WanderingKid

  • Content Count

    919
  • Joined

  • Last visited

 Content Type 

Profiles

Forums

Downloads

Klei Bug Tracker

Game Updates

Hot Lava Bug Reporter

Everything posted by WanderingKid

  1. The critter drop-off has been wrangling fliers for a while now. It's just a relocation thing, usually. Very handy to get pufts INTO the ranches.
  2. Disabling a harvest doesn't do anything. Normally not a problem until your dupes roll through and now all your dreckos are going to have issues. Save attached CD - 69 - Moar Incubator Cycle 75.sav
  3. This continues to occur and is amazing aggravating when your dupes harvest the drecko food. Save Attached CD - 69 - Moar Incubator Cycle 75.sav
  4. I agree with the difference, but I was one of the champions of not doing this. I (and others) have had issues where the interface has itself a moment after a save or other pauses where a click is suddenly dragged all over the screen. It's one thing if I simply swap a few ladders with some tiles in that moment. It's another if I miss removing *everything* and suddenly I have an access port into the vacuum chamber. There are plenty of other scenarios where I don't want tiles to be replaced with ladders, but that's my immediate use case and concern. Call it use error if you will, and I don't want a full OSHA system, but I do prefer a few railings at least on the cliff's edges.
  5. This would work as a permanent solution. The only reason you *had* to have gold was for oxylite. Otherwise the harder biomes are hard for a reason, and go from aluminum to steel with no middle position.
  6. Agreed. That's a wonderful method of helping me (and I assume others like me) from accidentally fat fingering into the LOX tank.
  7. I'm sorry you apparently don't misclick as often as I do then. I regularly end up with a screen full of something when the game has a 'moment' and it paints 42 sieves all over the screen or something else of that nature. I'm not asking them to go full OSHA, but I'd like some railings at the Grand Canyon monument, please.
  8. I don't disagree that a accidentally running a ladder into existing tiling is a user error. I happend to like that I couldn't do it accidentally! Ladder to tile, sure, no big accidents. Tile to ladder? Not really a fan, personally. Maybe just 'protect' insulated tiles, so we have the ability to protect our ourselves from our own stupidity?
  9. Um, this may need some more work. Heavi-Watt can't be ran across ladders. Accidentally running a ladder into my Insulated Tiles is just evil. It's basically an automatic vacuum/heat breaker. No more wallpaper for ladders. Tempshift works though. Sorry, the wallpaper concern was wrong.
  10. Please re-think the Dasha Saltvine changes. Originally you could counter the Chlorine hit from the rust deoxyizer with a pair of dasha. Now you'd need around 15 of them. Each. This basically means automate your compressors early and quickly, or use the electrolizer splitting exploit... cause there's nothing else you can do with that chlorine but try to keep it out of your O2 system.
  11. Is there a reason Dashas no longer show their chlorine consumption rates?
  12. @Ipsquiggle The room list on windowed mode (1280x720 for me) is still having some collision problems. The tooltips no longer fall off the screen (thanks!) but it can be tough highlighting the correct room near the bottom.
  13. I use a 24 hour shift rotation, with 2-4 dupes / shift. There will never be lights in the bedrooms because of the interrupted sleep issue. 15% is actually a useful value. I was sticking lights into random corners for the grooms where they'd fit because everything else was already planned for. Now I might actually redesign a few things for proper lighting.
  14. Wanted to test what a pip would actually try to plant, and not plant. Setup a nice area to test it, figured I'd start with mealwood. Even after sticking them in boxes (which the pips are perfectly happy to rummage) they won't attempt to plant the mealwood. So, I tried with acorns, figuring hey, if they'd work with anything.. also no go. The upper area of the sandbox is the 1 line test. Down below, there's a ranch and a non-ranch area for acorns and pips. None of them seem to be digging them up the way I'd expect. Attached a save file for reference. Sandbox 1.0 - Planting Choices.sav
  15. Using 1280 x 720 windowed mode, I can't see everything regarding the new building information on the F11 screen. It's also rather hard to reach the lower choices.
  16. It seems that pincha pepper just dies off on spawn if you reveal it. I'd say about 10-20% actually survives becoming visible. When the die, though, they also kill their seeds.
  17. Ah, that's not how I understood it. Carry on, nothing to see here...
  18. I'm glad, but I personally prefer to play in vanilla except for QOL changes, and so far I haven't seen any I'd prefer. I don't prefer to use mechanic changes in mods.
  19. @Ipsquiggle On an actual note besides the memes, It would appear the wood stove isn't obeying the power expectation rules that coal generators do. I've got 4 batteries at full and they're still stuffing wood in when it's set to 15%.
  20. The map for exploring the new biomes, Aboria, has an interesting problem. You won't see diffusers quickly enough. You will be involved in either fern farming or seriously high speed exploration very quickly to deal with the lack of algae, unless you're lucky. I'm apparently not lucky. Well, it keeps things interesting....
  21. Windowed mode for the research screen now is a choice between 'Zoomed' and 'Really Zoomed!' I play on 1280x720 windowed for reference. That's a lot of mouse dragging to get around.
  22. Agreed. Wheezes were already rather restrained at a meager 12 kW of cooling.... excuse me, 12 kDTU… if bathed in pure hydrogen. Doing all that work for a mere 3 kDTU / wort seems miniscule. Sure, it'll keep the entire ice biome from imploding when you open the door, but it's been significantly reduced as an alternative to major industrial level cooling systems. Perhaps that's the point.
  23. Items from the full patch notes I found worthy of specific notation. This is NOT the full list. Ice Maker now deletes 20% of the heat from water instead of almost all of it. Ice-E Fan now cools down itself and the surrounding area. Some rooms now require a Light source to be considered a room. Conveyor loaders will dispense items in a round-robin manner, to ensure they dispense all materials they contain and not just the first one. I'm not entirely sure what this means yet. Soften Lead and Abyssalite elements. Harden Obsidian element. Petroleum Generator no longer requires Plastic to build. Planets now have limited/renewing resource mass. Space Missions to Planets will only return the available resources. This could be very interesting. Will require some experimentation. Space Missions to Planets with insufficient available resources will warn before launching. Thanks for the warning! XD Remove dead Duplicants from the Skills screen. It's just a flesh wound! Removed grimy status effect. Duplicants will still try to shower each day to gain the Morale benefits. Duplicants work 2% faster when working in a lit space. This seems horribly minor. Would we even notice? Fix Dupes eating or sleeping underwater. Oh, finally. Meep will stop turning himself into an ice cube for lunch. Duplicants' sleep is disturbed by sleeping it a lit space Fix dupes getting stuck rapidly switching between destinations when trying to recover breath. No more Dying Dupe Disco! Interests now provide +1, +3, or +7 to the relevant attribute based on whether a duplicant has 3, 2, or 1 Interest. Interesting gamification... strong miner or an all around mason... Duplicants more aggressively teleport out of entombment situations. No more Mr. Nice Scotty! You WILL teleport, NOW! Add Super Hard Dig Skill to mine Diamond and Obsidian. Switch to fixed geyser count per world. I assume this is necessary with the new world types at generation, but this is going to throw off a lot of expectations. Player can modify the Duplicant Shuffle button to shuffle specific archetypes of dupes, specifically locking in one interest at a time while rerolling all other stats. Ooooh, shiinnyyyy…. Remove references to Ranchers. Apparently I missed something.... Seeds self-plant after sitting on the ground a certain amount of time. So, this has come back. Cool. Duplicants should no longer be exposed to Slimelung merely by passing through a wandering pocket of germs. Interesting....
  24. This list is not inclusive, but I've tried to hit the highlights from the detailed patch notes (I'm skipping all the big ones listed above). This is mostly for those who haven't been following all the beta test updates: More Hypothermia, but overall better than the vague 'can't reach that' problems. Yay! I wonder about the rest. Unconstructive/Builder, Tryptophobia/Digger, etc. Were these outliers just the worst offenders? 7 skill points to rocket piloting. I'm not sure if the speed is still only a 10% boost. More of these are desired for late game. For me in particular, this was a highlight. Drove me nuts. Thanks Devs! This. Is. Huge. This will be a particularly nice change, especially for those of us who think something is dormant and suddenly isn't in the middle of researching it! Typo in the patch notes, you can now. Yay! You can still "open ranch", you just have to leave the doors open. However, it will depend on the vagueness of when the critters move around as to what effect you'll have at any time within the actual stable area(s). Ranching now at least has a purpose, though. Is there a confirmation of if they'll store methane "emissions" as well? True QOL changes. That should help! This sounds important? I'm not sure. I believe these are mostly for those of us who use windowed mode instead of full screen. Helps tremendously, thank you. As I mentioned, these aren't all inclusive, and I recommend you read the patch notes for the full list. This is all most of the things that are in my personal highlight reel.