Ipsquiggle

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  1. Hey friends! Today's patch has a couple more fixes, and an update to the names of the radiation infrastructure: Radbolts! Enjoy and thanks as always for your feedback. Changes Renamed "HEP" to "Radbolt" Renamed "Particle Generator" to "Radbolt Generator" Renamed "Particle Redirector" to "Radbolt Reflector" Renamed "Beetafinery" to "Beeta Hive" Replacing placeholder strings Dupes now only use the Decontamination Shower when they're germy Fixes Fixed issue preventing Radbolt Reflector (formerly Particle Redirector) from redirecting radbolts Fix rocket paths and names and progress bars sometimes being rotated around funny Fix cases where a "new world detected!" message would not appear, notably when a rocket with a Cartographic Module revealed a world Fix crash if a rocket with a Cartographic Module had a (?) as its destination Fixed crash when Beeta Hives start to drown Fixed incorrect Fullerene text link
  2. Hey friends! Today's patch has a couple more fixes, and an update to the names of the radiation infrastructure: Radbolts! Enjoy and thanks as always for your feedback. Changes Renamed "HEP" to "Radbolt" Renamed "Particle Generator" to "Radbolt Generator" Renamed "Particle Redirector" to "Radbolt Reflector" Renamed "Beetafinery" to "Beeta Hive" Replacing placeholder strings Dupes now only use the Decontamination Shower when they're germy Fixes Fixed issue preventing Radbolt Reflector (formerly Particle Redirector) from redirecting radbolts Fix rocket paths and names and progress bars sometimes being rotated around funny Fix cases where a "new world detected!" message would not appear, notably when a rocket with a Cartographic Module revealed a world Fix crash if a rocket with a Cartographic Module had a (?) as its destination Fixed crash when Beeta Hives start to drown Fixed incorrect Fullerene text link View full update
  3. Changed Status to Fixed Thanks for the report! This will be fixed in the next testing branch hotfix.
  4. Hey everyone! Quite a few changes and fixes made it into today's update. Thanks as always for your feedback as we bring together all the different parts of this system! Changes More radiation sources now use the correct shielding calculations Buildings with HEP storage will no longer consume particles above their capacity, instead re-emitting any remaining payload back out as a HEP Added "Orbital Microlab" building and Space research points back into the tech tree Updated Duplicant Radiation Sickness idle animations Some light tech rearrangement and link changes for Monuments (new), Hydrocarbon Propulsion, and Radiation Refinement Minor art changes to HEP Revision to Research Reactor meltdown animations HEP Impact damages Duplicants but no longer necessarily incapacitates them. The HEP payload is transferred to struck Duplicant in the form of Radioactive Contaminant germs Research Reactor can now operate on any kind of liquid water (clean, polluted, brine, etc.) Other liquids are dumped. Any solid contaminants extracted during boiling are dropped in front of the reactor Updated Research Reactor radiation emission profile Added Duplicant cringe reactions to significant radiation exposure Updated Radioactive Comet art Enabled Beetafineries Fixes Radioactive Contaminant germs decay at the same rate regardless of germ count or medium Rocket interiors are now exposed to Cosmic Radiation Fixed HEP animations playback issue Fixed bug in flying critter death animation sound playback Fixed possible crash on HEP wall collision Fixed missing drag tool width/height/area labels Fixed Printing Pod crash when trying to generate a Duplicant with an invalid trait combination Improved worldgen rules for generating the core of the Water Asteroid to fix some worldgen failures. Replaced some placeholder strings Fixed long "Colony lacks skill" string Added missing strings for new Gravitas plant prop and Atomic Collider status tooltip [Mods] Research point constants were renamed in code for clarity
  5. Hey everyone! Quite a few changes and fixes made it into today's update. Thanks as always for your feedback as we bring together all the different parts of this system! Changes More radiation sources now use the correct shielding calculations Buildings with HEP storage will no longer consume particles above their capacity, instead re-emitting any remaining payload back out as a HEP Added "Orbital Microlab" building and Space research points back into the tech tree Updated Duplicant Radiation Sickness idle animations Some light tech rearrangement and link changes for Monuments (new), Hydrocarbon Propulsion, and Radiation Refinement Minor art changes to HEP Revision to Research Reactor meltdown animations HEP Impact damages Duplicants but no longer necessarily incapacitates them. The HEP payload is transferred to struck Duplicant in the form of Radioactive Contaminant germs Research Reactor can now operate on any kind of liquid water (clean, polluted, brine, etc.) Other liquids are dumped. Any solid contaminants extracted during boiling are dropped in front of the reactor Updated Research Reactor radiation emission profile Added Duplicant cringe reactions to significant radiation exposure Updated Radioactive Comet art Enabled Beetafineries Fixes Radioactive Contaminant germs decay at the same rate regardless of germ count or medium Rocket interiors are now exposed to Cosmic Radiation Fixed HEP animations playback issue Fixed bug in flying critter death animation sound playback Fixed possible crash on HEP wall collision Fixed missing drag tool width/height/area labels Fixed Printing Pod crash when trying to generate a Duplicant with an invalid trait combination Improved worldgen rules for generating the core of the Water Asteroid to fix some worldgen failures. Replaced some placeholder strings Fixed long "Colony lacks skill" string Added missing strings for new Gravitas plant prop and Atomic Collider status tooltip [Mods] Research point constants were renamed in code for clarity View full update
  6. Here it is, friends, the moment you've all been radiating for: Today we're moving the new Radiation System into testing! There's been a lot of content simmering for a while (some of you have seen as much in the game archives ), but it's finally coming together as a new playable system that we’re looking forward to sharing. As with every system in ONI, we want Radiation to be fundamentally connected to other systems across the entire game, so we've got lots of new parts to make and iterating to do before it's ready. We'll be rolling these pieces out to testing as they come together, and at this time we’re expecting the system to be broadly realized over the next two updates. There's a lot of new content already in today's Spaced Out! testing branch, mainly focused around a core loop of converting raw uranium into useful radiation via the Research Reactor, and subsequently capturing that energy using the High Energy Particle (HEP) conduit system. This will be the foundation of new infrastructure and systems throughout your bases relying on powerful, yet dangerous, radioactive elements. We're really excited to finally get this out to you. We know it's been teased for a (very) long time, and we've wanted to do it ourselves for even longer, so we feel this is a big moment for development. Check it out and let us know what you think, post along any bugs you find, and as always, thank you so much for being on this journey with us! What does this testing branch contain so far? Here are the changes we've made so far in this update, loosely categorized: 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 game, 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 Default branch until the game launches in full. 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 plus the Spaced Out! DLC 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:
  7. Here it is, friends, the moment you've all been radiating for: Today we're moving the new Radiation System into testing! There's been a lot of content simmering for a while (some of you have seen as much in the game archives ), but it's finally coming together as a new playable system that we’re looking forward to sharing. As with every system in ONI, we want Radiation to be fundamentally connected to other systems across the entire game, so we've got lots of new parts to make and iterating to do before it's ready. We'll be rolling these pieces out to testing as they come together, and at this time we’re expecting the system to be broadly realized over the next two updates. There's a lot of new content already in today's Spaced Out! testing branch, mainly focused around a core loop of converting raw uranium into useful radiation via the Research Reactor, and subsequently capturing that energy using the High Energy Particle (HEP) conduit system. This will be the foundation of new infrastructure and systems throughout your bases relying on powerful, yet dangerous, radioactive elements. We're really excited to finally get this out to you. We know it's been teased for a (very) long time, and we've wanted to do it ourselves for even longer, so we feel this is a big moment for development. Check it out and let us know what you think, post along any bugs you find, and as always, thank you so much for being on this journey with us! What does this testing branch contain so far? Here are the changes we've made so far in this update, loosely categorized: 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 game, 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 Default branch until the game launches in full. 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 plus the Spaced Out! DLC 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: View full update
  8. Hello, here's a patch for the live version of Spaced Out! with a crash fix and a fix for mysterious energy creation that's been around since Spaced Out! went into Early Access. Enjoy! Updated Chinese, Russian and Korean translations The temperature simulation was not being updated correctly on certain worlds, which resulted in energy created from nothing. Orbital Cargo Module would not deliver cargo correctly to some worlds Prevent base game rocket modules from spawning in Spaced Out. This fixes a crash in some saves where an incorrect module had been added Attempt to "reconnect" rockets on load if any of their modules ever disappear.
  9. Hello, here's a patch for the live version of Spaced Out! with a crash fix and a fix for mysterious energy creation that's been around since Spaced Out! went into Early Access. Enjoy! Updated Chinese, Russian and Korean translations The temperature simulation was not being updated correctly on certain worlds, which resulted in energy created from nothing. Orbital Cargo Module would not deliver cargo correctly to some worlds Prevent base game rocket modules from spawning in Spaced Out. This fixes a crash in some saves where an incorrect module had been added Attempt to "reconnect" rockets on load if any of their modules ever disappear. View full update
  10. Changed Status to Known Issue Thanks for the reports! Working on a fix for this right now.
  11. You have created a wonderful game. Thank you!

    On my site, I started a campaign in your support:
    224 rubles, valid until today (15.02.2021) evening. Thank the creators, 200rub.- It is almost for nothing!
    Who did not have time - in Steam sales are common. Do not miss the next one.

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    We are doing a common cause!

    I am not trying to make money off your name. I'm not a blogger, I have no subscriptions, donates, advertising, etc.

    Allow at least once every week or two, to introduce players to the simple solutions posted on my site.

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    Sincerely, Dmitri

  12. Hi friends! Here's some fixes we wanted to get to you before the weekend, enjoy and stay safe! Changes Hooked up codex icons for aquatic and moo biomes. Move the Small Oxidizer Tank to the same tech as the Sucrose Engine since they're necessary for each other. Add the Large Oxidizer Tank and Scanner Module to the tech tree. Added a tooltip variation to the Fueled item in the launch checklist. Improved “All crew boarded” condition tooltip. Fixes Duplicants can now deliver resources to the Large Oxidizer Module Rockets would sometimes not notice they were ready (animations, button, etc) if the checklist was completed in a certain order. Under-construction rocket modules no longer appear to be constructed before they're finished. Crew are once again allowed to leave a rocket once it has landed (if the crew access is set to "All"). Fixed rogue question marks on the starmap, as well as "landed" rockets appearing over planets. Fixed some worldgen failures related to the Water Moonlet. Fixed launch issue caused by having a warning state in “All crew boarded” condition.
  13. Hi friends! Here's some fixes we wanted to get to you before the weekend, enjoy and stay safe! Changes Hooked up codex icons for aquatic and moo biomes. Move the Small Oxidizer Tank to the same tech as the Sucrose Engine since they're necessary for each other. Add the Large Oxidizer Tank and Scanner Module to the tech tree. Added a tooltip variation to the Fueled item in the launch checklist. Improved “All crew boarded” condition tooltip. Fixes Duplicants can now deliver resources to the Large Oxidizer Module Rockets would sometimes not notice they were ready (animations, button, etc) if the checklist was completed in a certain order. Under-construction rocket modules no longer appear to be constructed before they're finished. Crew are once again allowed to leave a rocket once it has landed (if the crew access is set to "All"). Fixed rogue question marks on the starmap, as well as "landed" rockets appearing over planets. Fixed some worldgen failures related to the Water Moonlet. Fixed launch issue caused by having a warning state in “All crew boarded” condition. View full update
  14. Hello friends! Today we're bringing some more rocketry and space features out of testing. There are three major things to try out now! The first is new conduit fittings for rocket interiors. These allow you to run plumbing directly between rocket storage modules and a rocket’s interior, allowing for more compact internal layouts, and a completely piped connection between ground infrastructure and internal infrastructure. This includes power, and there is even a new Battery Module to store power between the two systems. Next, we've expanded the cluster by a couple of planetoids. Please welcome the Water Moonlet and Moo Moonlet to your happy little space family. The new addition of the Hydrogen Engine and Scanner Module will allow exploration out into these far reaches of space. And finally, on these moonlets you're bound to find new sources of supermaterial components (or supermaterials themselves if you’re lucky!). While we still have some work remaining before all base game content is available in the cluster system, this takes us one big step closer to completing that goal! And with that it seems we've caught up with the edge of space, which means it's time to turn our attention back inward and see what we can discover on the planetoids of the cluster…. Hm, what's that glowing green stuff…? Let us know how rockets and the new planetoids are working out for you in the feedback forums or filing bug reports. Thank you as always for your support and participation! What's New and Improved? Features Added new Rocket Interior Fittings: Power Outlet Fitting Liquid Intake/Output Fittings Gas Intake/Output Fittings Conveyor Receptacle/Loader Fittings Added new modules and updated modules from base-game New Battery Module for rockets which stores excess power generated by a rocket engine or ground facilities. Provides stored power to Interior Rocket Outlets Rocket engines now generate some power while in flight New "Scanner Module" that will allow rockets to explore unexplored space and reveal tiles as they go Revealing tiles on the cluster map with a Telescope or Scanner Module "peeks at" other nearby tiles, giving hints as to where other planets might be Added Spaced Out! versions of the Hydrogen Engine and Liquid Oxidizer Tank Added CryoFuel Propulsion tech to the Research Screen Expanded on the cluster and its resources: Added new “Moo Moonlet” to Terra and Swamp Clusters Added new “Water Moonlet” to Terra and Swamp Clusters Add a new Resin Rooster point of interest. It will appear on newly generated Marshy Moonlets. (Art/Sound are work-in-progress) Added "Resin" material to the game. This is a precursor to Isoresin Added “Graphite” material and recipes to the game. This is a precursor to Fullerene Suit Durability is now a custom game setting In progress: New effects added to rocket modules to indicate when a rocket is ready to launch Fixes Potential workaround for users crashing before the Klei logo. Try adding “--force-opengl” to the Launch Options in Steam (right click Oxygen Not Included -> Properties) Fixed a temperature related crash which primarily happened on the frozen world with iron volcanoes Fixed an issue where sometimes a geyser's output would transition the wrong element, which made it appear as if a different element was being emitted The new version of the Large Liquid Tank had an incorrect ID, which may have caused save/load issues. If you have a Large Liquid Tank in your save, you will need to deconstruct it and rebuild it Fixed replacing a Spacefarer Module with a Solo Spacefarer Nosecone showing excess backwall Fixed sounds for base game Rocket Engines in Spaced Out! Power sources no longer complain about missing consumers if there is a battery or transformer on the network Display worldgen failure popup when guaranteed POIs are not successfully placed and return to main menu Updated Korean and Chinese translations Fixed rockets in space being "entombed" on load Audio Added new sounds to main menu Added sound for Trailblazer Module and Scout Lander Added ambient loop to the main menu Art and Animation New Duplicant animation in the main menu Incremental loading animations for the Orbital Cargo Module New animations for the Interplanetary Payload Repositioned side view of Oxygen Mask Visual updates to rocket engines that were ported over from the base game Finalized artwork for Orbital Cargo Module Added a Duplicant to the Spaced Out! main menu Battery Module's meter now follows it when the rocket is rearranged or launched UI Fix for issue preventing some colony diagnostic alert settings from save/loading correctly Rockets automatically request their crew/kick out passengers when the launch button is pressed, rather than requiring correct crew to press the button. This obsoletes the "Auto" crew setting and makes launching a rocket less fiddly Center moons on the Choose A Destination screen Fixed animations on the Choose A Destination screen Centering Done button on options screens Improved organization of the rocket checklist Rework to the rocket module sidescreen Worlds are listed in the order they are discovered. Does not apply to worlds already discovered worlds in existing saves The "Cargo not loaded" launch condition was showing a blank message Launch button and destination select are now on the Spacefarer Module, not the Basic Nosecone Worldgen Niobium Volcano is now guaranteed to spawn Fixed a number of worldgen failures due to guaranteed geysers not spawning Moved outer cluster worlds further out now that more rocket engines exist Mods Worldgen: We restructured the StreamingAssets folder separating the base and Spaced Out! files Worldgen: We are phasing out the pointsOfInterest list in favour of using subworldTemplateRules
  15. Hello friends! Today we're bringing some more rocketry and space features out of testing. There are three major things to try out now! The first is new conduit fittings for rocket interiors. These allow you to run plumbing directly between rocket storage modules and a rocket’s interior, allowing for more compact internal layouts, and a completely piped connection between ground infrastructure and internal infrastructure. This includes power, and there is even a new Battery Module to store power between the two systems. Next, we've expanded the cluster by a couple of planetoids. Please welcome the Water Moonlet and Moo Moonlet to your happy little space family. The new addition of the Hydrogen Engine and Scanner Module will allow exploration out into these far reaches of space. And finally, on these moonlets you're bound to find new sources of supermaterial components (or supermaterials themselves if you’re lucky!). While we still have some work remaining before all base game content is available in the cluster system, this takes us one big step closer to completing that goal! And with that it seems we've caught up with the edge of space, which means it's time to turn our attention back inward and see what we can discover on the planetoids of the cluster…. Hm, what's that glowing green stuff…? Let us know how rockets and the new planetoids are working out for you in the feedback forums or filing bug reports. Thank you as always for your support and participation! What's New and Improved? Features Added new Rocket Interior Fittings: Power Outlet Fitting Liquid Intake/Output Fittings Gas Intake/Output Fittings Conveyor Receptacle/Loader Fittings Added new modules and updated modules from base-game New Battery Module for rockets which stores excess power generated by a rocket engine or ground facilities. Provides stored power to Interior Rocket Outlets Rocket engines now generate some power while in flight New "Scanner Module" that will allow rockets to explore unexplored space and reveal tiles as they go Revealing tiles on the cluster map with a Telescope or Scanner Module "peeks at" other nearby tiles, giving hints as to where other planets might be Added Spaced Out! versions of the Hydrogen Engine and Liquid Oxidizer Tank Added CryoFuel Propulsion tech to the Research Screen Expanded on the cluster and its resources: Added new “Moo Moonlet” to Terra and Swamp Clusters Added new “Water Moonlet” to Terra and Swamp Clusters Add a new Resin Rooster point of interest. It will appear on newly generated Marshy Moonlets. (Art/Sound are work-in-progress) Added "Resin" material to the game. This is a precursor to Isoresin Added “Graphite” material and recipes to the game. This is a precursor to Fullerene Suit Durability is now a custom game setting In progress: New effects added to rocket modules to indicate when a rocket is ready to launch Fixes Potential workaround for users crashing before the Klei logo. Try adding “--force-opengl” to the Launch Options in Steam (right click Oxygen Not Included -> Properties) Fixed a temperature related crash which primarily happened on the frozen world with iron volcanoes Fixed an issue where sometimes a geyser's output would transition the wrong element, which made it appear as if a different element was being emitted The new version of the Large Liquid Tank had an incorrect ID, which may have caused save/load issues. If you have a Large Liquid Tank in your save, you will need to deconstruct it and rebuild it Fixed replacing a Spacefarer Module with a Solo Spacefarer Nosecone showing excess backwall Fixed sounds for base game Rocket Engines in Spaced Out! Power sources no longer complain about missing consumers if there is a battery or transformer on the network Display worldgen failure popup when guaranteed POIs are not successfully placed and return to main menu Updated Korean and Chinese translations Fixed rockets in space being "entombed" on load Audio Added new sounds to main menu Added sound for Trailblazer Module and Scout Lander Added ambient loop to the main menu Art and Animation New Duplicant animation in the main menu Incremental loading animations for the Orbital Cargo Module New animations for the Interplanetary Payload Repositioned side view of Oxygen Mask Visual updates to rocket engines that were ported over from the base game Finalized artwork for Orbital Cargo Module Added a Duplicant to the Spaced Out! main menu Battery Module's meter now follows it when the rocket is rearranged or launched UI Fix for issue preventing some colony diagnostic alert settings from save/loading correctly Rockets automatically request their crew/kick out passengers when the launch button is pressed, rather than requiring correct crew to press the button. This obsoletes the "Auto" crew setting and makes launching a rocket less fiddly Center moons on the Choose A Destination screen Fixed animations on the Choose A Destination screen Centering Done button on options screens Improved organization of the rocket checklist Rework to the rocket module sidescreen Worlds are listed in the order they are discovered. Does not apply to worlds already discovered worlds in existing saves The "Cargo not loaded" launch condition was showing a blank message Launch button and destination select are now on the Spacefarer Module, not the Basic Nosecone Worldgen Niobium Volcano is now guaranteed to spawn Fixed a number of worldgen failures due to guaranteed geysers not spawning Moved outer cluster worlds further out now that more rocket engines exist Mods Worldgen: We restructured the StreamingAssets folder separating the base and Spaced Out! files Worldgen: We are phasing out the pointsOfInterest list in favour of using subworldTemplateRules View full update Note: Since this update contains worldgen changes, you'll have to start a new game to see the new planetoids and resources. There will continue to be tweaks and improvements to worldgen as Early Access continues, but at this point all these resources we've added are accessible on new maps.