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Couple Inconvenient Minor Bugs


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Apologies in advance for not putting this in the bug report section, but these are forgettable and easily reproducible enough that hopefully this quick heads up will suffice.

 

Scheduling

Noticed this when I took my first Bionic duplicant, but I'm sure it applies to everything with more than 1 row of scheduling (with alarms on): Having something like downtime for example placed on the very first block of a cycle will also incorrectly notify you the cycle after that they're now on downtime. Bionic dupes have 3 rows in their default schedule so I can confirm that it only does it for the day after and not the third day in said schedule.

 

Spiced Food

On a non-spaced out colony with an active somnium synthesizer, the piloting spiced food buff (+300% piloting) seems to get overwritten instead of added to the existing buffs. 

A 10000m space mission is a 2.7 cycle trip with both piloting skills and the synthesizer active. Placing a pilot in with the food buff didn't apply any further reductions.

I monitored the dupe to make sure the buff didn't wear off before hopping in the capsule and after they returned to make sure the buff was still in their statuses.

 

...and now that I'm re-reading and thinking on it further, these probably both need to have a few more interactions investigated. But I'd still like to leave it here just to put it on the radar.

9 hours ago, Quyzbuk said:

On a non-spaced out colony with an active somnium synthesizer, the piloting spiced food buff (+300% piloting) seems to get overwritten instead of added to the existing buffs. 

thats because piloting doesnt "exist" in base game.

in spaced out its a dedicated stat, base game doesnt have that.
it just uses the first piloting skill for "yes that dupe can pilot" and the second one for that flat reduction.

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