Developer JarrettM Posted December 8, 2021 Developer Share Posted December 8, 2021 Hi everyone, Another set of fixes and changes for the Public Testing branch. Full list of changes below. Please continue to report any bugs you encounter here. Changes and Improvements All versions Disabled Errands diagnostic as it was not accurate and potentially misleading. Adjusted yellow keyword colour to something that appears more readable on both light and dark backgrounds. Spaced Out! only Updated Cluster selection screen to show all world traits in the cluster in the right column when the left column's header is selected. Radbolts now always show a decimal point when the amount is not a full number instead of only when under 10 Radbolts. Updated Cluster Style Select Screen animations. Interplanetary Launcher’s cost simplified to 10 Radbolts per hex. Revised Tundra Asteroid, Marshy Asteroid, Moo Asteroid, Superconductive Asteroid icons. Worldgen Rusty Oil Asteroid's ocean biome may include a Salt Water Geyser if there is space. Irradiated Forest Asteroid's ocean biome may include a Salt Water Geyser if there is space. Included Copper Volcano in curated geyser list of Irradiated Forest Asteroid, Irradiated Marsh Asteroid, and Irradiated Swampy Asteroid. Fixes All versions Demolish, Empty, Attack and Power Supply errands can now be prioritized. Assigning clothes/suits can now be prioritized. Base game only Removed notes about Rocket Platforms from base game-only rocket engines. Spaced Out! only Fixed issue with Rocket restrictions not properly set on load. Fixed crash loading saves older than the Cosmic Calling update. Update intro cinematic link in database to correct video. Telescope now consumes power while in use. Rocket module strings explain they must be built via a Rocket Platform. Temporal Tear Opener confirmation popup now mentions meteor shower Temporal Tear Opener details panel mentions meteor shower. Fixed issue causing telescope working animation not to play properly. View full update 15 1 1 1 2 Link to comment Share on other sites More sharing options...
Hokaeru Posted December 8, 2021 Share Posted December 8, 2021 3 hours ago, JarrettM said: Demolish, Empty, Attack and Power Supply errands can now be prioritized. Great addition ! When dealing with zombie spores I often end up sweeping and emptying tons of crude oil (reasons...don't ask :p) Soon you can have champagne in the team and well deserved vacations ! Link to comment Share on other sites More sharing options...
RonEmpire Posted December 8, 2021 Share Posted December 8, 2021 (edited) 7 hours ago, JarrettM said: Spaced Out! only Updated Cluster selection screen to show all world traits in the cluster in the right column when the left column's header is selected. @JarrettM This is so much better now!! Thank you. Maybe make the selection popup box slightly taller. Everything fits 'barely'. The regolith asteroid is 'slightly' cut off on the right side near the bottom. Wow this is so much better! And really loving the priority fixes to assign clothes and demolish now and attack critters! Finally we can get tasks done on those For the Final Release version, Maybe as Feedback/Suggestion to change the Color of the Radiation technology research to be green to match the color theme of "Radiation". This just makes more logical sense since all the buildings associated to radiation is practically green. (currently its yellow. but it will definitely stand out as a release version for those who have been playing it with yellow during early access/test build). Edited December 8, 2021 by RonEmpire 3 1 Link to comment Share on other sites More sharing options...
arvenil Posted December 8, 2021 Share Posted December 8, 2021 1 hour ago, RonEmpire said: @JarrettM This is so much better now!! Thank you. Maybe make the selection popup box slightly taller. Everything fits 'barely'. The regolith asteroid is 'slightly' cut off on the right side near the bottom. Wow this is so much better! And really loving the priority fixes to assign clothes and demolish now and attack critters! Finally we can get tasks done on those For the Final Release version, Maybe as Feedback/Suggestion to change the Color of the Radiation technology research to be green to match the color theme of "Radiation". This just makes more logical sense since all the buildings associated to radiation is practically green. (currently its yellow. but it will definitely stand out as a release version for those who have been playing it with yellow during early access/test build). +1 sometimes it took me several glimpses to be sure if it's yellow or orange research that I need 2 1 Link to comment Share on other sites More sharing options...
NeoDeusMachina Posted December 8, 2021 Share Posted December 8, 2021 2 hours ago, RonEmpire said: For the Final Release version, Maybe as Feedback/Suggestion to change the Color of the Radiation technology research to be green to match the color theme of "Radiation". This just makes more logical sense since all the buildings associated to radiation is practically green. (currently its yellow. but it will definitely stand out as a release version for those who have been playing it with yellow during early access/test build). I think you have suggested it before, for example in this thread: Spoiler It would be going a bit backwards though (nothing wrong with that). This is how it was originally if you remember - radiation research, green color - but they moved away from it a while ago and went with a more generic "materials science" theme and made it yellow. I wouldn't mind going back to radiation themed research since the only way to generate research points even now is through some sort of radiation source or nuclear material and radbolts. It made sense for the orbital science to be re-themed to something more generic like "data science", since we can obtain data banks from other sources that are not space related. But the materials science is still very much exclusively related to the radiation/nuclear aspect of the game. 1 Link to comment Share on other sites More sharing options...
arvenil Posted December 8, 2021 Share Posted December 8, 2021 1 hour ago, NeoDeusMachina said: It made sense for the orbital science to be re-themed to something more generic like "data science", since we can obtain data banks from other sources that are not space related. But the materials science is still very much exclusively related to the radiation/nuclear aspect of the game. One thing I don't like right now is that you can get data banks very early in the game (geysers, special buildings), you can build virtual planetarium to make analysis quite quickly as well... but every single research that requires orange research requires also the yellow one. There is nothing to research without radiation research. Data banks are useless until much later time in the game. Would be nice if we could get at least recreational building with some early data banks. Or just ban data banks on initial planet (and it's teleport pair) to not make it confusing. For the yellow research, I don't care if it will be green or other color, I just don't like we have yellow and orange since they are hard to distinguish at first sight. Paint it red Link to comment Share on other sites More sharing options...
RonEmpire Posted December 8, 2021 Share Posted December 8, 2021 4 hours ago, arvenil said: For the yellow research, I don't care if it will be green or other color, I just don't like we have yellow and orange since they are hard to distinguish at first sight. Absolutely! The orange and yellow are too similar. (I actually mentioned this in the suggestion thread awhile ago!). So we're on the same page/like minded. Green just makes more sense when you look at the research tree. 1 Link to comment Share on other sites More sharing options...
babba Posted December 8, 2021 Share Posted December 8, 2021 Pink is missing ! We also need something in Pink ! I miss Pink 1 2 Link to comment Share on other sites More sharing options...
RuiPalhas Posted December 8, 2021 Share Posted December 8, 2021 Anyone else getting a crash immediately after the Klei logo when launching the game from steam? Spoiler MissingMethodException: void BindingEntry..ctor(string,GamepadButton,KKeyCode,Modifier,Action,bool,bool) PeterHan.PLib.Actions.PActionManager.Process (System.UInt32 operation, System.Object _) (at <4c6f71d2a8e14a8bbe6853fb43db9bcc>:0) PeterHan.PLib.Core.PRemoteComponent.Process (System.UInt32 operation, System.Object args) (at <033cf09f7dee479d9039e9348a756931>:0) PeterHan.PLib.Core.PRemoteComponent.Process (System.UInt32 operation, System.Object args) (at <4c6f71d2a8e14a8bbe6853fb43db9bcc>:0) PeterHan.PLib.Actions.PActionManager.AssignKeyBindings () (at <4c6f71d2a8e14a8bbe6853fb43db9bcc>:0) (wrapper dynamic-method) GameInputMapping.GameInputMapping.LoadBindings_Patch1() GameInputManager..ctor (BindingEntry[] default_keybindings) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/input/GameInputManager.cs:31) Global.Awake () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Global.cs:421) UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion, Transform) Util:KInstantiate(GameObject, Vector3, Quaternion, GameObject, String, Boolean, Int32) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/Util.cs:226) Util:KInstantiate(GameObject, GameObject, String) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/Util.cs:198) LaunchInitializer:Update() (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/LaunchInitializer.cs:75) Build: U39-489490-S I've verified the game files and all are good... Player_211208-2012.log Link to comment Share on other sites More sharing options...
NeoDeusMachina Posted December 8, 2021 Share Posted December 8, 2021 38 minutes ago, RuiPalhas said: Anyone else getting a crash immediately after the Klei logo when launching the game from steam? Hide contents MissingMethodException: void BindingEntry..ctor(string,GamepadButton,KKeyCode,Modifier,Action,bool,bool) PeterHan.PLib.Actions.PActionManager.Process (System.UInt32 operation, System.Object _) (at <4c6f71d2a8e14a8bbe6853fb43db9bcc>:0) PeterHan.PLib.Core.PRemoteComponent.Process (System.UInt32 operation, System.Object args) (at <033cf09f7dee479d9039e9348a756931>:0) PeterHan.PLib.Core.PRemoteComponent.Process (System.UInt32 operation, System.Object args) (at <4c6f71d2a8e14a8bbe6853fb43db9bcc>:0) PeterHan.PLib.Actions.PActionManager.AssignKeyBindings () (at <4c6f71d2a8e14a8bbe6853fb43db9bcc>:0) (wrapper dynamic-method) GameInputMapping.GameInputMapping.LoadBindings_Patch1() GameInputManager..ctor (BindingEntry[] default_keybindings) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/input/GameInputManager.cs:31) Global.Awake () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Global.cs:421) UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion, Transform) Util:KInstantiate(GameObject, Vector3, Quaternion, GameObject, String, Boolean, Int32) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/Util.cs:226) Util:KInstantiate(GameObject, GameObject, String) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/Util.cs:198) LaunchInitializer:Update() (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/LaunchInitializer.cs:75) Build: U39-489490-S I've verified the game files and all are good... Player_211208-2012.log 18.93 kB · 0 downloads Possibly related to this? Link to comment Share on other sites More sharing options...
RuiPalhas Posted December 8, 2021 Share Posted December 8, 2021 3 minutes ago, NeoDeusMachina said: Possibly related to this? Most likely yes! Thank you! Any idea how to remove a key assignment without launching the game? Link to comment Share on other sites More sharing options...
NeoDeusMachina Posted December 8, 2021 Share Posted December 8, 2021 9 minutes ago, RuiPalhas said: Most likely yes! Thank you! Any idea how to remove a key assignment without launching the game? Unfortunately no, but it just got fixed. At worst, you might have to wait until the next public update hits tomorrow, at best they would release another testing update at the end of the day or a hotfix before then? 1 Link to comment Share on other sites More sharing options...
Cairath Posted December 8, 2021 Share Posted December 8, 2021 Just disable mods - we modders usually do not provide updates for test branches, it's too much work. And the error is mod related Link to comment Share on other sites More sharing options...
Primalflower Posted December 8, 2021 Share Posted December 8, 2021 56 minutes ago, Cairath said: Just disable mods - we modders usually do not provide updates for test branches, it's too much work. And the error is mod related I feel like it would be better to hear about the issues during the public testing and then be able to have a fix pretty quickly right after the public testing branch is over as opposed to having to having to deal with all of it when the branch releases :P though it probably makes being one of the game's devs a little harder. Link to comment Share on other sites More sharing options...
Developer EricKlei Posted December 9, 2021 Developer Share Posted December 9, 2021 4 hours ago, RuiPalhas said: Anyone else getting a crash immediately after the Klei logo when launching the game from steam? Reveal hidden contents MissingMethodException: void BindingEntry..ctor(string,GamepadButton,KKeyCode,Modifier,Action,bool,bool) PeterHan.PLib.Actions.PActionManager.Process (System.UInt32 operation, System.Object _) (at <4c6f71d2a8e14a8bbe6853fb43db9bcc>:0) PeterHan.PLib.Core.PRemoteComponent.Process (System.UInt32 operation, System.Object args) (at <033cf09f7dee479d9039e9348a756931>:0) PeterHan.PLib.Core.PRemoteComponent.Process (System.UInt32 operation, System.Object args) (at <4c6f71d2a8e14a8bbe6853fb43db9bcc>:0) PeterHan.PLib.Actions.PActionManager.AssignKeyBindings () (at <4c6f71d2a8e14a8bbe6853fb43db9bcc>:0) (wrapper dynamic-method) GameInputMapping.GameInputMapping.LoadBindings_Patch1() GameInputManager..ctor (BindingEntry[] default_keybindings) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/input/GameInputManager.cs:31) Global.Awake () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Global.cs:421) UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion, Transform) Util:KInstantiate(GameObject, Vector3, Quaternion, GameObject, String, Boolean, Int32) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/Util.cs:226) Util:KInstantiate(GameObject, GameObject, String) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/Util.cs:198) LaunchInitializer:Update() (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/LaunchInitializer.cs:75) Build: U39-489490-S I've verified the game files and all are good... Player_211208-2012.log 18.93 kB · 0 downloads This issue has been addressed in the update that just went live. 1 1 1 1 Link to comment Share on other sites More sharing options...
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