Developer JarrettM Posted September 28, 2022 Developer Share Posted September 28, 2022 Hi friends, here’s a small patch for the public testing branch. It has a variety of fixes, polish items, and updated translations. Changes and Improvements All versions Database entries categories for Rooms have new icons. Updated Chinese and Korean strings localizations. Updated Spice Grinder and spice artwork tinting. Revision to the Somnium Synthesizer completion pop-up artwork. Added Pajama Cubby animation for dispensing Pajamas. Updated Story Trait Database icons. Disabled “require inputs” status items until Somnium Synthesizer phase 1 is completed. Base game only Colony Destination screen shows "Story Traits" header above selected story traits. Fixes All versions Fixed Pacus stuck falling when trying to eat from a feeder with a small amount of water above it. Algae Terrarium now produces Polluted Water properly. If a Duplicant gets interrupted (e.g. they pass out) while retrieving Pajamas from the Pajama Cubby, progress should resume on getting Pajamas once a Duplicant is available again. Spice Grinder Spice Grinder building tint now copies with Copy Settings. Fixed Freshener Spice losing its preserving properties. Fixed issue allowing the Spice Grinder to display and spice the wrong food if its chore was interrupted. Fixed incorrect Duplicant status text when spicing food. Somnium Synthesizer should no longer play the Dream Journal deposit sound when being hovered. Fixed an issue where small critters would get stuck waiting for the Critter Flux-O-Matic. Fixed missing audio crash when closing the Timelapse in the Colony Summary screen. Spaced Out! only Duplicants no longer stop in a Transit Tube to react to high amounts of radiation. Story traits now generate more consistently on Spaced Out-style clusters, including Moonlet clusters. They can now appear on non-start worlds. View full update 11 1 1 1 Link to comment Share on other sites More sharing options...
Primalflower Posted September 28, 2022 Share Posted September 28, 2022 1 minute ago, JarrettM said: Story traits now generate more consistently on Spaced Out-style clusters, including Moonlet clusters. They can now appear on non-start worlds. awesome! 2 Link to comment Share on other sites More sharing options...
Wolper Posted September 29, 2022 Share Posted September 29, 2022 3 hours ago, JarrettM said: Spaced Out! only Story traits now generate more consistently on Spaced Out-style clusters, including Moonlet clusters. They can now appear on non-start worlds. Now the seed I usually play is generating with story traits without errors. After checking it I have found that on starting moonlet only has Somnium Synthesizer. I assume that the Critter Flux-O-Matic is somewhere on a non-teleporter asteroid. Thank you for the fix. Although the story traits seem interesting, my current play is still in progress on the live version. Are the story traits the only new feature affecting worldgen or are the other ones also planned for this update? I will rather continue playing without a story for now if it's the only change. Link to comment Share on other sites More sharing options...
Empa505 Posted September 29, 2022 Share Posted September 29, 2022 9 hours ago, JarrettM said: Duplicants no longer stop in a Transit Tube to react to high amounts of radiation. TY! Link to comment Share on other sites More sharing options...
blakemw Posted September 29, 2022 Share Posted September 29, 2022 10 hours ago, JarrettM said: Algae Terrarium now produces Polluted Water properly. For a moment I feared that the last bastion of fixed-output temperature, the fact that Algae Terrariums produce polluted water at 30 C regardless of how cold or hot the water was, in clear contradiction to its tooltip saying that it should be the input temperature, had been fixed. Thankfully my fears were unfounded and I can still indulge in one of my favorite exploits. (What this fix refers to, for the curious: Algae Terrariums had been not producing pwater at all in the last version of public beta) 1 Link to comment Share on other sites More sharing options...
yoakenashi Posted September 29, 2022 Share Posted September 29, 2022 Could we get a fix for an old SO rocket bug: Spoiler Link to comment Share on other sites More sharing options...
SkunkMaster Posted September 29, 2022 Share Posted September 29, 2022 I'm quite sure this update broke my game Error in MegaBrainTankComplete.MegaBrainTank.OnSpawn System.NullReferenceException: Object reference not set to an instance of an object at MegaBrainTank+StatesInstance.CompleteEvent () [0x00062] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\game\Buildings\MegaBrainTank.cs:587 at MegaBrainTank+StatesInstance.CompleteBrainActivation () [0x00078] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\game\Buildings\MegaBrainTank.cs:476 at MegaBrainTank+StatesInstance.StartSM () [0x001ad] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\game\Buildings\MegaBrainTank.cs:232 at MegaBrainTank.OnSpawn () [0x00008] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\scripts\game\Buildings\MegaBrainTank.cs:655 at KMonoBehaviour.Spawn () [0x00078] in C:\jenkins_workspace\workspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\KMonoBehaviour.cs:295 UnityEngine.Debug:LogError (object,UnityEngine.Object) Debug:LogError (object,UnityEngine.Object) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Debug.cs:163) DebugUtil:LogErrorArgs (UnityEngine.Object,object[]) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/DebugUtil.cs:217) DebugUtil:LogException (UnityEngine.Object,string,System.Exception) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/DebugUtil.cs:227) KMonoBehaviour:Spawn () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KMonoBehaviour.cs:302) KMonoBehaviour:Start () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KMonoBehaviour.cs:253) Build: U43-525341-S Link to comment Share on other sites More sharing options...
Developer EricKlei Posted September 29, 2022 Developer Share Posted September 29, 2022 4 hours ago, SkunkMaster said: I'm quite sure this update broke my game This will be fixed in the next update. 1 1 Link to comment Share on other sites More sharing options...
SkunkMaster Posted September 29, 2022 Share Posted September 29, 2022 28 minutes ago, EricKlei said: This will be fixed in the next update. Thank you! Keep up the good work Link to comment Share on other sites More sharing options...
Slvrsrfr Posted September 30, 2022 Share Posted September 30, 2022 pajama cubby's?!? spice grinders?!!? wuuuttt???!?, omg... wow, wow .. ugh. 1 Link to comment Share on other sites More sharing options...
zach123b Posted October 1, 2022 Share Posted October 1, 2022 just checking out the past couple updates and this is awesome. i really like the changes to the plug slugs and the spices. idk if i'll use the dream/critter thing as much but i hope we get to see some more story trait things. maybe the critter thing to convert pokeshells so i don't have to mess with liquids so much i do want to request another use for bleach stone though. currently squeaky puffs produce a lot of it but nothing consumes a lot. even with hot tubs, hand sanitizers, and water weed, you need only a couple squeaky pufts. and i often have enough bleach stone from excavating to last a couple thousand cycles Link to comment Share on other sites More sharing options...
RonEmpire Posted October 1, 2022 Share Posted October 1, 2022 (edited) The sound bug after temporal tear winning screen is still there. When you win the achievement does its thing but you will notice the sound effects are disabled. Clicking continue to play game it disables all the game sounds. Only way to get it back is save and reload. Steam achievements failed to work. Completed achviements didn't get transferred to steam. Edited October 1, 2022 by RonEmpire Link to comment Share on other sites More sharing options...
melquiades Posted October 2, 2022 Share Posted October 2, 2022 On 9/28/2022 at 8:24 PM, JarrettM said: Duplicants no longer stop in a Transit Tube to react to high amounts of radiation. Could you please introduce a toggle to remove that animation completely from the options menu? It is out of place. Link to comment Share on other sites More sharing options...
arvenil Posted October 2, 2022 Share Posted October 2, 2022 13 hours ago, melquiades said: Could you please introduce a toggle to remove that animation completely from the options menu? It is out of place. What do you mean it's out of place? Link to comment Share on other sites More sharing options...
blakemw Posted October 3, 2022 Share Posted October 3, 2022 On 10/2/2022 at 8:15 AM, melquiades said: Could you please introduce a toggle to remove that animation completely from the options menu? It is out of place. I'd settle for either removing the radiation reaction, or if we're committing to dupes being able to sense strong radiation, have them treat high radiation environments as "unsafe". Link to comment Share on other sites More sharing options...
pether Posted October 3, 2022 Share Posted October 3, 2022 I don't feel they are out of place. It's a good way to show radiation without related overlay being on, it's very informative and could help new players understand radiation mechanics. I don't think it should be removed. But if you don't like it, there is a mod for that: https://steamcommunity.com/sharedfiles/filedetails/?id=2843427720 Link to comment Share on other sites More sharing options...
6Havok9 Posted October 3, 2022 Share Posted October 3, 2022 (edited) 40 minutes ago, pether said: I don't feel they are out of place. It's a good way to show radiation without related overlay being on, it's very informative and could help new players understand radiation mechanics. I don't think it should be removed. But if you don't like it, there is a mod for that: https://steamcommunity.com/sharedfiles/filedetails/?id=2843427720 While I agree on the usefulness of that animation being a clear indicator that dupes don't like bathing in ionizing rays, I have to say that it's more harmful that good once you know it. It happens multiple times, prolongs work time in a task, thus increasing radiation exposure. Wish it had a cooldown, or that it could not happen if under a radpill effect. I'm pretty sure every farmer that entered my satellite tainted farm always had a radpill buff on them. Can't be so unlucky to have that run out just as they enter. But there they are, trying to shield themselves from gamma rays.. You can prevent the soggy feet animation, a real killer, by having a clean base. You have no way of countering the "I'm scared of rads" animation. Even if the dupe knows he's a nuclear technician that routinely deals with reactors, beeta hives and glowing crops. Edited October 3, 2022 by 6Havok9 1 Link to comment Share on other sites More sharing options...
blakemw Posted October 3, 2022 Share Posted October 3, 2022 Is it healthy for a Sponge Slug to be so obese? Sponge Slug containing 14 t of polluted water, as it was given nowhere to empty its contents. Link to comment Share on other sites More sharing options...
melquiades Posted October 3, 2022 Share Posted October 3, 2022 (edited) 5 hours ago, pether said: I don't feel they are out of place. It's a good way to show radiation without related overlay being on, it's very informative and could help new players understand radiation mechanics. I don't think it should be removed. But if you don't like it, there is a mod for that: https://steamcommunity.com/sharedfiles/filedetails/?id=2843427720 Unfortunately It doesn't work reliably (it crashes when they vomit inside suits). Radiation is a silent killer, but i guess that wouldn't fit this game's theme. I would still like the toggle though, when they stop to freak out in the guts of a nuclear reactor so they get even more irradiated is very annoying. I'll double suggest to enable some sort of Geiger counter sound for radiation exposure when focusing on a dupe if you still want the players to be aware of radiation (i play without sound so it would not be for me xD). Edited October 3, 2022 by melquiades Link to comment Share on other sites More sharing options...
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