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Nice. Can`t wait to see how the performance changes work out. Maybe i`ll finally finish the game for once.

Really hoped for a plug slug morph but i`m happy we got morphs for the critters that lacked them for much longer. I wonder if the combat critters get some fixes - enraged pokeshells and beetas keep ignoring dupes and when they randomly attack them the "fleeing" notification sometimes pops when the dupe is on the other side of the base.

Anyway thanks for all the little fixes for long standing issues.

  • Like 1
4 hours ago, JarrettM said:

Fixed issue where geysers would sometimes freeze their output. Only applies after the next save/load.

I'm still seeing this in a case where a hydrogen vent's output is being put into an infinite storage, even after a save/reload. Were we not expecting this case to be fixed here?

The gas in this picture was around -229C (since the bug had already been happening) but as soon as new packets of hydrogen gas was injected, the temperature of a blob of the hydrogen gas jumped down to -270C. Is this a separate bug?

189285157_OxygenNotIncluded5_5_20223_31_40PM.thumb.png.3c3f0c615be9c310e1d00b5e96e2a539.png

42 minutes ago, r4d6 said:

I assume it means that the CO2 output of the Gas Range will get moved down one tile.

Huh. My english didn't help me there. I completely forgot what the gas range (building) was, So I was thinking about any gas, somewhere, somewhat, beeing moved at a different range... so in my head it was a change in gas moving core mecanism.
But yeah, as simple as your answer was, it lights me up know. Thanks !

  • Haha 1

Great update! I love new content and possibilities. Can't wait to start full game with new pack, but from what I checked already, I have some feedback:

Added Cuddle Pip critter morph - Requesting Hugs IMO lasts too short, I couldn't catch it with manual navigation of dupes in small testing base, because Pip would end request before duplicant traveled a few tiles to the Pip. Or maybe I just had a bad luck...

Added Delecta Vole critter morph - I love another application for Shearing Station. Dropping roots look strange, but that's not the strangest thing in this game, so I guess its fine.

Added Sanishell critter morph - If I understand they currently passivly remove ambient germs. Would be cool if they had specific SMI state and unique animation to do that.

Added new Duplicant traits Banshee and Yodeler - I love Banshee! It was so funny to watch what happens :D the latter I don't like... the music sounds like some kind of instrument, not singing, and the final bonus looks weak...

Added Clothing Refashionator building with new outfits - I expected more outfits to fit existing hats: something for farmer, sciencist, rancher, cheff, doctor, etc. Some of the new outfits are really nice, but lack of the expected ones made me sad... If it isn't too much work, I'd love to see them, pretty please.

I really hope you won't miss this opportunity to add Plug Slug morph. It really needs one to see more play and I'd trade all above for it (I would be sad to loose Banshee, but the Slug really needs that...)

Good to see fixes and improvements, I can't comment each one of them, but I'm super happy to see those, good job!

If I remember correctly, you suggested this Pack may include new decor and rec buildings. Does the scope changed, or are you trying to contain our excitement and not to overwhelm us with plethora of new cool stuff in one beta update?

 

4 hours ago, JarrettM said:

A special thanks to mod developer @Peter Han for sharing some of the performance improvement ideas that we have incorporated into this update. You can follow their ongoing work on the Fast Track mod here. (This mod is not a Klei Entertainment project, but we do think it’s awesome.) 

Good to see Peter being recognized, his work really deserved it!

  • Like 4
  • Big Ups 1
4 hours ago, JarrettM said:

Added new Duplicant traits Banshee and Yodeler

When a Banshee dupe has 70% stress, they start screaming as they go about their normal tasks (without hitting the max banshee wail). However, if they walk through something cold, they end up with what looks like two mouths as they complain about the cold.

vlcsnap-2022-05-05-16h34m33s451.png

  • Haha 10
NullReferenceException: Object reference not set to an instance of an object
  at ChoreConsumer.OnForcedCleanUp () [0x00001] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\ai\demands\ChoreConsumer.cs:229 
  at KMonoBehaviour.OnDestroy () [0x00001] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\KMonoBehaviour.cs:207 

Crash, which happens when using the Sandbox destroy tool. (I assume when removing an object a duplicant is targeting)

10 minutes ago, meekay said:

Huh, that's new.

Screen Shot 2022-05-05 at 8.54.37 PM.png

And so are they.

 

Screen Shot 2022-05-05 at 9.01.59 PM.png

Mhm.... Spicy Tofu take the same ingredient, replacing Tonic Roots with water, and give the same amount of food for a Superb (+5) quality.

So I am not sure if the curried beans will be worth it.

  • Like 1
  • Big Ups 1
25 minutes ago, r4d6 said:

Mhm.... Spicy Tofu take the same ingredient, replacing Tonic Roots with water, and give the same amount of food for a Superb (+5) quality.

So I am not sure if the curried beans will be worth it.

Right, so it requires an extra ingredient but it will apparently make your dupes sneeze (Hot Stuff). 

I'm just trying this with my existing Cycle 480 game so I likely won't see a Tonic Root until I start over.

42 minutes ago, r4d6 said:

Mhm.... Spicy Tofu take the same ingredient, replacing Tonic Roots with water, and give the same amount of food for a Superb (+5) quality.

So I am not sure if the curried beans will be worth it.

I'll happily make curried beans if it means ditching the microbe musher and pitcher pump. 

  • Like 1
  • Developer
1 hour ago, Primalflower said:

is this intentional? duplicants nor buildings no longer have a germy texture when they have surface germs, instead they're just kind of coated in a color.

This is a known issue. We are working on a fix.

1 hour ago, Aki Art said:

NullReferenceException: Object reference not set to an instance of an object
  at ChoreConsumer.OnForcedCleanUp () [0x00001] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\ai\demands\ChoreConsumer.cs:229 
  at KMonoBehaviour.OnDestroy () [0x00001] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\KMonoBehaviour.cs:207 

Crash, which happens when using the Sandbox destroy tool. (I assume when removing an object a duplicant is targeting)

This will be fixed in the next update to public testing. Thanks for the report.

  • Like 4
  • Thanks 1

 

So I've loaded up my existing game at about 480 cycles on my MacBook Pro. Initial impression is that the simulation is faster/smoother but panning around with WASD is distractingly "jumpy" while it's not paused, especially when zoomed out. The more athletic dupes also seem to jump as they run. 

Sometimes after I flip from one planetoid to another I'll briefly get a weird visual artifact that looks like shiny metallic tiles where they don't belong. But I can't reproduce it easily enough to capture a screenshot.

No crashes in the past hour/5-6 Cycles, even with lots of QoL mods. My own two simple mods seem to be fine.

According to my reports I have 53 domesticated critters and 96 wild ones. Pacus, Pufts, Dreckos, Slicksters, Hatches, Pokeshells, Pips, Bugs, and Slugs all seem to be moving as expected, with none stuck in the terrain when I loaded up. 

A lot of the dialogs and info panels are still slow to come up the first time. However, the Consumables dialog seems to come up faster after the first time (did they add some caching?), and it no longer seems to "jump" on you if you're not paused. Update: I was wrong, it does still reset the scrollbars every few seconds. Poop. But at least bringing it up is fast now.

CPU is still topping out around 220%, but memory usage may have gone down. It's at 6GB right now where I think it was at 10GB the other day, but that was probably with multiple reloads. I'm hovering around 15-19 fps when not paused, so maybe that's why the motion seems jumpy; not sure what it was before.

If they can smooth out the panning this looks like a pretty good update. I hope Klei is buying @Peter Han some beverages of choice. :)

Edited by meekay
  • Like 1
7 hours ago, JarrettM said:

Polymer Press’ output cell is now consistent regardless of rotation.

For the curious ones, the press will drop the plastic on the tile right underneath the press itself. No longer is there any funky business going on with the output teleporting, sorry to be the bearer of bad news for some of you...

828353530_polypressoutput.png.2d2e171522052bd7f9f4d6053999a348.png

On the other hand, another minor quirk that still befalls the press is still present:

Say for example you "inadvertently" produce naphtha with the press. What happens is that the steam that should normally "vent" from the press when the plastic is released never does that; this event that should set the steam free is bypassed/not-triggered... Careful minds will wear atmo-suits before deconstructing these steam-accumulating puppies.

 

40728444_Polypresssteamaccumulated.png.f375ff179c6b7f841a9a4b1167ec8336.png

11 hours ago, JarrettM said:
  • Grooming Station and Shearing Station now provide husbandry experience.
  • Duplicants gain some husbandry experience when wrangling critters. 
  • Wrangling speed is faster with a higher husbandry level.

This is a very good fix.
I believe it would be even better if Grooming Station could be made to work faster with "Ranching" skill and "lit workspace".


Japanese text before translation is also attached for your reference.

Spoiler

これはとても良い修正です。
毛づくろい端末が「畜産」スキルと「明るい作業場所」によって作業速度が向上するようになればもっと良くなるだろうと考えます。

 

  • Like 2
11 hours ago, EricKlei said:

@krop I've tried creating multiple No Sweat saves on Ubuntu and Windows for both the base game and Spaced Out (both asteroid styles) and couldn't reproduce this crash. Could you create a new bug report with your Player.log and system specs?

That's not the error I saw on the first try with the preview branch yesterday, but this one is reproducible.

 

  • Thanks 1
16 hours ago, insta said:

Klei, are you guys still using List.Contains() when searching for chores for duplicants to do?

Out of curiosity, what would be the alternative? (I have no experience with this game engine.)

- Hash (no predicting the order you find things in)?

- Heap (priority queue)?

 

Edited by Gurgel
22 hours ago, JarrettM said:

we’ve been focusing on performance and memory improvements, bug fixes (some new, some really old!)

I had bit of a different list in my head when it comes to 'really old' bugs. I mean any fix is more than welcomed, and is helping keeping this game so far ahead in my love chart, but still, some are so old that I don't even remember to have played without.

Apart of that, does anyone noticed any reliability differences on delay gates with very-late game (heavy load saves) ?

And/or does anyone know if Fast Track was able to do so ?

Edited by OxCD
1 hour ago, OxCD said:

I had bit of a different list in my head when it comes to 'really old' bugs.

As time passes, bugs become established behavior. More time passes, mountains turn into desserts and new mountains arise. And established behaviors become features. Even later, nobody but a select few, beings with exceptional long memories, even know that features used to be bugs, in the grey dawn ages ago.

  • Like 6
  • Big Ups 1
  • Developer

If anyone is testing on a Mac and has experienced a black backwall texture, everything except UI is black, or blueprint ghosting visual bugs as detailed in this bug report please let me know if the testing build without the -force-glcore launch option fixes them. We made some significant changes in those areas which according to one report has fixed two of them.

  • Like 3
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