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The World Is Against Me


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OK I have started many different colonies now and I have never had so many problems/bugs all at once.  First of all my starting biome had food poisoning and slimelung in it.  The food poisoning was gone within the first few cycles but I still have a whole chunk of slimelung that is in my starting biome and in one of my caustic biomes. The slimelung is in a CO2 pocket AND on the ore SMDH :(.  Then there was this:

EwpiRowEwpiRow.jpg

Clearly Turner isn't suppose to be performing research. He is even a yokel and is not suppose to be able to perform this task at all, but he just keeps plugging away. I finally just put the research station behind a door and said that he can't go in there.

Finally this, and if anyone can explain to me what is happening in the next pics I am all ears. I feel like this is a bug, but if this is something intended let me know. Setup: I built a few hydroponic tiles and was setting up plumbing to bring them some water. The pump isn't running, isn't built, and doesn't even have power going to it.

bIpT79s.jpg

3PxUcRD.jpg

The 2 on either side that have yet to be built did the same thing "Broken: received damage from neighboring liquid pressure". My dupes kept trying to fix it and were stuck in a never ending repair loop so I deconstructed them and proceeded to move on. Then it happened again. I did try save, quit, and restart. It is still having the same problem. 

 

Any suggestions? Should I report these as bugs? Pretty sure the Turner thing is a bug.

 

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ok then you can probably just ignore it

set a sink up in the middle of it and run your dupes through there a time or three it should clear out in less than a cycle

I do the same thing for germs on items, each time the dupes grab them, they take some germs, interrupt a dupe 5 times with move commands right in front of a sink and a 1million germ slimeball suddenly has 150k germs left o.o

A couple of small bits of airborn slimelung aren't going to get your dupes sick on "normal" mode unless they have the biohazzard flaw.  Sometimes you'll see their immune system drop to 80% or something if they get a good hit of it, but you should be mostly OK with a small amount of contamination.  It isn't like a few builds back where 1 germ could kill all your dupes in nothing flat... :)

Nice. Thanks I'll have to give that a try.

Yeah it's no big deal. Just a pain. Thankfully it's in the lower left hand corner and I have plenty of other stuff to do up north. I was just planning to wait it out as long as I can. There is an gas pocket there on the edge of the caustic (which is also infected) and I think the two biomes just merged in that pocket during world creation because there is even a little chlorine in there. I've dug up a pincha pepper seed and a fungal spore in the start of this one too. It's just lame that it's a pocket of infected copper all around it. :?

50 minutes ago, Arash70 said:

1 little tip, never pipe them sequentially, just pipe concurrently and you'll be fine.

Yeah they are concurrent (always concurrent on all my hook ups). I did however try piping them sequentially instead after they broke just to see if that made it work. Neither way fixed the problem. I finally got them connected but it took forever. I had to do each hook up individually. So when they finished one "L" I put in another. this meant they kept going off and doing other tasks in between and the 15 tiles took me 2 cycles to get built. *bleh* 

Funny that I have never encountered this bug before. 

 

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