JarrettM

Developer
  • Content count

    27
  • Joined

  • Last visited

Community Reputation

253 Excellent

5 Followers

About JarrettM

  1. 366134

    Fixed a crash that occurred when opening the schedule screen while a Duplicant was inside of a rocket.
  2. Fixed a crash that occurred when opening the schedule screen while a Duplicant was inside of a rocket. View full update
  3. [Game Update] - 365655

    I'd also like to mention that while we don't have any performance related changes ready for release right now, we definitely are working on it.
  4. 365655

    Reverted update 364722 changes to plant air pressure sensing as they caused issues with waterweed growth and plant "blocked" status.
  5. Reverted update 364722 changes to plant air pressure sensing as they caused issues with waterweed growth and plant "blocked" status. View full update
  6. [Game Update] - 364722

    Thanks for sharing, we're looking into this now.
  7. 364722

    Power changes Heavi-Watt Conductive Wire now has a Max Wattage of 50kW (bumped up from 20kW) Transformer battery no longer instantly depletes when disabled, instead its battery slowly dissipates while disabled. Transformers should no longer pull more than their charge capacity from other transformers. Fixed an issue that allowed transformers to supply more than their advertised wattage. Hovering over a circuit in Power overlay now shows information about the Wire and Network's health more clearly, with colour aide. Inactive: Purple, current wattage is zero Overloading: Red, using more than wire rating Straining: Yellow, using over 75% of wire rating and potential is greater than wire rating Safe: White, all other states Fixed current load and potential load status item ordering. Remove unhelpful "Wire Connected" status item on all Power Wires, since a Wire creates a network even on its own. Updated Transformer build menu description to help describe its usage. Slight adjustments to Battery descriptions. Transformers show a status warning when input and output are on the same circuit. Battery hovercard now displays current charge as a fraction of its total possible charge. Automation sensors Added Liquid Element Sensor. Slight adjustment to descriptions of some sensors to more precisely describe their use. Automation sensor building art and ui updated to include red/green signal state lights. Added element state symbols to sensor ui art so they're easier to distinguish from each other. Changed the germ symbol colour so it looks more visible in the ui. General UI Resource screen is now vertically collapsible and scrollable. Game camera no longer zooms if mouse scrolling while over build menu material selection. Fixed left-click drag research screen navigation. Fixed some issues with research screen scroll boundaries at different zoom and UI scales. Wash Basin, Sinks, Ore Scrubbers, Hand Sanitizers can copy settings for assigned direction. Schedule Screen now displays which time blocks are Morning and which are Night, for Early Bird/Night Owl scheduling. Duplicants with the Night Owl or Early Bird traits are labeled as such on the Schedule screen. The Delete Schedule button on the Schedule screen no longer looks the same as the "close window" button. Priorities screen now sorts disabled chores correctly, and when they're the same value sorts by name for consistency. Removed misleading "Flammable" tag from many elements. Removed misleading "Toxic" tag from elements. Polluted Oxygen is no longer referred to as "Toxic" or "Very Toxic" when checking its breathability, but instead uses the same descriptions as Oxygen. No Research Selected notification now displays the default hotkey for opening research menu, instead of {RESEARCH_MENU_KEY}. Starmap button tooltip no longer displays the incorrect hotkey. Fix weird grammar in the Sickness contraction tooltip. Tepidizer no longer says it removes germs, but instead says it heats liquid which can remove germs. Added Descriptor for Space Heater and Liquid Tepidizer which display their target temperatures. The Super Sustainable achievement description no longer mentions "methane" generators, but instead "natural gas" generators. Slime description now says that it emits Polluted Oxygen instead of alluding to Oxygen production. Liquid Tepidizer description no longer mentions heating water to perfect shower temperature. Fix for misaligned "Launched!" text on Main Menu. Cleaned up colony achievement strings. Change "Allows Duplicant Access Permissions" from the text description into an Effects line item for all doors. Storage Locker description specifies that it stores solid resources. Anti Entropy Thermo-Nullifier now correctly says it must be given piped Hydrogen, rather than saying it can be submersed in Hydrogen. Automation Sensors now show a warning if you haven't connected an Automation Wire to them. Updated "No Wire Connected" status item changes to reduce confusion between wire and automation wire. Fixed an issue causing achievement requirement checkboxes to show the wrong values. Audio Wood generator sounds updated. Space Heater sounds are less constant at high gamespeed. Updated achievement impact sound. Adjusted audio mix when placing buildings. Added sounds for the Sunny Disposition trait. Improved the Morb death sound. Tiny adjustments for dupe interacts with Desalinator sounds. Disabled on use UI click sound for skills button on Printing Pod. Support for animation mods Mod should supply an 'anim' directory structured like our 'game/Assets/anim' directory. The game will look for a *_anim.bytes, *_build.bytes, and *.pngs for textures. The folder name dictates the animation name. If an existing animation is modded, the one in game is replaced; otherwise a new animation is added. Other Fix bug blocking placing a building immediately after changing rotation. Fix bug where tiles replacing ladders could go over HiWatt wire or drywall. Jet suits also count toward exo suit achievement. Fixed crash that could occur when room shapes were updated. Fixes bug where the below state on the critter count sensor was toggling every 200ms Fixed memory leak in timelapse slideshow. Timelapser no longer captures active overlays in screenshots. Autosaves now generate load screen previews screenshots. Colony Summaries use the last summary screenshot rather than the save screenshot, because the save can be "ahead" of the summary. Fixed crash related to timelapse screenshots. Plants and critters that are sensitive to atmosphere pressure check a larger footprint of cells for “safe” air which should make their state more stable. Rust deoxidizer bubble animation updated
  8. Power changes Heavi-Watt Conductive Wire now has a Max Wattage of 50kW (bumped up from 20kW) Transformer battery no longer instantly depletes when disabled, instead its battery slowly dissipates while disabled. Transformers should no longer pull more than their charge capacity from other transformers. Fixed an issue that allowed transformers to supply more than their advertised wattage. Hovering over a circuit in Power overlay now shows information about the Wire and Network's health more clearly, with colour aide. Inactive: Purple, current wattage is zero Overloading: Red, using more than wire rating Straining: Yellow, using over 75% of wire rating and potential is greater than wire rating Safe: White, all other states Fixed current load and potential load status item ordering. Remove unhelpful "Wire Connected" status item on all Power Wires, since a Wire creates a network even on its own. Updated Transformer build menu description to help describe its usage. Slight adjustments to Battery descriptions. Transformers show a status warning when input and output are on the same circuit. Battery hovercard now displays current charge as a fraction of its total possible charge. Automation sensors Added Liquid Element Sensor (for sensing liquid elements in world space). Slight adjustment to descriptions of some sensors to more precisely describe their use. Automation sensor building art and ui updated to include red/green signal state lights. Added element state symbols to sensor ui art so they're easier to distinguish from each other. Changed the germ symbol colour so it looks more visible in the ui. General UI Resource screen is now vertically collapsible and scrollable. Game camera no longer zooms if mouse scrolling while over build menu material selection. Fixed left-click drag research screen navigation. Fixed some issues with research screen scroll boundaries at different zoom and UI scales. Wash Basin, Sinks, Ore Scrubbers, Hand Sanitizers can copy settings for assigned direction. Schedule Screen now displays which time blocks are Morning and which are Night, for Early Bird/Night Owl scheduling. Duplicants with the Night Owl or Early Bird traits are labeled as such on the Schedule screen. The Delete Schedule button on the Schedule screen no longer looks the same as the "close window" button. Priorities screen now sorts disabled chores correctly, and when they're the same value sorts by name for consistency. Removed misleading "Flammable" tag from many elements. Removed misleading "Toxic" tag from elements. Polluted Oxygen is no longer referred to as "Toxic" or "Very Toxic" when checking its breathability, but instead uses the same descriptions as Oxygen. No Research Selected notification now displays the default hotkey for opening research menu, instead of {RESEARCH_MENU_KEY}. Starmap button tooltip no longer displays the incorrect hotkey. Fix weird grammar in the Sickness contraction tooltip. Tepidizer no longer says it removes germs, but instead says it heats liquid which can remove germs. Added Descriptor for Space Heater and Liquid Tepidizer which display their target temperatures. The Super Sustainable achievement description no longer mentions "methane" generators, but instead "natural gas" generators. Slime description now says that it emits Polluted Oxygen instead of alluding to Oxygen production. Liquid Tepidizer description no longer mentions heating water to perfect shower temperature. Fix for misaligned "Launched!" text on Main Menu. Cleaned up colony achievement strings. Change "Allows Duplicant Access Permissions" from the text description into an Effects line item for all doors. Storage Locker description specifies that it stores solid resources. Anti Entropy Thermo-Nullifier now correctly says it must be given piped Hydrogen, rather than saying it can be submersed in Hydrogen. Automation Sensors now show a warning if you haven't connected an Automation Wire to them. Updated "No Wire Connected" status item changes to reduce confusion between wire and automation wire. Fixed an issue causing achievement requirement checkboxes to show the wrong values. Audio Wood generator sounds updated. Space Heater sounds are less constant at high gamespeed. Updated achievement impact sound. Adjusted audio mix when placing buildings. Added sounds for the Sunny Disposition trait. Improved the Morb death sound. Tiny adjustments for dupe interacts with Desalinator sounds. Disabled on use UI click sound for skills button on Printing Pod. Support for animation mods Mod should supply an 'anim' directory structured like our 'game/Assets/anim' directory. The game will look for a *_anim.bytes, *_build.bytes, and *.pngs for textures. The folder name dictates the animation name. If an existing animation is modded, the one in game is replaced; otherwise a new animation is added. Other Fix bug blocking placing a building immediately after changing rotation. Fix bug where tiles replacing ladders could go over HiWatt wire or drywall. Jet suits also count toward exo suit achievement. Fixed crash that could occur when room shapes were updated. Fixes bug where the below state on the critter count sensor was toggling every 200ms Fixed memory leak in timelapse slideshow. Timelapser no longer captures active overlays in screenshots. Autosaves now generate load screen previews screenshots. Colony Summaries use the last summary screenshot rather than the save screenshot, because the save can be "ahead" of the summary. Fixed crash related to timelapse screenshots. Plants and critters that are sensitive to atmosphere pressure check a larger footprint of cells for “safe” air which should make their state more stable. Rust deoxidizer bubble animation updated View full update
  9. [Game Update] - 352488

    Sushi has been removed but Pacu Fillet has been added. Pacu fillet is just raw fish meat (1000kcal, quality +2)
  10. Critter pathfinding is also multithreaded now
  11. 284571

    Rocketry Upgrade Since breaking through the surface of the asteroid our Duplicants have developed a curiosity for the endless cosmos that exists outside their little space rock. That’s right, the Duplicants have begun developing their very own space program! They’re now able to build massive rockets, train as astronauts, and journey on missions into space to bring back the resources they find. A big thanks to everyone who participated in the testing branch. You’re helping to make the game better and we always appreciate that effort. What’s New in the Rocketry Upgrade? Key Features: Rockets: Several new “Rocket Module” buildings for spacecraft construction. Command Module Petroleum Rocket Engine Liquid Fuel Tank Solid, Liquid, Gas, and Biological cargo containers New buildings to support rocket-related research and development Research Telescope Space Cadet Centrifuge Oxylite Refinery A new UI screen for interacting with your fleet of rockets and their missions Five mission destinations A new critter and plant which can be brought back from space Gassy Moo Gas Grass Several new Codex entries to unlock over multiple playthroughs New elements which affect Steel and Natural Gas production Sour Gas Fossil Sulfur Buildings for gas bottling and emptying Canister Filler Canister Emptier Buildings for storing gases and liquids Liquid Reservoir Gas Reservoir A couple new settings for custom games Hunger rate setting Morale stress setting The "No Sweat" game mode preset has been added to help tailor your experience to your preferred playstyle. What's next? We feel the rocketry upgrade content has opened the door to further space industry related content. We’re looking forward to expanding that stage of the game further. We intend to expand the space industry content and systems in the next update. We’re also getting close to completing the pre-launch features we planned in last year’s roadmap. We feel it’s approaching time to shift our focus to polish, usability, and content backfill. There is plenty of work to be done in those categories. You can read more about that in the announcement we're going to share later today. Frequently Asked Questions
  12. Rocketry Upgrade Since breaking through the surface of the asteroid our Duplicants have developed a curiosity for the endless cosmos that exists outside their little space rock. That’s right, the Duplicants have begun developing their very own space program! They’re now able to build massive rockets, train as astronauts, and journey on missions into space to bring back the resources they find. A big thanks to everyone who participated in the testing branch. You’re helping to make the game better and we always appreciate that effort. What’s New in the Rocketry Upgrade? Key Features: Rockets: Several new “Rocket Module” buildings for spacecraft construction. Command Module Petroleum Rocket Engine Liquid Fuel Tank Solid, Liquid, Gas, and Biological cargo containers New buildings to support rocket-related research and development Research Telescope Space Cadet Centrifuge Oxylite Refinery A new UI screen for interacting with your fleet of rockets and their missions Five mission destinations A new critter and plant which can be brought back from space Gassy Moo Gas Grass Several new Codex entries to unlock over multiple playthroughs New elements which affect Steel and Natural Gas production Sour Gas Fossil Sulfur Buildings for gas bottling and emptying Canister Filler Canister Emptier Buildings for storing gases and liquids Liquid Reservoir Gas Reservoir A couple new settings for custom games Hunger rate setting Morale stress setting The "No Sweat" game mode preset has been added to help tailor your experience to your preferred playstyle. What's next? We feel the rocketry upgrade content has opened the door to further space industry related content. We’re looking forward to expanding that stage of the game further. We intend to expand the space industry content and systems in the next update. We’re also getting close to completing the pre-launch features we planned in last year’s roadmap. We feel it’s approaching time to shift our focus to polish, usability, and content backfill. There is plenty of work to be done in those categories. You can read more about that in the announcement we're going to share later today. Frequently Asked Questions View full update
  13. 282822

    Hello everyone, Since breaking through the surface of the asteroid our Duplicants have developed a curiosity for the endless cosmos that exists outside their little space rock. That’s right, the Duplicants have begun developing their very own space program! Soon they’ll be able to build massive rockets, train as astronauts, and journey on missions into space to bring back the resources they find to the colony. If you're interested, you can help us test this new content on the Rocketry Upgrade testing branch. These features are still being developed so please expect bugs, interface issues, and imperfect balance. We do, however, encourage you to comment on the game as you're currently experiencing it, as we'll be considering your feedback while we further develop the update. We look forward to reading your thoughts and opinions on the Suggestions Forum. Thank-you! What does this testing branch contain so far? The following content is available in the testing branch: What is open testing? "Open testing" means players get to test-drive new content early and give us feedback and suggestions before it goes live. Because this is an unfinished and in active development version of the upgrade being released on September 6th, it's pretty likely you'll encounter bugs, crashes or balance issues while playing these builds. We'll try to fix any problems that crop up as quickly as we can, but it's possible you'll lose progress in your games while playing on the Testing branch. Regarding performance, the Testing branch has additional debugging tools enabled to help us track down crashes. This makes the game run more slowly than the live version of the game. Please also be aware that once a save is loaded in the Testing branch, it cannot be reopened again in the previous Live branch or previous builds. What do I do if I find a crash or a bug? Post it up on the Bug Tracker and we'll fix it as soon as we can. If you can attach a copy of your save file to your report, that helps us even more as we can pinpoint the source of problem more quickly. Do I have to play the open testing build? Nope! If you'd prefer to only play a stable build, you can continue to play in the current Early Access branch until the Rocketry Upgrade releases in full on September 6th. Playing the Open Testing build isn't necessary, but it helps us a lot to receive your feedback and reports - if you're interested, try it out! How do I become an open tester? There's no sign up or registration for becoming an open tester. If you own Oxygen Not Included and want to join the Testing Branch, all you have to do is play the Open Testing build on Steam. How do I play the open testing build? You can switch your branch on Steam using the instructions below: That's it! We hope you'll enjoy this taste of what's to come, and thank-you for your help testing out the new Upgrade!
  14. Hello everyone, Since breaking through the surface of the asteroid our Duplicants have developed a curiosity for the endless cosmos that exists outside their little space rock. That’s right, the Duplicants have begun developing their very own space program! Soon they’ll be able to build massive rockets, train as astronauts, and journey on missions into space to bring back the resources they find to the colony. If you're interested, you can help us test this new content on the Rocketry Upgrade testing branch. These features are still being developed so please expect bugs, interface issues, and imperfect balance. We do, however, encourage you to comment on the game as you're currently experiencing it, as we'll be considering your feedback while we further develop the update. We look forward to reading your thoughts and opinions on the Suggestions Forum. Thank-you! What does this testing branch contain so far? The following content is available in the testing branch: What is open testing? "Open testing" means players get to test-drive new content early and give us feedback and suggestions before it goes live. Because this is an unfinished and in active development version of the upgrade being released on September 6th, it's pretty likely you'll encounter bugs, crashes or balance issues while playing these builds. We'll try to fix any problems that crop up as quickly as we can, but it's possible you'll lose progress in your games while playing on the Testing branch. Regarding performance, the Testing branch has additional debugging tools enabled to help us track down crashes. This makes the game run more slowly than the live version of the game. Please also be aware that once a save is loaded in the Testing branch, it cannot be reopened again in the previous Live branch or previous builds. What do I do if I find a crash or a bug? Post it up on the Bug Tracker and we'll fix it as soon as we can. If you can attach a copy of your save file to your report, that helps us even more as we can pinpoint the source of problem more quickly. Do I have to play the open testing build? Nope! If you'd prefer to only play a stable build, you can continue to play in the current Early Access branch until the Rocketry Upgrade releases in full on September 6th. Playing the Open Testing build isn't necessary, but it helps us a lot to receive your feedback and reports - if you're interested, try it out! How do I become an open tester? There's no sign up or registration for becoming an open tester. If you own Oxygen Not Included and want to join the Testing Branch, all you have to do is play the Open Testing build on Steam. How do I play the open testing build? You can switch your branch on Steam using the instructions below: That's it! We hope you'll enjoy this taste of what's to come, and thank-you for your help testing out the new Upgrade! View full update
  15. Tool selection region bug

    Changed Status to Fixed