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Changes and Improvements

  • All versions
    • Dark colored bubbles from near boiling liquids are now more visible.
    • More tweaks to the improved searchability for build menu and Research screen.

Fixes

  • All versions
    • Fixed objects that have a large mass (e.g. Atmo Suits) overfilling storages incorrectly.
    • New conduit flow computation algorithm to improve worst-case performance when rebuilding liquid/gas conduits.
    • Fixed a crash related to searching the build menu or Research screen while the game was running in languages other than English.
    • Fixed a visual error on liquids touching solid tiles on Linux.
    • Fixed some additional shader issues on Linux.
  • The Frosty Planet Pack
    • Themed monument skins for The Frosty Planet Pack now display their correct names.
       

View full update

  • Like 7
  • Thanks 1
32 minutes ago, JarrettM said:

A Storage Bin counts an Atmo Suit as 200kg, so 100 suits per 20t bin.

This is a great change because it used to be very confusing. 

Any plans for making a Solid storage device that are parallel to liquid and gas? That have high and low threshold signal output?

  • Like 2
  • GL Happy 1
13 hours ago, EricKlei said:

@JRup Thank you for the very helpful video and screenshots. We haven't been able to reproduce the issues you're seeing but found and fixed a number of other artifacts. If it's still happening after today's hotfix could you please submit a bug report so we can discuss it there?

Responding in the current hotfix:
Liquids artifacting is gone. I'll state everything is 99% OK there to avoid invoking Murphy's ire. I'll go ahead and look for triggers on shinebug glare and fill you in on the report.

Looking forward to all that's cooking for the game!

  • Like 1

Having some issues with payload openers since the current patch.  Autoloaders aren't loading payloads into the payload openers and tasks aren't being generated for dupes to load them in manually.  Happening on multiple colonies.  reloading and rebuilding doesn't correct the problem.

Also had an issue trying to land dupes on a planet in a trailblazer module in two separate rockets. Dupes wouldn't leave the spacefarer modules.  Reloading didn't correct the issue.  After about a cycle trying multiple times, two dupes from separate rockets finally landed in a single trailblazer. 

image.png.f3fbb71fdea6f83fa96bc6682a6af0b7.pngimage.png.aecd0ecc20ef8aa091aabf02c373a8f5.png

 

23 hours ago, JarrettM said:

A Storage Bin counts an Atmo Suit as 200kg, so 100 suits per 20t bin.

This is great since it makes rocket launch preparation less tedious. It would be nice if we could also increase the "Storage_tile" capacity from 1000Kg to 3000Kg, as even with 8 storage tiles, the current capacity is too small. This forces us to either add an extra Storage Bin (which defeats the purpose of tile storage) or place the needed items on the rocket floor.

14 hours ago, evilcat19xx said:

This is great since it makes rocket launch preparation less tedious. It would be nice if we could also increase the "Storage_tile" capacity from 1000Kg to 3000Kg, as even with 8 storage tiles, the current capacity is too small. This forces us to either add an extra Storage Bin (which defeats the purpose of tile storage) or place the needed items on the rocket floor.

Item storage and transport remain a weak point.  This especially becomes apparent in the late midgame and later and in rocket interiors. The introduction of storage tiles has helped somewhat, but problems persist.

There really shouldn't even be a reason to store atmo suits in a rocket for the most part.  If we had a small (two tile) atmo suit repair forge that you could place in a rocket interior, you could just store reed fiber in a storage tile.  But since there isn't, players just bring along spare atmo suits.  (The 12 tile exosuit forge cannot feasibly be placed in the rocket, so you are forced to place it outside the rocket which is the wrong side of the checkpoint and leads to trapped dupes.) 

 The 1000 kg limit works for many items (rad pills, dehydrated food, reed fiber, etc.), but nor for others (oxylite and other sublimators and many other materials where 1000 kg is too small to be useful and 20k is overkill.  A good compromise would be a 5k-10k double storage tile which can be placed horizontally.

 Another issue is the lack of a high and low automation for solid material storage like there are for liquid and gas storage. In the spaced Out DLC especially, there is a real need to transport solid material to other colonies (this is especially so if the Bionics DLC is active as well.) For example, If colony A is making dehydrated food and colonies B-D require dehydrated food to survive, there should be a somewhat easy way to pass an automation signal to this effect the enable transport.

And, storage tiles really should be able to hold cannisters of liquid and gas as you indicate.

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