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[Game Update] - 544519


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h8cHF28d2FjYnDAxnGIfx7eNOCyn1mFbTT5VVmPq

Hey friends, 

Welcome to our February 2023 Quality of Life update! 

This update includes a bunch of fixes, additions and changes designed to help colonies look and feel even better in both the base game and Spaced Out! DLC. That includes UX improvements—like a new search function for the build menu!—along with bug fixes, sweet new cosmetic skins (aka blueprints) and a snippy new tool. 

Bugs! Fixes! Changes! 
We’ve been steadily squashing bugs and making changes. Recent efforts include: Critters no longer get stuck in their “Waiting to be Groomed” state! Equipping a suit at a dock no longer plays the yellow alert sound when the suit was previously marked as yellow alert! Drywall can now be rotated! …and more.

Highlights
    All versions

  • Added search function to the Build Menu.
  • Added list view option to the Build Menu.
  • Added a new Disconnect tool.
  • Equipping a suit at a dock no longer plays the yellow alert sound when the suit was previously marked as yellow alert. 
  • Drywall can now be rotated.
  • Added new cosmetic skins.
  • Dream Journals can now be stored in any storage that allows inedible solids. 

    Spaced Out! Only

  • Squelchy Asteroid now starts with random geysers, like the other Classic-style asteroids.
  • Replacing one rocket module with another now returns materials from the original.
  • Asteroids will no longer be seen on the top edge of certain asteroids, above the red-lined world limit.

Searchable Build Menu
There are a lot of buildings in ONI, so we’ve made it easier to find the one you’re actually looking for. The build menu’s new search function pulls up any building whose name is typed into the search field, no matter which category it’s in. 

You can also search by subcategory (e.g. searching for “Pipes” will pull up all of the pipes in the game) or click on the new list-view icon in each category to browse the subcategories in that section. 

New Disconnect Tool
You can now sever the connection between pipes, wires, Transit Tubes and Conveyor Rails yourself, using the new Disconnect tool. That means your Duplicants can focus on more interesting tasks…or spend more time at the water cooler, if you’re feeling generous. 

Supply Closet 
The next time you’re in the Supply Closet, turn up the volume! We’ve added new music and UI sound effects, so it’s more fun than ever to restyle Duplicant outfits and swap out blueprints. (Hint: the latest batch of blueprints includes whimsical new floating friends for Balloon Artists!) 

To claim your new ONI blueprints: Click on “Supply Closet” in the Main Menu, and hit the “Check Shipments'' button. That’ll take you to the Klei Rewards webpage, which has two free mystery crates up for grabs—you’re welcome to redeem both. You can then view your collection of blueprints in your online inventory or in-game, in your Supply Closet. 

Summary
The build menu is now searchable and sorted into subcategories, there’s a new way to cut conduits and connectors, the Supply Closet sounds are jammin’, and we’ve squashed some bugs! 

You can share bug reports, feedback or ONI-themed philosophies about life here. We really appreciate your input. 

If your mods are breaking or you need a little extra time before switching over, you can opt in to the temporary, unsupported Previous Update branch

Full patch notes below.
 

Spoiler

Features

  • All versions
    • Added search function to the Build Menu.
    • Added list view option to the Build Menu.
    • Added a new Disconnect tool.
    • Added Supply Closet music and new UI sfx.
    • Added new cosmetic skins.

Changes and Improvements

  • All versions
    • Drywall can now be rotated.
    • Dream Journals can now be stored in any storage that allows inedible solids. 
    • Mouse wheel no longer zooms in/out when not over the game window.
    • The link to the Klei Rewards website will now produce a warning if logged into a different account than is being used in the game.
    • Restyling a spawned-in Duplicant's outfit now initially opens up the "Duplicants" screen instead of the "Outfits" screen.
    • Updated data communications message inside the game.
    • Tool tooltips now display the tool's name.
    • Renamed Plan 1-15 and Overlay 1-15 as build menu category names and overlay category names respectively.
    • Modding:
      • Added additional body parts to the Personalities.csv.
      • Remove Klei Item clothing symbols from the Accessorizer. Klei Item clothing and suits now override animation symbols using the WearableAccessorizer. The default body slots are still on MinionIdentity; they have not been updated from the initial change in the Hot Shots update.
      • Increased tag bits to 320 as we've seen some reports of running out.
      • Fixed a freeze on start up caused by adding a modded story trait.
      • Fixed an issue which prevented modded story traits from spawning in worldgen.
      • Fixed a crash that could happen when loading a save with a modded story trait of a disabled mod. 

Fixes

  • All versions
    • Equipping a suit at a dock no longer plays the yellow alert sound when the suit was previously marked as yellow alert.
    • Fixed a bug where sometimes critters would get stuck in their "Waiting to be Groomed" state.
    • Fixed a crash that could happen if a critter is being groomed and the room size changes.
    • Fixed OSX restarter.
    • Fixed an issue where the restarter would crash in some updates.
    • Geotuner
      • Fixed Geotuner listing uncapped geysers which have not been revealed yet.
      • Fixed a minor visual bug where switching geysers when not operational could cause geyser’s “going up” animation to snap back instead of rising smoothly. 
    • Rooms
      • Fixed missing Private Bedroom string when hovering over Morale.
      • Renamed Morale tooltip from “Bedroom” to “Luxury Barracks” to match the correct room name.
    • Mysterious Hermit
      • Fixed retrieve mail animation not playing correctly.
      • Improved robustness of knocking sequence from errors.
      • Updated Mysterious Hermit’s bio.
      • Mysterious Hermit completion popup no longer displays dead Duplicants.
      • Fixed a bug where on load, items stored in the Gravitas Shipping Container would not be listed in the resources list.
      • Duplicant knocking on the door no longer prioritizes knocking over dying.
    • Somnium Synthesizer
      • Fixed Pajamas looking incorrect when climbing ladders and sliding down fire poles.
      • Fixed the Pajamas disappearing as the Duplicant folds them.
      • Potential crash fix getting Pajamas from Pajama Cubby.
    • Critter Flux-o-Matic
      • Fixed a crash that could happen if a critter dies near the Critter Flux-o-Matic.
      • Critter Flux-o-Matic no longer crashes when scanning a Beetiny.
    • Tools
      • Empty Pipe tool now works with Conveyor Rails.
      • Empty Pipe tool now has an "All" filter.
      • Empty Pipe tool no longer queues up empty actions on empty pipes or conveyor rails.
      • Fixed an issue where using the cancel tool on a critter marked for capture would throw an error.
    • Fixed issue causing Printing Pod to stay selected after viewing the Choose a Duplicant screen.
    • Fixed a bug where Duplicants stored un-spiced food in Refrigerators marked as "Spiced Food Only" when loading a save with a Refrigerator previously marked as "Spiced Food Only."
    • Fixed missing space in the Repair Atmosuit option of Exosuit Forge.
    • Fixed a bug where a save seed shown in the escape menu in-game wouldn't include the story traits selected when the world was created.
    • Fixed a bug where some meters in some rocket modules would be left behind in place when a rocket is in mid-air, launching to space.
    • Fixed a bug where Oxidizer Tanks were having two meters (overlapping, therefore not visible except when one was left behind on Rocket launching) to display info about their storage. 
    • Fixed a bug where increasing the capacity of the Oxidizer Tank would not update the meter visually and would not create a refill chore until reloading the save.
    • Fixed a bug where Oxidizer Tanks that consumed a portion of their content in space missions would not initialize a refill chore request when the rocket returns. 
    • Fixed tooltip positioning errors caused by variable UI scales and/or screen resolutions. Adjusted some tooltip anchor positions.
    • Under-construction backwall tiles no longer count for the Private Bedroom's room requirement.
    • Fixed crash that could occur when opening Colony Summary screen after unlocking a new achievement.
    • Fixed visual masking issue for Colony Summary achievements.
    • Fixed a bug where some medical buildings displayed the wrong string when requesting a medicine supply. 
    • Removed deprecated buildings from database.
    • When a Duplicant no longer has the "Balloon Buddy" status item, the balloon they were holding should now disappear.
    • Reduced memory requirements for a few large textures.
    • Fixed issue where sensor side screen buttons would continue to modify values next time the screen was opened on the Steam Deck.
    • Fixed warning message on unbound controls appearing when using default controls.
    • Deleted the circle shape that was appearing on blank canvases.
    • Fixed Conveyor Meter animation playing too fast.
    • "Balloon Buddy" and "Serenaded" status items should now accurately report how much time is remaining for them.
    • Fixed some strings containing invalid characters. 
    • Fixed tool cursor icons staying visible while using a tool with a controller.
  • Base game only
    • Fixed an issue where sometimes the game would incorrectly try to load the Spaced Out! DLC when it is not installed.
    • Fixed main menu "Activate DLC" button's overly large hitbox.
    • Fixed Mission Control Station’s "No Eligible Rockets in Range" tooltip displaying the wrong string.
    • Unassigning a Duplicant to the Command Module now correctly cancels the errand of a Duplicant on their way to the module.
  • Spaced Out! only
    • Worldgen: Squelchy Asteroid now starts with random geysers like the other Classic-style asteroids.
    • Fixed a bug where replacing one rocket module with another wouldn't return the materials of the replaced one.
    • Fixed a bug where other asteroids could be seen on the top edge of certain asteroids, under the red-lined world limit.
    • Fixed a bug where falling water occurring at the bottom rows of an asteroid could sometimes be visible in the top red zone of another asteroid.
    • Fixed missing Rocket Restrictions screen title, which is visible only when a rocket is launching.
    • Fixed Starmap Location Sensor automation port's strings using the Cycle Sensor's strings by mistake.
    • Fixed a bug where meteor shower background effects would also appear in other asteroids located below the one with the active event in the grid.
    • Fixed performance when a Solar Panel Module is selected.
    • Fixed a visual bug where some dig actions icons could be seen in the red zone of other asteroids. 
    • Fixed a visual bug where the red-lined world limit on some asteroids was misplaced, making it look as though objects could be built beyond the world’s limits.
    • Fixed Radiation build menu missing a shortcut.

Changes since the last Public Testing update

  • Changes
    • Added universally available "Fresh White" drywall skin.
    • Added Buildings filter layer to the Disconnect tool.
    • Updated Chinese localization.
  • Fixes
    • Fixed alignment issues of mods which add tools.
    • Fixed Mysterious Hermit's leg and arm skin color being set incorrectly on saves played during the initial public testing release.
    • Fixed a potential crash on the Exosuit Forge sidescreen.
    • Fixed tool cursor icons staying visible while using a tool with a controller.
       

 


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Thanks for the update. Looks promising. However, I get quite a few crashes.

ArgumentException: BuildMenuRight is not bound in GameInputBindings

GameUtil.ActionToBinding (Action action) (at <b7f313add612436daee873d950879297>:0)
GameUtil.GetActionString (Action action) (at <b7f313add612436daee873d950879297>:0)
GameUtil.GetHotkeyString (Action action) (at <b7f313add612436daee873d950879297>:0)
GameUtil.ReplaceHotkeyString (System.String template, Action action) (at <b7f313add612436daee873d950879297>:0)
KIconButtonMenu+ButtonInfo.GetTooltipText () (at <b7f313add612436daee873d950879297>:0)
KIconButtonMenu.RefreshButtons () (at <b7f313add612436daee873d950879297>:0)
KIconButtonMenu.SetButtons (System.Collections.Generic.IList`1[T] buttons) (at <b7f313add612436daee873d950879297>:0)
UserMenuScreen.Refresh (UnityEngine.GameObject go) (at <b7f313add612436daee873d950879297>:0)
RootMenu.Refresh () (at <b7f313add612436daee873d950879297>:0)
RootMenu.OnSelectObject (System.Object data) (at <b7f313add612436daee873d950879297>:0)
EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) (at <c6edf8cae1f343c68ee74f9174fef53e>:0)
KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) (at <c6edf8cae1f343c68ee74f9174fef53e>:0)
(wrapper dynamic-method) SelectTool.SelectTool.Select_Patch1(SelectTool,KSelectable,bool)
SelectTool.OnLeftClickDown (UnityEngine.Vector3 cursor_pos) (at <b7f313add612436daee873d950879297>:0)
PlayerController.OnKeyDown (KButtonEvent e) (at <b7f313add612436daee873d950879297>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <c6edf8cae1f343c68ee74f9174fef53e>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <c6edf8cae1f343c68ee74f9174fef53e>:0)
KInputHandler.HandleEvent (KInputEvent e) (at <c6edf8cae1f343c68ee74f9174fef53e>:0)
KInputController.Dispatch () (at <c6edf8cae1f343c68ee74f9174fef53e>:0)
KInputManager.Dispatch () (at <c6edf8cae1f343c68ee74f9174fef53e>:0)
KInputManager.Update () (at <c6edf8cae1f343c68ee74f9174fef53e>:0)
GameInputManager.Update () (at <c6edf8cae1f343c68ee74f9174fef53e>:0)
Global.Update () (at <b7f313add612436daee873d950879297>:0)

Build: U45-544519-S

Happened when copying a building (hotkey B -> crash). Not on every copy,, but 4 times within the last 10 minutes of building, just after loading in and a handful of random copy actions. 2 times on an automation wire, 2 times on a pipe, while in the respective overlays.

It worked perfectly fine just before the update with the very same configuration. Any clue what's wrong here?

Edited by WeSaidMeh
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1 hour ago, JarrettM said:

New Disconnect Tool

You can now sever the connection between pipes, wires, Transit Tubes and Conveyor Rails yourself, using the new Disconnect tool. That means your Duplicants can focus on more interesting tasks…or spend more time at the water cooler, if you’re feeling generous.

 

Built in pliers mod!

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I'm also getting intermittent CTDs. It happens whenever I click the Exosuit Forge and then click a Recipe (Not sure if it matters, but I've been clicking the Copper Atmo suit because I have available materials). It doesn't happen after immediately restarting, seems to happen after a tiny bit of playing. I'll find the bug reporting system and add this there also.

 

NullReferenceException: Object reference not set to an instance of an object
  at WearableAccessorizer.UpdateVisibleSymbols (WearableAccessorizer+WearableType wearableType) [0x000f5] in /home/build/workspace/game/Assets/scripts/components/WearableAccessorizer.cs:192 
  at WearableAccessorizer.ApplyWearable () [0x00147] in /home/build/workspace/game/Assets/scripts/components/WearableAccessorizer.cs:171 
  at WearableAccessorizer.ApplyClothingItems (System.Collections.Generic.IEnumerable`1[T] items) [0x000e6] in /home/build/workspace/game/Assets/scripts/components/WearableAccessorizer.cs:326 
  at FullBodyUIMinionWidget.UpdateClothingOverride (SymbolOverrideController symbolOverrideController, MinionIdentity identity, StoredMinionIdentity storedMinionIdentity) [0x0004c] in /home/build/workspace/game/Assets/scripts/ui/FullBodyUIMinionWidget.cs:160 
  at FullBodyUIMinionWidget.SetDefaultPortraitAnimator () [0x00114] in /home/build/workspace/game/Assets/scripts/ui/FullBodyUIMinionWidget.cs:67 
  at SelectedRecipeQueueScreen.RefreshMinionDisplayAnim () [0x00066] in /home/build/workspace/game/Assets/scripts/ui/SideScreens/SelectedRecipeQueueScreen.cs:143 
  at SelectedRecipeQueueScreen.ToggleAndRefreshMinionDisplay () [0x00001] in /home/build/workspace/game/Assets/scripts/ui/SideScreens/SelectedRecipeQueueScreen.cs:126 
  at SelectedRecipeQueueScreen.SetRecipe (ComplexFabricatorSideScreen owner, ComplexFabricator target, ComplexRecipe recipe) [0x000e0] in /home/build/workspace/game/Assets/scripts/ui/SideScreens/SelectedRecipeQueueScreen.cs:112 
  at ComplexFabricatorSideScreen.ToggleClicked (KToggle toggle) [0x000e0] in /home/build/workspace/game/Assets/scripts/ui/SideScreens/ComplexFabricatorSideScreen.cs:581 
  at ComplexFabricatorSideScreen+<>c__DisplayClass36_2.<Initialize>b__1 () [0x00001] in /home/build/workspace/game/Assets/scripts/ui/SideScreens/ComplexFabricatorSideScreen.cs:476 
  at Util.Signal (System.Action action) [0x0000a] in /home/build/workspace/game/Assets/Plugins/Klei/util/Util.cs:575 
  at KToggle.Click () [0x000df] in /home/build/workspace/game/Assets/Plugins/Klei/ui/KToggle.cs:79 
  at KToggle.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00048] in /home/build/workspace/game/Assets/Plugins/Klei/ui/KToggle.cs:123 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00001] in /home/build/workspace/game/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:50 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00074] in /home/build/workspace/game/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:262 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) (at /home/build/workspace/game/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:266)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) (at /home/build/workspace/game/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:187)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) (at /home/build/workspace/game/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:642)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) (at /home/build/workspace/game/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:548)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() (at /home/build/workspace/game/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:528)
UnityEngine.EventSystems.StandaloneInputModule:Process() (at /home/build/workspace/game/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:282)
UnityEngine.EventSystems.EventSystem:Update() (at /home/build/workspace/game/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:385)
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Hey team, 

A number of players including myself seeing ridiculous numbers of germs for no reason, some clean o2 tiles have 2 billion or more germs. There is also a constant transformation between adjacent floral scent and slimelung germs. Other users also reported similar issues, please see the following reddit threads.

Edited by ekmekparasi
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On 2/23/2023 at 9:51 PM, EricKlei said:

@WeSaidMehCould you submit a bug report with your Player.log (after experiencing the crash) and save file? So far we've been unable to reproduce this issue. 

@EricKleiThanks for the reply. This is so weird. Here's what happened, from the beginning:

  • Game updated to U45-544519 (Feb QoL), and I got the crashes.
  • I disabled all mods, still got the crashes.
  • I wrote the original report above (the "ArgumentException: BuildMenuRight is not bound in GameInputBindings" stack trace)
  • Because I wanted to continue playing, I rolled the game back to the public_previous_update branch (U44-537329, Hot Shots), re-enabled the mods, played without crashes.
  • After your reply, to get a proper player.log, I switched to the live branch again (this time U45-544793, the OSX hotfix).
  • I disabled the mods and played for quite a bit, no crashes. Confused.
  • I enabled the mods, no crashes. Happy.

Whatever caused the problem, it's gone. So, either:

  • the latest hotfix did it (I'm not on OSX though), or
  • the game was in a weird state after the first update when I first tested (I didn't verify game files, probably should have in hindsight), and the back and forth with the branches got it straight.

Consider it done! But thanks for caring :love_heart:.

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Disconnect is nice and all, but you've handicapped the original mod by limiting to two tiles.  I like to isolate an offending liquid/gas packet using a 3-tile snip, so that it doesn't advance/reverse in the line.

On 2/23/2023 at 1:10 PM, JarrettM said:
  • Added a new Disconnect tool.

 

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l think i  get similar crashes,and i had no idea how can i  do.

Is it the problem because of the usage of mods?

im sorry to interrupt ,but i real want to enjoy the game with some mods.

ArgumentException: BuildMenuRight is not bound in GameInputBindings

GameUtil.ActionToBinding (Action action) (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
GameUtil.GetActionString (Action action) (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
GameUtil.GetHotkeyString (Action action) (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
GameUtil.ReplaceHotkeyString (System.String template, Action action) (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
KIconButtonMenu+ButtonInfo.GetTooltipText () (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
KIconButtonMenu.RefreshButtons () (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
KIconButtonMenu.SetButtons (System.Collections.Generic.IList`1[T] buttons) (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
UserMenuScreen.Refresh (UnityEngine.GameObject go) (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
RootMenu.Refresh () (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
RootMenu.OnSelectObject (System.Object data) (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) (at <676c504a1fc44f1f988e436496061541>:0)
KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) (at <676c504a1fc44f1f988e436496061541>:0)
(wrapper dynamic-method) SelectTool.SelectTool.Select_Patch1(SelectTool,KSelectable,bool)
SelectTool.OnLeftClickDown (UnityEngine.Vector3 cursor_pos) (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
PlayerController.OnKeyDown (KButtonEvent e) (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <676c504a1fc44f1f988e436496061541>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <676c504a1fc44f1f988e436496061541>:0)
KInputHandler.HandleEvent (KInputEvent e) (at <676c504a1fc44f1f988e436496061541>:0)
KInputController.Dispatch () (at <676c504a1fc44f1f988e436496061541>:0)
KInputManager.Dispatch () (at <676c504a1fc44f1f988e436496061541>:0)
KInputManager.Update () (at <676c504a1fc44f1f988e436496061541>:0)
GameInputManager.Update () (at <676c504a1fc44f1f988e436496061541>:0)
Global.Update () (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)

Build: U45-544793-S

i hope i had correctly convey my mind,because of my poor english,if anything offended ,im sorry.

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On 2/25/2023 at 6:04 PM, ravalox said:

I like to isolate an offending liquid/gas packet using a 3-tile snip, so that it doesn't advance/reverse in the line.

You can pause the game to perfectly stop all pipe movement for half a second you need for 2nd cut

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