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[Game Update] - Public Testing 489490


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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.
       

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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 ! 

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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).

green.jpg

xv.jpg

Edited by RonEmpire
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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).

green.jpg

xv.jpg

+1 sometimes it took me several glimpses to be sure if it's yellow or orange research that I need

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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.

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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

return the slab

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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.

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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

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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?

 

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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?

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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.

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  • Developer
4 hours ago, RuiPalhas said:

Anyone else getting a crash immediately  after the Klei logo when launching the game from steam?

  Reveal hidden contents

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.

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