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[Game Update] - Public Testing 487891


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Hello everyone,

Today’s the day... we’re starting the Public Testing branch for the next update to Oxygen Not Included: Spaced Out!

At this point in the project we’re zeroing in on bugs, polish, and performance. Our goal is to get Spaced Out! ready for launch.

Below is a list of changes and fixes so far. We’ll keep adding to this list as the Public Testing period progresses.

A top-3 roundup of notable things:

  • You can now adjust the radiation difficulty when starting a new game. 
  • Any hidden map entities adjacent to a Cartographic Module will be revealed as it travels.
  • When Solar Panel Modules are grounded, they’ll partially block light.

You may notice a skippable video when launching this build for the first time. This is placeholder for the game's launch trailer.

We really appreciate the community’s help as we make this push towards blastoff. If you'd like to try the Public Testing branch you can follow the instructions listed below.


What it's in the Public Testing branch so far?

Spoiler

487778

Features

  • Spaced Out! only
    • Added sandbox "Happy" tool to adjust Duplicant stress.
    • Radiation difficulty is now an adjustable new game setting.

Changes and Improvements

  • All versions
    • Added a new hat to the Exosuit Training skill.
    • Hooked up new icons for the Space Scanner.
  • Spaced Out! only
    • Solar Panel Modules now partially block light while grounded.
    • Cartographic Modules now reveal any hidden map entities adjacent to it as it travels.
    • When an asteroid is revealed it now also reveals all of the tiles that make up that asteroid's orbit.
    • Renamed Mid-Sized Swampy Asteroid to Stinko Swamp. 
    • Revised Radioactive Swamp Planet Asteroid icon.
    • Corrected UI states of Volcanea asteroid and Frozen Forest asteroid icons.
    • The Supply Teleporter buildings are now prioritizable.
    • Disabled sandbox radiation tool as it was not effective at dosing radiation.
    • Adjusted scale of Moonlet Cluster asteroid icons on the destination select screen.
    • Revised Spacefarer Interior Hatch artwork.
    • Revised Payload Opener animations.
    • Increased the radiation reaction threshold from 100% of minor sickness exposure to 133%. (scales with difficulty)
    • Added sound and hammer strike sound for Radbolt Chamber.
    • The base "Duplicant" trait no longer gives +1 piloting.
    • The piloting attribute is now listed in the Duplicant skills panel.
    • The fullerene meteor shower is now shorter and has a higher concentration of fullerene.
    • Hooked up Cryotank 3000 interact animation.
    • Added placeholder video when the game starts for the launch trailer.

Fixes

  • All versions
    • Fixed flickering when a Duplicant finishes their locomotion transition animation.
    • Fixed wires not displaying their connected circuit info in the Energy tab.
    • Fixed some misbehaving UI in the All Diagnostics Screen: fixed icon hover highlights, corrected alphabetical sorting, renamed "Tutorial disabled" state to "Temporarily disabled"
    • Fixed use of hard-to-read yellow text in the details panel of both types of Data Bank.
    • Performance:
      • Optimized farm diagnostics, in saves with lots of farm tiles this is significant.
      • Significantly optimized Sweepys searching for other Sweepys to bump into.
      • Significantly improved performance of dig tool when marking large areas.
  • Spaced Out! only
    • The Piloting attribute now affects the speed of rockets.
    • Fixed issue where Radbolt Engine continues to emit radiation after landing.
    • Fixed issue where rocket engines would not emit flames when landing.
    • Fixed crash occurring when food rots in space. 
    • Fixed crash when launching rocket into unanalyzed space.
    • Rockets now revalidate their path when the Cartographic Module is deconstructed, and will remove their currently set destination if they can no longer travel there.
    • Updated the strings for the "Data Analysis Researcher" skill to reference the updated research building.
    • Fixed missing string in control bindings.
    • Crew assignment sidescreen no longer resets scroll position after making a crew change selection.
    • Cluster Travelers now validate their path on load & will also force-reveal their current location if they somehow ended up on an undiscovered space hex.
    • Fixed issue with Duplicants not equipping a suit when deployed in the Trailblazer.
    • Various improvements to worldgen rules.
    • Radiation resistance amounts over 100% no longer cause radiation to be removed from the Duplicant.
    • Fixed issue causing Starmap camera to zoom in and out while scrolling panels in the UI.
    • Fixed missing Strange Brick artifact in analysis pop-up
    • Fixed art issue with the Interplanetary Launcher where the Radbolt port turned green for a few frames during its animation.

487891 

Fixes

  • Spaced Out! only
    • Fixed crash that would occur when selecting Spacefarer Module crew.

 

What is public testing?

"Public testing" means players get to test-drive new content early and give us feedback and suggestions before it goes live. Because this is an unfinished and in active development version of the game, it's pretty likely you'll encounter bugs, crashes or balance issues while playing these builds. We'll try to fix any problems that crop up as quickly as we can, but it's possible you'll lose progress in your games while playing on the Testing branch.

Regarding performance, the Testing branch has additional debugging tools enabled to help us track down crashes. This makes the game run more slowly than the live version of the game.

Please also be aware that once a save is loaded in the Testing branch, it cannot be reopened again in the previous Live branch or previous builds.

What do I do if I find a crash or a bug?

Post it up on the Bug Tracker and we'll fix it as soon as we can. If you can attach a copy of your save file to your report, that helps us even more as we can pinpoint the source of problem more quickly.

Do I have to play the public testing build?

Nope! If you'd prefer to only play a stable build, you can continue to play in the current Default branch until the game launches in full. Playing the Open Testing build isn't necessary, but it helps us a lot to receive your feedback and reports - if you're interested, try it out!

How do I become an public tester?

There's no sign up or registration for becoming an open tester. If you own Oxygen Not Included plus the Spaced Out! DLC and want to join the Testing Branch, all you have to do is play the Open Testing build on Steam.

How do I play the public testing build?

You can switch your branch on Steam using the instructions below:

Spoiler

How to change branches in Oxygen Not Included (Steam)

  • In Steam, click on Library > Games.
  • Scroll down to Oxygen Not Included.
  • Right-click and select Properties.
  • Go to the BETAS tab.
  • In the dropdown, select the name of the branch you want to play. In this case, the branch name is "public_testing"
    • This branch does not require a password.
  • In that same Properties window, go to the Local Files tab and press "Verify Integrity Of Game Cache."
  • Your game will be updated to the the previous branch.
  • Launch and play Oxygen Not Included

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Game crashes every time I click the change crew button -- anyone else getting this?

Any short term ways to get a crew member off the list?  Disallowing access via door just left the rocket waiting.

Quote

Anyone else having this crash too on the test branch? 

You posted just as I was typing up regarding the same problem

Edited by Brian.oni
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@JarrettM The bug, as reported by several players in the bug tracker, still exists where dupes get stuck and hanging in the air on ladders or medical beds. As a workaround players have to build a fresh ladder under the feet of stuck airborne dupes. The dupes had gotten detached from the map and have to regain traction by dismantling and re-building some surface underneath them.

The problem still exists since nearly 1 year, since the beginning of the DLC. The problem has lead to a thousand dupe deaths playing the dlc during this year. Would be great if Klei can fix the bug once and for all :p

2 example bug reports on the problem:

 

Edited by babba
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2 minutes ago, sakura_sk said:

Did you have that after the last live branch? Because it should be fixed

Will test if i get playing on the weekend :p Both example bugs are marked as pending...Did you see some other bug report which is marked as fixed ?

Edited by babba
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  • Developer

We thought it might have be fixed with the collision fix in the Buff and Shine update but it was not. It's a bug we have been trying to reproduce without success but are very interested in fixing it. We just need a way to reproduce it first.

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13 minutes ago, EricKlei said:

We thought it might have be fixed with the collision fix in the Buff and Shine update but it was not. It's a bug we have been trying to reproduce without success but are very interested in fixing it. We just need a way to reproduce it first.

For a kind of likely repro in natural played survival mode ( non-sandbox ):

Build 50 med beds, have a colony with 150 dupes and build 1000 ladder pieces with all the dupes, destruct 500 ladder pieces with dupes, to be on the safe side also build 50 graves and let 70 dupes die ( all at the same time ) and have corpses get carried around. Best is to take a fully built up player map ( survival mode played, with lots of built player clutter ) with lots of stuff going on in one colony. :lemo:

I constantly experience the bug with ladder building/deconstructing and dupes hovering on med beds, after dupes are healed and try to leave their med-bed, the problems exist since the launch of the dlc.

Edited by babba
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5 minutes ago, EricKlei said:

We thought it might have be fixed with the collision fix in the Buff and Shine update but it was not. It's a bug we have been trying to reproduce without success but are very interested in fixing it. We just need a way to reproduce it first.

Have you tried on the save i sent you in my bug report ? Nails get stuck really often

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1 hour ago, EricKlei said:

We thought it might have be fixed with the collision fix in the Buff and Shine update but it was not. It's a bug we have been trying to reproduce without success but are very interested in fixing it. We just need a way to reproduce it first.

how to you deleting the dig item collider? is there a way enable for that in the debugger to see if it not deleted, you guys really should learn from factorio game, they have almost all the debug stuff covered by graphical view that every user can see whats happening, like for see if colliders causing issues and soo on

worst part about this bug is that it goes away after restart the game

Edited by gabberworld
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Quote
    • Solar Panel Modules now partially block light while grounded.

A well-deserved nerf.

Quote
    • Cartographic Modules now reveal any hidden map entities adjacent to it as it travels.
    • When an asteroid is revealed it now also reveals all of the tiles that make up that asteroid's orbit.

This is a nice buff, but I don't think it's really enough to make the Cartographic Module useful. You could even make it reveal all adjacent hexes outright, and it'd still be only barely useful as a supplement to a telescope in the spacefarer module.

Quote
    • Increased the radiation reaction threshold from 100% of minor sickness exposure to 133%. (scales with difficulty)

You guys might want to rethink this animation, because its very existence makes dupes be exposed to more rads by quite a bit in high-rad areas (especially crushed satellites). Space and wheezeworts commonly trigger it and just slow anything with them down. It would be better if they could just show an expression, so we know somewhere is unsafe, but the dupe doesn't have to stop to tell us. It could also work if dupes did an animation on returning to safe radiation levels, instead of entering unsafe levels.

Edited by Nebbie
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2 minutes ago, doomchicken said:

Is a normal gas vent meant to overpressurize?

I have got oxygen going into my rocket using a normal gas vent and it's up to 50kg pressure already?

are you covering your went by something? there is possible make that pressure goes to unlimited

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3 minutes ago, gabberworld said:

are you covering your went by something? there is possible make that pressure goes to unlimited

The vent is on the floor, the floor is covered by a layer of p.water because the dupe pissed on the floor.

And now the pressure is going up. Now I know how to make unlimited pressure rooms.

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1 minute ago, doomchicken said:

The vent is on the floor, the floor is covered by a layer of p.water because the dupe pissed on the floor.

And now the pressure is going up. Now I know how to make unlimited pressure rooms.

yes by using liquid you can make unlimited gas room, another method is using 3 doors what pumps to one direction

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