Please give all feedback about Alpha15c. See ludeon.com for full info.
Especially if you find it broken somehow!
What is the password for the build?
It's public. It's called 'unstable'.
I've played it for an hour now. Seems stable so far; no big problems. Any particular stress points you want us to test?
"Fix: Standing lamps and sun lamps are available without research."
I seem to recall being able to build standing lamps and sun lamps without research before the patch, and after this patch, still can. Was this just for tribal tech starts?
Luciferium works fine now and the performance is very good , even at x4 speed.
Looks good. I have the missing mountains problem (but no errors) when I load the old savegame.
But with a new savegame it works flawlessly. No more Hash-Collision errors, no more missing mountains :)
But I have one red error popping up at every restart of the game:
'TacticalComputer already has short hash.'
This may be because I have my mods twice: One in the Mods folder (my main version) and the second one in the workshop (for download tests).
But only the one in the mods folder is active.
But this is only when I restart the game. There seem to be no errors in the running game so far.
I'm having an odd issue where the debuff from Smokeleaf is still affecting my stats (-30 consciousness and movement) even after the debuff wears off. And it seems to stay stuck on until I reload from a save. Seems to repro on a brand new game, just give them some smokeleaf, tell them to smoke it and wait for it to wear off. And it's not just a tooltip/reporting effect, they definitely move slower still.
Version 0.15.1282 (latest Steam unstable)
Quote from: Tsevion on September 01, 2016, 08:20:08 AM
I'm having an odd issue where the debuff from Smokeleaf is still affecting my stats (-30 consciousness and movement) even after the debuff wears off. And it seems to stay stuck on until I reload from a save. Seems to repro on a brand new game, just give them some smokeleaf, tell them to smoke it and wait for it to wear off. And it's not just a tooltip/reporting effect, they definitely move slower still.
Version 0.15.1282 (latest Steam unstable)
Confirmed
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Quote from: Haplo on September 01, 2016, 06:33:14 AM
Looks good. I have the missing mountains problem (but no errors) when I load the old savegame.
But with a new savegame it works flawlessly. No more Hash-Collision errors, no more missing mountains :)
But I have one red error popping up at every restart of the game:
'TacticalComputer already has short hash.'
This may be because I have my mods twice: One in the Mods folder (my main version) and the second one in the workshop (for download tests).
But only the one in the mods folder is active.
But this is only when I restart the game. There seem to be no errors in the running game so far.
If only one folder is active that's the only one that should matter. Could you send me your mod files on email?
Quote from: Tsevion on September 01, 2016, 08:20:08 AM
I'm having an odd issue where the debuff from Smokeleaf is still affecting my stats (-30 consciousness and movement) even after the debuff wears off. And it seems to stay stuck on until I reload from a save. Seems to repro on a brand new game, just give them some smokeleaf, tell them to smoke it and wait for it to wear off. And it's not just a tooltip/reporting effect, they definitely move slower still.
Version 0.15.1282 (latest Steam unstable)
Looks like a bug. Thanks, I'll fix it!
New build is up on unstable! It should fix that issue with health effects not expiring properly. Let me know how it goes, thanks.
Quote from: Tynan on September 01, 2016, 02:01:33 PM
New build is up on unstable! It should fix that issue with health effects not expiring properly. Let me know how it goes, thanks.
Any other points in particular we should test?
Quote from: MikeLemmer on September 01, 2016, 02:25:28 PM
Quote from: Tynan on September 01, 2016, 02:01:33 PM
New build is up on unstable! It should fix that issue with health effects not expiring properly. Let me know how it goes, thanks.
Any other points in particular we should test?
Modding stuff is the only hotspot I can think of. That, and general testing, of course.
I just did a bit of testing with 1283 and found the "X already has short hash." appears on startup of the game every time with my mod active (Same as with 1282). The flattening of the terrain and those hash collision errors that came with it are still fixed as they were in the previous unstable. No other errors with my mod active upon:
New game > save & exit to menu > reload save and into map
New game > save and exit to os > relaunch game ("X Already has short hash."), > load save and into map
Testing about with the functions of the mod and it seems everything is functioning at 100% other than the error spam on startup.
l2evy - could you (or anyone else) please post your mod so I can try to reproduce the issue?
EDIT: l2evy - never mind I got your mod.
EDIT: I've been unable to reproduce the issue on Haplo's mod or CompressionMod. Any smaller, simpler repro case would be much appreciated. Do your mods define ThingClass subclasses by any chance?
EDIT: I think I know the issue. I'm making the fix and will push it soon to see if it works for you.
Yes, the Tactical Computer implements 'TacticalComputer.ThingDef_TacticalComputer' as a ThingDef.
It really is empty in this case, but yes, it implements a modified ThingDef.
Okay, the bug is complex and fixing it would change the shortHash ordering and thus break all savegames. So I can't do that now.
So, I just commented out the error for now.
New build is up now - modders please test it and tell me if it works!
I hit a bug where, right after getting a "Rescue potential colonist from pirates" event, the new recruit appeared on the edge of the map... and just started wandering idly in place. When the follow-up raid appeared, they immediately attacked her.
It was on Day 2 of a Rough Randy game. I attached a savefile I made right after the new recruit started wandering. This was from the build made about 10 hours ago.
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Quote from: MikeLemmer on September 01, 2016, 04:45:59 PM
I hit a bug where, right after getting a "Rescue potential colonist from pirates" event, the new recruit appeared on the edge of the map... and just started wandering idly in place. When the follow-up raid appeared, they immediately attacked her.
It was on Day 2 of a Rough Randy game. I attached a savefile I made right after the new recruit started wandering. This was from the build made about 10 hours ago.
Was she in your faction? If so, it's not a bug. She can be an idler if you've got no jobs for her. Make sure she has a job!
Quote from: Tynan on September 01, 2016, 04:48:50 PM
Quote from: MikeLemmer on September 01, 2016, 04:45:59 PM
I hit a bug where, right after getting a "Rescue potential colonist from pirates" event, the new recruit appeared on the edge of the map... and just started wandering idly in place. When the follow-up raid appeared, they immediately attacked her.
It was on Day 2 of a Rough Randy game. I attached a savefile I made right after the new recruit started wandering. This was from the build made about 10 hours ago.
Was she in your faction? If so, it's not a bug. She can be an idler if you've got no jobs for her. Make sure she has a job!
Er, what? But they always ran straight towards my base before. I just figured they have an initial action to move to your Home Zone before anything else.
No, they're just a new colonist.
Anyway, that's not specific to this unstable build.
As far as I see it, this version works perfectly.
No more errors on my side :)
All looks OK on my end. Everything functions and error spam is gone now upon launching. Going to start a play session to see if I can catch any other bugs.
Just pushed a micro update.
Hoping to set it to default branch tomorrow.
With Chemical Fascination, my pawn goes on a smoke leaf binge. (4th or 5th one actually) He crosses the map, walks right up to the joint storage but takes a malari block instead. I can see him doing this after a couple joints and he's wasted, but it strikes me as odd he'd opt for medication he doesn't need instead of the joint he's jonesing for. Have had a couple cases where they grab a different drug to get high whether I had the binge drug or not. If a pawn wants "x" he/she should grab "x". If "x" isn't available, sure they'd grab whatever they could scrounge. But when "x" is available and they go on a specific binge for it, they should grab "x".
No other issues with game or mods aside from the guest mod. Mannual Un/Re-subscribe from the workshop has fixed it every time. Been tripping with every new update.
_
Hi.
Herbal medicine description still references xerigium instead of healroot.
3 things I think should be addressed in a future patch :
- when someone's wife/husband die they get a mood penality of both -20 and -5 because they lost their companion and a friend... wife/husband penality is enough no need to add another because they were also a friend. not sure if this is intended.
-why is there a mood penality for selling a slave? it doesnt make sense that people are sad when you make money by getting rid of someone who tried to kill you. Looks like you wanted to have a downside for being a slave trader but it remove a fun way of making money from the game.
- regarding pet AI: A tamed predator animal shouldn't attack a small prey and lose 2 of their legs in the process, specialy if they already have food available in the colony. Also when they are injured they should automatically go back to their bed to receive treatment (acutally they just wander around until they bleed out or die from infection). We should also be able to assign a specific pet to a crafted pet bed like we do for colonist.