Ipsquiggle

Developer
  • Content Count

    2717
  • Joined

Community Reputation

7985 Excellent

About Ipsquiggle

  • Rank
    Entropy Wrangler
...

Badges

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Enable
  1. Changed Status to Fixed This will be fixed in the next patch. Thanks!
  2. @melquiades This happens sometimes if you've got the DLC turned off and switch between the "None" and "public_test" branches in steam. If you encounter this issue again, turn on/off the public_test branch and you should be able to play your save again. There's going to be some hiccups of this sort while the mergedown gets sorted out, sorry for the confusion.
  3. This has been fixed but unfortunately didn't make it in time for today's build.
  4. Hey everyone! Today's patch fixes several crashes and issues when playing the Base Game, so that should work much better now if you try it. There is a known issue that OSX versions of public_test crash if you have any mods subscribed. Take care and have a good weekend! New and Improved Added Starmap Interplanetary Payload inflight sound Base Game: All traits, including skill-granting traits, which aren't specific to Radiation or Multi-Asteroid space have been merged down to the Base Game Base Game: Radioactive Contaminants are no longer present in the base game Base Game: Rads tool is no longer available in the base game sandbox tools Increased the amount of Cobalt Ore in the Swamp Classic Style Terra Cluster’s second asteroid: Worldgen: Removed Jungle and added Forest. Worldgen: Moved starting location down so it doesn’t appear right below the crust. Bug Fixes Base Game: Removed a number of Spaced Out!-specific entries from the Codex Base Game: Storages no longer drop their contents when loading a base game save into the preview build. Base Game: Removed message saying 0 research modules installed on the base game starmap screen. Base Game: Suit durability is "Indestructible" by default in Base Game Base Game: Fix crash when building a Molecular Forge in Base Game Base Game: Remove Spaced Out! recipes from the various cooking stations, preventing crashes. Base Game: Removed the artifact analysis skill from the Aesthetic Design skill Base Game: Fixed issue causing some Spaced Out! content to show up in the codex when playing the base game Entombed Building Diagnostic now works Various typo fixes and description tweaks Performance Improved performance of opening the Load Game screen by 50% Fixed stutter at the Main Menu caused by the Resume Game button refreshing. Also improved its performance by 70% Fixed a performance issue with the Entombed Buildings Diagnostic
  5. Hey everyone! Today's patch fixes several crashes and issues when playing the Base Game, so that should work much better now if you try it. There is a known issue that OSX versions of public_test crash if you have any mods subscribed. Take care and have a good weekend! New and Improved Added Starmap Interplanetary Payload inflight sound Base Game: All traits, including skill-granting traits, which aren't specific to Radiation or Multi-Asteroid space have been merged down to the Base Game Base Game: Radioactive Contaminants are no longer present in the base game Base Game: Rads tool is no longer available in the base game sandbox tools Increased the amount of Cobalt Ore in the Swamp Classic Style Terra Cluster’s second asteroid: Worldgen: Removed Jungle and added Forest. Worldgen: Moved starting location down so it doesn’t appear right below the crust. Bug Fixes Base Game: Removed a number of Spaced Out!-specific entries from the Codex Base Game: Storages no longer drop their contents when loading a base game save into the preview build. Base Game: Removed message saying 0 research modules installed on the base game starmap screen. Base Game: Suit durability is "Indestructible" by default in Base Game Base Game: Fix crash when building a Molecular Forge in Base Game Base Game: Remove Spaced Out! recipes from the various cooking stations, preventing crashes. Base Game: Removed the artifact analysis skill from the Aesthetic Design skill Base Game: Fixed issue causing some Spaced Out! content to show up in the codex when playing the base game Entombed Building Diagnostic now works Various typo fixes and description tweaks Performance Improved performance of opening the Load Game screen by 50% Fixed stutter at the Main Menu caused by the Resume Game button refreshing. Also improved its performance by 70% Fixed a performance issue with the Entombed Buildings Diagnostic View full update
  6. I see! Yeah, it's unexpected that it would suddenly take longer to close. Thanks for the report, we'll look into it!
  7. Changed Status to Fixed We've got this fixed on our end, it'll make it out to preview in either today's patch, or the next one.
  8. Changed Status to Fixed We've got this fixed on our end, it'll make it out to preview in either today's patch, or the next one.
  9. Changed Status to Dupe Thanks for the report and the log file! I'll be tracking this bug on this issue here:
  10. Steam verifies cloud saves each time the game shuts down, and this can take a while if you have a lot of saves. You'll know it's syncing/verifying if you see this animation on the play button. If that's the case, there's not much to be done about it, except maybe archiving old save games. Another possibility is that the game is actually taking a long time to close, in which case the name in the Steam UI would still be green. If this is the case, would mind posting a log file after a long quit? There may be something useful there... Do either of those cases seem to be what's happening?
  11. @Cairath The diagram you posted is accurate. (I also have a notebook full of sketches, though not so neatly arranged haha...) edit: And yes, I am also considering the damage of renaming that field... Transition pain vs. future pain is always a rough call! @CynicalBusiness Although I'd like to discourage people from marking their mod as compatible with game builds that don't exist yet... My gut says to err on the side of trying to load something, so in that case it would load the "oldest" mod. But I don't think I'd publish that as a rule someone should know about. I'll probably have it throw an error if it's a dev mod in any case! To your second point, again I'd like to try and load something. Probably first encountered, so root > first folder > second folder, etc. Our current system already suffers from this, I should also probably throw an error if it's a dev mod.
  12. So I've been thinking about this, and it seems like having two build numbers won't erase any of the confusion; we'll still have to have resolution rules for when there's gaps, or for when there's overlap, etc. I also don't think having two build numbers will solve any scenarios where a modder would have to update both the current and previous archives, as they already do now. I do think there's a chance that the additional explicitness would provide clarity, but I feel that the messiness of real scenarios would often fall outside the boundaries, and so people would have to be thinking about the exceptional cases anyways. Here's the proposal I'm leaning towards: From the archives whose supportedContent matches the running game... ...the game loads the archive with the highest version that doesn't exceed the game version. examples: Game at v7, archiveA at v7 -- loads archiveA Game at v8, archiveA at v7 -- loads archiveA Game at v8, archiveA at v7, archiveB at v9 -- loads archiveA Game at v9, archiveA at v7, archiveB at v9 -- loads archiveB This handles rolling updates and preview periods, and doesn't require updating the lastWorkingBuild on archived mods. The question in my mind is, which of these two proposals (the one here, or having a version range) makes it easiest for a new modder to get their head around the system?
  13. @crazy_xyr The easiest convention is for root to be the newest version, but it's just the same as a version in the archive folder as far as the game is concerned. So when it tried loading the game at version 468097, it found the archive at 466654 to be a closer match than the root at 0. The main thing to think about is: When you upload a new version of your mod, set the lastWorkingBuild to the version of the game you were testing it against. If you expect the mod in your root folder to work with the beta, then set lastWorkingBuild in the root to the beta version at the time of upload.
  14. Yes, mod.yaml is to define the "standard" properties of your mod. Normally we pull the title and description from the Steam Workshop, and those fields previously were only used for local mods. Think of it as providing the same "face" that the workshop provides, but for mod distributed through channels other than Steam (github, Nexus, etc). Based on the question, I'm wondering if we've even mentioned it before... Anyways, it seemed to me that putting the staticID in this file would help keep it more canonical.