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A small update for the public testing branch.

Changes and Improvements

  • All versions
    • Optimized rendering name labels, thought bubbles, and progress bars.
    • Added Morale penalty for eating Rehydrated Food, Added Rehydrated Status item to edibles.
    • Added save upgrade popup describing critter changes, suit automation changes and meter valve changes.
    • Critter Condo and Water Fort now have positive decor.
    • Removed left edge idle notification. The right edge idle diagnostic now defaults to the “Alert Only" setting.
    • Pacus are no longer considered confined when positioned in open doors that are submerged in liquid.
    • Added sound for Dehydrator and Rehydrator buildings.
    • Added sound for Biobot Builder building.
    • Multiple status items that share the same icon will now only show one icon. 

 

  • Spaced Out! only
    • Added idle diagnostic option to rocket interiors, which defaults to Never displayed.

Fixes

  • All versions
    • Fixed animation playback issue on Dehydrator.
    • Fixed a crash that could occur if a Robo-Miner was in range of a door that had a rocket in front.
    • Fixed a bug with storage tiles that showed the stored item visuals twice.
    • Fixed a bug that caused the content of storage tiles to be destroyed when the storage tile was being replaced by the construction of another tile. 
    • Fixed an issue with the capacity of Storage Tiles not being respected on load.


 


View full update

  • Like 11
  • Thanks 2
  • Big Ups 1

The change to meter valves isn't terrible on its own, but I'm now getting buildings stuck every once and then. Such happenings are becoming somewhat burdensome and updated automation can't keep up with timings or save/load...:

image.png.da98c6a668786e52c28a8af5855fde1b.png

Can anybody chime in to see if this is also happening?

I might just have to re-design automation to use a timer instead of the meter's output port, which kind of defeats the purpose of the change in this update anyway...

Edit:

This is mere speculation on my part: I cannot determine the cause for this, but the output port's duration may not always be the same. Added an edge detector to further test for any more stalls.

Edited by JRup
Added info.

On the topic of the biorobots,have you've considered to make them be able to pick up liquids and gases directly?since some people want them to be differentiated from the rovers.On the other hand,wouldn't it be cool if they could say like..be able to decontaminate certain materials,and in the process they could give materials based off on the germs they decontaminate?ex:for a certain amount of germs cleaned they can synthesize them into usable materials,which would be an exciting way to tackle germs(this being in theme with them being forged using germs,and the fact that they need an advanced medic)

Those are just mere suggestions,but I really like their concept..and I don't want them to be forgotten due to rovers being superior in many of the traits they posses 

Edited by Nitzulai
Forgot to mention some examples
8 hours ago, JRup said:

The change to meter valves isn't terrible on its own, but I'm now getting buildings stuck every once and then. Such happenings are becoming somewhat burdensome and updated automation can't keep up with timings or save/load...:

Can anybody chime in to see if this is also happening?

 

Yes I've had this issue as well, which is why I've resorted to using timers, though it seems possible that a FILTER gate (set to something like 0.2s) may help so that the Meter sees a longer red signal. However I'm not sure the issue still happens in the latest Patch. Has it definitely happened for you in the latest patch?

I've tried to reproduce it, but the only issues I can reproduce reliably are:

  1. When loading the game, the Meter skips sending a packet. Though this doesn't seem to effect its accounting.
  2. If using Debug mode hyperspeed, Meters reliably don't notice 0.1 second red signals such as a Timer Sensor set to 0.9/0.1s or 0.1/0.1s., This doesn't happen with normal game speeds but could perhaps if the game was getting really congested (just speculation on my part, I don't know what stuff gets skipped exclusively during hyperspeed), but it's the only case I can find where they reliably don't notice a signal.

So many problems would go away if the Meter just resets regardless when it receives a green signal when AMOUNT == LIMIT, and I'm sure internal logic would be much more robust against jank than external Automation logic.

Edited by blakemw

Append.
I was hoping that there would be a robot like Rover not only in SO but also in the base game, so I'm very happy to see biobot appear. Many thanks to the developer.

However, it seems difficult to create a biobot.

What I'm worried about is not that the jobs that biobot can do are limited, but that there will likely be many players who will not be able to overcome the creation hurdle. I think it would be better if biobots could be made with only steel and plant seeds. Any seeds are OK.

It would be a tragedy if the players gave up on creating biobot.

1 hour ago, sorafis said:

Append.
I was hoping that there would be a robot like Rover not only in SO but also in the base game, so I'm very happy to see biobot appear. Many thanks to the developer.

However, it seems difficult to create a biobot.

What I'm worried about is not that the jobs that biobot can do are limited, but that there will likely be many players who will not be able to overcome the creation hurdle. I think it would be better if biobots could be made with only steel and plant seeds. Any seeds are OK.

It would be a tragedy if the players gave up on creating biobot.

I don't mind the difficulty involved in creating or the efforts.   Giving the sporechild some usefulness.  BUT the bots are almost practically useless and not worth making.  As I mentioned above in my feedback, it needs bigger buff.  Or unique bot as a reward for completing the story trait. 

 

  • Like 6
4 hours ago, RonEmpire said:

I don't mind the difficulty involved in creating or the efforts.   Giving the sporechild some usefulness.  BUT the bots are almost practically useless and not worth making.  As I mentioned above in my feedback, it needs bigger buff.  Or unique bot as a reward for completing the story trait. 

 

I haven’t played around with it yet, but I think the recent changes allowing more bots at once are a bigger buff than it may seem, though the only real use case I can think of is large sweep projects.

1 hour ago, Charletrom said:

I haven’t played around with it yet, but I think the recent changes allowing more bots at once are a bigger buff than it may seem, though the only real use case I can think of is large sweep projects.

Main problem is that you need dupe with medicine skill working on bots. But you can take dupe with strength skill instead and it alone will do sweeping better than all of bots put together. So why use bots?

  • Like 1
1 hour ago, Charletrom said:

I haven’t played around with it yet, but I think the recent changes allowing more bots at once are a bigger buff than it may seem, though the only real use case I can think of is large sweep projects.

Problem with this is even if the bot are somehow better than dupe at cleaning the map, once they are done they lose all purpose. And they can only sweep on the asteroids that the story trait spawned.

  • Like 1

Why isn't there any options for the Rehydrator? Dupes would just load it with anything dehydrated? There is also no option to "empty storage" so whatever it's in there should be either eaten or deconstruct the building in order to retrieve the food portions, right?

  • Like 1
  • Sanity 1

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