Signal update patch note is lying?
Signal update currently running 23/05/2024 Hotfix 1.204.018
Patch note states:
- Fixed an issue where the collisions of small grid Autocannon and Assault cannon turrets would be too large
Patch note does not mention any changes to collision mesh of: Sliding Door
Yet post signal update, the Autocannon no longer fits through a Sliding door as in previous version 1.203.6 Inherently making the Autocannon larger than previous update, not smaller. Alternately, the sliding door has had changes that are unmentioned in the patch notes.
Pic: V. 1.204.018, Does no longer fit through Sliding Door
Pic:; v. 1.203.6 Fits nicely through the door
Blueprint: https://steamcommunity.com/sharedfiles/filedetails/?id=3254927247
Instructions, Load blueprint up in latest version and previous version, reverse the piston, observe that the new update no longer goes through the door. Probably dont need to mention how frustrating this is as i sent this as a ticket instead of a bug report... :'(
Ps, the signal update Hotfix 1.204.018 also states::
- Fixed an issue where block placement would be prevented by the blockspace of a nearby block instead of physical shape
Just making you aware that this ended up being just a partial fix as the problem still persists, but has clearly improved from the initial Signal update:
Video of the occurence:
https://youtu.be/qT5vVrZNl5U
Also worth mentioning, the issue with placing the light next to a subgrid was present in 1.203.6 aswell. im just bringing it up as theres still plenty of room for improvement in block placement
Video of the occurence:
https://youtu.be/qT5vVrZNl5U
Also worth mentioning, the issue with placing the light next to a subgrid was present in 1.203.6 aswell. im just bringing it up as theres still plenty of room for improvement in block placement
Hello!
Thank you for contacting us. Since this is a bug report, I'm moving your ticket to our support page, where our QA team will take care of you.
Kind Regards
Keen Software House
Hello!
Thank you for contacting us. Since this is a bug report, I'm moving your ticket to our support page, where our QA team will take care of you.
Kind Regards
Keen Software House
Hello, Kenneth!
Thank you for writing to us, and we sincerely apologize for the delayed response.
Regarding the issue where the autocannon turret no longer passes through the Sliding Door, we have discussed this internally, and we would like to inform you that no changes have been made to the collisions for the Sliding Door. However, the updated collisions for the Autocannon Turret are indeed restricting it from passing through the door. Unfortunately, we will not be changing/reverting the autocannon turret's collisions anymore, since the decision was made to resolve issues that characters were experiencing with the old collisions of the Autocannon Turret. We understand that the new collisions have affected your build, but please understand that resolving character related issues has a higher priority over a few block collision limitations, such as passing the autocannon turret through the sliding door.
Regarding the second issue, where you were unable to place a light over or next to a subgrid, we tried to replicate this issue on our end and were able to place the light as intended. To further investigate this issue, could you kindly provide a screen recording/video showing this issue, along with either the world save file or the blueprint of the grid where you have noticed this issue?
Kind Regards,
Keen Software House: QA Department
Hello, Kenneth!
Thank you for writing to us, and we sincerely apologize for the delayed response.
Regarding the issue where the autocannon turret no longer passes through the Sliding Door, we have discussed this internally, and we would like to inform you that no changes have been made to the collisions for the Sliding Door. However, the updated collisions for the Autocannon Turret are indeed restricting it from passing through the door. Unfortunately, we will not be changing/reverting the autocannon turret's collisions anymore, since the decision was made to resolve issues that characters were experiencing with the old collisions of the Autocannon Turret. We understand that the new collisions have affected your build, but please understand that resolving character related issues has a higher priority over a few block collision limitations, such as passing the autocannon turret through the sliding door.
Regarding the second issue, where you were unable to place a light over or next to a subgrid, we tried to replicate this issue on our end and were able to place the light as intended. To further investigate this issue, could you kindly provide a screen recording/video showing this issue, along with either the world save file or the blueprint of the grid where you have noticed this issue?
Kind Regards,
Keen Software House: QA Department
I'll check the subgrid light issue again when i can.
Regarding the auto cannon turrets
It's clearly small enough to pass through the door visually. So why can't we have autocannon turrets go through a sliding door? It's a bridge for many great concepts that visually should work, and did work up until last patch. So now we can't have retractable turrets, deployable turret mines or turreted missiles, through a 1x1 gap with protection anymore why do we need to modify the game to get back something that was working. And why would you deny the players the opportunity to use your sandbox how we want by artificially limiting block size in that way
I'll check the subgrid light issue again when i can.
Regarding the auto cannon turrets
It's clearly small enough to pass through the door visually. So why can't we have autocannon turrets go through a sliding door? It's a bridge for many great concepts that visually should work, and did work up until last patch. So now we can't have retractable turrets, deployable turret mines or turreted missiles, through a 1x1 gap with protection anymore why do we need to modify the game to get back something that was working. And why would you deny the players the opportunity to use your sandbox how we want by artificially limiting block size in that way
I don't see any good reason why you can't just make it smaller like you said you did, shouldn't be hard to do for the next patch.
To me it just seems like you broke something trying to fix something else, and now you're to lazy to correct it since it's "good enough for most players" and that honestly doesn't sound like a good way to deal with this issue.
I don't see any good reason why you can't just make it smaller like you said you did, shouldn't be hard to do for the next patch.
To me it just seems like you broke something trying to fix something else, and now you're to lazy to correct it since it's "good enough for most players" and that honestly doesn't sound like a good way to deal with this issue.
Hello Kenneth,
We would greatly appreciate it if you could create a feedback thread at this link regarding the issue you're experiencing with the new collisions of the autocannon turret breaking your grid and potentially affecting other builds. This will help our programmers and designers directly look into your request and consider it for future updates. Having a feedback thread will also allow you to receive updates on your request.
Concerning the subgrid light issue, please feel free to send us the requested information/save file as mentioned in our previous response at your convenience.
Kind Regards,
Keen Software House: QA Department
Hello Kenneth,
We would greatly appreciate it if you could create a feedback thread at this link regarding the issue you're experiencing with the new collisions of the autocannon turret breaking your grid and potentially affecting other builds. This will help our programmers and designers directly look into your request and consider it for future updates. Having a feedback thread will also allow you to receive updates on your request.
Concerning the subgrid light issue, please feel free to send us the requested information/save file as mentioned in our previous response at your convenience.
Kind Regards,
Keen Software House: QA Department
It's a new bug introduced in the latest update no? Something that used to work is now broken, how does this belong in feedback?
The feedback would be: please fix newly introduced bug post fixing an issue in the latest patch with the autocannon and make the collision mesh smaller like you said you did, how would it make logical sense to have this as feedback?
It's a new bug introduced in the latest update no? Something that used to work is now broken, how does this belong in feedback?
The feedback would be: please fix newly introduced bug post fixing an issue in the latest patch with the autocannon and make the collision mesh smaller like you said you did, how would it make logical sense to have this as feedback?
Actually, seeing as this is now no longer a bug report, could you transfer this to the feedback section then? As everything in the OP is still relevant and then it's been through all the hoops from ticket, to bug report and into its final form a feedback post to let it die quietly (don't know if you can read how my level of frustration is maxing out from my passive aggressive way of writing)
Actually, seeing as this is now no longer a bug report, could you transfer this to the feedback section then? As everything in the OP is still relevant and then it's been through all the hoops from ticket, to bug report and into its final form a feedback post to let it die quietly (don't know if you can read how my level of frustration is maxing out from my passive aggressive way of writing)
Hello Kenneth,
I am moving this thread to the Feedback, as you requested.
Kind regards,
Keen Software House: QA Department
Hello Kenneth,
I am moving this thread to the Feedback, as you requested.
Kind regards,
Keen Software House: QA Department
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