Sign in to follow this  
Ipsquiggle

[Game Update] - 297718

Recommended Posts

SixbySix    52

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

Share this post


Link to post
Share on other sites
watermelen671    19410
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.

deepfriedsoyousay.png.3c91e5838d555f0255dea63f177fcfca.png

3 hours ago, Ipsquiggle said:
  • Updated artwork on the sculptures

Looks like I gotta go back to work...

Share this post


Link to post
Share on other sites
ruhrohraggy    267

Um...the sculpture update was hilarious...10/10

I now have have the most indecent and risqué bathroom ever.

5c05da47f391d_suggestivedecor.thumb.png.a572abca2a6bdbc915b567c699e3c54a.png

 

Edited by ruhrohraggy
for more suggestiveness
  • Haha 3

Share this post


Link to post
Share on other sites
Pex    15

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}]}

 

Share this post


Link to post
Share on other sites
Lilalaunekuh    887

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 by Lilalaunekuh
  • Like 2

Share this post


Link to post
Share on other sites
Pex    15

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 by Pex

Share this post


Link to post
Share on other sites
ruhrohraggy    267

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 by ruhrohraggy
  • Haha 1

Share this post


Link to post
Share on other sites
watermelen671    19410
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 by watermelen671
  • Like 1

Share this post


Link to post
Share on other sites
Pex    15
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.

Share this post


Link to post
Share on other sites
watermelen671    19410
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 by watermelen671

Share this post


Link to post
Share on other sites
Lilalaunekuh    887
4 hours ago, Ipsquiggle said:

Suits and other equipment should properly restore its visuals and effects when an astronaut leaves a rocket

suit.png.909b04ab80044e2ddd598abcca5309ff.png

 

If a duplicant leaves a rocket he leaves without the helmet of his suit. (Ari just left the rocket)

Share this post


Link to post
Share on other sites
Pex    15
1 minute ago, watermelen671 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?

  • Like 1
  • Haha 1

Share this post


Link to post
Share on other sites
watermelen671    19410
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. :wilson_goodjob:

Edited by watermelen671
  • Like 2

Share this post


Link to post
Share on other sites
DaveSatx    104
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

Share this post


Link to post
Share on other sites
watermelen671    19410
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

5c05f0d04b087_worksfine.gif.e8c248af1a7d754d4575dc62e5322102.gif5c05f20d47aea_seemsperfectlyfine.gif.db45d167e0bd83ce1a3c78688933887b.gif

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.

Share this post


Link to post
Share on other sites
ruhrohraggy    267

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 by ruhrohraggy
  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites
tzionut    263

@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...

Share this post


Link to post
Share on other sites
Pex    15
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. :wilson_goodjob:

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!

Share this post


Link to post
Share on other sites

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
Sign in to follow this