they bury each other inside blocks happen. 2 Double blocking each other and 1 getting stuck mid air All in the same area. This happens quite frequently. Feedback: The new Traits Ui, would be nice if the box was wider to show all the traits changes without having to scroll up and down, so I can hit the reroll button more faster. Link to comment Share on other sites More sharing options...
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