Satyrical364

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About Satyrical364

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  1. I was just a teenager, but from my memory Windows Vista didn't last very long at all. We had it installed for maybe a few years and then went to Windows 7. Vista users must make up a VERY small percentage of computers now. 0.16% market share in 2019 is what I'm seeing on a random website I googled
  2. I did some research on how accurate steam achievements, and I believe it's very accurate except for games that didn't always ship with achievements enabled, but added them later. I think ONI fits into this, as I don't believe it always had achievements. Anyone who bought the game, and put it down for good or ended up installing mods (thereby disabling achievements in Steam) before the achievements were released won't be counted. As such, I don't think the numbers for ONI are all that relevant, considering how much attention and players the game was attracting before those achievements were added.
  3. How so? I know if you have mods installed steam achievements don't register, but I doubt people would not create a bed and toilet before installing mods. I'm inclined to believe thats accurate.
  4. Well, if you go by the steam achievements, most people who buy this game don't even bother to start it up. Only 34.4% of players bothered to make a toilet and a bed. Only 13.5% of players make a base that lasts 100 cycles and only 8.2% of players make it to the oil biome. We're a pretty small bunch. However, people are starting up ONI all the time and there is a small but active community on Twitch because people keep firing it up for the first time and falling in love. I agree I wasn't that enthused about recreational buildings considering what we have going on, but I theorize that Klei is pushing out the things they had in the pipeline, or things that are minor bugfixes, while they work on bigger and more important things. I'm confident that includes the major glitches and probably also a DLC of some kind. I just hope the glitches get fixed before the DLC, but I understand they may need to make more funding for this game via DLC to justify game engine rework to patch out some of these bugs. I'll wait and see. I continue to play my current base but sometimes it's only for a few minutes a day before I get bored. I think I need new content AND bug fixes. Imagine that!
  5. Instead of "game breaking" I think it would be better to call some of these bugs "joy draining." I like to do math to find out how the simulation will run, but if there are bugs that make the math unpredictable it really drains the joy out of the game. In general, I've noticed the community seems to really love bugs that give them extra resources, but hate bugs that drain resources (such as valuable heat in a steam turbine setup). Personally, I find my enthusiasm for the game drained by either type of bug. I think everyone just wants the simulation to run predictably and according to set rules. Right now, the thermodynamics are out of wack in some key areas and its just frustrating and joy draining...
  6. I just got the same thing on Volcanea
  7. I guess, but you can still max everyone in digging, building, plumbing, carrying, and another profession of your choice until you reach that point (assuming barbeque diet, great hall, washroom, bedroom, and decor bombs in living area). There really isn't much point in assigning more skills than that.
  8. @Ipsquiggle Having a hell of a time getting the Job Suitability achievement on Steam. Everyone has been suiting up for their entire day and no achievement 15 cycles later. I'm lead to understand that only dig/build jobs count. Can you please change this so the achievement works for all tasks, including sweep, power (hamster wheel), etc. as the achievement text indicates when it says any chore will work?
  9. Just a follow-up... this doesn't happen with certain other tasks. For instance, a dupe digs up a muckroot and they will immediately put it away in storage, but won't do the same for meal lice.
  10. I've noticed this bug in the main branch and testing branch both. When a new task that has priority arrives as a direct result of a dupes actions, they won't do it. For example, the dupe harvests a meal wood plant which drops lice. Food storage has priority over everything else, but instead of picking up the meal lice to store it, the dupe leaves,does a lower priority task and returns to put away the meal lice later. Also this can happen if the dupe delivers ingredients to the grill, and the grill has priority. He'll run off to do some other task first, and then return to the grill to cook after. It's very clear that dupes do not "see" jobs that were created directly as a result of their action for a short delay. This is super frustrating with dupes running back and forth. I have to pause and issue move commands to get them to forget the far job and grab the thing right at their feet. Please please please fix
  11. If she already got the extra skill points, they're there forever.
  12. Yes I've been having this a lot. Dupes taking an excessive amount of time stuck in animation after completing construction or delivery. Here is my save. Abyss.sav
  13. If you use mods perhaps try removing all mods first. Otherwise, submit bug report with save file attached.
  14. I sincerely doubt plants checking for pressure is going to impact anyone's performance. There are far bigger causes for performance hits and Klei is working on them. In the meantime, we continue to get smaller bug fixes every week.