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    • JoeW
    • JanH

      Rhymes with Play 145 - Oxygen Not Included (Update Preview)   06/27/2017

      Join us on our official Twitch Channel, where we will be previewing content that are currently being developed for the upcoming Oxygen Not Included update. As always, the stream will be going live on Thursday, June 29th at 3:30 PM Pacific (10:30 PM UTC), only on the Rhymes with Play Dev Cast. Note: As the game is still in development, game content shown in the update preview streams may change before going live on Steam Early Access.  Where is it?
      On our official Twitch channel here:
      http://www.twitch.tv/kleientertainment
       
      Times:
      10:30 PM UTC (Coordinated Universal Time)
      6:30 PM ET (East)
      5:30 PM CT (Central)
      4:30 PM MT (Mountain)
       
      When is it?
      Thursday, June 29th 3:30 PM Pacific (10:30 PM UTC). Here's a handy tool to figure out what time that means for you:
      http://www.worldtimebuddy.com Check out the stream announce thread for discussions!

Risu

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About Risu

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  1. How it should look in save file.
  2. Likely a drivers issue with old monitor then.
  3. This is correct behavior. The developers forgot to mention that terrariums can no longer take in infinite water. Rebuild them so they can take in the small amount of water that they were suppose to take in originally. The ones you had before were overloaded with too much water.
  4. DiseaseInstance, or more specifically ModifierInstance, needs to implement ISaveLoadable interface. Right now the disease can be created but all this does is trigger the disease added event. This causes the disease monitor to do the freak out animation. Without that interface however the disease is never deserialized, initialized, and started. Edit: Worth mentioning that the percentRecovered float parameter in the state machine is completely ignored by the serialization process. Diseases are started anew every reload. Edit 2: Nope after getting it properly saving it gets added to the state machine controller on the duplicant itself. Easily missed in the save file but it is getting saved.
  5. So you're saying the bug is that the electrolyzer uses too little power to heat or cool the water. Okay then.
  6. What is there to fix? Working as intended as far as I know. Are you suggesting they change the output temperature? Because that's not bugged, it's just stupid.
  7. What is the priority of the storage they are transporting to? The priority is what controls that type of chore.
  8. The right pump is trying to send packets to the top vent, canceling all effort the left is making to send those packets to the right. Basically don't make pipes like that.
  9. That's what the world gen would suggest. There is always a single area of the map where it extends high enough to meet the surface. Normally they place Neutronium there instead of the void. You can see this by the border being thicker at the top. The clouds however are not functional without some patching, but that above is what happens when it's turned on. Edit: You might have seen such surface entrances in vanilla worlds.
  10. ONI is not Dungeon Keeper. Don't try to make it so.
  11. In worldgen\defaults.yaml change DrawWorldBorderTop to false. Generate a world and move upwards.
  12. Found the problem. CircuitManager.Rebuild gets the circuit network at the center of the bridge. It doesn't call the offset method to get the 2 cells that would have the correct circuit id.
  13. Liquid bridge has the conduit build location rule, not tile.