riwenna

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About riwenna

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  1. There's some oxylite lying on the floor. I can't select it with mouseover, but works fine when cycling through the available resources from the drop-down menu. As you can see, if I hover over the tile I only get "Oxygen" but no "Oxylite".
  2. I would assume that if a material increases the Overheat Temperature (OT) of the building, the Metdown Temperature (MT) would be affected in the same way (i.e. I would assume that MT = OT + X, where X is determined by the building, and the OT calculated from material properties as base+material). And so... when will that Conveyor Loader melt then? Can it withstand temperatures up to 275 before starting to break, or will it melt 15 degrees before that?
  3. The overheat temperature breakdown still exhibits the same problem as described in this and this bug report ("base value" marked as *C, but expressed in K, despite the whole calculation being in *C). I believe this is an addition to the bug: as seen on the screenshot, the Converyor Loader "Begins overheating at 275*C and melts down ad 260*C". Unlike the previous bug, which was is just funny, this one gives contradicting information. When will the Conveyor Loader stard melting down?
  4. As seen here, when inspecting a gas pump's Overheat Temperature details: The breakdown says Total Value: 125*C (OK) - Base Value: +348.2*C (<<-- problem. It should be 75*C or 348.2K, but since everything is in *C, I'd guess the former ) - Gold Amalgam: +50*C (OK)
  5. I've used this design before and I know the duplicants were able to pass through this door to get from the upper chamber to the lower one. I now noticed that when the door is buit, even if it is open, it prevents duplicants from passing. Is this on purpose or is it a bug? No door, they can pass: Add a door, they can not (door set to "open" - which wasn't needed before):
  6. I agree with this and hope that's the final decision. You used to be able to use that configuration no problem, as long as you built in your and-gate first followed by the bridge. Now it can still be built in that order, but keeps giving out the error warning.
  7. This is more or less echoing an old bug report I made in September, with some elements of the more recent updates. Basically, the game allows me to build an automation bridge over an AND-gate if I build the AND-gate first and the bridge second. If the bridge is placed first, the gate can't be built. I understand that this was a valid and working configuration before (I've used it), but now I am able to build it despite it being an invalid configuration as indicated by the "Building has overlapping ports" error. Further, the error message description which I can read by clicking on the AND-gate is somewhat misleading, at least in the first part: "Invalid Port Overlap: Ports on this building overlap those on another building. This building must be rebuilt in a valid location." But, each of the 5 ports here is in a separate tile, so I do not understand why the ports are considered to be overlapping. And I'll echo my plea from the last bug report: please allow us to use this build, it helps keep things neat and small, why forbit it?
  8. So... I was changing some of my insulated piping to normal piping while the game was paused, I don't think I was doing much out of the ordinary, just flicking between views. And then the game crashed and this popped up: The game music kept playing in the background but I had to wrangle with the Task Manager to actually stop the game to be able to re-run it. As a side-note: it's possible to replace tiles from material A into material B (regular tiles), it's possible to replace piping from insulated -> normal and the other way around, but not insulated piping from one material to the other? The reason I was turning my Insulated Ingeous Rock piping into regular one was to be able to rebuild it as Insulated Ceramic piping. The save file's here: The Full Fridge.sav
  9. There is internet connection. The game opens, but won't connet (eventually gives option to play online). Works fine on Windows.
  10. And you can do that! Make your haulers and your farmers work together - with door premissions or such. I noticed a similar thing, and wasn't very happy. I realized it was ... slowly killing me but still the intended behaviour for better or for worse. So what worked for me was... put your farms behind a door, and your compactor outside. Assign some dupes to be "in-base" suppliers (or, just having farmers do this bit) and some "out-of-base" haulers (I have in-base ranchers, 1 farmer, 1 supplier and cook, rest are out-of-base: several suppliers, miners/architects and engineers). The ones in the base - can't leave the base, thus will not have any "far" resources within range, and so will use the storage compactor. The ones that are out-of-base haulers are not allowed inside the farms/any other delivery destinations (or, you can just prevent them until situation stabilizes - the in-base ones will take those tasks anyway eventually because they can't do many other tasks), and so will only ever fill the compactors. You can even take this a bit further and put the priority one level higher on the "closest" compactor than in your bulk-build compactors... Sure, the in-base dupes might refill it quite often, but if you play with priorities right, they won't do that unless they'd be otherwise idling.
  11. I had a similar drecko farm for a while (a part with the sheering station was filled with hydrogen), and while I heard of the animation bugging out recently (with the dupes freezing), it works, it's just inefficient. They run in, usually they'd whistle next to the grooming station (which you maybe don't see because of the animation bug), wait for the critter for a bit and if it didn't come to them fast enough, they'd come back out for air... Sometimes, they'd even do that in the middle (or at 90%) of the "grooming" done. Eventually, one would get it, but it was a pain. I don't think it's a bug, it's just painfull and requires you to have many ranchers if you want to groom critters in an unbreathable area before you install exosuits. (Now all my ranches and unbreathable areas have exo-suits, even the in-base ranches, so they have no problem with it).
  12. Two duplicants in one hamster weel

    And it's persistent. Current record: 7 duplicants running 4 hamster weels. Since conductive wire didn't overload, I'll assume it doesn't count the power from a single weel twice.
  13. star map wrap

    I think the asteroid the dupes are on rotates around itself, so your star map also rotates as cycles pass. I've seen almost all of the plantes on the star map loop around and break in half like so at one moment or the other.
  14. There's two of them, same hamster weel. Not sure how much power they produce. Fascinates me too. Savefile here, not sure how to reproduce other than to run it: Tomato Soup.sav