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[Game Update] - Public Testing 496173


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Hi everyone,

Today we’re pushing a minor update to the Public Testing branch (public_testing). 

Right now, our efforts are mostly focused on improvements for later updates—you can see our roadmap here—but we wanted to get this stuff out in time for the Steam Deck launch. 

This update adds better controller support for Steam users using Big Picture mode. These improvements increase the range of actions a controller can activate. The game still requires a mouse/trackpad for comfortable play, but a controller can now activate a virtual cursor in lieu. 

We’ve also made some minor UI adjustments to support smaller resolutions, and included a number of bug fixes! 

What's in the public branch so far?

Spoiler

Features

  • All versions
    • Steam Deck support
    • Smaller resolution support
      • The management menu buttons (Vitals, Consumables, etc.) will hide their labels to conserve horizontal space when screen resolution width drops below 1200x800 or similar.
      • Build menu categories are now prevented from overlapping the tool menu. A scrollable row appears when screen resolution width drops low enough to make it necessary.
    • Improved controller support for Steam users
      • Added several new bindable actions including cursor control.
      • Text input fields now bring up Steam’s on-screen keyboard.
      • Added default controller configurations for Steam Deck, Xbox 360, Xbox One, and PlayStation 4.
      • Tooltips can now show supported controller button icons instead of keyboard hotkeys (Supported controllers include: Xbox One, Xbox 360, PS4, Steam Controller, and Steam Deck).
    • Updated Korean localizations. 

Changes and Improvements

  • All versions
    • Recipe Queue screen shows icons for ingredients and products.
    • Updated Steamworks SDK to latest version.
    • Right-click now closes or backs out of windows in the Main Menu.
  • Spaced Out! only
    • Automation Broadcast Receiver sidescreen now includes a scrollbar instead of an infinitely growing vertical window.
    • Added "No Channels Available" message to Automation Broadcast Receiver sidescreen when no broadcasters are built.

Fixes

  • All versions
    • Fixed issue where Duplicants could get stuck depressurizing an Oil Well.
    • Linux: Fixed worldgen issues related to FMOD and pipewire.
    • Notifications list is now layered behind the expanded build menu if/when they overlap.
    • Copying settings from Automated Notifier now copies tooltip as well.
    • Fixed issue preventing tooltip hotkeys from updating when key bindings changed.
    • Performance
      • Small improvements to string memory allocations.
  • Spaced Out! only
    • Fixed multiple artifacts spawning on a single pedestal (new saves only).
      On old saves the Mangled Saxophone, Modern Art, and Office Mug found in pedestals with multiple objects will not count as a terrestrial artifact.
    • Fixed Cosmic Archeology terrestrial artifacts on older saves.
    • Fixed issue where Radiation ambience would stop playing after loading another save.
    • Resized Temporal Tear Opener to match artwork.
    • Fixed crash that could happen if a Beeta escapes the grid.
    • Fixed Juicy Fruits plant mutation tooltip displaying a hidden value as a missing string.
    • Potential fix for Research Complete crash when no further research is queued up and a Duplicant is near a Research Station.
    • Fixed issue allowing unrevealed cells’ information to be displayed on hover while in the Radiation overlay.
    • Fixed issue where a rocket with multiple Artifact Modules could harvest more than one artifact from a single Space POI.
    • Performance
      • Improved Starmap path calculation memory allocations and performance.

Known Issues

  • Steam users playing with a controller but not running Big Picture mode may see a crash when attempting to use a text input field.
  • When using a controller the cursor can activate UI elements while holding down a button to use a drag tool (dig, cancel, deconstruct, etc.)
  • Text with embedded hotkeys on button glyphs prematurely terminates.

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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28 minutes ago, Primalflower said:

seems like 90% of mods crash now, something about missing "key_def" parameter. Kinda sucks a bit

This change seems to stem from a type change in PlanScreen.PlanInfo from List<string> to Dictionary<string, string>. It affects almost every building mod in the workshop, including those that use the game's own ModUtil.AddBuildingToPlanScreen which is now broken and always fails.

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13 minutes ago, gabberworld said:

or find out and make fix at mod, as you are the mod makers after all not the klei developes

sure, I would have no problem to change List to Dictionary, that's super easy.

the problem is with mods that don't currently have support and would be destined to crash forever because their authors are not focusing on modding at the moment and might even not be aware of the issue.

That's why I'm asking - because if Klei intends hotfix for this, I should not touch the topic, because in a moment I will need to revert my changes - and steam reacts very poorly to frequent mod updates, it might easily end up with most users having outdated version causing the crash. If Klei said they really need that Dictionary there it would be no problem for me to update my mods - sure it would be shame we lost many other ones, but sometimes this is the way and we - the modders - can't hold Klei's important changes just because our code broke.

So my question is just a question, I want to know what am I standing on

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13 minutes ago, pether said:

sure, I would have no problem to change List to Dictionary, that's super easy.

the problem is with mods that don't currently have support and would be destined to crash forever because their authors are not focusing on modding at the moment and might even not be aware of the issue.

That's why I'm asking - because if Klei intends hotfix for this, I should not touch the topic, because in a moment I will need to revert my changes - and steam reacts very poorly to frequent mod updates, it might easily end up with most users having outdated version causing the crash. If Klei said they really need that Dictionary there it would be no problem for me to update my mods - sure it would be shame we lost many other ones, but sometimes this is the way and we - the modders - can't hold Klei's important changes just because our code broke.

So my question is just a question, I want to know what am I standing on

but what if this thing is about performance. as they to tell they change strings for performance, you want old way as you lazy but that may affect also performance 

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1 minute ago, gabberworld said:

but what if this thing is about performance. as they to tell they change strings for performance, you want old way as you lazy but that may affect also performance 

Please read the message you quoted again.

I don't dictate Klei what should they do - I ask if they will do anything so I knew if I should adjust my mods asap or calm down my users and inform them that Klei is aware of the issue and will fix it. If this code change is crucial and Klei needs to keep it - its fine, I just want to know

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8 minutes ago, pether said:

Please read the message you quoted again.

I don't dictate Klei what should they do - I ask if they will do anything so I knew if I should adjust my mods asap or calm down my users and inform them that Klei is aware of the issue and will fix it. If this code change is crucial and Klei needs to keep it - its fine, I just want to know

i want point out again that Klei dont make mods, they even not need make users the mod menu. there is no official mod support for this game like factorio game have. you lucky that you even able peek inside the game code. they could crypt that also and show you middle finger

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19 minutes ago, gabberworld said:

but what if this thing is about performance. as they to tell they change strings for performance, you want old way as you lazy but that may affect also performance 

Except THEIR ModUtils method broke with that change and they didn't notice. Whatever direction they go with that. Nobody is whining, just informing. Your attitude towards modders is pretty horrible.

 

Given Klei is known for NOT wanting to shaft the entire workshop at once, I'm pretty sure they want to know if that occurs.

Edited by Cairath
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4 minutes ago, gabberworld said:

you lucky that you even able peek inside the game code. they could crypt that also and show you middle finger

yes, they could

yes, I am lucky. And I am really grateful how ONI handles modding, it is super fun to make mods for this game

except I don't understand what's your point here and how is that on topic and why are you having issues about asking modders asking questions

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I guess it's time for me to restrict the game from updating to protect my mod collection. Totally agreed with pether, lots of guys in the workshop stopped paying attention to the game & hence their mods. I've been through a lot during the DLC development stage whining and begging the modders to get back to their mods some of which improve the game significantly & I cant imagine playing without them 

 

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If you are concerned about stability and bugs affecting your gameplay experience, please make sure you are on the live branch of the game. 

The team is investigating this issue and will have an update out with a fix probably later today or early next week. If at some point in the future we intend to ship a version that we know will break mods on the live branch because of a required change we would make sure to note that specifically. 

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Soo, question: It seems bug-fixing is really slow at the moment, feels like one guy on it part-time. Should we lay off trying to find good test-cases for the moment and do that later or are you planning to go through that backlog?

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1 hour ago, JoeW said:

. If at some point in the future we intend to ship a version that we know will break mods on the live branch because of a required change we would make sure to note that specifically. 

im not sure its guarantee as you never know what may user use in they mods

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