Developer Ipsquiggle Posted November 14, 2017 Developer Share Posted November 14, 2017 Some Automation buildings will have a red status icon if they don't have a wire plugged in Crash fixed when interacting with the resources list More fixes for preventing dupes from getting stuck doing nothing Another fix for item temperatures in storages merging incorrectly Updated Rock Granulator art Updated Fire Pole animations Liquid and Gas Shutoffs animations better convey flow/active. Fix for flush toilet getting stuck after a flush Flipped buildings will now be functional even if placed against a wall Various performance improvements Fix for crash on new game New Thermal Plate artwork; partially hooked up. Update to Klei's Chinese translation Doors no longer create magic steel behind them when they're closed Prevent Buried Item cracks from appearing on buildings Fix crash when loading Weight Plates View full update 5 Link to comment Share on other sites More sharing options...
GuyPerfect Posted November 14, 2017 Share Posted November 14, 2017 Must be saving the battery charge sensor for DLC. (-: In any case, this is the final Automation Update build, right? Bring on the Automation! Link to comment Share on other sites More sharing options...
Saturnus Posted November 14, 2017 Share Posted November 14, 2017 7 minutes ago, GuyPerfect said: Must be saving the battery charge sensor for DLC. (-: Just make one. It's not hard Link to comment Share on other sites More sharing options...
Risu Posted November 14, 2017 Share Posted November 14, 2017 27 minutes ago, Ipsquiggle said: Doors no longer create magic steel behind them when they're closed Just need to fix the problem where 200 kg of ore from manual airlock or 400 kg of ore from mechanized airlock makes 800 kg appear and disappear from the world and the doors won't be broken any more. That's destroying energy right now. Link to comment Share on other sites More sharing options...
jiaonichifanla Posted November 15, 2017 Share Posted November 15, 2017 1 hour ago, GuyPerfect said: Must be saving the battery charge sensor for DLC. (-: In any case, this is the final Automation Update build, right? Bring on the Automation! i agree with your opinion.i want the coal can become useful than before. Link to comment Share on other sites More sharing options...
WanderingKid Posted November 15, 2017 Share Posted November 15, 2017 12 hours ago, Ipsquiggle said: Updated Fire Pole animations Thank you, this was bugging me more than I wanted to admit. Link to comment Share on other sites More sharing options...
GREG2802 Posted November 15, 2017 Share Posted November 15, 2017 Anyone else having issues with crashing when toilets are flushed? [13:38:10.275] [1] Exception in: (FlushToiletComplete).FlushToilet+States.root.flushing.Enter System.NullReferenceException: Object reference not set to an instance of an object at FlushToilet.Flush (.Worker worker) [0x000d9] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Buildings\FlushToilet.cs:285 at FlushToilet+SMInstance.Flush () [0x0004e] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Buildings\FlushToilet.cs:82 at FlushToilet+States.<InitializeStates>m__15 (.SMInstance smi) [0x00001] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Buildings\FlushToilet.cs:201 at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (.State state, .Action[] actions, Boolean should_log) [0x00043] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:872 UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogError(Object, Object) Debug:LogError(Object, Object) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Debug.cs:100) Output:LogErrorWithObj(Object, String) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Output.cs:168) Output:LogErrorWithObj(Object, Object[]) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Output.cs:52) GenericInstance:ExecuteActions(State, Action[], Boolean) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:887) GenericInstance:PushState(BaseState) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:813) GenericInstance:GoTo(BaseState) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:1078) <SetupChore>c__AnonStorey1B:<>m__0(Chore) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:1277) Chore:End(String) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\demands\Chore.cs:583) Chore:Cancel(String) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\demands\Chore.cs:637) Chore:Fail(String) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\demands\Chore.cs:623) Chore:OnStateMachineStop(String, Status) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\demands\Chore.cs:653) GenericInstance:StopSM(String) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:1001) States:<InitializeStates>m__0(StatesInstance) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\chores\WorkChore.cs:65) GenericInstance:ExecuteActions(State, Action[], Boolean) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:872) GenericInstance:Update() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:723) GenericInstance:<PushState>m__0(Object) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:770) SystemScheduler:Update() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\SystemScheduler.cs:86) Global:Update() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Global.cs:87) (Filename: D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Debug.cs Line: 100) Game.OnApplicationQuit() [13:38:27.991] [1] [ INFO ] FMOD Studio: Destroying runtime system instance Link to comment Share on other sites More sharing options...
Oxygene Posted November 15, 2017 Share Posted November 15, 2017 Yep. Exactly the same error. Link to comment Share on other sites More sharing options...
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