Developer Cheerio Posted October 6, 2017 Developer Share Posted October 6, 2017 Idle dupes returning their suit should now put their suit in the locker instead of dropping it on the ground if the locker they are returning it is closer to them than the arrow it is attached to. Fixed a bug where you could no longer dump the contents of Storage Lockers onto the ground. Duplicants should no longer sometimes ignore Storage Locker settings. Duplicants should no longer deliver food to a Refrigerator if that Refrigerator is not set to accept that food. Airflow tiles should now be properly detected as a room wall. Fixed a bug where rooms were not being properly detected. Newly discovered resource categories will no longer be automatically delivered to storage boxes where the storage box does not have the all button checked. Fixed a crash that could occur when dupes are working at a fabricator. Fixed a crash that could occur during room detection. Fixed a crash that could occur when going to the bathroom. Fixed a bug where circuits were no longer overloading. Animal Relocator selection box should now match the size of the art. Fixed a crash that could occur if a translation had bad format specifiers for the Duplicant personalities. View full update 5 Link to comment Share on other sites More sharing options...
The Plum Gate Posted October 6, 2017 Share Posted October 6, 2017 29 minutes ago, Cheerio said: Newly discovered resource categories will no longer be automatically delivered to storage boxes where the storage box does not have the all button checked. Yay!, no more bringing the slime, bleach stone, ice, etc home from the new frontiers. 2 Link to comment Share on other sites More sharing options...
watermelen671 Posted October 6, 2017 Share Posted October 6, 2017 (edited) 46 minutes ago, Cheerio said: Animal Relocator selection box should now match the size of the art. At @jambell's request, I assume. We will never let you live that one down. EVER. Edited October 6, 2017 by watermelen671 Yogurtson Link to comment Share on other sites More sharing options...
Saturnus Posted October 6, 2017 Share Posted October 6, 2017 (edited) An unmentioned update is that heaviwatt wires are now required for loads over 1KW, even if there's no direct consumers. You can no longer run unlimited power through standard wires. Good job but you could have mentioned it. Edited October 6, 2017 by Saturnus Link to comment Share on other sites More sharing options...
Bael Posted October 6, 2017 Share Posted October 6, 2017 12 minutes ago, Saturnus said: An unmentioned update is that heaviwatt wires are now required for loads over 1KW, even if there's no direct consumers. You can no longer run unlimited power through standard wires. Good job but you could have mentioned it. Well, it looks like I will be starting a new map then XD Link to comment Share on other sites More sharing options...
Saturnus Posted October 6, 2017 Share Posted October 6, 2017 Also, wire bridges overloads as well if connected to a power line with more than 1KW load. Even if the wire bridge isn't connected to anything. Link to comment Share on other sites More sharing options...
Bael Posted October 6, 2017 Share Posted October 6, 2017 Just now, Saturnus said: Also, wire bridges overloads as well if connected to a power line with more than 1KW load. Even if the wire bridge isn't connected to anything. Have they enabled building a plastic ladder over a normal ladder? Link to comment Share on other sites More sharing options...
Reaniel Posted October 6, 2017 Share Posted October 6, 2017 37 minutes ago, Saturnus said: Also, wire bridges overloads as well if connected to a power line with more than 1KW load. Even if the wire bridge isn't connected to anything. Huh, so in addition to implementing producer overload, wire bridges now has a explicit 1kW limit? Sometimes I really wish they can include these important changes in the change log instead of it being a stealth fix (I'm looking at you, fridge fix ) But at least @Risu can agree with the bridge tile being a good addition to the game Link to comment Share on other sites More sharing options...
Risu Posted October 6, 2017 Share Posted October 6, 2017 1 hour ago, Reaniel said: Huh, so in addition to implementing producer overload, wire bridges now has a explicit 1kW limit? Sometimes I really wish they can include these important changes in the change log instead of it being a stealth fix (I'm looking at you, fridge fix ) But at least @Risu can agree with the bridge tile being a good addition to the game The wire bridge had that limit for awhile now but yes god finally. Link to comment Share on other sites More sharing options...
Saturnus Posted October 6, 2017 Share Posted October 6, 2017 34 minutes ago, Risu said: The wire bridge had that limit for awhile now but yes god finally. Yeah but it didn't use to overload even if the other end is free hanging, ie. no wire connected to the other end. It does now. Link to comment Share on other sites More sharing options...
Risu Posted October 6, 2017 Share Posted October 6, 2017 9 minutes ago, Saturnus said: Yeah but it didn't use to overload even if the other end is free hanging, ie. no wire connected to the other end. It does now. You try flipping it around in such cases? They only bothered to get the circuit for one side of the wire bridge when checking overloads. Link to comment Share on other sites More sharing options...
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