• Content Count

  • Joined

  • Last visited

Community Reputation

11 Good

About Theoretician

  • Rank
    Junior Member
  1. Thanks for the explanation. This decision doesn't make much sense to me considering so much revolves around the build menus. If that's how it's going to be, there should at least be tooltips to explain that. Otherwise people will be searching the build menus for ages.
  2. Spindly Grubfruit and Bog Jelly drop from Planter Boxes, visually they are in the correct tile and they can be swept, but the tooltip appears in the tile underneath (i.e. the floor tile in the images below). Two attached images showing the problem for the Bog Jelly, and two attached images showing it for the Spindly Grubfruit. Bog Jelly. Spindly Grubfruit.
  3. This is happening to me too. My crash reports have all failed to go through.
  4. Several people experiencing similar things, as posted here.
  5. This might be related: in this screenshot showing my Polluted Water piping, the Lavatory is outputting Polluted Water in both left and right directions. The result is that the Sink output pipe is blocked and registers "output pipe full". If you run the attached save file, you'll see Marie use the Lavatory and the Polluted Water output in both directions, left and right. My assumption is that the Lavatory should only output to the right, i.e. towards the Liquid Reservoir. Reloading doesn't help. My game build is LU-348533 but, like the OP, I started this save on an earlier patch (and didn't experience this problem). Pit_t2 Cycle 44.sav
  6. I agree with rafker, this has not been an issue in previous versions and should not be happening. Unless the devs have deliberately introduced this change.
  7. Same, I've observed a version of this bug on the most recent game update today, LU-348553. See the posts further down the thread here.
  8. Update to this on today's updated game version LU-348553. The graphical flicker seems to have gone away but only partly... When the Dasha Saltvine is outside of Chlorine and in the early stages of growth (i.e. when the "fruit" on the end of the vine is small), its graphic doesn't flicker at all. But when it is in the later stages of growth (i.e. when the "fruit" on the end of the vine is slightly larger), its graphic still flickers, but it's only the stem of the Saltvine that twitches, not the fruit. You should see this with the same save file I posted on the OP.
  9. Yes, I get rapidly flickering Dasha Saltvines when they're not in Chlorine gas. I posted it in the bug thread here.
  10. The Dasha Saltvine graphic in my save game has gone mad and rapidly flickers larger and smaller. It seems to only happen when the plant is not in Chlorine - but I'm not certain of that. Reloading, rebooting the game or trying a different save file didn't help. Attached is the save file and DXDiag file. Afraid I cannot find the Output log. I'm playing on build LU-347957. Pit_t.sav
  11. I wondered about that too. However, the recipe for Pepper Bread is visible, yet I couldn't find any Sleet Wheat Grains on the visible map. It's possible that some were buried under tiles, but none visible as far as I could see... Perhaps Pepper Bread appears in the recipe list because there are already Pincha Peppernuts on the map. But that is still quite inconsistent with Gristle Berry, and I feel it would be better to see all recipes or none at all.
  12. I built an Electric Grill before any Bristle Berries had been grown or harvested. The grill's production orders UI did not show "Gristle Berry" as an option at all. Seems like a bug or an inconsistency, because the grill did display other recipes for which I didn't yet have any ingredients, including "Stuffed Berry"... Reloading didn't fix it. The problem disappears once the first Bristle Berry is harvested: Gristle Berry then becomes available in the production orders UI, and it can be queued and cooked without problem. Save file attached, before & after photos below. Game build is Q3-327401. Before harvesting (Gristle Berry option not visible): After harvesting (Gristle Berry option visible): Citadel Cycle 31.sav
  13. Interesting, thanks. That makes sense of it then. But (Occupational Update aside) I would be keen to see the dupes tone down the amount they pre-load into the musher when it's placed on continuous production. It would be good if they could deliver "just in time" rather than "just in case"!
  14. Dupes deliver unnecessarily large amounts of dirt and water to Microbe Musher. The Mush bar is on continuous production - not sure whether that is relevant. This persists after quitting and reloading. And two screenshots demonstrate this persists over several cycles.