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    • JoeW

      [UPDATED] Physical Megapack Disc Issues   04/16/2018

      We are now ready to accept claims for PS4 Megapack replacements.  Once again, our deepest appologies for this entire situation. We understand that your purchase of the Megapack was a show of support by our fans, many of which already owned the game. Please know that we have done our best to push as hard as we can for a quick and fair resolution to this issue. This has taken WAY too long to be resolved but we have done everything in our power to make sure our fans get what they purchased.   We are going to use the voucher codes we have been using to provide the digital version to claim the physical replacement discs. For North America, we are handling these requests directly through our own store with help from our friends at IndieBox. Claims will be handled at no cost to you. For claims outside of North America, 505 will be taking your information and processing your claims.  Those who purchased the Megapack after 4/26/2018 should have been given a voucher at the time of purchase on your receipt.  Those who purchased before 4/26/2018 or did not get a code otherwise can contact us for a voucher code that will entitle them to the digital megapack and can be used to claim the physical replacement discs. We have been handing those out for a while now, but if you are in this category and have not requested a code, you can do so here: http://support.kleientertainment.com/customer/en/portal/articles/2935839-physical-mega-pack-disc-support-information Once you have a voucher code:
      For purchasers in Europe (SIEE). To make a claim you will need to make file a claim through 505 here: https://docs.google.com/forms/d/e/1FAIpQLSckru65CWkXH5RZ_3j2f5_h1djNiAyrl8R0PCvdKPmGwItyvA/viewform For purchasers in North America (SIEA). To make a claim you will use our support site and use the voucher code to claim a replacement here: http://support.kleientertainment.com/customer/portal/articles/2952265-ps4-faulty-disc-claim If you have any questions or concerns, please let us know here on this thread or contact us at livesupport@kleientertainment.com Thank you.   
    • JanH

      Rhymes with Play - Hot Lava Update Dev Stream   09/19/2018

      Episode 207 - Join the Hot Lava dev team on Twitch this Thursday, September 20th as we play and discuss new content, mechanics, and other cool stuff included in the recently released Buzz and Translation updates for the game. Don't forget to click the follow button on the Klei Twitch channel to get alerted whenever we go live. As always, the Rhymes with Play Dev Streams are live Thursdays at 3:30 PM Pacific (10:30 PM UTC) Where is it?
      https://www.twitch.tv/kleientertainment Use our handy widget below to see when the stream goes live in your area: Check out the stream announce thread for discussions!  

The Plum Gate

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  1. I almost wish there was another O2 building that had piped outputs rather than free air expulsion.
  2. That almost sounds like save file corruption..., but other posters may be looking at the game in debug mode, as this is the only time I've seen them, ..they're pretty far out.
  3. @goatt, the sim recognizes two things related to the OP. Weight, and volume. Where volume is a tile size. To regard this as pressure, is to take the UI references to pressure at face value. The difference is that everything has mass per tile. Simply implementing a critical pressure (mass per tile in this instance) for each element relative to this fixed tile dimension might prove useful for secondary game mechanics like partial closure of doors - blown or otherwise, explosions, etc. ..or even locomotion. I think a lot of the door related exploits are preposterous - especially the pumping. And don't even get me started on the |=| 'airlock' configuration.
  4. ...please post your save game and this log in the official bug tracker and the dev's will likely investigate. @tzionut, NullReferenceExceptions are not cause for you to change your style of gameplay - this is an error doomed to cause a crash or undefined behaviour in the Unity engine. Trying to thwart such errors via trial and error gameplay is a waste of time. @Kabrute, my logs are also missing and I've been getting the occasional dead silent crashes, ..the fact that someone has a log is pretty good news.
  5. It does sound like a bug - mingling other people's observations with your own - chlorine is a very poor thermal conductor, so this specific combination of gold amalgam and chlorine might be an accomplice. ( or not ).
  6. Extraordinary. Have you attempted running a machine which draws more power than the hydrogen generator - like the jukebox or arcade cabinet? I'm leaning towards this being a polling issue on the circuit. Unless they changed the behaviours of refrigerators to be more realistic and only draw power intermittently. ..I just loaded your game - try this setup outside of Sandbox mode and see what happens.
  7. This only seems to happen when zoomed out completely and is very difficult to get a good screenshot of the issue in question. This line flickers while the game is running and while zoomed out ( I sssume because the arrow bobs up and down). Zooming in resolves the issue... I'm currently running the game at 3440x1440@60hz. In the color photo you can see a faint horizontal line below the white arrow. As shot, it's only a single pixel tall and as wide as the arrow is. Here is an inverted, desaturated version.
  8. Wheezeworts will stifle at a certain temperature - this would probably be a simpler tactic - you can then assume that temperature as a metric for whatever system your designing around.
  9. Tenured Scientis without research

    this is a bit far fetched, but maybe the research skill is tied to tinker or operate since it involves interacting with a machine - it might be worth a shot to up the priority on the new trainee's operate and tinker skill and have them do those types of things in the meantime. Sounds like a tough situation.
  10. [Game Update] - 284856

    Interesting.
  11. Ranching isn't working

    Anyone can deliver to the critter drop off. Both the drop off station, the grooming station, and even the wrangling can be prioritized differently. Overcrowding is determined by the room size and number in desired room, so if you want to mix wild and domestic, just open the door to the ranch but use general layouts to keep the area feeder-accesible. .. fair warning, while I was testing, I noticed that hatches can poop themselves out of their bound-up state.
  12. Feel free to Vulkanize the matter simulator.
  13. Kind of feels like I can settle into a map for once...
  14. I concur, I'm seeing the same thing, it seems to be related to CO2 in my base. Build RU-284355
  15. Schedule Strategies

    I usually limit the number of dupes per shift on a ratio according to available restrooms ( toilets ). The default schedule is problematic in the latter regard - about half the dupes on the schedule would end up eating halfway into the night.. so I basically moved bath time in front down time. I have yet to get a shower set up but I have two shifts for my dupes where the only alteration is the bathtime. In another base, I have night owls on a sleeping at noon schedule and this has worked wonders for latrines that usually get left germy or out of order after the main workforce has eaten and gone to sleep. I'll have to play around with my schedules a little more - but I like what they've done here - even if isn't absolute control, it still seems like strong suggestions as to what the dupes should be doing and when. - I'd almost like to see an anything goes schedule - just ticking break time or bathroom time... and let the blocks be unpainted or unallocated (grey area time ) where the dupes are either in autonomous mode or retired..or whatever. Sort of like vacation mode or sick leave.... if each schedule block had a secondary shift, then such things as "weekends" could be implemented as a specified interval. Such a thing could boost healing rates, improve morale, etc. I suppose, in the mean time, I could just paint an entire schedule with break time, wash time, and sleep.