Vaiaphraim

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About Vaiaphraim

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  1. With a bridge selected, hovering over various menu items will cause the building ghost to be invisible, and only the input/output segments are displayed. This happens for bridges and other buildings alike.
  2. In order to build intersecting bridges, the build menu needs to be quit and re-entered (or a bridge task needs to be placed at a different location first). Otherwise, the build task can't be placed. The same thing will happen for both liquid and gas bridges.
  3. Yeah, I concur. I always expected it to work like that aswell.
  4. As of the Ranching Update Mark 1, this still applies.
  5. Can only second this. It also happens in R1-260847.
  6. I second this. It seems to even affect all of the other critters, too, not just hatches...
  7. I noticed something similar to that in OC-256131, the building "ghost" wouldn't disappear, and the dupes would continue building all the time (I don't think it showed the "broken" tooltip, however) On a sidenote, the game seems to allow building farm tiles over regular tiles, but not the other way round (?)
  8. While most (if not all) resources are visible in the overview - there is no "liquifiable" tab, nor was I able to find ice or any of it's derivates in any of the other tabs.
  9. I playing around with the automation tools, being inspired by youtube videos about door super compressors like this one. ( https://www.youtube.com/watch?v=8UF_nQ2htr0 ) It worked well for a long time (200 cycles or so), at least no error was visible to me. Eventually, after connecting a ton of pumps to stripmine the oil reserves, I estimated that the stored liquid (roughly 400 tons at that time) might barely reach 500 tons, before the reserves would be depleted. A few cycles later - the pumps were still running - I noticed an unusual increase in mass... 2000(!) tons. I concluded that it I must have made a mistake in my estimation, that the doors might cover some liquid that I couldn't select. After the pumps ran out, I checked back to see the final amount of the asteroid-wide oil - and what I got was this: over 15 million kgs of oil - almost 10 times as much as before (and that's only one tile... no idea about the grand total). With my setup, it would take over 70 hours of uninterupted pump action at x3 speed... and while there's a ton of cycles on the clock, digging down to oil happened roughly 200 cycles before the screenshot.
  10. When looking at the filter settings for gas or liquid filters, the upper icon's color is inconsistent - Generally, the input is a white arrow, facing into a 'tunnel', with the outputs being green for regular and orange for filtered, both having the arrow face out of that 'tunnel'. However, in filters, the regular output is drawn in a white color (instead of green). The arrow's direction appears to be correct. I noticed that, when I was building a larger pipe system as the liquid backed up at some point... checking my filter settings, I didn't notice any errors... until I realized that the white connector is obviously supposed to be the input - not the unfiltered output.
  11. All of my gas filters show "Filters: Chlorine" - no matter what they're set to, which overlay I choose, etc.
  12. Typoes!

    "Heavi-watt" seems to be intentional. Everything connected to the wire (including connector plates, etc.) share the same spelling. I found a copy/paste error in the title of the temp sensor: (Pressure -> Temperature)
  13. Thermo Sensor Description Typo

    The description text has been fixed ^_^ However, there's still a problem with the "title" of the sensor settings - it reads "Pressure Threshold":
  14. Can confirm. My Metal Refinery is doing the same thing and drops these weird water bottles upon each production. Only a part of the liquid is sent through the output pipe. If my pipes break however, then it's because of the water becoming steam.