• Content Count

  • Joined

  • Last visited

Community Reputation

1685 Excellent


About KittenIsAGeek

  • Rank
    Senior Member


Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I've had this issue as well with shine bugs, pufts, and slicksters. It is difficult to get the slicksters bugged in this way, but the method that appears to work is to have three tiles deep of crude (or petrol) with a platform that reaches out over the top. The slicksters will float out over the liquid and sometimes dive down into it. These slicksters will not get trapped. If they lay an egg in the pool and it hatches, however, the hatch will not have a route to path back up onto the platform.
  2. The image says that it is reserved -- do you have queued up building projects that are requesting that metal but are currently undeliverable for the dupes?
  3. I've noticed a problem with the "Easy Livin'" achievement on build EX1 513-469473 in Spaced Out! I built a sweeper to supply two kilns with clay and coal to make ceramics. The sweeper also puts the ceramic onto a conveyor. The system logs about 50 to 60 deliveries per cycle. My dupes, in the course of making food and other minor duties, performed around 20 to 40 deliveries per cycle. This should get me the achievement in 5 cycles flat, but it doesn't. Instead, if the dupes perform a delivery before the auto-sweeper does, it resets the 'auto-sweepers out perform' check box. In fact, if there's a burst of dupe activity early in the cycle, such as the dupes fertilizing all the crops, and it pushes the number of dupe jobs above the auto-sweeper's numbers, it resets the count, even if by the end of the cycle the auto-sweepers perform twice as many deliveries as the dupes. I'm not sure if this is intended behavior or not, but it makes this achievement really annoying. I basically have to lock my dupes down for several cycles to ensure that a dupe won't perform a delivery right at the start of the cycle. ** NOTE ** I am unable to provide a log file, as I can not find it. I found one from February in the "ONI.bak" folder, but I can not find an "Oxygen Not Included" folder. Attached are screenshots of this unrelated issue. Strangely, I also can not "Browse FIles" from the steam interface. I am not using cloud saves, but I can not find where it is currently saving my games. Clearly I've got some other issues going on -- but these issues shouldn't be affecting the achievement tracker. HOWEVER, as it will not allow me to submit a bug report without a log file, I am attaching an intentionally blank file.
  4. There's a bug causing a crash when mods are subscribed but not enabled. When the "Preview" screen appears, before you can click through to the main menu, the game will crash. The solution was to unsubscribe to all mods in the steam community, then re-launch the game. Subscribing to mods causes the crash to recur. I don't know at this point if it was a specific mod or not.
  5. The mouse-over tool tip info is missing for certain elements in the element view. For example, both sulfur and abyssalite do not show a tool tip on the elements (F4) view. Attached is an example. Thus far, I've only noticed these two elements. There may be others, but none are present on my map.
  6. I've been away for a little while, but I must say that I'm enjoying all the changes that have been made. Thank you, Klei, for all your hard work. ONI is an awesome game. Some particular changes that I've appreciated: Fixing some of the heat-transfer shenanigans; making insulated pipes different from radiant; and new since I last played are the solid transport filters. I'm excited for some of the new changes listed on your road map post. Have a great weekend!
  7. This is also an issue with regular wire. For some reason, running a wire at its rating is considered "overload." Here's how to consistently produce the problem: Build generators that can provide over 1kw of power. Connect a battery and the high side of a 1kw transformer. Put a battery on the 'low' side of the transformer. Turn on the generators. While the battery on the low side is charging, your 1kw wire will overload. However, if you remove the transformer, the generators will recharge the battery at full power without overload. SS with automation disabling the transformer: In fact, you can have up to 999 watts of power consumed on the line without the line overloading -- even if your generators are producing more than 1kw of power to recharge the battery. Once you cross that 1000 watt load threshold, however, you will start to burn out. You can also prevent the burnout by removing the generators from the circuit. So: Here's the bug as far as I can tell. A battery is only capable of providing power that is being used by a load. A transformer has a maximum power capability depending on its rating (1kw/4kw). Batteries do not count as a load (and never have), so you can recharge them at any rate without overloading a wire. You can also recharge them at any rate while you have 1 watt less in power consumers than the rating of your wire. However, once your load hits 1kw, any power produced by generators on the line that exceeds that amount is suddenly considered overload. You're able to charge a battery with 3 hamster wheels without overloading a 1kw wire, even though they're producing 1200 watts. You're also able to run a full 1kw load through a small transformer without overloading that same 1kw wire. However, the combination of a battery, generators, AND load will burn out the wire. I think this has something to do with how batteries are used on the 'low' side of the transformer. Specifically, you can put a full 1kw load on the low side of a transformer and still recharge the battery. I haven't done any tests to calculate the rate that power goes into charging the battery, but I suspect its 1kw, meaning that while a battery on the 'low' side is charging, the transformer is actually "consuming" 2kw of power from the high side. Since batteries don't count, this part of the load is never shown. It also doesn't appear to trigger overload if there are no generators on the "high" side of the line, despite the rates of recharge being identical. It also doesn't trigger overload if the generators aren't capable of producing more power than the line can handle. Instead, it is only the combination of a battery, generator, and full transformer load that causes burnout.
  8. My documents folder has always been redirected without any problems. Maybe this is an issue that only affects those using Windows operating systems?
  9. Here's some SS of the NOT gate that aren't rapidly flipping back and forth, with the associated signals involved: It makes a lot more sense when it isn't repeatedly flipping directions like previously posted.
  10. Testing build: AP-397375 Got into a small POI and opened a door. The doorway was blocked by material that could not be dug out that prevents dupes from moving through. Above: Security door on right is open. The left has not been opened yet. Below: Automation overlay to show how I opened the doors. The left door is now open, revealing the blockage. On the right, the door has been deconstructed. The "ore" tiles are not able to be dug out, but vanish when you deconstruct the security door. Special bonus!!! Here's a Forum bug: "Log Files" drag and drop does not allow log file type. It also does not allow you to chose the "Player.log" file. Player.log
  11. Yay! I had given up hope of this ever being addressed. Thank you!!!!! =^.^=
  12. I figure if you're gonna build a fridge, build it where the dupes are gonna eat and plug it in. I've always connected my fridges, though I don't always build 'em. I love Sweepy too, so I try and keep at least one around now. The only time I really worry about power costs is when I'm doing heat management, refining, or industrial-scale shipping/automation.
  13. I actually didn't notice the power cost. I've dropped sweepy onto a couple of different electrical grids without issue. I'll have to keep an eye on things and see if it actually has made a bigger difference than I thought. Also, you mention that the fridge has a free alternative -- so does sweepy! Just command your dupes to sweep and mop.
  14. I have been thinking through applications for using the new wattage meter to control generators. At 25 refined metal each, they're much less expensive than a smart battery, but they require that you know something about your grid. Smart Batteries are much more simple as you don't need to know anything about the grid, you only need to know when to turn the generator off and on. But you can do some interesting stuff. Lets say you have a NG geyser that can run one generator continuously with enough NG left over to run another generator 20% of the time. Normally, I would build two generators and two smart batteries. The batteries would be set to turn the generators on in sequence depending on the sustained loads of the circuit. Now I can get a similar effect with one battery and one wattage meter. One generator connects to a smart battery set to something like 98%-2%, and the other connects to a watt meter set to something like 800 watts. Any time your load goes above 800 watts, one of the generators kicks on, regardless of the state of the battery. For low sustained average loads, only the generator on the smart battery will kick on -- and it will get a lot more use out of the battery than older setups. You're controlling two generators for 225 refined metal rather than 400. (I didn't count the automation wire, since you'd be using that anyway). Remember that 20% extra above? That's about 960 watts. Stick a reversed transformer after the generators before connecting to your main grid, and if you're able to properly store all the NG that vent produces, you should be able to just forget about those two generators. Even if your base is using a sustained 3kw of power (presuming you have additional generators somewhere), the transformer will limit the output from the pair of NG generators to 1kw. One generator will be running continually (wattage meter above 800 watts) and the other will kick in as necessary for the smart battery to cover the remaining 200 watts. As for a smart grid, if fuel isn't a concern, then you can add a generator and have it kick on when the wattage meter passes whatever threshold. You shouldn't have to worry about going back and adjusting batteries as you add more generators. Lets say your main grid uses a sustained average of 4.25kw. When your cooling network kicks on, usage jumps to just shy of 6kw. So you have 3 petrol generators. One is run by a smart battery and will cover the fractions of power between 0 watts and 2kw. The second generator is controlled by a meter set to 2kw, and the third to 4kw. If you add fourth generator, set it at 6kw and it'll kick on appropriately. So at 4.25kw sustained average, you'll have two generators running continuously, and the third kicking in periodically with the smart battery. If you're reworking a grid and power levels drop, then the generators turn off appropriately. The problem comes in when you have intermittent supplies such as a steam turbine or solar panels. Since these are both periodic and have variable power levels, it makes the smart grid approach difficult. Because of their periodic nature, you want them to always deliver power when they're active. Because watt meters only look at the overall load, you can't have all your generators on the same grid IF you've got a steam turbine or solar panels. Instead, you'll have to group generators and use transformers to limit the total maximum power delivered to the main grid. Lets start with the 3 petrol generators used above. Lets also add a steam turbine used to offload heat from your cooling system. Lets also assume that you are using thermo sensors in such a way that the turbine always produces between 800 and 850 watts when it is running. We're going to assume that your grid is drawing 4.25kw of power. The turbine kicks in and starts producing 820 watts. With your current watt meter settings, you still have two petrol generators running, so your total power produced is 4820 watts -- wasting 570 watts of power. Now lets put a large transformer and a small transformer between the petrol generators and the main grid. Now the full 6kw of power from the 3 petrol generators can still be applied to the grid, but the turbine (which is directly connected) has the priority. The transformers will only transfer power as necessary to make up the deficit. When the turbine kicks on (at 820 watts), the load the petrol generator meters see drops to 3430 watts. That's one petrol generator and the one on the smart battery. No power (or fuel) wasted. So smart grids are definitely something we can do now, they just require some thought.