Ipsquiggle

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  1. Hello friends! As those of you who watched the stream will know, we're putting a new free content pack, Banhi's Automation Innovation Pack, into testing today! This includes several new sensors and automation buildings, as well as improvements and bugfixes to many of the existing automation buildings. These new tools will let you increase the effectiveness of your automated contraptions, improve your control and awareness of colony operations, and maybe even let you express your creative side. (The basic signal switch and power switch can now be directly controlled by the player!) To help you get started on this computer-controlled journey, we've introduced Sweepy, a sweet robot caretaker to help you keep your floors tidy and dry! Not the brightest little bot, but it'll get the job done. And of course we're continuing to hack away at bugs and work on performance. In case you missed it, we posted a new Roadmap last week that explains what's been happening and what will be happening with ONI over the next little while, please check it out. Thank you as ever for your feedback and bug reports, we appreciate them so much! What does this testing branch contain so far? Here are the changes we've made so far in this Pack, 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 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
  2. Hey all, we wanted to get this element sensor fix in for the weekend! Fix pipe/conveyor element sensors from flickering on and off As well these things made it into the patch. Update Chinese strings Updated Russian strings Optimize auto-wrangling setting on Critter Dropoffs Updated animations for Sweepy and its Base Added new Conveyor Sensors to the research tree View full update
  3. Hey everyone, another batch of fixes and additions for the weekend! We're coming in to the home stretch and should be launching this to the Live branch next Thursday. Thanks for all the input so far and have a great weekend! Sweepy will continue working until it runs out of battery or has a full dust bin regardless of its ability to reach its base station. Sweepy dock has name label which will updates to match its Sweepy's name. Updated artwork for the AND gate, to make its function more concrete. (More coming!) Adding final art for the Conveyor Filter Fix Space scanner's selection not being saved Fixed issue with sweep bot base station requested metal delivery. Should request 25kg refined metal when a new sweepy is needed Pixel Pack now renders behind Automation Wires in the Automation Overlay. Closing the Automation Overlay with previously-viewed buildings off screen no longer causes them to render behind Automation Wires Conveyor Sensors, Conveyor Filter are now brought forward in the Conveyor Overlay More buildings are brought forward into Overlay space in the Gas / Liquid conduit overlay Many buildings (e.g. Gas Filter, conduit sensors, etc) are now selectable from the Gas/Liquid overlays directly with a single click rather than requiring the overlay to be closed to interact Fixed several issues with sandbox temperature tools relating to user temperature unit selection Added Conveyor sensors! A bug causing the Automation Overlay to only update on every second automation tick has been fixed. It should be easier to see and debug rapidly-switching circuits now. Conveyor Filter now correctly filters all the various solid things that pass through it Fix "ghost" rocket modules appearing for rockets already in space after a load Fix doors deleting themselves when melting Ribbon Reader description adjustment Adjusted Ribbon Reader bit changing logic for more consistency with the Writer Futher work on the Sweepy dock Alarm sensor now has a unique sound You can play multiple tones from striking a conduit at the same time now (internal cooldown on their sounds has been removed) Cap max number of logs to 10 million - this should prevent hard drives from filling up with enormous log files Fix the weird and unnecessary warning when checking for the ModLoader.dll Each mod gets its own uniquely named Harmony instance for better dependency management. (Name is <id>.<platform>) Don't eat exceptions during Mod DLL loading State Machine Exceptions are now logged through a non-generic method, making hooking the exception easier View full update
  4. 397241

    Hey all, we wanted to get this element sensor fix in for the weekend! Fix pipe/conveyor element sensors from flickering on and off As well these things made it into the patch. Update Chinese strings Updated Russian strings Optimize auto-wrangling setting on Critter Dropoffs Updated animations for Sweepy and its Base Added new Conveyor Sensors to the research tree
  5. [Game Update] - 397125

    This bug has been fixed, and we're seeing if we can get a patch out by end of day.
  6. Changed Status to Fixed Thanks for catching this. It'll be fixed in the next patch.
  7. 397125

    Hey everyone, another batch of fixes and additions for the weekend! We're coming in to the home stretch and should be launching this to the Live branch next Thursday. Thanks for all the input so far and have a great weekend! Sweepy will continue working until it runs out of battery or has a full dust bin regardless of its ability to reach its base station. Sweepy dock has name label which will updates to match its Sweepy's name. Updated artwork for the AND gate, to make its function more concrete. (More coming!) Adding final art for the Conveyor Filter Fix Space scanner's selection not being saved Fixed issue with sweep bot base station requested metal delivery. Should request 25kg refined metal when a new sweepy is needed Pixel Pack now renders behind Automation Wires in the Automation Overlay. Closing the Automation Overlay with previously-viewed buildings off screen no longer causes them to render behind Automation Wires Conveyor Sensors, Conveyor Filter are now brought forward in the Conveyor Overlay More buildings are brought forward into Overlay space in the Gas / Liquid conduit overlay Many buildings (e.g. Gas Filter, conduit sensors, etc) are now selectable from the Gas/Liquid overlays directly with a single click rather than requiring the overlay to be closed to interact Fixed several issues with sandbox temperature tools relating to user temperature unit selection Added Conveyor sensors! A bug causing the Automation Overlay to only update on every second automation tick has been fixed. It should be easier to see and debug rapidly-switching circuits now. Conveyor Filter now correctly filters all the various solid things that pass through it Fix "ghost" rocket modules appearing for rockets already in space after a load Fix doors deleting themselves when melting Ribbon Reader description adjustment Adjusted Ribbon Reader bit changing logic for more consistency with the Writer Futher work on the Sweepy dock Alarm sensor now has a unique sound You can play multiple tones from striking a conduit at the same time now (internal cooldown on their sounds has been removed) Cap max number of logs to 10 million - this should prevent hard drives from filling up with enormous log files Fix the weird and unnecessary warning when checking for the ModLoader.dll Each mod gets its own uniquely named Harmony instance for better dependency management. (Name is <id>.<platform>) Don't eat exceptions during Mod DLL loading State Machine Exceptions are now logged through a non-generic method, making hooking the exception easier
  8. Conveyor Rails are now highlighted when the Conveyor View is active. Conveyor networks now pulse when hovering a rail in the Conveyor View. Sandbox tools save settings. Some other small sandbox QOL. Changed many elements' default temperatures to 300k - this should only be relevant for sandbox tool defaults Rationbox and Refrigerator are user nameable Broken Automation Wires no longer carry an automation signal Update to chinese strings Copy Settings on the Critter Sensor now copies Critter/Egg detection toggles. Fix Temperature overlay so its tooltips update when F/C/K units option is changed during session Change "Forever" string on the recipe select screen to be localized properly Liquid Shutoff and Gas Shutoff now properly consume power when set to an OPEN state. Conveyor Shutoff now consumes power in an OPEN state, not just OPEN+DISPENSING, to align with the Gas/Liquid Shutoff behaviours Automatic Dispensers now consume power correctly. Disease Clinic now properly consumes power when actively healing a duplicant. Usability pass on Signal Selector / Signal Distributor strings Reduced memory allocations loading and saving state machines. This reduces the save file size as well Loading a sim cell with a mass larger than a million tons will cap to that max. Fixes crashes in some saves where masses were so large it was creating NaNs in temperature calculations Improve Animation lookup times during load View full update
  9. 396726

    Conveyor Rails are now highlighted when the Conveyor View is active. Conveyor networks now pulse when hovering a rail in the Conveyor View. Sandbox tools save settings. Some other small sandbox QOL. Changed many elements' default temperatures to 300k - this should only be relevant for sandbox tool defaults Rationbox and Refrigerator are user nameable Broken Automation Wires no longer carry an automation signal Update to chinese strings Copy Settings on the Critter Sensor now copies Critter/Egg detection toggles. Fix Temperature overlay so its tooltips update when F/C/K units option is changed during session Change "Forever" string on the recipe select screen to be localized properly Liquid Shutoff and Gas Shutoff now properly consume power when set to an OPEN state. Conveyor Shutoff now consumes power in an OPEN state, not just OPEN+DISPENSING, to align with the Gas/Liquid Shutoff behaviours Automatic Dispensers now consume power correctly. Disease Clinic now properly consumes power when actively healing a duplicant. Usability pass on Signal Selector / Signal Distributor strings Reduced memory allocations loading and saving state machines. This reduces the save file size as well Loading a sim cell with a mass larger than a million tons will cap to that max. Fixes crashes in some saves where masses were so large it was creating NaNs in temperature calculations Improve Animation lookup times during load
  10. Pixel Pack consumes power while turned on Getting closer to fixing the visible seam issue on the ribbon overlay icons Fixed Sweepy eye color in menus Ribbon Reader and Writer final art pass Critter Sensor now has toggles for detecting Critters/Eggs/Both Counter sidescreen consumes keyboard input so it doesn't open the build menu Some updated audio and fixes for Sweepithus J. Bot Some new hammer strike SFX for various automation elements Final art for Alarm sensor Fix NOT Gate behaviour for both 1bit and 4bit wires. Automated Notifier plays its on/off anims Usability work on Smart Reservoir/Smart Battery sidescreen tooltips Improve startup times of some UI elements Final art for Timer sensor Performance improvement to adding and removing animations View full update
  11. 396529

    Pixel Pack consumes power while turned on Getting closer to fixing the visible seam issue on the ribbon overlay icons Fixed Sweepy eye color in menus Ribbon Reader and Writer final art pass Critter Sensor now has toggles for detecting Critters/Eggs/Both Counter sidescreen consumes keyboard input so it doesn't open the build menu Some updated audio and fixes for Sweepithus J. Bot Some new hammer strike SFX for various automation elements Final art for Alarm sensor Fix NOT Gate behaviour for both 1bit and 4bit wires. Automated Notifier plays its on/off anims Usability work on Smart Reservoir/Smart Battery sidescreen tooltips Improve startup times of some UI elements Final art for Timer sensor Performance improvement to adding and removing animations
  12. Hey everyone, thanks for all the feedback so far! We know that automation is a pretty passionate subject in this game. We're adding a reset port to the counter, and we're hoping to get the Conveyor sensors done before this Pack leaves testing. It's very helpful when you can describe what you're trying to accomplish when you request a change or addition. There are many many subtleties and interpretations of how a particular building should work and what makes it useful or not, so we need to make sure that we're actually addressing your need and not misunderstanding. We appreciate the time you spend on this feedback! Fixed crash caused by Sweepy exploding while being rescued on a ladder Timer Sensor sidescreen in Seconds mode now displays time elapsed/remaining up to 1 decimal point. Added a Reset automation port to the Counter. (It's now sized 1x3) Counter now displays right-side-up even when up-side-down Fix Ribbon Reader symbol tinting Fix Sweepy audio error Added more Sweepy audio Sweepy no longer reacts positively to duplicant corpses Sweepy explosion tuning Ribbon Reader final art pass Counter is now in the Logic Gate layer, and can be placed behind tiles. Fixed some crashes related to Sweepys that had no base stations Fixed crash relating to sweepy delivering to a full base station Sweepy will trigger weight plates. Sweepy station meter updates when things are delivered/removed Sweepys will bump into each other and change directions Sweepy will be automatically destroyed in their base station is destroyed Sweepy will automatically turn around if it gets out of range of base station (32 tiles) Update Chinese strings Updating Signal Splitter to final art Fix Vent closed bugs Fixed Hammer description Automated Notifier sidescreen notification and tooltip entry fields now do not wordwrap and have longer allowable string lengths Automated Notifier shows default strings correctly when selecting a new Automated Notifier Pixel Pack sidescreen color swatch now highlights what colors are used by the selected Pixel Pack Pixel Pack now updates its screens when copy Green State <-> Red State or swapping Sweepy's ornament properly tracks its animation Add a "Swap Colors" button to the Pixel Pack sidescreen. Pixel Pack animates while turning on / off. Pixel Pack has animation state for "off" now, which doesn't display the selected colours Player controlled switch sidescreen now animates in both directions Remove decrement ability from Counter to simplify operation Counter sidescreen now correctly represents the selected counter's actual settings when selecting a new counter Counter animation updates when pressing the Reset button. Toned down the screen glow effect on the Pixel Pack Reduce memory allocations from testing the areas around buildings and other objects Load optimization saves 10-15% of load time View full update
  13. Final art for Wattage Sensor Final art for the Signal Selector and some small art revisions to the Signal Distributor Massage Table sidescreen tooltip formatting. Massage Table, Smart Battery, Liquid Reservoir, Gas Reservoir sidescreen tooltips now load correctly the first time. NOT Gate now operates correctly on a Logic Ribbon. Fixed strings while hovering over all of the input/control/output ports of the Signal Selector and Signal Distributor. Counter no longer falsely increments if a game is loaded where the current count equals the target count. Sweepy's name label is show in world UI Sweepy is renameable. A sweepys name is stored by its base station and restored if the sweepy needs to be rebuilt It's no longer possible to order sweepy to be swept up. Building Automation Wires while a Counter is receiving a Green Signal no longer causes an increment. Conduit sensor descriptions and Sweepy 'its' vs 'their' uniformity Fix "Flaking" bug. Tiles and doors will no longer partially melt when they get too warm Fix cases where doors would technically be melted but the building wouldn't go away Updated automation wire damage fx Fix Liquid Reservoir Output Red string. Final art for Counter Reduce memory allocations from reports during loading (~200mb in large colonies) Reduce filesize usage from reports Reduce memory allocations loading up animations (~300mb) Reduce memory allocations from buildings during load (~300mb in large colonies) Improve speed of saving reports Improve speed of saving buildings View full update
  14. If you post a new bug in the tracker and make sure to upload your log files and system specs, we'll see if we can resolve that!
  15. Hi friends, If you launch the game on OSX today, you might see a small download in Steam/Epic, but no change in the game version number. We've notarized the build for the tighter security restrictions on OSX Catalina (10.15). The game itself hasn't changed in any way. We're also aware of some issues that exist on Catalina at the moment. Some of these require Unity and drivers to publish updates, but we're working on the problem and hope to have it smoothed out soon. Thanks!
  16. 396243

    Final art for Wattage Sensor Final art for the Signal Selector and some small art revisions to the Signal Distributor Massage Table sidescreen tooltip formatting. Massage Table, Smart Battery, Liquid Reservoir, Gas Reservoir sidescreen tooltips now load correctly the first time. NOT Gate now operates correctly on a Logic Ribbon. Fixed strings while hovering over all of the input/control/output ports of the Signal Selector and Signal Distributor. Counter no longer falsely increments if a game is loaded where the current count equals the target count. Sweepy's name label is show in world UI Sweepy is renameable. A sweepys name is stored by its base station and restored if the sweepy needs to be rebuilt It's no longer possible to order sweepy to be swept up. Building Automation Wires while a Counter is receiving a Green Signal no longer causes an increment. Conduit sensor descriptions and Sweepy 'its' vs 'their' uniformity Fix "Flaking" bug. Tiles and doors will no longer partially melt when they get too warm Fix cases where doors would technically be melted but the building wouldn't go away Updated automation wire damage fx Fix Liquid Reservoir Output Red string. Final art for Counter Reduce memory allocations from reports during loading (~200mb in large colonies) Reduce filesize usage from reports Reduce memory allocations loading up animations (~300mb) Reduce memory allocations from buildings during load (~300mb in large colonies) Improve speed of saving reports Improve speed of saving buildings
  17. Hello friends! We haven't posted a roadmap since before launch, so it's about time we got you up to speed on what the future holds for ONI. Recap Oxygen Not Included dug its first lump of asteroid in a prototype over 5 years ago. Since that time it's had tens of thousands of additions and changes, from tiny tweaks to game-redefining sweeps. Systems have been added, systems have been removed, systems have been ripped up and rebuilt. With your help in Early Access, we guided the game from a basic thermal sim to an elaborate asteroid-spanning, fart-collecting epic! Post-launch, we took time to recover and focused on bug fixes and performance for some time, while we figured out what was next for ONI. We feel like the game still has lots of room for growth and improvement, and there are so many ideas we'd like to try out! So after a season of prototyping and planning, here's what we're up to: DLC Most of the team is hard at work right now building a DLC for ONI! This DLC is going to be quite sizable, including new game systems and many refinements on the base game. Because we're introducing new systems, we want to take our time to test and iterate our ideas -- and throw out things that aren't working. This approach means that we can't predict when the DLC will be ready, but if everything goes well we'd like to have something to show during the summer, and the release would follow in the autumn after further testing and refinement. We had ideas for new systems that we thought would be interesting to add to the game for a while, but because of the incremental nature of Early Access as well as the complexity of the game for new players, we decided not to to make these part of the base game. Putting new features into DLC allows us to more deeply integrate new systems, as well as give new players (or anyone!) an easy way to opt in to additional challenges and facets. Overall we want to emphasize quality over deadlines, so this represents our plan at this moment. If the timeline changes, we will let you know! Ongoing Updates and Bug Fixes While all that happens, we want to make sure we're not ignoring you in the community, and continue to tend to the released version of the game. A portion of the team will still work to address bugs, take in feedback, and make sure the ONI that you are playing today constantly grows and improves. As well, we want to periodically put out new content into the game in the form of free packs. The first of these was Meep's Recreation Pack in December, and there's another one going into public testing next week! Performance We know that ONI is a beast of a game, and we think we can still get some significant performance improvements out of it. Improving performance gets more challenging as we make progress, and all the obvious and easy things have been done now. We’re now at the stage where we come up with ideas, run experiments, and if the experiment is successful, try to work it into the game without breaking the gameplay. The going is slow, but we're still hammering away at it, and look forward to releasing performance improvements to you as they happen! In Summary All in all, ONI is still fully in development, even if we've been pretty quiet from the outside! We're balancing live support with DLC development, and working to ensure that the DLC makes the game better and not just bigger. We love this game and we're so glad that you love it too! Thank you so much for all your support and input over the years, and we look forward to working on ONI together with you from here into the future!
  18. Move Pixel Pack location in the build menu. Drywall once again renders behind wires/conduits, because it is not their intent to block negative decor and it is visually misleading. Fixed crash caused by Sweepy destruction after sweepy station deconstruction. Fixed problems caused by Sweepy delivering to a full base station. Automated Notifier settings save and load correctly. Automated Notifier tooltip can now be 4x as long as before. Reduce a tons of memory spend on Line of Sight tests. On one save, this cut down on 965MB of allocations during load Selecting a new Automated Notifier no longer replaces its settings with the previous Notifier's settings. Sweepy anim improvements. Duplicant will rescue a stranded Sweepy. Sweepy base station can (and must) make new Sweepys from refined metal. Sweepy immediately stops working and becomes rescuable when it can't reach its base station Created new codex category for robots. Moved Sweepy there. Fix crash if Sweepy is charging and the base station gets destroyed. Fix crash when sending a multi-bit automation signal into a Signal Selector or Signal Distributor's control inputs. Fix PixelPack crash if it cannot find a connected wire while updating colors. Fix crash when trying to place objects on Sweepy Fix another Sweepy crash Plants/power generators no longer crash if they are destroyed at the same time the room containing them is modified. Updated Signal Selector and Signal Deselector descriptions Counter resets to 0 when it reaches its count, rather than 1 Pixel Pack power consumption down to 10W Timer Sensor can now be set to <1sec values Counter displays its count correctly again. Counter: Add a "decrement" mode which lets you count down instead of up. (WIP) Added Signal Multiplexer and Demultiplexor descriptions. Updated Pixel Pack artwork Signal Switch/Power Switch sidescreen reflects the switch's incoming state correctly when paused. Ribbon Writer and Ribbon Reader are now on the logic layer. Fix output ports hover text using incorrect input ports string. Virtual Planetarium requires the Astronomy Skill with Planetarium Researching trait. (Previously it was incorrectly set to Advanced Research) Pixel Pack now responds properly to gaining or losing power. Pixel Pack power input is moved to the correct spot. Hammer now only operates if given power. Added new research tier descriptions and automation notification Performance savings for triggering sounds View full update
  19. 395929

    Hey everyone, thanks for all the feedback so far! We know that automation is a pretty passionate subject in this game. We're adding a reset port to the counter, and we're hoping to get the Conveyor sensors done before this Pack leaves testing. It's very helpful when you can describe what you're trying to accomplish when you request a change or addition. There are many many subtleties and interpretations of how a particular building should work and what makes it useful or not, so we need to make sure that we're actually addressing your need and not misunderstanding. We appreciate the time you spend on this feedback! Fixed crash caused by Sweepy exploding while being rescued on a ladder Timer Sensor sidescreen in Seconds mode now displays time elapsed/remaining up to 1 decimal point. Added a Reset automation port to the Counter. (It's now sized 1x3) Counter now displays right-side-up even when up-side-down Fix Ribbon Reader symbol tinting Fix Sweepy audio error Added more Sweepy audio Sweepy no longer reacts positively to duplicant corpses Sweepy explosion tuning Ribbon Reader final art pass Counter is now in the Logic Gate layer, and can be placed behind tiles. Fixed some crashes related to Sweepys that had no base stations Fixed crash relating to sweepy delivering to a full base station Sweepy will trigger weight plates. Sweepy station meter updates when things are delivered/removed Sweepys will bump into each other and change directions Sweepy will be automatically destroyed in their base station is destroyed Sweepy will automatically turn around if it gets out of range of base station (32 tiles) Update Chinese strings Updating Signal Splitter to final art Fix Vent closed bugs Fixed Hammer description Automated Notifier sidescreen notification and tooltip entry fields now do not wordwrap and have longer allowable string lengths Automated Notifier shows default strings correctly when selecting a new Automated Notifier Pixel Pack sidescreen color swatch now highlights what colors are used by the selected Pixel Pack Pixel Pack now updates its screens when copy Green State <-> Red State or swapping Sweepy's ornament properly tracks its animation Add a "Swap Colors" button to the Pixel Pack sidescreen. Pixel Pack animates while turning on / off. Pixel Pack has animation state for "off" now, which doesn't display the selected colours Player controlled switch sidescreen now animates in both directions Remove decrement ability from Counter to simplify operation Counter sidescreen now correctly represents the selected counter's actual settings when selecting a new counter Counter animation updates when pressing the Reset button. Toned down the screen glow effect on the Pixel Pack Reduce memory allocations from testing the areas around buildings and other objects Load optimization saves 10-15% of load time
  20. What are the scenarios/features that you're picturing, and what functionality would enable them?
  21. 395444

    Move Pixel Pack location in the build menu. Drywall once again renders behind wires/conduits, because it is not their intent to block negative decor and it is visually misleading. Fixed crash caused by Sweepy destruction after sweepy station deconstruction. Fixed problems caused by Sweepy delivering to a full base station. Automated Notifier settings save and load correctly. Automated Notifier tooltip can now be 4x as long as before. Reduce a tons of memory spend on Line of Sight tests. On one save, this cut down on 965MB of allocations during load Selecting a new Automated Notifier no longer replaces its settings with the previous Notifier's settings. Sweepy anim improvements. Duplicant will rescue a stranded Sweepy. Sweepy base station can (and must) make new Sweepys from refined metal. Sweepy immediately stops working and becomes rescuable when it can't reach its base station Created new codex category for robots. Moved Sweepy there. Fix crash if Sweepy is charging and the base station gets destroyed. Fix crash when sending a multi-bit automation signal into a Signal Selector or Signal Distributor's control inputs. Fix PixelPack crash if it cannot find a connected wire while updating colors. Fix crash when trying to place objects on Sweepy Fix another Sweepy crash Plants/power generators no longer crash if they are destroyed at the same time the room containing them is modified. Updated Signal Selector and Signal Deselector descriptions Counter resets to 0 when it reaches its count, rather than 1 Pixel Pack power consumption down to 10W Timer Sensor can now be set to <1sec values Counter displays its count correctly again. Counter: Add a "decrement" mode which lets you count down instead of up. (WIP) Added Signal Multiplexer and Demultiplexor descriptions. Updated Pixel Pack artwork Signal Switch/Power Switch sidescreen reflects the switch's incoming state correctly when paused. Ribbon Writer and Ribbon Reader are now on the logic layer. Fix output ports hover text using incorrect input ports string. Virtual Planetarium requires the Astronomy Skill with Planetarium Researching trait. (Previously it was incorrectly set to Advanced Research) Pixel Pack now responds properly to gaining or losing power. Pixel Pack power input is moved to the correct spot. Hammer now only operates if given power. Added new research tier descriptions and automation notification Performance savings for triggering sounds
  22. Would you mind posting or dm'ing me your log and dxdiag, and possibly one of those late-game bases? Thanks!
  23. Crash when Pincha plants in Tide Pool die.

    Changed Status to Fixed This will be resolved in the next patch. Thanks for the log files!
  24. Crash when Duplicants pick up specific items

    Changed Status to Fixed Thanks for the report! This will be resolved in the next patch.
  25. 395113

    Hello friends! As those of you who watched the stream will know, we're putting a new free content pack, Banhi's Automation Innovation Pack, into testing today! This includes several new sensors and automation buildings, as well as improvements and bugfixes to many of the existing automation buildings. These new tools will let you increase the effectiveness of your automated contraptions, improve your control and awareness of colony operations, and maybe even let you express your creative side. (The basic signal switch and power switch can now be directly controlled by the player!) To help you get started on this computer-controlled journey, we've introduced Sweepy, a sweet robot caretaker to help you keep your floors tidy and dry! Not the brightest little bot, but it'll get the job done. And of course we're continuing to hack away at bugs and work on performance. In case you missed it, we posted a new Roadmap last week that explains what's been happening and what will be happening with ONI over the next little while, please check it out. Thank you as ever for your feedback and bug reports, we appreciate them so much! What does this testing branch contain so far? Here are the changes we've made so far in this Pack, 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 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!