Not sure if this is a priority issue or not, but loading an old colony into test branch seems to send shine bugs into a frenzy where they relocate allover the place bypassing any blocking mechanisms / water / seemingly solid blocks and eggs seem to hatch even more abnormally after the load.
When viewing the new measuring "ruler" on digging if you stretch beyond about 40 tiles vertically or 80 horizontally you can no longer see the size, I'd recommend placing the number at the cursor when the threshold has been passed so that its visible again.
Carpet tile reads that it retains it's benefit even when other tiles are placed on top of it, which seems to be a miscommunication because it only has a 1 tile radius and placing a tile on top of it removes its benefit.
Crown Moulding - Not sure if this is a bug or a feature request. It's useless unless you have a 2 tile high corridor, I'm not sure if that one tile range was intended or not? I'd assume making the range at least the 4 tile range so it can be an appropriate ceiling would be effective, maybe add a runspeed -25% so it's not exploited as a floor but used as I would assume it should be on walls and ceilings ? Again not sure if its range was intended that way.
I already seen this issue posted but to further verify temp shift plates do not work at all after loading.
Performance has taken the worst hit yet, I'm sure this is probably because of debugging in the test branch but it is almost unplayable in a 500 cycle colony which is more of a hit than I have seen in previous debug builds while people boast this one should be better. I'm not sure if this is due to it being an existing colony but it doesn't seem to stabilize, and I literally just rebuilt my colony with a very efficient layout and storage system where all materials are stored together in compactors with only the same materials ie compactor only contains sand stone while other contains only granite, with 0 debris on the floor anywhere ( for the first time XD ) so that temperature changes and spaced out material calculations would be at a bare minimum specifically for a later gameplay performance boost. I may make a new colony and try again later but I just restarted a few days ago so I'm reluctant lol. Hope this helps.
Steps to Reproduce
Loading an existing colony, have not tested with a new colony.
This issue has not been confirmed by a developer yet.