Developer Cheerio Posted April 23, 2018 Developer Share Posted April 23, 2018 Sleeping status item should no longer flicker on and off. Sage Hatch babies should now turn into Sage Hatch adults. Lightbug babies should now look like their parents. Hatches should no longer disappear when laying an egg or being groomed. Deconstructing the logic memory bit should no longer cause a crash. Shearing station should now require power. Dupes should no longer slide through doors. Baby hatches should no longer try and burrow into the ground. Loading a save file with dupes who are low on breath should no longer cause the dupes to be invisible. Debug painting crushed rock should no longer cause a crash. View full update 6 5 Link to comment Share on other sites More sharing options...
Kabrute Posted April 23, 2018 Share Posted April 23, 2018 can you make pacu feeder add happiness? Link to comment Share on other sites More sharing options...
Yoma_Nosme Posted April 23, 2018 Share Posted April 23, 2018 4 minutes ago, Cheerio said: Loading a save file with dupes who are low on breath should no longer cause the dupes to be invisible 4 minutes ago, Cheerio said: Sage Hatch babies should now turn into Sage Hatch adults Awesome! Thanks for the constant effort! Link to comment Share on other sites More sharing options...
Neotuck Posted April 23, 2018 Share Posted April 23, 2018 9 minutes ago, Cheerio said: Sage Hatch babies should now turn into Sage Hatch adults. thanks, I was about to bug report that Link to comment Share on other sites More sharing options...
JonnyMonroe Posted April 23, 2018 Share Posted April 23, 2018 No word on broken conveyors? Link to comment Share on other sites More sharing options...
onebit Posted April 23, 2018 Share Posted April 23, 2018 Perfect! Link to comment Share on other sites More sharing options...
Kabrute Posted April 23, 2018 Share Posted April 23, 2018 Invisible dupe bug strikes again to be fair the save was from the immediately prior build that was rife with said invisible dupe bug so maybe this is a holdover, starting a new colony, will update as necessary Link to comment Share on other sites More sharing options...
neoazureus Posted April 23, 2018 Share Posted April 23, 2018 8 minutes ago, Kabrute said: Invisible dupe bug strikes again to be fair the save was from the immediately prior build that was rife with said invisible dupe bug so maybe this is a holdover, starting a new colony, will update as necessary I have an invisible dupe in my new colony. Link to comment Share on other sites More sharing options...
Developer Cheerio Posted April 23, 2018 Author Developer Share Posted April 23, 2018 If you happen to have a a save file which reproduces the invisible dupe bug, would you be able to add it to one of the existing invisible dupe bugs in the bug tracker? Thanks! 1 Link to comment Share on other sites More sharing options...
Kabrute Posted April 23, 2018 Share Posted April 23, 2018 loading "fixes" the bug And loading up the autosave did not reproduce the invisibilization effect. Sorry Link to comment Share on other sites More sharing options...
watermelen671 Posted April 23, 2018 Share Posted April 23, 2018 Oof, poor Shine Bug missed the landing! The Russian judge gives him a 1.5/10. Dupes carrying items on their backs also tend to have those items become yo-yos: First I show an invisible Mae being invisible (I then revisible them), and then my attempt at capturing the back item yo-yo. 1 3 Link to comment Share on other sites More sharing options...
Lutzkhie Posted April 23, 2018 Share Posted April 23, 2018 the yo-yo effect only happen to dupe with "sunny disposition" trait 1 1 Link to comment Share on other sites More sharing options...
g5457s Posted April 24, 2018 Share Posted April 24, 2018 (edited) How do I explain this... I noticed the dupes seem to go invisible occasionally, usually when they're doing stuff that is off-camera then go on-camera. Then they become visible again if you go off-camera and then go to where the invisible dupe is. Edited April 24, 2018 by g5457s 1 Link to comment Share on other sites More sharing options...
Kabrute Posted April 24, 2018 Share Posted April 24, 2018 yeah I just had travaldo's name float by, when I moved the camera the rest of him showed up o.o Link to comment Share on other sites More sharing options...
Cypher-7 Posted April 24, 2018 Share Posted April 24, 2018 I was finding they went invisible quite often after traveling outside the starting biome. I have not tested to see if this update has fixed the issue. Link to comment Share on other sites More sharing options...
Lutzkhie Posted April 24, 2018 Share Posted April 24, 2018 i think the dupes were hit a comic radiation and turned them invisible just like the fantastic four 3 Link to comment Share on other sites More sharing options...
Lilalaunekuh Posted April 24, 2018 Share Posted April 24, 2018 seems like more invisible dupes than before that patch Link to comment Share on other sites More sharing options...
AncalagonX Posted April 24, 2018 Share Posted April 24, 2018 Is there a way to disable the performance-heavy "additional debugging tools" that Klei enables while using the beta preview of the Ranching update? I have a decent computer and it's way too much of a hit compared to the current master branch. Thanks for any tips. Link to comment Share on other sites More sharing options...
Guest Posted April 24, 2018 Share Posted April 24, 2018 2 hours ago, AncalagonX said: Is there a way to disable the performance-heavy "additional debugging tools" that Klei enables while using the beta preview of the Ranching update? I have a decent computer and it's way too much of a hit compared to the current master branch. Thanks for any tips. I certainly hope not. The developers rely on those tools. If you don't want the debugging tools, than just wait for the officilal update. Basically signing up for the preview branch means you are signing up to be a beta tester, which includes these tools. Link to comment Share on other sites More sharing options...
BlueLance Posted April 24, 2018 Share Posted April 24, 2018 Agreed with Turbonl64, they are there to help the devs, and help us help them. Link to comment Share on other sites More sharing options...
AncalagonX Posted April 24, 2018 Share Posted April 24, 2018 2 hours ago, turbonl64 said: I certainly hope not. The developers rely on those tools. If you don't want the debugging tools, than just wait for the officilal update. Basically signing up for the preview branch means you are signing up to be a beta tester, which includes these tools. There's a difference between "debug tools enabled" and "additional debugging traces enabled". I'd be happy to try out the new branch and report game bugs without running the crash detection debug apparatus as well. I'd like to do so, but I can't see any way to disable the extra Klei-mandated crash monitoring traces. It slows the game to a crawl for me and makes this a no-go, even though I'd like to find a middle ground here. Link to comment Share on other sites More sharing options...
absimiliard Posted April 24, 2018 Share Posted April 24, 2018 So wait for the changes to make it to the main trunk, simple. (I know, everyone wants new things as soon as possible, but if it slows you to a crawl then just play the working version and accept that some suffering is inherent in life -- sorry.) 1 Link to comment Share on other sites More sharing options...
AncalagonX Posted April 24, 2018 Share Posted April 24, 2018 Are you saying there's no way to disable the extra debugging traces in the preview builds? That's my question. Link to comment Share on other sites More sharing options...
watermelen671 Posted April 24, 2018 Share Posted April 24, 2018 13 minutes ago, AncalagonX said: Are you saying there's no way to disable the extra debugging traces in the preview builds? That's my question. Short of actually meddling with the game itself? No. And even then I have no idea how you'd go about doing that. Link to comment Share on other sites More sharing options...
AncalagonX Posted April 24, 2018 Share Posted April 24, 2018 4 minutes ago, watermelen671 said: Short of actually meddling with the game itself? No. And even then I have no idea how you'd go about doing that. Are you saying you don't know whether there is a reasonable way to disable the mega-slowdown caused by crash loggers on the two-week-early Alpha builds? Because for other options, there are command-line options, or a debug-toggle file in the main directory, or a debug mode switch in the game, or an ini tweak, or............ I just want to know whether there's an option to disable it or not so I can contribute to to the pre-release bug patching, minus crash detection. If there's no way to disable it, then fine. There's no need to guess or argue about it if you don't know the answer. Link to comment Share on other sites More sharing options...
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