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[Game Update] - Public Testing 485090


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Hello everyone!

Today we’re opening the Public Testing branch for the next batch of changes to Oxygen Not Included: Spaced Out!

As mentioned in our previous update, the team’s focus has shifted away from adding new features and towards fixing bugs and polishing existing content. Basically, we’re trying to get Spaced Out! ready for launch. 

That said, there are still some notable changes in this update so far:

We’ve added four more classic style clusters. You can now find versions of The Badlands, Volcanea, Arboria, and Aridio in Spaced Out!. These options didn’t quite make the Rad New Worlds update so we’re including them here. 

We’ve also made changes to nuclear and radiation tuning. We’ve significantly increased the threat of radioactivity, making most radioactive things even more radioactive. Duplicants are more vulnerable than before, but the economies for Radbolt generation and plant mutation are similar to before.

Other than that, we won’t have many key features to share in this testing period. Instead, we’re planning to share a decently sized list of small changes and fixes when this update completes.

You can find our progress so far listed in the patch notes below. If you'd like to try the Public Testing branch you can follow the instructions listed here.

Spoiler

Features

  • All versions
    • Added new "Suit Sustainability Training" skill, which slows exosuit durability damage. Note: this replaces “W.I.P. Skil” in Spaced Out!
  • Spaced Out! only
    • Added Classic Style The Badlands cluster.
    • Added Classic Style Volcanea cluster.
    • Added Classic Style Arboria Cluster.
    • Added Classic Style Aridio cluster.
    • Added new music “Leaking Dimensions”.

Changes and Improvements

  • All versions
    • Some world traits have unique icons in the destination selection screen. 
  • Spaced Out! only
    • Radiation
      • Increased all radiation emission sources intensity by 10x (except Glow Stick trait, which is slightly reduced).
      • Reduced Radbolt Generator radiation to radbolt conversion efficiency by 90%.
      • Increased plant radiation tolerances, minimum radiation requirements, and radiation mutation thresholds by 10x.
      • Adjusted Radiation Eater rads/kcal ratio to roughly preserve old kcal generation potential with the new emission intensity tuning.
      • Radiation now kills germs on ores, buildings, critters and dupes.
      • Radbolt Generator now has a maximum capacity of 500 Radbolts.
    • Meteor showers no longer fall on unvisited asteroids.
    • Rocket Platforms now have an automation output port indicating if a rocket is on the platform.
    • Rockets will remember their last launch pad per world and prioritize landing there if a specific pad is not chosen.
    • Added an extra tile of thickness to portions of the Spacefarer Module's interior ceiling to increase radiation shielding. Note: This change will only apply to newly built Spacefarer Modules.
    • The crafting menu now remembers each recipe's preferred materials selection on a per-world basis.
    • Finalized Manual Radbolt Generator animations.
    • Added sound for Manual Radbolt Generator.
    • Removed displaying nearby and distant asteroids at the top of the Choose a Destination screen.
    • Worldgen
      • Changed Classic Style Verdante cluster to be more similar to the base game. Irregular oil placement and removed frozen Rust biome. 
      • Changed Classic Style Oceania's second world to “Radioactive Foresty Wasteland Asteroid.”
      • Changed Classic Style Verdante Cluster coordinate prefix to V-LUSH-C to match the base game. Classic Style Arboria Cluster now uses its V-FRST-C prefix instead. Existing saves will switch to the new prefix.
    • Updated asteroid icons for Moonlet Cluster asteroids.
    • Revised Oceania asteroid icon.
    • Pips can now be found in care packages even if they haven't been discovered yet. This means it's possible to get Pips in the Rime Cluster.
    • Added contamination killing properties to to Radiation system database entry.
    • Added more random asteroid names.
    • Updated Plant Mutations database entry.
    • Clarified Cosmic Archaeology achievement text.
    • Hooked up Mini-Pod activation animation.
    • Removed "W.I.P. Skill".

Fixes

  • All versions
    • Fixed an issue where a building's access permissions could stop working if a duplicant with custom access permissions died & was buried.
    • Fixed issue where materials delivered to a construction could be destroyed, causing the construction to fail.
    • Removed unused "genetic traits" from non-English languages on the Duplicant selection screen. 
    • Fixed entombment issues with rockets.
    • Fixed "No Researches assigned" and "Colony lacks skill" tooltip listing the wrong hotkey to open the Skills Panel.
  • Base game only
    • Clarified Scan Quality tooltip to use ‘industrial machinery’ instead of ‘heavy machinery’
  • Spaced Out! only
    • Rovers
      • Significantly reduced the amount of time it takes the Rover to pick a new task in large bases.
      • The Rover's multitool effects now function.
      • Rovers no longer level up skills.
      • Landers are now selectable, and do not disappear after a save/ load.
      • You can now deconstruct rovers that are out of batteries.
    • Fixed issue preventing reorder rocket module buttons from being useable in some situations where they should be.
    • Fixed layering issue of Manual Radbolt Generator.
    • Beetinys can now be trapped by the Saturn Critter Trap (and other traps).
    • Possible bug fix for the Saturn Critter Trap not resetting properly after being harvested.
    • Fixed an issue where the hive harvest animation was playing behind the hive.
    • Prevent ores being thrown to adjacent asteroids.
    • Rockets can no longer launch without a Rocket Platform.
    • Fixed issue where rockets could land on disabled rocket Platforms.
    • Worldgen
      • Improved Moonlet Cluster Badlands worldgen rules.
    • Modding
      • Fixed issue using HatchMetalConfig.METAL_ORE_TAGS in mods.

 

Hotfix 485090

Fixes

  • All Versions
    • Fixed IndexOutOfRangeException crash relating to GravityComponents that could appear in 485026 build.

 


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IndexOutOfRangeException: Index was outside the bounds of the array.

GravityComponents.FixedUpdate (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/GravityComponents.cs:250)
KComponents.Sim33ms (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KComponents.cs:80)
KComponentSpawn.Sim33ms (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KComponentSpawn.cs:27)
SimAndRenderScheduler+Sim33msUpdater.Update (ISim33ms updater, System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/SimAndRenderScheduler.cs:244)
UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79)
StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152)
StateMachineUpdater.AdvanceOneSimSubTick () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:244)
Game.SimEveryTick (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1372)
Game.Update () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1348)

Build: U37-485026-SD

When I load up my game, this happened shortly after running for a while.

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27 minutes ago, MrAnimaniac said:

Furthermore, I appreciate the maximum capacity of the radbold generators.

but to you know how long needs make 1000 Rad-bolts ? and limit is now 500, soo you cant even now  premade them for diamond press

Edited by gabberworld
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19 minutes ago, RageLeague said:

IndexOutOfRangeException: Index was outside the bounds of the array.

GravityComponents.FixedUpdate (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/GravityComponents.cs:250)
KComponents.Sim33ms (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KComponents.cs:80)
KComponentSpawn.Sim33ms (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KComponentSpawn.cs:27)
SimAndRenderScheduler+Sim33msUpdater.Update (ISim33ms updater, System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/SimAndRenderScheduler.cs:244)
UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79)
StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152)
StateMachineUpdater.AdvanceOneSimSubTick () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:244)
Game.SimEveryTick (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1372)
Game.Update () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1348)

Build: U37-485026-SD

When I load up my game, this happened shortly after running for a while.

Got similar error immediately on unpause after loading game, assume it has to do with the radbolt generators having stored radbolts above the 500 limit

Spoiler

IndexOutOfRangeException: Index was outside the bounds of the array.

GravityComponents.FixedUpdate (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/GravityComponents.cs:250)
KComponents.Sim33ms (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KComponents.cs:80)
KComponentSpawn.Sim33ms (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KComponentSpawn.cs:27)
SimAndRenderScheduler+Sim33msUpdater.Update (ISim33ms updater, System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/SimAndRenderScheduler.cs:244)
UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79)
StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152)
StateMachineUpdater.AdvanceOneSimSubTick () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:244)
Game.SimEveryTick (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1372)
Game.Update () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1348)

Build: U37-485026-S

 

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21 minutes ago, RageLeague said:

IndexOutOfRangeException: Index was outside the bounds of the array.

GravityComponents.FixedUpdate (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/GravityComponents.cs:250)
KComponents.Sim33ms (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KComponents.cs:80)
KComponentSpawn.Sim33ms (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KComponentSpawn.cs:27)
SimAndRenderScheduler+Sim33msUpdater.Update (ISim33ms updater, System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/SimAndRenderScheduler.cs:244)
UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79)
StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152)
StateMachineUpdater.AdvanceOneSimSubTick () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:244)
Game.SimEveryTick (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1372)
Game.Update () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1348)

Build: U37-485026-SD

When I load up my game, this happened shortly after running for a while.

Thanks for the report, we're looking into this now.

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28 minutes ago, RuiPalhas said:

Got similar error immediately on unpause after loading game, assume it has to do with the radbolt generators having stored radbolts above the 500 limit

 

radbolts have nothing todo with GravityComponents, maybe its something todo for try fix dupes what not fall down after when they dig or build and get stuck inside invisible tile

Edited by gabberworld
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1 hour ago, JarrettM said:

As mentioned in our previous update, the team’s focus has shifted away from adding new features and towards fixing bugs and polishing existing content. Basically, we’re trying to get Spaced Out! ready for launch. 

The update hasn't hit linux boxes yet, however... The refrigerators were temporarily impacted by the bug that caused this and was promptly fixed, but the smart storage bin is yet to see any light.

Can we get confirmation regarding this change? I don't mind the dupes producing lime forever, though. It would nevertheless be a good-to-know kind of thing if this is official in order to correct the automation.

196173529_s-storagemaybebugged.png.bb374ad33942b6e022e0554fdf398eb5.png

 

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46 minutes ago, gabberworld said:

but to you know how long needs make 1000 Rad-bolts ? and limit is now 500, soo you cant even now  premade them for diamond press

I know. I appreciate the challenge. :)
I assume, this will push me towards handling more difficult radiation setups in general.

However, I assume it won't be such a burden for the press. Setting it to high priority and thus consuming the radbolts instead of saving them should work just fine, shouldn't it?

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23 minutes ago, Jurij I. Gorkij said:

Funny how's there almost always gem buried in patch notes :-) Finally I can stop melting them in lava to get rid of them :-)

Wow, thanks a lot man, I totally missed it and wanted to suggest this change!

1 hour ago, JarrettM said:

Radiation

  • Increased all radiation emission sources intensity by 10x (except Glow Stick trait, which is slightly reduced).
  • Reduced Radbolt Generator radiation to radbolt conversion efficiency by 90%.

That sounds really well, thank you for this change!

In case that caused impossible difficulty to appear and you wanted to revert it, please leave hardcore setting as an option, I really fear this cool change might disappear in the future.

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1 hour ago, RageLeague said:

IndexOutOfRangeException: Index was outside the bounds of the array.

GravityComponents.FixedUpdate (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/GravityComponents.cs:250)
KComponents.Sim33ms (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KComponents.cs:80)
KComponentSpawn.Sim33ms (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KComponentSpawn.cs:27)
SimAndRenderScheduler+Sim33msUpdater.Update (ISim33ms updater, System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/SimAndRenderScheduler.cs:244)
UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79)
StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152)
StateMachineUpdater.AdvanceOneSimSubTick () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:244)
Game.SimEveryTick (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1372)
Game.Update () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1348)

Build: U37-485026-SD

When I load up my game, this happened shortly after running for a while.

The build has been updated with a fix for this issue. Thanks again.

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2 hours ago, JarrettM said:
  • Spaced Out! only
    • Radiation
      • Increased all radiation emission sources intensity by 10x (except Glow Stick trait, which is slightly reduced).

I was just about to report that as a bug....

Sounds like a good idea, actually.

Now this works more like I expect radioactivity to work: Things glowing in the dark and thick concrete walls everywhere to protect flimsy biological beings!

Edited by Gurgel
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could you guys tweak shine bugs with radiation?  shinebugs are putting out around 112 rads/cycle at the center right now.  could you guys make the shinebugs put out more rads as they get more down the line of breeding?  before, shinebugs were used for decor or light.  right now, they're mostly used for rads or light.  could you guys make shinebugs have a range of rads/cycle?  like 50 for the base one and scaling to 1000 or so rads/cycle for the azure/radiant ones, possibly 0 rads/cycle for abyss so they can be strictly decor bombs?  i just miss having 10+ shinebugs for a decor bomb in my great hall.  and also, it feels a little cheap being able to get a shinebug reactor to reach +5k rads/cycle early on, such as by cycle 50 or so.  having a 5/6 tile range of radiation makes shinebugs reactors feel pretty safe radiation wise, just keep ranches down in size so they can't clump up much on a dupe

it is pretty cool seeing space look toxic with all the green circles

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Nice to see radiation getting a pass. Finally protection might get relevant. Maybe dupe resistances could have difficulty settings the most hardcore causing them to not remove any rads at all (unless treated with anti rads/seafood). This way we could keep it hard without making the game unplayable for newbies.

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21 minutes ago, zach123b said:

could you guys tweak shine bugs with radiation?  shinebugs are putting out around 112 rads/cycle at the center right now.  could you guys make the shinebugs put out more rads as they get more down the line of breeding?  before, shinebugs were used for decor or light.  right now, they're mostly used for rads or light.  could you guys make shinebugs have a range of rads/cycle?  like 50 for the base one and scaling to 1000 or so rads/cycle for the azure/radiant ones, possibly 0 rads/cycle for abyss so they can be strictly decor bombs?  i just miss having 10+ shinebugs for a decor bomb in my great hall.  and also, it feels a little cheap being able to get a shinebug reactor to reach +5k rads/cycle early on, such as by cycle 50 or so.  having a 5/6 tile range of radiation makes shinebugs reactors feel pretty safe radiation wise, just keep ranches down in size so they can't clump up much on a dupe

it is pretty cool seeing space look toxic with all the green circles

I'd be okay if shinebugs didn't output any radiation at all if they added a new radioactive morph (one that glows a bright radioactive green, of course).

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