Oozinator Posted December 4, 2018 Share Posted December 4, 2018 1 hour ago, Neotuck said: as artists today don't paint over "used" canvases !https://willkempartschool.com/how-to-paint-over-an-acrylic-painting-you-dont-like/ Link to comment Share on other sites More sharing options...
Mujinzo Posted December 4, 2018 Share Posted December 4, 2018 my "artist" just created a crude statue and not mediocre. Intentional, bug or am I misunderstanding? Link to comment Share on other sites More sharing options...
Neotuck Posted December 4, 2018 Share Posted December 4, 2018 1 minute ago, Oozinator said: !https://willkempartschool.com/how-to-paint-over-an-acrylic-painting-you-dont-like/ 8 Link to comment Share on other sites More sharing options...
SixbySix Posted December 4, 2018 Share Posted December 4, 2018 Nice Work! The metal refinery still gets hung up trying to build unlimited quantities. The egg cracker seems to be working much better though. -6x6 Link to comment Share on other sites More sharing options...
watermelen671 Posted December 4, 2018 Share Posted December 4, 2018 3 hours ago, Ipsquiggle said: Slicksters no longer freeze if they can't reach their favourite pee spot Wait what? ...so wait, are you telling me that we're using slickster pee to power our colony? This requires more than the usual glowing eye sipp. 3 hours ago, Ipsquiggle said: Updated artwork on the sculptures Looks like I gotta go back to work... Link to comment Share on other sites More sharing options...
ruhrohraggy Posted December 4, 2018 Share Posted December 4, 2018 (edited) Um...the sculpture update was hilarious...10/10 I now have have the most indecent and risqué bathroom ever. Edited December 4, 2018 by ruhrohraggy for more suggestiveness 3 Link to comment Share on other sites More sharing options...
Pex Posted December 4, 2018 Share Posted December 4, 2018 ooooops! Exception in: Worker.StartWork(ComplexFabricatorWorkable) System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[ComplexFabricator+MachineOrder].get_Item (Int32 index) [0x00024] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:635 at ComplexFabricatorWorkable.OnStartWork (.Worker worker) [0x00037] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\ComplexFabricatorWorkable.cs:49 at Workable.StartWork (.Worker worker_to_start) [0x0002a] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\Workable.cs:213 at Worker.StartWork (.StartWorkInfo start_work_info) [0x00238] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\Worker.cs:417 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:94) Output:LogErrorWithObj(Object, String) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Output.cs:171) Output:LogErrorWithObj(Object, Object[]) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Output.cs:52) Worker:StartWork(StartWorkInfo) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\Worker.cs:440) <ToggleWork>c__AnonStorey32`1:<>m__0(StatesInstance) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:1867) <ToggleWork>c__AnonStorey31:<>m__0(StatesInstance) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:1807) GenericInstance:ExecuteActions(State, List`1) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:822) GenericInstance:PushState(BaseState) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:781) GenericInstance:GoTo(BaseState) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:1062) EventTransitionData:ExecuteTransition(StatesInstance) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:224) EventTransitionData:OnCallback(StatesInstance) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:234) <Register>c__AnonStorey0:<>m__0(Object) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:250) EventSystem:Trigger(GameObject, Int32, Object) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\EventSystem.cs:164) EventExtensions:Trigger(GameObject, Int32, Object) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\EventSystem.cs:524) <TriggerOnEnter>c__AnonStorey2C:<>m__0(StatesInstance) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:1672) GenericInstance:ExecuteActions(State, List`1) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:822) GenericInstance:PushState(BaseState) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:781) GenericInstance:GoTo(BaseState) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:1062) Navigator:Stop(Boolean) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\Navigator.cs:380) Navigator:AdvancePath(Boolean) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\Navigator.cs:263) TransitionDriver:UpdateTransition(Single) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\TransitionDriver.cs:752) Navigator:Sim33ms(Single) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\Navigator.cs:394) States:<InitializeStates>m__1(StatesInstance, Single) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\Navigator.cs:67) BucketUpdater`1:Update(StatesInstance, Single) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\StateMachineUpdater.cs:84) UpdateBucketWithUpdater`1:Update(Single) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\StateMachineUpdater.cs:62) BucketGroup:AdvanceOneSubTick(Single) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\StateMachineUpdater.cs:140) StateMachineUpdater:AdvanceOneSimSubTick() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\StateMachineUpdater.cs:227) Game:SimEveryTick(Single) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Game.cs:1221) Game:Update() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Game.cs:1197) (Filename: D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Debug.cs Line: 94) Exception in: (MetalRefinery).WorkChore`1+States[[ComplexFabricatorWorkable, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]].root.work.StartWork(ComplexFabricatorWorkable) System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[ComplexFabricator+MachineOrder].get_Item (Int32 index) [0x00024] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:635 at ComplexFabricatorWorkable.OnStartWork (.Worker worker) [0x00037] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\ComplexFabricatorWorkable.cs:49 at Workable.StartWork (.Worker worker_to_start) [0x0002a] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\Workable.cs:213 at Worker.StartWork (.StartWorkInfo start_work_info) [0x00238] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\Worker.cs:417 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:94) Output:LogErrorWithObj(Object, String) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Output.cs:171) Output:LogErrorWithObj(Object, Object[]) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Output.cs:52) GenericInstance:ExecuteActions(State, List`1) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:849) GenericInstance:PushState(BaseState) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:781) GenericInstance:GoTo(BaseState) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:1062) EventTransitionData:ExecuteTransition(StatesInstance) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:224) EventTransitionData:OnCallback(StatesInstance) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:234) <Register>c__AnonStorey0:<>m__0(Object) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:250) EventSystem:Trigger(GameObject, Int32, Object) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\EventSystem.cs:164) EventExtensions:Trigger(GameObject, Int32, Object) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\EventSystem.cs:524) <TriggerOnEnter>c__AnonStorey2C:<>m__0(StatesInstance) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:1672) GenericInstance:ExecuteActions(State, List`1) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:822) GenericInstance:PushState(BaseState) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:781) GenericInstance:GoTo(BaseState) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:1062) Navigator:Stop(Boolean) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\Navigator.cs:380) Navigator:AdvancePath(Boolean) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\Navigator.cs:263) TransitionDriver:UpdateTransition(Single) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\TransitionDriver.cs:752) Navigator:Sim33ms(Single) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\Navigator.cs:394) States:<InitializeStates>m__1(StatesInstance, Single) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\Navigator.cs:67) BucketUpdater`1:Update(StatesInstance, Single) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\StateMachineUpdater.cs:84) UpdateBucketWithUpdater`1:Update(Single) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\StateMachineUpdater.cs:62) BucketGroup:AdvanceOneSubTick(Single) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\StateMachineUpdater.cs:140) StateMachineUpdater:AdvanceOneSimSubTick() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\StateMachineUpdater.cs:227) Game:SimEveryTick(Single) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Game.cs:1221) Game:Update() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Game.cs:1197) (Filename: D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Debug.cs Line: 94) [ INFO ] Save_file: D:\My Documents\Klei\OxygenNotIncluded\save_files/auto_save\Outrageous Shelter Cycle 285.sav [ INFO ] Reporting error. [ INFO ] Exception in: Worker.StartWork(ComplexFabricatorWorkable) System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[ComplexFabricator+MachineOrder].get_Item (Int32 index) [0x00024] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:635 at ComplexFabricatorWorkable.OnStartWork (.Worker worker) [0x00037] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\ComplexFabricatorWorkable.cs:49 at Workable.StartWork (.Worker worker_to_start) [0x0002a] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\Workable.cs:213 at Worker.StartWork (.StartWorkInfo start_work_info) [0x00238] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\Worker.cs:417 [ INFO ] UnityEngine.Debug:LogError(Object, Object) Debug:LogError(Object, Object) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Debug.cs:94) Output:LogErrorWithObj(Object, String) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Output.cs:171) Output:LogErrorWithObj(Object, Object[]) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Output.cs:52) Worker:StartWork(StartWorkInfo) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/components/Worker.cs:440) <ToggleWork>c__AnonStorey32`1:<>m__0(StatesInstance) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:1867) <ToggleWork>c__AnonStorey31:<>m__0(StatesInstance) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:1807) GenericInstance:ExecuteActions(State, List`1) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822) GenericInstance:PushState(BaseState) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:781) GenericInstance:GoTo(BaseState) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1062) EventTransitionData:ExecuteTransition(StatesInstance) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:224) EventTransitionData:OnCallback(StatesInstance) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:234) <Register>c__AnonStorey0:<>m__0(Object) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:250) EventSystem:Trigger(GameObject, Int32, Object) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/EventSystem.cs:164) EventExtensions:Trigger(GameObject, Int32, Object) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/EventSystem.cs:524) <TriggerOnEnter>c__AnonStorey2C:<>m__0(StatesInstance) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:1672) GenericInstance:ExecuteActions(State, List`1) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:822) GenericInstance:PushState(BaseState) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:781) GenericInstance:GoTo(BaseState) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1062) Navigator:Stop(Boolean) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/components/Navigator.cs:380) Navigator:AdvancePath(Boolean) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/components/Navigator.cs:263) TransitionDriver:UpdateTransition(Single) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/components/TransitionDriver.cs:752) Navigator:Sim33ms(Single) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/components/Navigator.cs:394) States:<InitializeStates>m__1(StatesInstance, Single) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/components/Navigator.cs:67) BucketUpdater`1:Update(StatesInstance, Single) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:84) UpdateBucketWithUpdater`1:Update(Single) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:62) BucketGroup:AdvanceOneSubTick(Single) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:140) StateMachineUpdater:AdvanceOneSimSubTick() (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:227) Game:SimEveryTick(Single) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1221) Game:Update() (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1197) [ INFO ] Submitting crash: Game.OnApplicationQuit() Setting up 2 worker threads for Enlighten. Thread -> id: 3928 -> priority: 1 Thread -> id: 15d4 -> priority: 1 ##utp:{"type":"MemoryLeaks","allocatedMemory":47502,"memoryLabels":[{"Default":1048},{"NewDelete":22072},{"Thread":2888},{"Manager":112},{"VertexData":2880},{"GfxDevice":14848},{"Serialization":40},{"String":1294},{"DynamicArray":1760},{"Sprites":256},{"VR":64},{"SceneManager":720},{"SceneLoad":-480}]} Link to comment Share on other sites More sharing options...
tzionut Posted December 4, 2018 Share Posted December 4, 2018 @Ipsquiggle when the temp sensor will measure over 299 degrees? 6 Link to comment Share on other sites More sharing options...
Lilalaunekuh Posted December 4, 2018 Share Posted December 4, 2018 (edited) Just a small list of QoL Changes I would really love: - Let us change building material on ladders by queuing a building task using the other material on top (like how norml tiles can be replaced) - Add a way to limit excessive vitamin consumption on (close to) full immunity (There is a mod achieving just this by adding an immunity threshold to vitamin chews. It´s the only mod I would really recommand for it´s QoL improvement. Consider that I am playing on the worst immunity setting and my duplicants have no other way to restore immunity.) - Please change the highest priority tasks for mechatronic and electrical engineers (Mechatronic engineers should prioritize building and electrical engineers should prefer the right now not prioritizable "tunning task". So there is a reason to asgin a duplicant to one of these jobs in a late game base.) - We need a way to deal with unused databanks. (A lower melting temperature or something would do the trick. They are made of organic ooze, so why not let sage hatches eat them ...) Some nice but not necessary additions: - Let us rotate cots and comfy beds. (So we can change the sleeping spot of a duplicant, so mirrored rooms can have the same decor effecting the duplicant.) - Maybe revisit the temperature range of sensors to fit our new materials (After we got steel with a higher overheating temperature added to the game the temperature sensors changed, so with the new space materials it could be a good point in time to do the same.) - Give us a way to fully "automate" an egg incubator. (Would love a duplicant-free way to release a hatched critter, or maybe just a time limit till the critter will break free and wander around ... But given the new critter sensor there is less need for an incubator anyways.) PS: Plants still don´t wither on their own, so is it a bug or feature ? (All my duplicant-free farms stopped working with QoL MK1) Edited December 4, 2018 by Lilalaunekuh 2 Link to comment Share on other sites More sharing options...
Pex Posted December 4, 2018 Share Posted December 4, 2018 (edited) Whadda hell is happaning here? 2 crashes in 10 minutes. [WARNING] Tried to add disease on toilet use but worker was null Saved to [D:\My Documents\Klei\OxygenNotIncluded\save_files/auto_save/Outrageous Shelter Cycle 286.sav] Saved to [D:\My Documents\Klei\OxygenNotIncluded\save_files/auto_save/Outrageous Shelter Cycle 287.sav] NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[KPrefabID] () [0x00000] in <filename unknown>:0 at ComplexFabricator.GetRecipes () [0x00002] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Buildings\ComplexFabricator.cs:203 at ComplexFabricatorSideScreen.UpdateQueueCountLabels (System.Object data) [0x00008] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ui\SideScreens\ComplexFabricatorSideScreen.cs:105 at EventSystem.Trigger (UnityEngine.GameObject go, Int32 hash, System.Object data) [0x00166] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\EventSystem.cs:164 at KMonoBehaviour.Trigger (Int32 hash, System.Object data) [0x00030] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\KMonoBehaviour.cs:407 at ComplexFabricator.UpdateMachineOrders (Boolean force_update) [0x0054c] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Buildings\ComplexFabricator.cs:647 at ComplexFabricator.PollInventory (System.Object data) [0x000dd] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Buildings\ComplexFabricator.cs:948 at Scheduler.Update () [0x0009f] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\scheduler\Scheduler.cs:113 at GameScheduler.Update () [0x00007] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\scheduler\GameScheduler.cs:32 (Filename: D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/game/Buildings/ComplexFabricator.cs Line: 203) [ INFO ] Save_file: D:\My Documents\Klei\OxygenNotIncluded\save_files/auto_save\Outrageous Shelter Cycle 285.sav [ INFO ] Reporting error. [ INFO ] NullReferenceException [ INFO ] UnityEngine.Component.GetComponent[KPrefabID] () ComplexFabricator.GetRecipes () (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/game/Buildings/ComplexFabricator.cs:203) ComplexFabricatorSideScreen.UpdateQueueCountLabels (System.Object data) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ui/SideScreens/ComplexFabricatorSideScreen.cs:105) EventSystem.Trigger (UnityEngine.GameObject go, Int32 hash, System.Object data) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/EventSystem.cs:164) KMonoBehaviour.Trigger (Int32 hash, System.Object data) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KMonoBehaviour.cs:407) ComplexFabricator.UpdateMachineOrders (Boolean force_update) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/game/Buildings/ComplexFabricator.cs:647) ComplexFabricator.PollInventory (System.Object data) (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/game/Buildings/ComplexFabricator.cs:948) Scheduler.Update () (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/scheduler/Scheduler.cs:113) GameScheduler.Update () (at D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/scripts/ai/scheduler/GameScheduler.cs:32) [ INFO ] Submitting crash: Game.OnApplicationQuit() Setting up 2 worker threads for Enlighten. Thread -> id: 2818 -> priority: 1 Thread -> id: 1260 -> priority: 1 ##utp:{"type":"MemoryLeaks","allocatedMemory":50382,"memoryLabels":[{"Default":1048},{"NewDelete":23512},{"Thread":3080},{"Manager":112},{"VertexData":3024},{"GfxDevice":15824},{"Serialization":40},{"String":1294},{"DynamicArray":1888},{"Sprites":256},{"VR":64},{"SceneManager":720},{"SceneLoad":-480}]} Edited December 4, 2018 by Pex Link to comment Share on other sites More sharing options...
ruhrohraggy Posted December 4, 2018 Share Posted December 4, 2018 (edited) I think that Klei's sense of humor knows no bounds, and that the Quality of Life that they're talking about, is more for the dupes, than us it seems :P. Edited December 4, 2018 by ruhrohraggy 1 Link to comment Share on other sites More sharing options...
watermelen671 Posted December 4, 2018 Share Posted December 4, 2018 (edited) 4 minutes ago, Pex said: Whadda hell is happaning here? 2 crashes in 10 minutes. Say pal, mind posting that over in the bug tracker? Also, from the looks of it the game detected a memory leak, so it closed the game. I'm not really sure though, have you tried all the troubleshooting methods? Edited December 4, 2018 by watermelen671 1 Link to comment Share on other sites More sharing options...
Pex Posted December 4, 2018 Share Posted December 4, 2018 2 minutes ago, watermelen671 said: Say pal, mind posting that over in the bug tracker? Also, from the looks of it the game detected a memory leak, so it closed the game. I'm not really sure though, have you tried all the troubleshooting methods? These crashes are submitted as well. What troubleshooting are you talking about? All I did is upgrade the new test branch. So the problems is with this new version. Link to comment Share on other sites More sharing options...
watermelen671 Posted December 4, 2018 Share Posted December 4, 2018 (edited) 6 minutes ago, Pex said: These crashes are submitted as well. What troubleshooting are you talking about? All I did is upgrade the new test branch. So the problems is with this new version. Uh...I posted a link. http://support.kleientertainment.com/customer/en/portal/articles/2747140-oxygen-not-included-early-access-troubleshooting-guide Edit: I'm able to boot up the game even on my sub-par laptop. So there might be something wrong with your files. Because I have a fresh install of ONI. Edited December 4, 2018 by watermelen671 Link to comment Share on other sites More sharing options...
Lilalaunekuh Posted December 4, 2018 Share Posted December 4, 2018 4 hours ago, Ipsquiggle said: Suits and other equipment should properly restore its visuals and effects when an astronaut leaves a rocket If a duplicant leaves a rocket he leaves without the helmet of his suit. (Ari just left the rocket) Link to comment Share on other sites More sharing options...
Pex Posted December 4, 2018 Share Posted December 4, 2018 1 minute ago, watermelen671 said: Uh...I posted a link. http://support.kleientertainment.com/customer/en/portal/articles/2747140-oxygen-not-included-early-access-troubleshooting-guide Man, what the hekk are you talking about?!?! My PC spec and game references/files all are fine. These errors came from the new test branch probably by accident "coding mistake", which is absolutely understandable as the guys working so hard, and in such a complex code, mistakes happen. The first problem is with Metal Refinery and OnStartWork method, the second is about UpdateQueueCountLabels. I'm sure devs will take fast action and fix these asap. Do you mind only trolling or mocking me, or just being smartass? 1 1 Link to comment Share on other sites More sharing options...
Lilalaunekuh Posted December 4, 2018 Share Posted December 4, 2018 Can we change how decor is calculated ? Niobium paintings show +1 decor inside the build menu, but give a 50% boost (+15 instead of +10) 1 Link to comment Share on other sites More sharing options...
ArunPrasath Posted December 4, 2018 Share Posted December 4, 2018 5 hours ago, Ipsquiggle said: Partial optimization of fetch chores Would love to hear about even more optimisations! Link to comment Share on other sites More sharing options...
watermelen671 Posted December 4, 2018 Share Posted December 4, 2018 (edited) 28 minutes ago, Pex said: Man, what the hekk are you talking about?!?! My PC spec and game references/files all are fine. These errors came from the new test branch probably by accident "coding mistake", which is absolutely understandable as the guys working so hard, and in such a complex code, mistakes happen. The first problem is with Metal Refinery and OnStartWork method, the second is about UpdateQueueCountLabels. I'm sure devs will take fast action and fix these asap. Do you mind only trolling or mocking me, or just being smartass? What the heck are you talking about?! Even if it was a problem, posting it here isn't going to get it fixed any faster. The development studio is in Vancouver, Canada. They've gone home for the night dude. If there's a problem it won't get fixed until tomorrow. Now I'm able to boot up and create a new world just fine. If you could please stop being a smartass and actually try to describe what you're doing that would be causing the game to crash, I might be able to help. Have you gone into Steam and verified the game cache, reinstalling ONI and the whole nine yards? You're not actually giving any helpful information aside from bashing me for trying to help you and posting a bunch of code which you should've put in a spoiler because it just clutters up the page. Now I apologize for coming off as a bit rude, but I'm honestly offended. Regardless I won't contribute if this discussion gets heated further, because I'd rather not get in trouble with the mods. Edited December 4, 2018 by watermelen671 2 Link to comment Share on other sites More sharing options...
DaveSatx Posted December 4, 2018 Share Posted December 4, 2018 5 hours ago, Ipsquiggle said: Secondary ports (e.g. on filters) will correctly restrict overlapping placement Smart Battery and similar buildings now allow text input View full update I'm unsure what these mean. Something for modding? additional info would be great, thanks Link to comment Share on other sites More sharing options...
watermelen671 Posted December 4, 2018 Share Posted December 4, 2018 33 minutes ago, Pex said: The first problem is with Metal Refinery and OnStartWork method, the second is about UpdateQueueCountLabels. I'm sure devs will take fast action and fix these asap. Spoiler Seems to work perfectly fine for me, so I'm not seeing any problems here. 2 minutes ago, DaveSatx said: I'm unsure what these mean. Something for modding? additional info would be great, thanks I'm pretty sure it's for translations. Link to comment Share on other sites More sharing options...
ruhrohraggy Posted December 4, 2018 Share Posted December 4, 2018 (edited) I've noticed a couple problems with the metal refinery and queue'ing in general. I've had a few crashes in testing so far with one that was repeatable. (Duplicant loads in less than 100kg gold ore, and then proceeds to process it) I've also noticed that if you have any queue orders for it, and it runs out of power, the orders will not get updated when it has power again, and dupes will not use it afterwards unless you manually refresh the orders. The same seems to happen with the grills as well, so I'm guessing it's for any queue order where the machine runs out of power. The quick workaround to this is to make sure the machinery requiring "xyz" item doesn't run out of power / battery, and set your smart batteries to activate at 10-20%. I have noticed that they at least fixed multiple continuous orders, and it cycles through them like it should if the required materials are there. Seems to be very hit or miss. I reloaded the game, rebuilt the metal refinery, and it works fine again. Edited December 4, 2018 by ruhrohraggy 1 1 Link to comment Share on other sites More sharing options...
tzionut Posted December 4, 2018 Share Posted December 4, 2018 @Ipsquiggle As optimization i suggest shorten the travel time form 3 cycle / area to 1 cycle / area. 30 cycle to go for 10 planets area is way to much = 3 real hours at 3x speed because in this version if we load a game whit a rocket in a mission we get lots of bugs. At least until we get rid off all the rocket bugs...And if you get a crash...you loose more time... Link to comment Share on other sites More sharing options...
Pex Posted December 4, 2018 Share Posted December 4, 2018 26 minutes ago, watermelen671 said: What the heck are you talking about?! Even if it was a problem, posting it here isn't going to get it fixed any faster. The development studio is in Vancouver, Canada. They've gone home for the night dude. If there's a problem it won't get fixed until tomorrow. Now I'm able to boot up and create a new world just fine. If you could please stop being a smartass and actually try to describe what you're doing that would be causing the game to crash, I might be able to help. Have you gone into Steam and verified the game cache, reinstalling ONI and the whole nine yards? You're not actually giving any helpful information aside from bashing me for trying to help you and posting a bunch of code which you should've put in a spoiler because it just clutters up the page. Now I apologize for coming off as a bit rude, but I'm honestly offended. Regardless I won't contribute if this discussion gets heated further, because I'd rather not get in trouble with the mods. If you could read those C# error report you'd know that's all the info devs should know in there. Verified game cache, reinstall the game? Man, this problem is nothing to do with those things at all. Helpful information to you? This is not for you, and I didn't ask any help. You came up where the devs live, and that they will not fix these errors right now, or sooner? What is this? Are you thinking I'm a stupid or what? Offended? Dude, I just reporting errors and crash infos, and you came with those lame, trivial things without knowing what's happening. I didn't mention to offend you, you're who started being smartass. You mentioned that in your game hasn't any error. Yeah, because you started a new game with this particularly update. As you could read those error reports you'd see that I continued my old saves. (I started new game when test branch came out, not older versions) So again, instead you just say people what they should do, only talking when you understand what happening. Thank you very much, and no offense, or if I offended you with any meaning, please apology! Link to comment Share on other sites More sharing options...
impyre Posted December 4, 2018 Share Posted December 4, 2018 (edited) 1 hour ago, DaveSatx said: I'm unsure what these mean. Something for modding? additional info would be great, thanks The port problem was related to the game allowing you to place ports in a way that could result in things not working, without it being clear why. They fixed it so the game no longer lets you construct things in such a way that the output port is obstructed. The text entry refers to typing numbers into the boxes for setting values. On some items, this has always been a thing... but a commonly requested feature was to add this to smart batteries and the like. 2 hours ago, Pex said: Man, what the hekk are you talking about?!?! My PC spec and game references/files all are fine. These errors came from the new test branch probably by accident "coding mistake", which is absolutely understandable as the guys working so hard, and in such a complex code, mistakes happen. The first problem is with Metal Refinery and OnStartWork method, the second is about UpdateQueueCountLabels. I'm sure devs will take fast action and fix these asap. Do you mind only trolling or mocking me, or just being smartass? @Pex @watermelen671 was just trying to be helpful, both to you and to the devs. There are literally a thousand things that can go wrong during an update. Files can become corrupted, perhaps the engine was changed to make use of new drivers for an optimization and your drivers haven't yet been updated... but that only affects users of certain NVIDIA cards... I mean the list is nearly endless. The point of troubleshooting the problem is to save the devs time sorting through "bugs" that aren't really due to problems in the code... it's nothing personal. I've worked in data centers (and produced code) for 10 years, and I can promise you that even I would troubleshoot first. No person can just *know* without a doubt that it *must* be the updated code failing. Proper troubleshooting is neither lame nor trivial, and I doubt you'll find any support here for that attitude... most of us here take supporting Klei seriously; the more support they get from the community, the better the game can become. Edited December 4, 2018 by impyre 7 2 Link to comment Share on other sites More sharing options...
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