Update v442154


Features and New Improvements

Cloud saves

  1. Cloud saves have been enabled! Use the new buttons on the Load Game screen to move your saves for cloud syncing.
  2. Automatic save file migration to one-folder-per-colony:
  3. New save file migration window reorganizes save files into one folder per colony.
  4. Auto Save deleting policy is now per colony, i.e 10 max auto saves for each colony.
  5. New Colony list on load screen, where selecting a colony enters a second page to view the associated saves within it.
  6. Added a "Default to Cloud" option in game options, and a "Save To Cloud" setting per colony.
  7. Choosing "Sync ALL to cloud/local" will also update the default.
  8. 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

  1. Oil Well now dumps and takes damage from incorrect liquids, rather than storing them and getting blocked.
  2. Oil Well now has better logic to keep it from getting stuck pumping if something goes wrong with it.
  3. Fix Petroleum Generators from getting stuck if they’re supplied with mixed fuels, now they seamlessly change over.

Systems and Simulation

  1. Fixed partial heat transfer increasing energy and flaking fountain.
  2. Fixed Fish Feeder flaking.
  3. Fixed both Heavi-Watt Wire Bridges from flaking and doubling mass on melt.
  4. One cell buildings should no longer flake when melting.
  5. Clarified Petroleum Generator description.
  6. Fixed artifacts not being generated if they are the last artifact of a tier.
  7. Fixed power networks sometimes becoming overloaded when they are exactly at their power limit.

UI and Text

  1. Fixed scaling issues for anims in the UI (notably, Duplicant portraits at high resolutions).
  2. "More Info" on the error includes the actual error message in addition to the stack trace.
  3. Enlarged the clickable area to close message notifications so that it’s easier to dismiss them.
  4. Clarified "level up" notification.
  5. "Save As" dialog now shows saves (not auto saves). Also inserts the save name and selects it.
  6. Updated localization strings for Chinese, Korean, Russian languages.
  7. Small style changes to the new game and load game buttons in the main menu.
  8. Removed the Sushi entry from the Database codex as it was removed from the game long ago.
  9. Daily Reports screen no longer crashes when hovering the domestic critter tooltip.

Performance

  1. Batch symbol override assignments to avoid call overhead, saves 2-3% of frametime.
  2. Remove duplicate entries in Offsets, saves 1-2% of frame in fetch cost calculations.
  3. Push back sort order for Assignable-related chore preconditions, saves 5-6% frametime.
  4. Replace ArrayRefs in ScenePartitioner with HashSet for 5% frametime savings.
  5. Small optimization to Symbol Override system ~.5% frametime by removing unnecessary data copying.
  6. Small optimizations to Symbol Override system ~2% of frametime by changing the way we look up symbols and removing some debugging.
  7. Facegraph optimization, saves about 1.5% frametime on Dupe stress test.
  8. Optimized the way Dupes think about toilets. Saves about 4% of frametime for colonies with many Dupes.
  9. 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

  1. When deleting a save, now tries to remove the png as well.
  2. When removing files, now tries to remove the empty folder.
  3. Upgraded to Unity 2019.4.14.
  4. Upgraded FMOD to 2.01.05.

Mods

  1. Fixed bug in Mod "archived_versions", causing failures for archived versions of mods downloaded from the Steam Workshop.
  2. Mods: Error message when failing to load a building now specifies the name of the building and the mod that it comes from.

Final patch from the preview branch

  1. Added a cloud/local button on the new game screen so it’s more clear what the current setting is.
  2. "Back" is now localizable on the Load Game screen.
  3. Fix formatting of the "Growth Halted" status item so it’s less confusing.
  4. Can no longer create colonies with duplicate names (old colonies with duplicate names will still work, but will get migrated to/from cloud together).
  5. Fix error migrating colonies with duplicate names.
  6. Don’t delete the autosaves for a different colony with duplicate names, only for the current colony.
  7. Hide the "Cloud saves tutorial" bouncer if cloud saves are not available.