A bunch of crash fixes, as well as some worldgen fixes in today's patch. Enjoy!
Remove two unrevealed tiles from the cool salt water geyser POI
Add sound to Plug Slugs
Got rid of some unnecessary tag animation for Plug Slugs
Clicking the "New printables!" notification selects each printer/pod in turn, rather than directly opening the printing screen. This was causing things to be printed on the starting colony regardless of where the player was
Having an inactive Porta Pod on another planetoid no longer halts the Printing Pod's progress
Rovers can't use massage tables, they are only for squishy things
Fix crash if a Duplicant dies while warping. Now they'll just fall out
Fix crash where some cluster generations were getting invalid planetoid locations
Updated Chinese strings
Fix crash when placing buildings out-of-bounds
Fix crash when there is an active errand in a rocket on rocket destruction
Renamed "High Velocity Payload" to "Interplanetary Payload"
Clarified Sublimation Station description based on its current function
Swapped out more placeholder strings
Fix surface fog-of-war on all worlds
Idle diagnostic is now muted by default
Diagnostic pin/mute settings are now preserved through save/load
Fixed line rendering issues in several UI screens
Increased collision box of Bog Jelly
Fix crash when opening the patch notes
Add another exclusive trait pair, "Beside Manner" and "Unempathetic"
Fixed possible crash when deconstructing habitat module
Fixed issue where worlds in some seeds spawned with only one or two biome types
Added Porta-Pod, Payload Emptyer, and Rocket Control Station to the tech tree
Reverted some accidental font changes in minion/care package select panels
Swapped the artwork of the gas and solid ports on the Payload Emptier
Fix dark colorstyle intended for load screen
Add icons to the load game details screen
Allow rockets to travel the final tile when they have exactly enough fuel left, rather than them being stranded with 1 tile range remaining
Increased the mob density of many creatures and plants across the cluster planets.
Added a "crust" to several worlds to prevent upper biomes leaking into space.
Moved outer ring planets in SwampStartCluster.yaml to rings 5 & 6 so they will be accessible until we add later tech rocket engines
Updated rocket port building descriptions
Show an icon/tooltip on a Spaced Out save
Colonies from the wrong version of the game are shown disabled in the load screen.
Hey everyone, what a whirlwind it is to launch something, let me tell you! We just wanted to get this one fix out right away because it fixes a worldgen issue. (Another fix snuck in too!)
Have fun and thanks for all your support!
Fixed issue where worlds in some seeds spawned with only one or two biome types. This fix only applies when a new game is started, so clusters generated prior to this patch will still be affected by the bug.
Brace yourselves, a brand new Oxygen Not Included DLC has just landed in Early Access! Presenting:
Oxygen Not Included - Spaced Out!
In Spaced Out! you'll spearhead space missions to new and undiscovered Planetoids, transport resources between bases, and manage multiple worlds on the fly to build a bustling megacolony that not only survives, but hopefully, thrives.
Over the past months we've been working hard to implement the core systems of Spaced Out! and tackle the major technical and design challenges that the DLC’s new multi-world gameplay brings. We're now at the point where the systems are ready to have content and refinement built on top of them. Working on content with the community was a blast during the original Oxygen Not Included early access, and we’d like to collaborate with you again on Spaced Out!
The starting price for the DLC will be $12.99USD and will require ownership of the base game Oxygen Not Included. The final launch price has not been determined, but will likely be higher to reflect the growing size of the game.
This DLC is in Early Access and that means it's a work-in-progress! Come join us!
Here's what you can expect to find in Spaced Out! so far:
New Multi-World Gameplay![The Starmap and space program have been completely redesigned to allow you to span your Duplicant civilization across multiple planetoids, each with their own resources to contribute.
Brand New Starting World! The Swamp start, along with its supporting biomes, provides a new, different mixture of resources to exploit as you nurture your fledgling colony.
Mid-Game Rocketry! The rocket mechanics have been completely redesigned to make rocketry part of your colony's core infrastructure, rather than just an end-game goal.
Rocket tech is easier to research and is more integrated with the rest of the tech tree.
The surface of the starting planetoid is a lot less hostile, and new early-game tech is being added to ease the transition into space.
Multi-Colony UI Improvements! The Diagnostics side panel and redesigned Resources screen have been expanded to manage your attention across planetoids.
Future Plans (Not Ready Yet!)
Spaced Out is still in development. We've got a solid foundation with features listed above, and here's some planned systems and improvements that will be coming in the following months. You will not find these in Spaced Out just yet:
Radiation/Nuclear Systems: We've put lots of work into the underlying mechanics of this system already, although it’s still not quite at a point where we're ready to test and receive feedback on it. Radiation systems should become available for testing later in Early Access, once the existing features and systems are in good shape.
Late-Game Planetoids and Rocketry: There's still a lot of content to make for this DLC, and we feel it's important to focus on the early and mid game content first.
Rare Resources and Global Sustainability: We have plans for how we want to distribute geysers, resources, and other sustainable solutions in the late game, but are holding off on expanding on these ideas until we feel comfortable with the early and mid game content.
Mods:We currently have mods disabled to ensure that the feedback we're getting is specific to the content and balance that currently exists in the game and to reduce unrelated bug reports. As Spaced Out! becomes more stable and gets closer to final release, we'll turn mods back on.
Early Access Timelines and Release
As always, we're dedicated to making a great game and not rushing things out the door, and we want to make sure that you all have a chance to help with the development of this game. We're developing Spaced Out in Early Access, as we did with the Oxygen Not Included base game. We'll be putting out regular updates to add additional content to the DLC and working towards its release. We will be releasing a new roadmap shortly after Early Access launch once we gather initial feedback from players.
FAQ
Any support for Mac / Linux?
Yes, Mac and Linux are supported, though if you encounter any issues please let us know in the bug forums!
What do I do if I find a bug or crash?
For crashes you can send us a message using the in-game crash reporter. Bugs can be posted in the bug forums, and are most helpful when they include a log.
The sooner you let us know about an issue, the sooner we can fix it for you and get the game working again!
Can I load up an existing base game save in Spaced Out?
No, saves from the DLC and base game are not compatible with each other. You will need to start a new colony when you begin Spaced Out, and won’t be able to load any colonies played in Spaced Out back in the base game.
What if I want to go back to the base game?
You can manage the DLC using your Steam library the same as other games, or use the toggle in the corner of the main menu.
Note that the DLC is not enabled by default because it is still in early access.
Mods are disabled in the DLC but will still be available in the base game while you are participating in the Early Access.
Oxygen Not Included Spaced Out! Coming to Early Access!
With that, we are excited to announce that Oxygen Not Included: Spaced Out! will enter Steam Early Access on December 8th! The starting price for the DLC will be $14.99usd and will require ownership of the base game Oxygen Not Included. The final launch price has not been determined, but will likely be higher to reflect the growing size of the game.
Once again, thanks for all your feedback and excitement - See you on December 8th!
Oxygen Not Included Spaced Out!
The Duplicants are back again, and this time they're ready to rebuild their colonies from the mysterious remains of a planet torn asunder!
In Oxygen Not Included: Spaced Out! you'll spearhead space missions to new and undiscovered Planetoids, transport resources between bases, and manage multiple worlds on the fly to build a megacolony that not only survives, but hopefully, thrives.
New Multi-World Gameplay Put your colony management skills to the test by juggling the needs of Duplicants in multiple colonies simultaneously. Switch between planets in real time and secure rare resources on other worlds to supply your home base.
Expanded Rocketry Customize new modular rockets to your liking, then explore the expanse of space with the newly overhauled Starmap. Huge expansions to the Research Tree provide new mid-game Rocketry options, giving your Duplicants an edge in the asteroid space-race.
New Critters Get acquainted with some new fuzzy friends - if you're nice, they might help you out around the colony!
New Resources, Biomes, Tech and More: Tons of new biomes to explore, tech to research, and resources to mine. There's a whole new universe out there - discover it all in Oxygen Not Included: Spaced Out!
Originally posted by ipsquiggle on the official forums.
Hi friends!
We’re making good progress on the DLC, which will be going into Early Access in December! In the meantime, we've got an update for the base version of Oxygen Not Included: The long requested Cloud Saves!
This is something we’ve wanted to implement for a while, and we want to get this update out before Early Access starts as it will help support the coming DLC infrastructure. So this is a fairly small update to the game, consisting of basically just this new feature. (We did manage to squash a few bugs too!)
Additionally, this update includes upgrades to both the game engine and audio engine we're using to develop the game. This won't have much impact on you as the player, but it's a technical hurdle we needed to jump over to ensure the ongoing health of the game in the future.
Thanks as always for your support and feedback! Though we may not have been as active in the forums lately, we still read constantly and deeply appreciate all the kind words, amazing colonies, and fascinating discussions that go on here. You're the best!
Features and New Improvements
Cloud saves
Cloud saves have been enabled! Use the new buttons on the Load Game screen to move your saves for cloud syncing
Automatic save file migration to one-folder-per-colony:
New save file migration window reorganizes save files into one folder per colony
Auto Save deleting policy is now per colony, i.e 10 max auto saves for each colony
New Colony list on load screen, where selecting a colony enters a second page to view the associated saves within it
Added a "Default to Cloud" option in game options, and a “Save To Cloud” setting per colony
Choosing "Sync ALL to cloud/local" will also update the default
Load screen has an indicator to show how to start using cloud saves. (Goes away after 5 appearances, or after the user clicks on the button.)
Buildings
Oil Well now dumps and takes damage from incorrect liquids, rather than storing them and getting blocked
Oil Well now has better logic to keep it from getting stuck pumping if something goes wrong with it
Fix Petroleum Generators from getting stuck if they're supplied with mixed fuels, now they seamlessly change over
Systems and Simulation
Fixed partial heat transfer increasing energy and flaking fountain
Fixed Fish Feeder flaking
Fixed both Heavi-Watt Wire Bridges from flaking and doubling mass on melt
One cell buildings should no longer flake when melting
Clarified Petroleum Generator description
Fixed artifacts not being generated if they are the last artifact of a tier
Fixed power networks sometimes becoming overloaded when they are exactly at their power limit
UI and Text
Fixed scaling issues for anims in the UI (notably, Duplicant portraits at high resolutions)
"More Info" on the error includes the actual error message in addition to the stack trace
Enlarged the clickable area to close message notifications so that it's easier to dismiss them
Clarified “level up” notification
"Save As" dialog now shows saves (not auto saves). Also inserts the save name and selects it
Updated localization strings for Chinese, Korean, Russian languages
Small style changes to the new game and load game buttons in the main menu
Removed the Sushi entry from the Database codex as it was removed from the game long ago
Daily Reports screen no longer crashes when hovering the domestic critter tooltip
Performance
Batch symbol override assignments to avoid call overhead, saves 2-3% of frametime
Remove duplicate entries in Offsets, saves 1-2% of frame in fetch cost calculations
Push back sort order for Assignable-related chore preconditions, saves 5-6% frametime
Replace ArrayRefs in ScenePartitioner with HashSet for 5% frametime savings
Small optimization to Symbol Override system ~.5% frametime by removing unnecessary data copying
Small optimizations to Symbol Override system ~2% of frametime by changing the way we look up symbols and removing some debugging
Facegraph optimization, saves about 1.5% frametime on Dupe stress test
Optimized the way Dupes think about toilets. Saves about 4% of frametime for colonies with many Dupes
Further optimizations to toilet selection. Can have huge benefits for large numbers of Dupes and toilets: ~20% of the frame on a Dupe stress-test colony
Filesystem and Backend
When deleting a save, now tries to remove the png as well
When removing files, now tries to remove the empty folder
Upgraded to Unity 2019.4.14
Upgraded FMOD to 2.01.05
Mods
Fixed bug in Mod "archived_versions", causing failures for archived versions of mods downloaded from the Steam Workshop
Mods: Error message when failing to load a building now specifies the name of the building and the mod that it comes from
A note for Mac users who were on the preview branch: Some people have reported issues switching back to the "default" branch of the game, where MacOS says "The application OxygenNotIncluded.app can't be opened." If this happens, you'll have to uninstall and re-install the game through Steam. If that doesn't fix it, please try the fix in this bug report.
Can you believe Summer is here already? This Spring has really flown by! And now it's time for another patch.
This update features fixes for some nasty heat creation/deletion issues as well as a fix for the "stuck digging forever" bug that's plagued us for years. More overlays are supported in the color blind modes, as well as a Storage-Compactor-full of other small fixes.
The team has been mostly focused on DLC development (have you seen the new roadmap?), but we still want to make sure that the released version of the game keeps improving. We couldn’t do that without all the help you give us by reporting bugs and providing feedback, so please keep it coming!
As always, thank you all so much for your support and excitement. It's so encouraging to us to see everyone collaborating on complex designs, helping each other solve the smallest and largest problems, and continuing to dream about the future of this game together with us!
Color blind modes improvement
Crop Overlay now supports alternate color sets
Power Overlay now supports alternate color sets, and "Generator" icons are brighter for each mode
Rooms Overlay now supports alternate color sets. There are too many colors used in this mode to effectively find excellent colours for each mode, so colors have been chosen to focus on making the most common rooms feel distinct from one another
Germ Overlay now supports alternate color sets
Harvest Tool Overlay now supports alternate color sets
Temperature Overlay and Thermal Comfort Overlay now support alternate color sets
Buildings
Timer Sensor's copy settings now copies elapsed time and whether it is in cycles mode or not
Ice Maker is now overheatable like other production buildings
Sweepy's Dock is now overheatable
When a Hammer strikes Automation Wire/Automation Ribbon, it will correctly read the length of the wire/ribbon now
Sauna no longer requires steam in pipes to operate, only that there is sufficient steam in storage
Liquid and Gas Reservoirs no longer round the amounts of their contents before testing logic levels. Fixes a bug where they would activate when they were "close" to the activation amount
Transit Tube corner animations have been made all the same length
Transit Tube corner animations play faster so that Duplicants maintain consistent speed
Ore Scrubber no longer requires chlorine in its pipe to work, only in its storage. It also shows a red status icon when it has insufficient mass in storage.
Skill Scrubber now has a higher priority class, which should help the dupes head there without ignoring it
Critter Feeder, Fish Feeder, and Lure are now Ranching Supply errands instead of Storage
Partial fix for Wind Tunnel requiring gas underneath to function
Outhouse now handles dirt correctly. Dirt is consumed per usage (13kg), Polluted Dirt output now includes Dirt used (6.7kg -> 19.7kg). Dirt is not destroyed on clean (it's dropped with the Polluted Dirt), and is not returned in full on deconstruct. A full supply of dirt is required to become usable after cleaning
Copy Settings correctly updates the flow rate for liquid and gas valves
Duplicants and Critters (and Robot)
Prevent fetch errands from putting items in storage that were never requested. This is a partial fix for "buildings with weird stuff inside them."
Sweepy now correctly starts and stops charging if the dock becomes powered/unpowered while Sweepy is trying to charge
CO2 puffs exhaled by Duplicants will no longer teleport their CO2 upwards when released inside a non-breathable space. Instead they will try to find a nearby CO2, breathable, or other gas cell to release into.
Fix Critter Feeder storage errand type to be Ranching Supply instead of Storage
Duplicants no longer emit CO2 puffs into a cell different than the one they were standing in. This prevents them from injecting CO2 into rooms that would be otherwise air-tight/unbreathable
Duplicant breath effects now match the actual mouth position and facing of the Duplicant. No more exhaling from the middle of the back!
Duplicants no longer regain "Mourning" status if there is a dead Duplicant when the game loads
Balloon Artists now have a status item during their Joy Reaction
Systems and Simulation
Fix partial melting/partial evaporation heat calculations. Energy used should be the energy required, not the difference of what's available
Fix solid flaking temperature deletion. Uses the actual energy required for the melt, as well as the SHC of the transition element
Fix gas temperature swapping heat loss
Fix bug where Auto Sweepers' storage was growing unbounded, but not delivering contents
Unfortunately this reverts the fix to the bug where sweepers drop their contents on load - our delivery system requires this, for the time being
The seed chance bonus from the Agriculture skill was only being applied at 1/100th strength. Now a 3% increased chance actually means a 3% increased chance. (This is on top of the base 10% chance any crop plant has of producing a seed)
Fix a case where "ghost bottles" would appear outside of buildings
Fix meteors depositing regolith on the wrong side of thin walls
Fixed the melting temperature of solid Methane
Duplicants and Robo-Miners should no longer infinitely dig. Please let us know if you see any new oddness with digging.
UI and Text
Resources panel should no longer flicker and possibly crash the game when resources change at low framerates
Fixed vertical wind tunnel description
Fixed Puft Prince description
Fixed the Arbor Tree incorrectly stating that it had a seed drop chance. Pips must be utilized to get extra Arbor Seeds
Significantly reduce wait time when a crash occurs with mods present
Conveyors show the proper names of contents, rather than always showing their element (e.g. Genetic Ooze)
Renamed the baby Pokeshell's molt to Small Pokeshell Molt. This makes it more clear in the various lists and screens where the molts can show up and fixes the functionality of the Conveyor Element Sensor
Fix the Vitamin Chews saying they have no effect, when their effect is, in fact, 0.5
Microchips and Micronutrient Fertilizer items will group into a single item when on the ground
Fix drag tools (i.e. pipes, cancel) not stopping when clicking near UI
Light overlay color is more vivid so it matches color choices of other overlays and is easier to read lower light-levels
When hovering over a Wire, its current load will only be colored "strained" if its potential load is higher than its max load
"Underway" text on starmap screen is now localizable
Duplicant age in Bio panel is now localizable
Duplicant age once again counts correctly.
Insulated pipes/vents are now blue in the Plumbing/Ventilation overlay, rather than orange, to differentiate them more from radiant pipes/vents
As well, duplicant "printed" cycle is correct instead of decreased by one.
We last touched base in February where we announced that we're working on a DLC. Shortly after that, we put out another free Content Pack in March... and then a global pandemic hit and work from home began. At that point we decided it was best for the team to refocus their efforts on the new systems and content of the DLC, while putting out semi-regular bugfix patches for the released version of the game. Since then, we've put out our May patch and now our July patch -- releasing in a few days! (And finally fixed infinite digging, I might add!)
New Systems: There are 3 major new features:
Multiple colonies on multiple asteroids running simultaneously! From lonely mining outposts to thriving hubs of industry, each world can contribute to sustainability across your civilization.
A new radiation simulation and overlay, with conduit-like infrastructure to harness it for science and industry! We're adding this as a new fundamental system with integrations into many parts of a successful colony.
Space gameplay has been reimagined. Space destinations are now actual playable asteroids which can be landed on and settled. Rockets themselves are now easier to launch, more interesting to control, and have a deeper role to play by providing infrastructure between asteroids.
New Content: While the majority of the new content will of course be in service of the new systems, we're also adding a new start biome, and multiple new biomes throughout the asteroid cluster with their own critters, plants, and resources to discover and integrate into your colony.
We're also adding other bits of content, new buildings, traits, and more, to keep expanding on the ONI experience!
Keeping performance steady as we add these new features, and trying to improve on it where possible, continues to be a high priority for us while developing this DLC.
What about Vanilla?
The base game, which you currently own, will also see a large update when the DLC is released! Bug fixes, UI improvements, balance and tuning improvements, and base-game content updates will be synchronized across all versions of the game. So even if you choose not to play with the DLC, we're working to improve your experience as well!
Timeline
We're going to get the DLC into your rubber-gloved-hands some time this year. The fallout from Covid19 has really altered our estimates and shifted our priorities, so we're not going to make a more specific promise than that. As we get closer to the big moment, we'll be sure to give you more updates!
In Summary
Most of the team has been hard at work staying safe and developing the new DLC, even while we've continued to fix issues and performance on the released version of the game. We are adding new fundamental systems so we're taking the time to make sure we get them right, and especially working to integrate them well into the existing gameplay for all players to enjoy.
We're as excited as you are to be playing the game with these new features in it, and can't wait until it's complete! Thank you from the bottom of our cardiovascular systems for all your support, suggestions, encouragement and enthusiasm, which has got us this far. Onward!
We're putting out another hotfix on the live version of the game today! We've knocked out a bunch of recently introduced bugs, cleaned up and expanded some of the new features from the Automation Pack, and added a lot of refinement to the way crashes and mods are handled.
Additionally, there's a new color blindness mode which can be selected from the options menu. Read all about it and leave comments on this post!
I'd also like to mention that like many other teams, the ONI team has been affected by the transition to working from home. We're not sure yet how this is going to affect our future releases, but we're glad to provide this weird pee simulator to amuse you during these times and we're going to keep making it better! We're still here and still working hard to improve the game, so please report bugs and leave feedback for us.
Thank you!
FULL PATCH NOTES:
Features and Changes
Add Protanopia and Deuteranopia color blindness modes.
Added Feedback button below patch notes as shortcut to feedback options.
Mod and Crash Screen Improvements:
Mods Screen button says "Browse" instead of "Subscription" for local mods. Hitting the button always opened a folder to the local directory, now the text matches that
Hook up new art for crash report screen
Enable/Disable all mods button on ModsScreen
Errors encountered while mods are installed will now bring up an error dialog.
Fix localization on the error screen
Error screen now has a "MORE INFO" button that reveals the callstack, and a copy to clipboard button
Mods referenced in the stack trace will be disabled by default (unless they are dev mods).
Disable mods that are non-dev mods when they fail to load, even if other mods are dev mods. This was causing infinite loops for mod creators when a mod was crashing that had nothing to do with what they were developing
Mods can be disabled or enabled directly on the error screen.
Under the hood, Timer Sensor now counts Logic Ticks rather than Time.time, which will make them more accurate and better at staying in sync with each other.
Counter Sensor improvements:
Add "Advanced Mode" toggle to Counter sidescreen. Advanced Mode performs a % on the count, rather than a direct comparison, allowing for actual binary counting.
Advanced Mode: sends a Green Signal only for one logic tick, rather than continuously.
Standard Mode: After its initial 0, Counter Sensor sidescreen displays its count as "10" rather than 0.
Counter sidescreen visual polish.
Improved counter's reset behavior to be more reliable.
Added some new hammer strike sounds
New logic gate sounds, changes and remixing
Sweepbot Station contents are always marked for clearing - similar to user marked sweeps on floor ore. This allows their storage priority to be set right on the Sweepbot Station
Notifier sidescreen now has tooltips for the three notification types.
New !! icon for VERY BAD notifications
OR and XOR gate backpieces shaped to look more like their symbols.
Add Copy Settings button to Signal Switch, Power Switch, Ribbon Reader, Ribbon Writer.
Counter Sensor description updated to make it more clear that it resets on the next signal after reaching max count.
Add localized string for "Reported Error" confirmation dialog
Ore chunks show their element description if necessary in Sweepy/receptacle side screens. Player visible debug message removed.
Revised description of the Feedback window
If world generation fails it displays an error message instead of continuing to selecting starting Duplicants
World generation will no longer retry with a new seed if a seed fails. This means that errors in worldgen will cause failures instead of silently changing the seed in the background.
Fixed world generation failing on some seeds resulting in a world filled with Abyssalite. This was reported primarily on Volcanea Asteroids but it could happen on any asteroid type with world traits.
Note: due to the combination of the above two fixes, a small number of seeds have been changed where previously that seed would fail on the first try and then succeed. This will not affect the vast majority of seeds.
Medical Cot severity slider requirement default is set to 70%.
Fixes
Further fixes for constructions getting dragged around during autosave and when the Notifier triggers
Fixed building toggle errands not being saved.
Fix rocket module meters not matching the offset of their parent module
Fix crash when deconstructing a tile
Counter Sensor defaults to the "off" anim state when first built.
Counter Sensor no longer sends Green Signal for its initial "zero" state, making daisy-chaining possible without requiring to reset.
Copy Settings works correctly for Liquid Reservoirs and Gas Reservoirs
Signal Switch and Circuit Switch sidescreens now scale correctly with UI scaling.
Signal Switch now initializes in the right animation based on whether it's on or off, instead of always defaulting to off.
Signal Switch no longer says it requires Duplicant operation.
Control Inputs on the Signal Selector/Signal Distributor now only read from the first bit of an Automation Ribbon.
Canister emptier no longer shares auto-bottle strings with bottle emptier
When paused, multiple Signal Switches/Circuit Switches can be toggled at a time, and general improvements to the functionality of the player controlled toggle sidescreen.
Automation Ribbon Bridges now correctly de-tint if they are offscreen when the Automation Overlay is closed
Light audio mix and performance fixes around creatures
Fixed issue allowing for 2 Sweepys to be produced for the same base station
MOTD strings can now be translated by Language Mods
Sweepy fixes:
Refined metal for sweepy production will no longer be cleared from the Sweepy base station as if it were swept clutter. This should fix some infinite delivery loops with the sweepy station.
Improved Sweepy status item when trapped
Fixed empty status item for Sweepy. Added status items for common states. Added placeholder string to base station description to describe emptying behavior.
Fixed the dying animation sometimes being interrupted by the idle animation.
Fixed bug allowing Sweepy to magically change the temperature of things swept.
Fix some instances of dupes still carrying on conversations after death.
Fix crash when a dupe greets another dupe right as they're dying.
A couple fixes for trying to retrieve the schedule of a dead dupe.
Fix crash when a critter dies right before they get wrangled.
Fix crash when a building or plant is destroyed while its room is being updated.
Fix achievement crash for very old saves.
Fix retry-loop when a translation mod becomes enabled somehow.
Prevent softlock when a modal dialog is rendering behind the crash report screen.
Separate limits for sliders and text input fields in sandbox tools. Should allow very negative heat gun values and prohibit <1 brush size values.
Sandbox brush size limited to 50
Sandbox settings revert to default settings if the saved data is not applicable (update IDs loaded in base game). Mass, temperature, and brush radius values are better clamped.
Further fix for refunding secondary materials from construction when a building is replacing itself
Tweaks to the Reader/Writer and Ribbon art to overlap better and display the proper animations
Wheezewort description updated
Sweepy Recharge description updated
Fixed blank status item for Sweepy moving to charging station
Make "Infinity" and "-Infinity" translatable.
Add closing color tag to privacy policy description
Fix sandbox backup save file path on non-Windows machines
Potentially fix broken "Browse Log Files" link for Linux
Fix color for red duration tooltip on Timer details screen
Hover tooltips properly use selected color mode for logic description strings
Duplicants can no longer get the "Pacifist" trait if they have a Digging interest. This prevents the bug where their stats would reroll if they ever had both Digging interest and Pacifist.
Door toggle buttons once again animate while waiting for a Duplicant to perform the action
Remove duplicate "Tutorial: Scheduling" entry from the codex
Fix typo in Pip codex entry
Weight plates now properly detect when an element solidifies directly on top of them
Fix crash when creature dies while it's laying an egg
Also cleanup the inactive egg left in the scene
Fix old hack that had sweepers always drop their contents on load. This was to stop them from putting their current contents into an unrelated fetch. Now the arm drops everything only if its new fetch doesn't match the current request
Fix unrelated entities taking on mass when combining same elements on a cell
Fix crash when a sweeper has to drop an item
Fix Counter not changing output signal when receiving reset signal
Fix inconsistent Timer Sensor behaviour dependent on framerate
This will reset all timer sensors for save files currently on the preview branch.
Fix strange input if a mouse button was clicked twiced in a frame. This caused the area measurement numbers to stick around, "phantom" constructions, and other oddities.
Properly load localized string keys for Sweepy status messages
Fixed Auto-Sweepers sometimes dropping their contents before their errand was actually finished
Optimizations
Removed validations in our arrays which were were taking up over 5% of the frame
Minor optimize to ConduitFlow
Bridge optimizations save about 3% of the frame when a steady stream of elements are passing through conduit bridges
Reduce memory usage during save:
State Machines don't allocate extra memory
Compress save data directly into the filestream instead of using a separate buffer
Move our serialization of the Sim directly into our primary buffer
Estimate our deserialization buffer capacity based on last load or save
Save ~1% frame time when setting animation symbol overrides
Reduce memory usage when saving numbers. And there are a lot of numbers in this game...
Reduce memory usage for writing out encoded strings
Reduce Report Manager memory usage while saving
Slight improvement to the speed of the algorithm for fetch errands
Slight improvement to the speed of data lookup for fetch errands
Modding
Added hooks to LogException in KMonoBehehaviour's try-catches for mod support
Removed IEffectDescriptor; in every case except one it just deferred to the game object anyways, so no reason to inject the BuildingDef. This makes all effect descriptors use the same interface, simplifying things.
Support archived versions for mods
This will allow modders in the future to publish versions of their mod simultaneously for the testing and release builds. There's no immediate changes to be made right now. However, next patch this can be used to update mods on the Testing branch without breaking them for Release players!
The "current" most up-to-date version of the mod continues to live in the root folder of the mod as always.
Archived/previous versions of the mod can be moved into an 'archived_versions' folder, and their last good version specified in a top-level file called 'archived_versions.yaml'. Its structure looks like this:
Fix a crash where animations could be invalid when a Duplicant finished working at a building Fix a crash when a Duplicant leaves a Tourist Module on rocket landing