Developer JarrettM Posted February 29, 2024 Developer Share Posted February 29, 2024 Hey friends, Welcome to ONI's February 2024 Quality of Life update! This minor update includes new buildings, UI improvements, performance improvements, bug fixes and new cosmetic skins for both the base game and Spaced Out! DLC. Critter-Related We split the existing Critter Drop-off into two separate buildings—one for drop-offs and one for pick-ups—making it easier to manage critter population and relocation between rooms. These buildings will only count or permit drop-off/pick-up of the critter species specified in their filters. We've also added a new Airborne Critter Condo! It's an elevated take on critter relaxation, designed specifically for Gassy Moos, Pufts and Shine Bugs. QoL You'll notice significant performance improvements for critters, as well as improvements in myriad other parts of the game. The Gas Reservoir storage capacity has been increased from 150 kg to 1,000 kg. We improved the organization of tabs in the details sidescreen to make it easier to find what you're looking for. We've also added new tools there: "Material" lets you view and change what a building is made of, while "Blueprint" allows you to toggle easily between relevant cosmetic skins for buildings or Duplicants directly in-game. The latter also contains a shortcut to the Supply Closet. Bugs & Other Cool Stuff In both versions of the game, we fixed a slew of critter pathfinding bugs, as well as a bug where some plants were looking wilted when they were actually ready to harvest. The "Easy Livin'" achievement bug that required Auto-Sweepers to outperform Duplicants by 50% (rather than simply outperforming them) is also fixed. For Spaced Out!, the Water Asteroid no longer mistakenly gets discovered on load when a Rover is stored in a rocket in space, and we fixed a glitch where rocket ports would sometimes delete liquids and gasses. We've added more than 100 new blueprints (aka cosmetic skins) for both the base game and Spaced Out!, and added two new categories of blueprints. In honor of the precious goobers lost in the name of space colony-building, we've updated the Tasteful Memorial to display the portrait of the Duplicant buried there. This applies to all future burials. In memoriam duplicantum, friends. Summary The Critter Drop-Off building is now two separate, single-purpose buildings! There's a new Airborne Critter Condo! The details sidescreen is simpler and contains new tools! Bugs have been squashed! Critter performance has been improved! The Tasteful Memorial now features Duplicant portraits! There are over 100 new blueprints! You can find out more about our plan for this year in the 2024 ONI road map! 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. Help us track down new bugs to fix, or click here to send us your feedback and ideas! We appreciate all your input. Full patch notes below Spoiler Features All versions Added new Airborne Critter Condo building. Added new Critter Drop-Off and Pick-Up buildings. The old Critter Drop-Off is deprecated but still works in existing saves. Tasteful Memorial now displays a portrait of the Duplicant buried there. Only applies for buried Duplicants going forward. Changes and Improvements All versions Increased Gas Reservoir storage capacity to 1000kg. Slight adjustments to building art. Added tools to change Materials and Blueprints (aka cosmetic skins) in the selected object’s detail panel UI. Reorganized details panels' tab contents UI into simpler categories. Reduced height of errands sidescreen for Duplicants. Critters now prioritize eating from Critter Feeders and Fish Feeders if food is available, to improve performance. Dehydrated food now counts by units, not kcal, in the available resources panel. When selecting an item in the building menu, Category types will no longer be shown for buildings that refer to themselves (e.g. the Spice Grinder, the Power Station). Renamed Crown Moulding and Corner Moulding to Ceiling Trim and Corner Trim. The Move To errand is now a ranching type errand when moving a critter. Added a Dream Journal logo to the back of Somnium Synthesizer story trait Pajamas. Somnium Synthesizer story trait Pajama Cubby changed from Deconstructable to Demolishable. Added "Copy Settings" button to Light Sensor. Tasteful Memorials now have slightly positive decor. Added "Copy Settings" button to Manual Generator. Renamed Insulation (material) to Insulite. Biobot Builder story trait Biobot Builder now has a sidescreen button to drop inventory. Biobot Builder will no longer request delivery of steel when it is disabled. Biobot Builder will now consume the steel required for a Biobot whenever the body of the Biobot is completed, instead of when the Biobot is released. Biobot Builder will reset the crafting progress of a Biobot body if the inventory is dropped mid-crafting. Spaced Out! only Starmap no longer zooms in/out when the mouse is not over the game window. Added a more descriptive status item for starmap rockets waiting in orbit for an eligible Rocket Platform. A Storage Tile's rocket restrictions no longer prevent Duplicants from applying the selected filter in the Storage Tile. Added "Copy Settings” button to Radbolt Chamber. Fixes All versions Fixed an issue where more energy would be transferred to the Conduction Panel than to the contents of the Conduction Panel, which would result in an invalid temperature crash. Fixed an issue where conduit networks constructed on the edge of the grid could cause a crash while calculating flow. Fixed Unreachable Dig status items remaining after a new build is queued on the same tile. Fixed single entities (Blastshots, eggs) not visually moving along conveyors when delivered by a Duplicant. Overheat Base Value modifier should now show as the actual temperature value, rather than the change in temperature from absolute zero. Critter bugs Fixed Pacus getting stuck at the bottom of pools of liquid when the liquid level rises. Fixed Slicksters attempting to path through liquid, causing their movement to flicker. Fixed Pips getting stuck next to liquid when idling. Fixed Dreckos getting stuck drowning when hanging from mesh tiles. Added Sleet Wheat and Nosh Beans to the Fish Feeder. Fish Feeder now shows seeds and Algae in the top bowl and bottom scoop. Fixed Pacus' diet in old saves to match the updated seed diet. The “Ate From Feeder” effect now persists when a Pacu Fry grows into an adult Pacu. Fixed Cuddle Pip hugging animations when hugging an egg in an Incubator near a wall. Fixed an issue where Duplicants got stuck idling when trying to wrangle buried critters as part of a Move To errand. Fixed an issue where the Critter Sensor would incorrectly activate on load. Critter Drop-Off now displays the correct critter count on load. Harvest errand will be canceled when a critter consumes a fully grown plant. Fixed a crash that could potentially happen when starting a new game. Potential fix for a crash that could happen when changing Graphics Options. Fixed Graphics Options screen not reverting settings after 15 seconds without accepting the new settings. Added missing drop shadows to some buildings on the Research screen. Potential fix for a crash that could occur when carrying an incapacitated Duplicant. Destructive Duplicants will no longer target invincible buildings when lashing out from Stress. Fixed a bug where the Biobot could sacrifice itself in an attempt to fulfill a steel delivery order issued by a building such as Sweepy’s Station. Fixed a bug where Robo-Miners would mine a door if the door received a red signal during its opening animation. Fixed incorrect joule formatting when Super Sustainable achievement is completed. Job Sustainability achievement should not count dead Duplicants when calculating errands done in suits. Easy Livin' achievement no longer requires Auto-Sweepers to outperform Duplicants by 50%. Fixed the Rehydrator's meter showing an incorrect number of packages. This also corrects issues with other meter animations. Fixed a crash related to heat exchange with invalid cells. Fixed a bug where some "Ready to Harvest" plants were looking "Wilted." The Pending Harvest errand is now canceled when Auto Harvest is disabled. Fixed tooltip for the Repair Supply errand. Fixed a bug where the building's Signal Selector and Signal Distributor were allowed to be built overlapping a Switch. Fixed an issue with multiplexed automation networks in an uninitialized state emitting a green signal. Fixed an untranslated string displaying when no spice is selected on the Spice Grinder. Removed floating food visual when deconstructing the Spice Grinder. Empty conduit status items now display as white when reachable. Fixed Water Fort effect description. Fixed formatting error in a Decor string. Fixed bed diagnostic string, so it no longer includes Triage Cots. Removed priorities from Signal and Power switch because they do not allow manual operation. Fixed a typo that said Niobium could be turned into Thermium at the Metal Refinery. It now correctly says Molecular Forge. Fixed audio issue causing the game to freeze when viewing the Plumbing Overlay with a large number of pipes when zoomed out using screenshot mode. Potential fix for a crash using the Attack Tool on a critter. Fixed a crash that could occur when a Duplicant needs to pee while being deleted. Fixed crash using debug mode Destroy tool on Fish Feeder and Critter Flux-O-Matic. Database Removed unnecessary "Conflicts With" section for Rocket Interior buildings in the Building / Category database entry. Fixed a broken link in Rooms / Sleep / Barracks database entry. Fixed spacing on the room requirement class category in the database for the "Conflicts With" and "Required In" sections. Removed unbuildable buildings and dev buildings from the Building / Materials database entry. Vacuum and Void elements now show a question mark icon in UI instead of a blank square. Fixed a bug in the database where Blastshot was displaying missing strings under the Rocketry category. Spaced Out! only Fixed rocket restrictions sometimes not working. Fixed Water Asteroid being discovered on load when a Rover is stored in a Rover’s Module on a rocket in space. Fixed rocket ports deleting liquids and gasses in certain situations. Fixed some inconsistencies with how rocket range was being calculated. Fixed a crash that could sometimes happen when Beetas die. Fixed a crash that can occur if a hive has been destroyed when a Beeta is trying to deliver ore to it. Fixed trying to load Spaced Out! when the DLC is not installed. Fixed a bug in the database where Interplanetary Payloads were shown as a missing string under the Rocketry category. Fixed crash when landing a rocket with a Drecko inside a Critter Cargo Bay. Fixed broken links for Radiation Containment, Materials Science Research and More Materials Science Research. Fixed audio issue that was causing the game to stutter when there was a large number of Interplanetary Payloads. Performance Significantly optimized critters trying to find food. Optimized critters searching for Critter Condos, Water Forts, Critter Fountains, and critter traps. Improved calculating critter moods. Optimized critters and Duplicants seeking threats. Improved performance of Auto-Sweepers. Improved Research Reactor performance in Spaced Out! Improved performance of liquid and gas conduits. Optimized Cuddle Pips looking for eggs to hug. Optimizations to how entities are displayed in the world. Improved performance of Grub Grub segments in Spaced Out!. Improved performance relating to some errands. Improved performance when unpaused and not viewing expanded resource or diagnostic screens. Reduced memory allocations of initializing decor. Modding Added PreBrainUpdate method to GameStateMachine. It works similarly to Duplicant Sensors by only running on the frame where a brain update occurs. Refactored DetailsScreen and associated scripts TargetScreen/TargetPanel SimpleInfoScreen MinionPersonalityPanel AdditionalDetailsPanel Wait for mods to finish downloading before installing them. Fixed loading modded saves when a mod that adds skills has been removed. Prevented a crash when loading a save with modded schedule blocks, by changing affected blocks to their defaults. Supply Closet Added many new Blueprints in various categories. Added new background dioramas in the Blueprints screen for building categories. Added some animation transitions. Fixed wrong icon displaying for storage building category. Fixed paintings being inconsistent sizes in the Blueprints screen. Fixed issue where cuffless gloves would hide the lower sleeve of the default shirt. Fixed issue where Gas Reservoir blueprints showed the default building’s meter on load. Changed the default pants in the HVAC Coveralls Outfit and Rebel Gi Outfit. Revised LED Pants to include a belt. Adjusted some tops to better overlap skirts. Certain tops (including T-shirts and undershirts) now correctly display as tucked neatly into bottoms. Changes since last hotfix Spoiler Fixed rocket restrictions sometimes not working. Modding: Added EntityTemplate.ExtendEntityToWildCreature method without the optional parameter to prevent breaking mods. View full update 17 1 1 2 Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/ Share on other sites More sharing options...
BezKa Posted February 29, 2024 Share Posted February 29, 2024 I'm so happy for critter performance improvements cause I absolutely love having thousands of them wandering around my colonies <3 Thanks for the update! Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1700878 Share on other sites More sharing options...
ButterStuffed Posted February 29, 2024 Share Posted February 29, 2024 I look forward to trying out the new critter pickup/dropoffs later this week. I already have a couple ideas for use cases. Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1700884 Share on other sites More sharing options...
Quyzbuk Posted February 29, 2024 Share Posted February 29, 2024 (edited) Well that's certainly going to be a nice change to my current file I'm hard committing to super late game progress. Couple things though... - 1000 kg for gas reservoirs? Not complaining, but I would've been perfectly fine with 250-300 kg (20 kg per tile as per a high pressure gas valve kinda similar to how liquids and their respective storage buildings work) - Was anyone asking for the critter drop off to be split into two? Kind of a moot point with the "Move to" function these days isn't it? (Admittedly I'm probably not putting much thought into it, but still) Edited February 29, 2024 by Quyzbuk Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1700885 Share on other sites More sharing options...
Kawasaki Posted February 29, 2024 Share Posted February 29, 2024 Was just returning to the game recently and i was desperately looking to fix my end game fps issues. Just as i was doing that this update released. My fps increased by about 10-15 and made it playable again. Just passing by to say thank you and keep up the good work! 3 Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1700945 Share on other sites More sharing options...
Primalflower Posted February 29, 2024 Share Posted February 29, 2024 4 hours ago, Quyzbuk said: Was anyone asking for the critter drop off to be split into two? Kind of a moot point with the "Move to" function these days isn't it? (Admittedly I'm probably not putting much thought into it, but still) It means puft ranching is 10 million times easier 4 Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1700964 Share on other sites More sharing options...
Jorge Junior Posted February 29, 2024 Share Posted February 29, 2024 (edited) Thanks so much for the Update and Corrections. A Storm, Wind Sound keeps coming. is this a bug? Will it be like this now? Edited February 29, 2024 by Jorge Junior Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1700971 Share on other sites More sharing options...
Nalaruu Posted March 1, 2024 Share Posted March 1, 2024 has anyone else's fish drop off stopped working right?? it drops off fish in excess of it's count as of this update. Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1700975 Share on other sites More sharing options...
Tonich Posted March 1, 2024 Share Posted March 1, 2024 Splitted drop-off is not about QoL: 1. After update i need to replace them all by hand... 2. If i need both of them, they will take 2 cells instead of 1. Please make 1 (one) CONFIGURABLE drop-off. And add automation port to it. Then it will improve my QoL. 5 Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1701107 Share on other sites More sharing options...
SilverSpoon Posted March 1, 2024 Share Posted March 1, 2024 (edited) 5 hours ago, Tonich said: Splitted drop-off is not about QoL: 1. After update i need to replace them all by hand... 2. If i need both of them, they will take 2 cells instead of 1. Please make 1 (one) CONFIGURABLE drop-off. And add automation port to it. Then it will improve my QoL. As for #1 if it were automatically replaced that would be more likely invite catastrophe I think, but #2 I agree completely. To be fair, I should mention that the overall cell volume has decreased due to add input ports to drop-off, but the size of drop-off goes 1x3+n to 2x3 will force a redesign of the stable. I want devs recognize that margin cells is the one of most valuable resource at ONI. Edit: Perhaps there are circumstances that splitting drop-off like would significantly improve performance, but I still would like it redesigned to fit in the original 1x3 cell. Edited March 1, 2024 by SilverSpoon 1 Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1701166 Share on other sites More sharing options...
myxal Posted March 1, 2024 Share Posted March 1, 2024 15 hours ago, JarrettM said: Critter-Related We split the existing Critter Drop-off into two separate buildings—one for drop-offs and one for pick-ups—making it easier to manage critter population and relocation between rooms. These buildings will only count or permit drop-off/pick-up of the critter species specified in their filters. Farewell, puft ranch mk.1 Your contributions will serve us for a long time to come. I, for one, am looking forward to designing puft ranch mk.5, and actually building it well before researching 75% of the tech tree. 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1701286 Share on other sites More sharing options...
ALCRD Posted March 1, 2024 Share Posted March 1, 2024 (edited) Damn.. R.I.P It seems not even this Performance optimization update can help my old PC lol. No difference on my colony where i have quite few critter ranches. Oh well. Edited March 1, 2024 by ALCRD Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1701372 Share on other sites More sharing options...
sakura_sk Posted March 2, 2024 Share Posted March 2, 2024 On 3/1/2024 at 8:18 AM, Tonich said: 2. If i need both of them, they will take 2 cells instead of 1. It would be interesting if they were stackable (two 1x2 buildings) like ladder beds so you could put one on top of the other. You would still need to replace the previous building but they would take one more tile in height instead of one on the floor Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1701456 Share on other sites More sharing options...
EventProgenitor Posted March 2, 2024 Share Posted March 2, 2024 On 2/29/2024 at 12:58 PM, JarrettM said: Hey friends, Welcome to ONI's February 2024 Quality of Life update! This minor update includes new buildings, UI improvements, performance improvements, bug fixes and new cosmetic skins for both the base game and Spaced Out! DLC. Critter-Related We split the existing Critter Drop-off into two separate buildings—one for drop-offs and one for pick-ups—making it easier to manage critter population and relocation between rooms. These buildings will only count or permit drop-off/pick-up of the critter species specified in their filters. We've also added a new Airborne Critter Condo! It's an elevated take on critter relaxation, designed specifically for Gassy Moos, Pufts and Shine Bugs. QoL You'll notice significant performance improvements for critters, as well as improvements in myriad other parts of the game. The Gas Reservoir storage capacity has been increased from 150 kg to 1,000 kg. We improved the organization of tabs in the details sidescreen to make it easier to find what you're looking for. We've also added new tools there: "Material" lets you view and change what a building is made of, while "Blueprint" allows you to toggle easily between relevant cosmetic skins for buildings or Duplicants directly in-game. The latter also contains a shortcut to the Supply Closet. Bugs & Other Cool Stuff In both versions of the game, we fixed a slew of critter pathfinding bugs, as well as a bug where some plants were looking wilted when they were actually ready to harvest. The "Easy Livin'" achievement bug that required Auto-Sweepers to outperform Duplicants by 50% (rather than simply outperforming them) is also fixed. For Spaced Out!, the Water Asteroid no longer mistakenly gets discovered on load when a Rover is stored in a rocket in space, and we fixed a glitch where rocket ports would sometimes delete liquids and gasses. We've added more than 100 new blueprints (aka cosmetic skins) for both the base game and Spaced Out!, and added two new categories of blueprints. In honor of the precious goobers lost in the name of space colony-building, we've updated the Tasteful Memorial to display the portrait of the Duplicant buried there. This applies to all future burials. In memoriam duplicantum, friends. Summary The Critter Drop-Off building is now two separate, single-purpose buildings! There's a new Airborne Critter Condo! The details sidescreen is simpler and contains new tools! Bugs have been squashed! Critter performance has been improved! The Tasteful Memorial now features Duplicant portraits! There are over 100 new blueprints! You can find out more about our plan for this year in the 2024 ONI road map! 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. Help us track down new bugs to fix, or click here to send us your feedback and ideas! We appreciate all your input. Full patch notes below Reveal hidden contents Features All versions Added new Airborne Critter Condo building. Added new Critter Drop-Off and Pick-Up buildings. The old Critter Drop-Off is deprecated but still works in existing saves. Tasteful Memorial now displays a portrait of the Duplicant buried there. Only applies for buried Duplicants going forward. Changes and Improvements All versions Increased Gas Reservoir storage capacity to 1000kg. Slight adjustments to building art. Added tools to change Materials and Blueprints (aka cosmetic skins) in the selected object’s detail panel UI. Reorganized details panels' tab contents UI into simpler categories. Reduced height of errands sidescreen for Duplicants. Critters now prioritize eating from Critter Feeders and Fish Feeders if food is available, to improve performance. Dehydrated food now counts by units, not kcal, in the available resources panel. When selecting an item in the building menu, Category types will no longer be shown for buildings that refer to themselves (e.g. the Spice Grinder, the Power Station). Renamed Crown Moulding and Corner Moulding to Ceiling Trim and Corner Trim. The Move To errand is now a ranching type errand when moving a critter. Added a Dream Journal logo to the back of Somnium Synthesizer story trait Pajamas. Somnium Synthesizer story trait Pajama Cubby changed from Deconstructable to Demolishable. Added "Copy Settings" button to Light Sensor. Tasteful Memorials now have slightly positive decor. Added "Copy Settings" button to Manual Generator. Renamed Insulation (material) to Insulite. Biobot Builder story trait Biobot Builder now has a sidescreen button to drop inventory. Biobot Builder will no longer request delivery of steel when it is disabled. Biobot Builder will now consume the steel required for a Biobot whenever the body of the Biobot is completed, instead of when the Biobot is released. Biobot Builder will reset the crafting progress of a Biobot body if the inventory is dropped mid-crafting. Spaced Out! only Starmap no longer zooms in/out when the mouse is not over the game window. Added a more descriptive status item for starmap rockets waiting in orbit for an eligible Rocket Platform. A Storage Tile's rocket restrictions no longer prevent Duplicants from applying the selected filter in the Storage Tile. Added "Copy Settings” button to Radbolt Chamber. Fixes All versions Fixed an issue where more energy would be transferred to the Conduction Panel than to the contents of the Conduction Panel, which would result in an invalid temperature crash. Fixed an issue where conduit networks constructed on the edge of the grid could cause a crash while calculating flow. Fixed Unreachable Dig status items remaining after a new build is queued on the same tile. Fixed single entities (Blastshots, eggs) not visually moving along conveyors when delivered by a Duplicant. Overheat Base Value modifier should now show as the actual temperature value, rather than the change in temperature from absolute zero. Critter bugs Fixed Pacus getting stuck at the bottom of pools of liquid when the liquid level rises. Fixed Slicksters attempting to path through liquid, causing their movement to flicker. Fixed Pips getting stuck next to liquid when idling. Fixed Dreckos getting stuck drowning when hanging from mesh tiles. Added Sleet Wheat and Nosh Beans to the Fish Feeder. Fish Feeder now shows seeds and Algae in the top bowl and bottom scoop. Fixed Pacus' diet in old saves to match the updated seed diet. The “Ate From Feeder” effect now persists when a Pacu Fry grows into an adult Pacu. Fixed Cuddle Pip hugging animations when hugging an egg in an Incubator near a wall. Fixed an issue where Duplicants got stuck idling when trying to wrangle buried critters as part of a Move To errand. Fixed an issue where the Critter Sensor would incorrectly activate on load. Critter Drop-Off now displays the correct critter count on load. Harvest errand will be canceled when a critter consumes a fully grown plant. Fixed a crash that could potentially happen when starting a new game. Potential fix for a crash that could happen when changing Graphics Options. Fixed Graphics Options screen not reverting settings after 15 seconds without accepting the new settings. Added missing drop shadows to some buildings on the Research screen. Potential fix for a crash that could occur when carrying an incapacitated Duplicant. Destructive Duplicants will no longer target invincible buildings when lashing out from Stress. Fixed a bug where the Biobot could sacrifice itself in an attempt to fulfill a steel delivery order issued by a building such as Sweepy’s Station. Fixed a bug where Robo-Miners would mine a door if the door received a red signal during its opening animation. Fixed incorrect joule formatting when Super Sustainable achievement is completed. Job Sustainability achievement should not count dead Duplicants when calculating errands done in suits. Easy Livin' achievement no longer requires Auto-Sweepers to outperform Duplicants by 50%. Fixed the Rehydrator's meter showing an incorrect number of packages. This also corrects issues with other meter animations. Fixed a crash related to heat exchange with invalid cells. Fixed a bug where some "Ready to Harvest" plants were looking "Wilted." The Pending Harvest errand is now canceled when Auto Harvest is disabled. Fixed tooltip for the Repair Supply errand. Fixed a bug where the building's Signal Selector and Signal Distributor were allowed to be built overlapping a Switch. Fixed an issue with multiplexed automation networks in an uninitialized state emitting a green signal. Fixed an untranslated string displaying when no spice is selected on the Spice Grinder. Removed floating food visual when deconstructing the Spice Grinder. Empty conduit status items now display as white when reachable. Fixed Water Fort effect description. Fixed formatting error in a Decor string. Fixed bed diagnostic string, so it no longer includes Triage Cots. Removed priorities from Signal and Power switch because they do not allow manual operation. Fixed a typo that said Niobium could be turned into Thermium at the Metal Refinery. It now correctly says Molecular Forge. Fixed audio issue causing the game to freeze when viewing the Plumbing Overlay with a large number of pipes when zoomed out using screenshot mode. Potential fix for a crash using the Attack Tool on a critter. Fixed a crash that could occur when a Duplicant needs to pee while being deleted. Fixed crash using debug mode Destroy tool on Fish Feeder and Critter Flux-O-Matic. Database Removed unnecessary "Conflicts With" section for Rocket Interior buildings in the Building / Category database entry. Fixed a broken link in Rooms / Sleep / Barracks database entry. Fixed spacing on the room requirement class category in the database for the "Conflicts With" and "Required In" sections. Removed unbuildable buildings and dev buildings from the Building / Materials database entry. Vacuum and Void elements now show a question mark icon in UI instead of a blank square. Fixed a bug in the database where Blastshot was displaying missing strings under the Rocketry category. Spaced Out! only Fixed rocket restrictions sometimes not working. Fixed Water Asteroid being discovered on load when a Rover is stored in a Rover’s Module on a rocket in space. Fixed rocket ports deleting liquids and gasses in certain situations. Fixed some inconsistencies with how rocket range was being calculated. Fixed a crash that could sometimes happen when Beetas die. Fixed a crash that can occur if a hive has been destroyed when a Beeta is trying to deliver ore to it. Fixed trying to load Spaced Out! when the DLC is not installed. Fixed a bug in the database where Interplanetary Payloads were shown as a missing string under the Rocketry category. Fixed crash when landing a rocket with a Drecko inside a Critter Cargo Bay. Fixed broken links for Radiation Containment, Materials Science Research and More Materials Science Research. Fixed audio issue that was causing the game to stutter when there was a large number of Interplanetary Payloads. Performance Significantly optimized critters trying to find food. Optimized critters searching for Critter Condos, Water Forts, Critter Fountains, and critter traps. Improved calculating critter moods. Optimized critters and Duplicants seeking threats. Improved performance of Auto-Sweepers. Improved Research Reactor performance in Spaced Out! Improved performance of liquid and gas conduits. Optimized Cuddle Pips looking for eggs to hug. Optimizations to how entities are displayed in the world. Improved performance of Grub Grub segments in Spaced Out!. Improved performance relating to some errands. Improved performance when unpaused and not viewing expanded resource or diagnostic screens. Reduced memory allocations of initializing decor. Modding Added PreBrainUpdate method to GameStateMachine. It works similarly to Duplicant Sensors by only running on the frame where a brain update occurs. Refactored DetailsScreen and associated scripts TargetScreen/TargetPanel SimpleInfoScreen MinionPersonalityPanel AdditionalDetailsPanel Wait for mods to finish downloading before installing them. Fixed loading modded saves when a mod that adds skills has been removed. Prevented a crash when loading a save with modded schedule blocks, by changing affected blocks to their defaults. Supply Closet Added many new Blueprints in various categories. Added new background dioramas in the Blueprints screen for building categories. Added some animation transitions. Fixed wrong icon displaying for storage building category. Fixed paintings being inconsistent sizes in the Blueprints screen. Fixed issue where cuffless gloves would hide the lower sleeve of the default shirt. Fixed issue where Gas Reservoir blueprints showed the default building’s meter on load. Changed the default pants in the HVAC Coveralls Outfit and Rebel Gi Outfit. Revised LED Pants to include a belt. Adjusted some tops to better overlap skirts. Certain tops (including T-shirts and undershirts) now correctly display as tucked neatly into bottoms. Changes since last hotfix Reveal hidden contents Fixed rocket restrictions sometimes not working. Modding: Added EntityTemplate.ExtendEntityToWildCreature method without the optional parameter to prevent breaking mods. View full update Will you fix Gas slugs they leave a building structure i believe it's at cycle change when they are expelling gas and evolve into meat. tThey are gone but they stay as a structure that won't clear. I do love the added skins but we are only getting 3 a week (logged in for 6 hours) and some are super costly and the sell back is 1/4. Could you at least equalize the cost to return or maybe add more drops. could even add some to achievements. You just added over 100 and that will take nearly a full year playing a min of 6 hours per week in this update. I get you want people active but there is a burn out, i get the drawing attention but it's abit much. I am happy about the DLC and i get the cost associated with them your company needs funds to keep going and updates are not free. I would ask the community for some changes they would like, i know some mods have been super useful and helped that you have added some changes like pliers and larger gas storage containers. Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1701596 Share on other sites More sharing options...
Man in the Mist Posted March 3, 2024 Share Posted March 3, 2024 I noticed that my duplicants will no longer attack burrowed Hatches. I even loaded up a fully vanilla map and had my starting three dupes attack the first hatch they uncovered after it burrowed and nothing happened. Is this intended or is this a bug? Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1701667 Share on other sites More sharing options...
lenny_87 Posted March 3, 2024 Share Posted March 3, 2024 Love the optimisation changes, thanks team! Same as poster above I noticed a lot of bugs with the attacking errand - burrowed and incubating hatches can't be attacked, also dreckos that aren't on the ground. I even disabled all priorities on one dupe and they were just idle. Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1701761 Share on other sites More sharing options...
pnambic Posted March 3, 2024 Share Posted March 3, 2024 16 minutes ago, lenny_87 said: I noticed a lot of bugs with the attacking errand - burrowed and incubating hatches can't be attacked, also dreckos that aren't on the ground. From my (limited) testing, it appears as if attack only works for critters that are on the ground. There's a related bug report as well, but it hasn't been acknowledged yet. Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1701764 Share on other sites More sharing options...
nets Posted March 3, 2024 Share Posted March 3, 2024 I have to say, this update was a good one. Noticeable improvement to performance, minimal new problems (or regressions) as far as i can tell (thus far). Lets not jinx it, but I'd call this pretty damn close success. Thanks Klei! Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1701842 Share on other sites More sharing options...
SereneRebel Posted March 5, 2024 Share Posted March 5, 2024 On 3/1/2024 at 2:18 PM, Tonich said: Splitted drop-off is not about QoL: 1. After update i need to replace them all by hand... 2. If i need both of them, they will take 2 cells instead of 1. Please make 1 (one) CONFIGURABLE drop-off. And add automation port to it. Then it will improve my QoL. Agreed, this has ruined a number of my designs and im not sure if i can be bothered fixing them Ideally have a the dropoff have both functionalities or even a selector to have Drop/Pickup/Both 1 Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1702191 Share on other sites More sharing options...
Senthe_ Posted April 3, 2024 Share Posted April 3, 2024 The drop-off has always been janky, and it's seriously great that it's being addressed, but this version feels like a new variety of jank rather than a straight up improvement. Why not just make old dropoff configurable? Like... I literally don't get it? Why force us to build two buildings instead of one? (Also, that's a minor point, but I can't be the only one who thinks the new "big arrow on white background" sprite looks significantly uglier than the old dropoff?...) Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1709213 Share on other sites More sharing options...
myxal Posted April 4, 2024 Share Posted April 4, 2024 10 hours ago, Senthe_ said: The drop-off has always been janky, and it's seriously great that it's being addressed, but this version feels like a new variety of jank rather than a straight up improvement. Why not just make old dropoff configurable? Like... I literally don't get it? Why force us to build two buildings instead of one? This has been repeated and I just don't get it - why do you need a drop-off, and a pick-up, in the same room? Drop-off for the ranch, pick-up in the nursery. 4 Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1709259 Share on other sites More sharing options...
Kderosa Posted April 4, 2024 Share Posted April 4, 2024 This should help understand the logic. The Main Moo stable has a critter drop off set to hold 6 Moos, priority 6. The Holding Pen (below) has a critter drop off set to 40 Moos, priority 5. The Moos periodically fall from the sky when a Moo calls for more Moos. The incoming Moos are caught in one of the traps, generating a pick-up task for a rancher. The rancher will drop off the Moo to the priority 6 drop-off if Moos are < 6 first, and if the main ranch is full, will drop off to the holding pen ranch if Moos < 40. Alternately a stray Moo can be wrangled manually and will be dropped-off in a similar manner. If a Moo "evolves" in the Main stable. The critter sensor senses that Moos < 6 and activates the Critter Pick-up in the Holding Pen to wrangle a Moo and drop it off in the Main Stable. (The critter sensor is needed to deactivate the Critter Pick-up or an infinite loop will be created between the Pick up and the drop off in the Holding Pen. In a more typical set-up, the Holding Pen would have an incubator. The incubator generates its own pick-up task to move the critter baby to an open stable. However, if there is no open room, the critter will eventually fall out of the incubator and the critter pick-up will generate a wrangling task when room opens up. The critter sensor is only needed if there is a drop off in the same pen (like the example) to prevent an infinite loop. 1 Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1709289 Share on other sites More sharing options...
Tigin Posted April 7, 2024 Share Posted April 7, 2024 On 4/4/2024 at 3:25 AM, myxal said: This has been repeated and I just don't get it - why do you need a drop-off, and a pick-up, in the same room? Drop-off for the ranch, pick-up in the nursery. If you have multiple stables clustered together, having the old dropoff allows you to checksum the number of critters in a stable when a duplicant inevitably gets a dropoff errand interrupted and leaves a critter in the wrong pen Link to comment https://forums.kleientertainment.com/forums/topic/154523-game-update-february-2024-quality-of-life-596100/#findComment-1709598 Share on other sites More sharing options...
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