Jump to content

Recommended Posts

  • Developer

Changes and Improvements

  • All versions
    • Revised Tepidizer sound for when the building is in Turbo Mode.
    • Aquatic critters will now reference pool size instead of room size in the Space Required section of their database entries, when describing Confined and Crowded conditions. The Field Guide has been updated to mention both pools and rooms.
  • The Prehistoric Planet Pack
    • Jawbos can now eat Cooked Seafood to receive a Happiness bonus and Wildness reduction effect.
    • Seakomb can survive in Polluted Brine.
  • The Aquatic Planet Pack
    • Added new art for the Petta Pouf Seed so that it won't be confused for a critter egg.
    • Breathing Station description now refers more broadly to utility in suffocating environments, instead of just in liquid.
    • Flue Coral can now survive in Polluted Brine.
    • Minor revisions to Sushi Bar animations.

Fixes

  • All versions
    • Fixed issue with single packets bypassing liquid and gas vents.
    • Improved the stability of pools surfaces when bubbles are popping.
    • Potential fix for crash related to assigning skills.
    • Fixed an issue where building pipes or wires through a Wide Hydroponic Farm would cause some of its tiles to break.
    • Fixed a bug where light was not passing through Mesh Tiles and Airflow Tiles on save load.
    • Fixed a bug where Wheezeworts and Alveo Veras were displaying an empty status item.
    • Fixed a visual bug where unstable natural tiles (e.g. Snow or Sand) would become invisible if they fell on a cell that had an unfinished tile building queued up for construction.
    • Improved audio performance issue if 3,600 splashes occur at the same time.
    • Large flopping aquatic critters no longer get stuck if entering liquids from the right-hand side of the screen.
    • Sealed doors that have been opened will no longer be immediately assigned a Lock chore on game load.
    • Fixed a visual bug on certain graphic cards where the Magma texture was displayed as default.
    • Fish Pick-Up can now be made non-operational.
    • Fixed a bug where aquatic critters were being groomed at the Grooming Station.
    • Light-emitting critter’s emission amount now reacts more quickly when conditions change.
    • Pacu Treat now has its own standalone database entry.
  • Spaced Out! only
    • Fixed liquid visuals next to a rocket window tile.
  • The Prehistoric Planet Pack
    • Seakomb Seed marked as water seed in the planter side screen.
    • Added missing Mimika critter entry for the Critter Flux-O-Matic.
    • Fixed Jawbo not being able to reach ranching stations when it's placed against solid tiles on the right.
  • The Aquatic Planet Pack
    • Fixed Swimwear not applying insulation correctly when worn.
    • Fixed Glo Squid Beach Chair cosmetic being cut off when placed adjacent to other chairs.
    • Seaquines will now be able to eat at Fish Feeders without falling.
    • Fixed Wide Hydroponic Farm not queuing up uprooting errands when built over plants.
    • Wide Hydroponic Farm now specifies that only some seeds require irrigation with liquid pipes.
    • Fixed an issue with swimming Duplicants struggle to find a safe area to recover breath.
    • Fixed Gum Palm Seed appearing to float while on the floor.
    • Gildgo Molt entry in the database now displays its correct name.
    • Hydroponic Farm now specifies that only some plants require irrigation via Liquid Pipes.
    • Orehull description now correctly says that its output is Polluted Mud.
    • New critters from The Aquatic Planet Pack now display their custom strings after being scanned by the Critter Flux-O-Matic.
    • Baby Slogo and Gildgos no longer retaliate when attacked.
    • Fixed typos in the Useful Anomaly lore entry.
    • Fixed missing bag from trussed Glo Squid.
    • Fixed Orehulls not being able to reach ranching stations when it's placed against solid tiles on the right.

View full update

  • Like 11
Link to comment
https://forums.kleientertainment.com/forums/topic/172222-game-update-737790/
Share on other sites

1 hour ago, JarrettM said:

Aquatic critters will now reference pool size instead of room size in the Space Required section of their database entries, when describing Confined and Crowded conditions. The Field Guide has been updated to mention both pools and rooms.

This is still kind of a problem. First, it means I can cram as many critters as I want into a tiny room as long as there's a mesh tile to a larger pool of water. I'm not overly concerned about that. However, the Fish Release needs to reference the number of critters in the room instead of the pool size. Otherwise, I need to create discrete pools to ranch my orehulls and probably certain other aquatic critters. Or possibly mesh tiles and pneumatic doors need to bound distinct pools. Ideally, I want my dupes swimming from ranch to ranch. I guess I could use mech airlocks and solid walls, but that just wrecks the vibe of it all. 

 

In this example, all of these orehulls are prefectly happy in this little pen, but there's not enough kelpoles to feed them all. If I set the fish release to 8 critters, it takes the inventory of both ranches (and anything else in the attached water). At a minimum, I want the fish release to reference the number of critters in the room, not the pool. 

 

image.png.0b3be9848f7e2bbaeb57095bba5c5b0b.png

  • Like 3

今天更新导致我mod坏了,无法加载游戏

1.jpg.00d66348cde3462b908153187fd3927e.jpg

```

Exception in: (Door).Door+Controller.root.closed.SetWorldStateClosed 
System.MissingMethodException: Method not found: void .SimMessages.SetCellProperties(int,byte)
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Door.SetSimState_Patch1(Door,bool,System.Collections.Generic.IList`1<int>)
  at Door.SetWorldState (System.Boolean updateSim) [0x0001e] in <365ccbe55b71497692a2358df9c3c627>:0 
  at Door+Controller+<>c.<InitializeStates>b__16_8 (Door+Controller+Instance smi) [0x00006] in <365ccbe55b71497692a2358df9c3c627>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00048] in <365ccbe55b71497692a2358df9c3c627>:0 

  at LogCatcher.UnityEngine.ILogHandler.LogFormat (UnityEngine.LogType logType, UnityEngine.Object context, System.String format, System.Object[] args) [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0 
  at UnityEngine.Logger.Log (UnityEngine.LogType logType, System.Object message, UnityEngine.Object context) [0x00000] in <f54de29543b44ca89695b41bc5ecd6e0>:0 
  at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in <f54de29543b44ca89695b41bc5ecd6e0>:0 
  at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in <c4d5ef049b4a4bb1a30afe1e39fed4d5>:0 
  at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <c4d5ef049b4a4bb1a30afe1e39fed4d5>:0 
  at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <c4d5ef049b4a4bb1a30afe1e39fed4d5>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0 
  at StateMachineSerializer+Entry.Restore (StateMachine+Instance smi) [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0 
  at StateMachineSerializer.Restore (StateMachine+Instance instance) [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0 
  at StateMachineController.Restore (StateMachine+Instance smi) [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0 
  at StateMachine+Instance.StartSM () [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].StartSM () [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0 
  at Door.OnSpawn () [0x00000] in <365ccbe55b71497692a2358df9c3c627>:0 
  at KMonoBehaviour.Spawn () [0x00000] in <c4d5ef049b4a4bb1a30afe1e39fed4d5>:0 
  at KMonoBehaviour.Start () [0x00000] in <c4d5ef049b4a4bb1a30afe1e39fed4d5>:0 
Build: U59-737790-SCRP

```

Since the update the game crashes when i load a save, and i can't start a new game anymore. Uninstalling or verifying game files did not help, reverting to the previous version did but i'd rather not do that obviously.

Crash log

Error in SaveLoader.SaveLoader.OnSpawn at (0.00, 0.00, 0.00)

System.DllNotFoundException: SimDLL assembly:<unknown assembly> type:<unknown type> member:(null)
  at (wrapper managed-to-native) Sim.SIM_Initialize(Sim/GAME_MessageHandler)
  at SaveLoader.OnSpawn () [0x0000e] in <365ccbe55b71497692a2358df9c3c627>:0 
  at KMonoBehaviour.Spawn () [0x0005d] in <c4d5ef049b4a4bb1a30afe1e39fed4d5>:0 
Build: U59-737790-SCRPAN

On 6/17/2026 at 4:21 PM, NewWorldDan said:

This is still kind of a problem. First, it means I can cram as many critters as I want into a tiny room as long as there's a mesh tile to a larger pool of water. I'm not overly concerned about that. However, the Fish Release needs to reference the number of critters in the room instead of the pool size. Otherwise, I need to create discrete pools to ranch my orehulls and probably certain other aquatic critters. Or possibly mesh tiles and pneumatic doors need to bound distinct pools. Ideally, I want my dupes swimming from ranch to ranch. I guess I could use mech airlocks and solid walls, but that just wrecks the vibe of it all. 

 

In this example, all of these orehulls are prefectly happy in this little pen, but there's not enough kelpoles to feed them all. If I set the fish release to 8 critters, it takes the inventory of both ranches (and anything else in the attached water). At a minimum, I want the fish release to reference the number of critters in the room, not the pool. 

agree, I think think fish release should reference room size only, but its not the end of the world as there are other methods to do the same thing. with clever use of the dispenser, you could still manage eggs manually alongside sweepers to maintain your ranches. or find a mod that does this. I couldn’t find a specific one to fix this issue, but I did find “no sensor limits” and “ranching overhaul” that may add this functionality. hopefully you could tweak it so it still remains vanilla while only touching the fish release.

I think the fish release needs to look at both the room and the pool and use whatever is smaller. You could have multiple pools in a large open area - one room. On the other hand, if mesh tiles were boundaries for pools, that would solve the problem and probably make a lot of people unhappy.

On 6/19/2026 at 10:54 AM, NewWorldDan said:

I think the fish release needs to look at both the room and the pool and use whatever is smaller. You could have multiple pools in a large open area - one room. On the other hand, if mesh tiles were boundaries for pools, that would solve the problem and probably make a lot of people unhappy.

Wouldn't that just be a room of its own? sorry I'm not understanding the difference. Mesh tiles and pneumatic doors do a good job at separating pools within the same body of water. I think that would solve the problem you are talking about right? Unless you are saying you want to ranch more than 20 critters in the same room, then you would need a mod to increase the critter sensor count. I still think aquatic critters should use the room/pool size rule to calculate misery/happiness as that makes them a bit unique from the land dwelling critters.

24 minutes ago, BLACKBERREST3 said:

Wouldn't that just be a room of its own? sorry I'm not understanding the difference. Mesh tiles and pneumatic doors do a good job at separating pools within the same body of water. I think that would solve the problem you are talking about right? Unless you are saying you want to ranch more than 20 critters in the same room, then you would need a mod to increase the critter sensor count. I still think aquatic critters should use the room/pool size rule to calculate misery/happiness as that makes them a bit unique from the land dwelling critters.

Mesh tiles and doors are considered part of the pool. To make things work correctly for me, I had to replace my mesh tiles and doors with solid tiles and mechanized air locks. 

Where I was running into trouble was balancing the number of orehulls with the number of kelp plants. And it still has to match room dimensions to be counted as a stable to make the grooming and shearing stations usable. 

On 6/20/2026 at 3:44 PM, NewWorldDan said:

And it still has to match room dimensions to be counted as a stable to make the grooming and shearing stations usable.

Ah, that's the part I wasn't getting. Haven't gotten that far into the dlc yet past swimming and bubbling. So it's the aquatic stations that need room requirements, got it.

Sorry, had to go back and read the original post you made, I get the problem now. I think the fish release has always been a problem and doesn't keep an accurate count (unless they've fixed this over the years). It's always been easier just to move eggs and bypass the fish release in the first place. I usually separate my underwater pens with mesh doors and mesh tiles which is what you were trying to go for. Going straight for the eggs is the best bet. You can setup dispensers that drop off eggs to a location that dupes can't reach, but critters can flop or hatch out of. You can also manually relocate eggs in the early game if they are wild. Since everything is underwater, this might work for you. This was adapted from the eggshell conveyor builds I was working on. Automation can be setup to retrieve eggshells, eggs, or both on a timer.

image.png.d388b0dd2d9846de153cfedad347dc25.png

 

Does anyone else have rancher dupes endlessly trying to call kelpoles to the grooming station and kelpoles ignoring them because they're both critters and not critters?

Edit: nevermind, they were actually trying to groom orehulls and orehulls couldn't approach because there was a hard tile (a fish release) to the left of the grooming station. Once I removed that, the orehull jumped on the grooming table but missed it by one tile to the left.
Will keep watching if kelpoles cause any issues there.

Edited by AnguaStark

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...