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[Automation Preview Update] - 241964


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  • Developer
  • Some Automation buildings will have a red status icon if they don't have a wire plugged in
  • Crash fixed when interacting with the resources list
  • More fixes for preventing dupes from getting stuck doing nothing
  • Another fix for item temperatures in storages merging incorrectly
  • Updated Rock Granulator art
  • Updated Fire Pole animations
  • Liquid and Gas Shutoffs animations better convey flow/active.
  • Fix for flush toilet getting stuck after a flush
  • Flipped buildings will now be functional even if placed against a wall
  • Various performance improvements
  • Fix for crash on new game
  • New Thermal Plate artwork; partially hooked up.
  • Update to Klei's Chinese translation
  • Doors no longer create magic steel behind them when they're closed
  • Prevent Buried Item cracks from appearing on buildings
  • Fix crash when loading Weight Plates

 

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27 minutes ago, Ipsquiggle said:

Doors no longer create magic steel behind them when they're closed

Just need to fix the problem where 200 kg of ore from manual airlock or 400 kg of ore from mechanized airlock makes 800 kg appear and disappear from the world and the doors won't be broken any more. That's destroying energy right now.
 

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Anyone else having issues with crashing when toilets are flushed? 

 

[13:38:10.275] [1] Exception in: (FlushToiletComplete).FlushToilet+States.root.flushing.Enter
System.NullReferenceException: Object reference not set to an instance of an object
  at FlushToilet.Flush (.Worker worker) [0x000d9] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Buildings\FlushToilet.cs:285 
  at FlushToilet+SMInstance.Flush () [0x0004e] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Buildings\FlushToilet.cs:82 
  at FlushToilet+States.<InitializeStates>m__15 (.SMInstance smi) [0x00001] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Buildings\FlushToilet.cs:201 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (.State state, .Action[] actions, Boolean should_log) [0x00043] in D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:872 
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object)
Debug:LogError(Object, Object) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Debug.cs:100)
Output:LogErrorWithObj(Object, String) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Output.cs:168)
Output:LogErrorWithObj(Object, Object[]) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Output.cs:52)
GenericInstance:ExecuteActions(State, Action[], Boolean) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:887)
GenericInstance:PushState(BaseState) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:813)
GenericInstance:GoTo(BaseState) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:1078)
<SetupChore>c__AnonStorey1B:<>m__0(Chore) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\GameStateMachine.cs:1277)
Chore:End(String) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\demands\Chore.cs:583)
Chore:Cancel(String) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\demands\Chore.cs:637)
Chore:Fail(String) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\demands\Chore.cs:623)
Chore:OnStateMachineStop(String, Status) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\demands\Chore.cs:653)
GenericInstance:StopSM(String) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:1001)
States:<InitializeStates>m__0(StatesInstance) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\chores\WorkChore.cs:65)
GenericInstance:ExecuteActions(State, Action[], Boolean) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:872)
GenericInstance:Update() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:723)
GenericInstance:<PushState>m__0(Object) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ai\statemachine\StateMachine.cs:770)
SystemScheduler:Update() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\components\SystemScheduler.cs:86)
Global:Update() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\Global.cs:87)
 
(Filename: D:/JenkinsWorkspace/Preview_Simgame_Windows/game/Assets/Plugins/Debug.cs Line: 100)

Game.OnApplicationQuit()
[13:38:27.991] [1] [ INFO  ] FMOD Studio: Destroying runtime system instance

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