Saturnus Posted February 17 Share Posted February 17 4 hours ago, kurosolo said: Some steorotyped behavior is observed from walker critters. I think the most interesting part is how in the second part the critters refuse the move right on the staggered pletform on the far left and right. They freely move between the central tile and the left tile but not to the right tile even though nothing should be stopping them from doing so. 1 Link to comment Share on other sites More sharing options...
sakura_sk Posted February 17 Share Posted February 17 ehmm... How does that happen? Refreshing doesn't work properly .. sometimes? Link to comment Share on other sites More sharing options...
Sergadra Posted February 17 Share Posted February 17 Meh need to wait till i can try the new Update i have a highly modded Game rn. Would like to see the Performance Upgrades how they impact my Game. Still wonder when the new Roadmap will drop. Also come on Klei i want to throw some money for Filament at you to Support on of my most played Games that brings me much joy! Link to comment Share on other sites More sharing options...
Meruemu Posted February 17 Share Posted February 17 Is PTS open for all players? Link to comment Share on other sites More sharing options...
pether Posted February 18 Share Posted February 18 10 hours ago, Meruemu said: Is PTS open for all players? yes, all you need to do is select Properties of ONI in steam, go to Betas and select beta you want to play - U51 for this update 1 Link to comment Share on other sites More sharing options...
sakura_sk Posted February 18 Share Posted February 18 (edited) Is it an optimization the errands queue to not show up at all anymore? Because it is confusing not knowing at all if the errand would be done at one point or not, by just showing that generic "Low priority" instead of a number in queue Edit: and it even shows "Low priority" when there are no errand at all? Auto dispenser is set to "sweep only". There are no queued up sweeps. Should it say "No errands" instead of "Low priority"? Edited February 18 by sakura_sk Link to comment Share on other sites More sharing options...
DivineStan Posted February 18 Share Posted February 18 On 2/16/2024 at 7:31 PM, EricKlei said: Auto-Sweepers were optimized in this update however they should work the same. I was unable to reproduce this issue, it might need more context such as other nearby buildings. Please submit a bug report with a save file. Same issue here. All priorities and checkboxes are ok. When I remove BBQ from storage the sweeper loads it from the ground but not from the fridge like before the patch. Link to comment Share on other sites More sharing options...
JRup Posted February 18 Share Posted February 18 (edited) On 2/16/2024 at 12:31 PM, EricKlei said: Auto-Sweepers were optimized in this update however they should work the same. I was unable to reproduce this issue, it might need more context such as other nearby buildings. Please submit a bug report with a save file. Reloading the game did not catch the issue when first reported back then. I've made sure to reload several autosaves to verifiy issue was persisting. I'm glad to report that it is no longer an issue today. Sweeper strike is over. I had saved a recording of the behavior, but that's obsolete now... Thank you very much for your time. Edit: It transfers after loading then it is heisenbugging... Will monitor to find any pattern to this and report to an existing report... Edited February 19 by JRup Corrected status. Link to comment Share on other sites More sharing options...
Crashed Posted February 19 Share Posted February 19 (edited) On 2/17/2024 at 8:03 PM, pether said: yes, all you need to do is select Properties of ONI in steam, go to Betas and select beta you want to play - U51 for this update Will it switch back to stable when the testing period is over? Also, as for the deprecated Critter Drop-Off, perhaps consider re-adding it as an option, even if it incurs a penalty of requiring either 4x the metal ore, or refined metal, to build? By the way, the artwork for the colored Gas Reservoirs hasn't yet been updated. (EDIT: Fixed) Edited February 22 by Crashed Link to comment Share on other sites More sharing options...
DolphinWing Posted February 19 Share Posted February 19 2 hours ago, Crashed said: Will it switch back to stable when the testing period is over? The testing branch will always be available, but after the testing period ends, it will be synced with the stable version. A new testing branch will be provided when the next public testing begins. If you want to stay on the stable version, you need to manually switch back. Link to comment Share on other sites More sharing options...
Crashed Posted February 19 Share Posted February 19 (edited) By the way, those high capacity gas tanks definitely helped me pump out the CO2 and chlorine in one of my planetoids. Will be useful when I colonize the tiny Marshy Asteroid where space is at a premium. Edited February 19 by Crashed Link to comment Share on other sites More sharing options...
Zarquan Posted February 19 Share Posted February 19 (edited) There seems to be a piping bug exhibiting itself with petroleum generators in the testing branch. A single liquid pump should be able to fuel 5 petroleum generators. However, for some reason, the pipe is only moving 8 kg/s petroleum through the pipe, leading to the last petroleum generator being left without fuel. This only appears to happen when they are all in a row like pictured below. Introducing a t-junction seems to resolve this issue. EDIT: This can be done by adding a bridge to the line hopping over the first generator: Edited February 19 by Zarquan 1 Link to comment Share on other sites More sharing options...
Zarquan Posted February 19 Share Posted February 19 Another side effect of this patch is that the rules for drowning slicksters have apparently changed. Before, slicksters in a liquid with a mesh tile above them would be fine as long as the mesh tile does not have a liquid. Not so anymore, and all my slicksters in that situation died. Is this a bug? Link to comment Share on other sites More sharing options...
Saturnus Posted February 20 Share Posted February 20 13 hours ago, Zarquan said: Another side effect of this patch is that the rules for drowning slicksters have apparently changed. Before, slicksters in a liquid with a mesh tile above them would be fine as long as the mesh tile does not have a liquid. Not so anymore, and all my slicksters in that situation died. Is this a bug? They fixed that bug too? Makes it so much easier to ranch them when they obey both the normal drowning and pathing rules. Link to comment Share on other sites More sharing options...
andocromn Posted February 20 Share Posted February 20 Love the new critter condo! like a birdhouse wish they'd leave in the old combined critter dropoff / pickup for the reduced floorspace requirement 1 Link to comment Share on other sites More sharing options...
Zarquan Posted February 20 Share Posted February 20 (edited) 11 hours ago, Saturnus said: They fixed that bug too? Makes it so much easier to ranch them when they obey both the normal drowning and pathing rules. I'm not sure what bug you are referring to. The setup I described has been safe for critters for a very long time, if not their entire existence. No critter drowned in this situation [EDIT: pre-patch], so the behavior was consistent [, so the slicksters were following the normal drowning rules]. Here, I have a glossy drecko, a hatch, a pip, and couple longhair slicksters in a configuration similar to the one my slicksters were in. The first image is pre-patch, the second set is post-patch. Slicksters behaved exactly like every other critter in this regard, which was consistent and hardly something I would call a bug. This patch resulted in a universal rule change. I am not against such a rule change, but I am not sure it was intended. Pre-patch: Spoiler Post-Patch: Spoiler Pneumatic airlocks still do not count Edited February 20 by Zarquan Link to comment Share on other sites More sharing options...
sakura_sk Posted February 24 Share Posted February 24 On 2/16/2024 at 12:43 AM, JarrettM said: Vacuum and Void elements now show a question mark icon in UI instead of a blank square. is that a question mark? *squint* Could it have a background or the question mark have a color? Well.. it seems like it's something missing which is.. what vacuum and void elements are But I would still prefer to have it a bit move visible 1 Link to comment Share on other sites More sharing options...
BezKa Posted February 24 Share Posted February 24 Anyone else feels like the icons for categories make it look a bit cluttered? Maybe I just needs to get used to it. Link to comment Share on other sites More sharing options...
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