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About Vaiaphraim

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  1. I can confirm - it happens to me, too, and it's reproducible. (Build: EX1-445739, Windows x64) The mass will go from e.g. 9.9 to 9.10, and then switches to 10.0.
  2. The remote planet graphics disappears, when scrolling up too far, and then pausing the game. In general the planet "jumps" when doing so. I assume it has something to do with the parallax effect, maybe.
  3. I tried deleting everything (from all folders that ONI made), but I can't get past the main menu. The main menu works again, but I cannot start a game.
  4. Hello, so I was messing around in the new main menu of the game, with the Spaced Out DLC active. In the bottom right, there's a checkmark that allows you to disable the DLC - and I clicked that. I was asked to confirm deactivation and that a restart would be required. I confirmed, and the game started - and crashed after the Klei logo (the menu didn't even load, just the background music was playing as the "black hole ate my game") What I tried in hope of fixing the problem: Deactivate / Reactivate the DLC in the steam properties Reinstall the game (again with DLC on / off) After discussing the issue on the ONI discord, a potential solution was to remove the kplayerprefs.yaml - however, it didn't fix the issue
  5. I've built a set of machines to deal with CO2, however, the Carbon Skimmer stopped working after a while. Rebuilding the Skimmer made it work for a couple of seconds, then stop dead again. Another thing I tried was attaching a signal switch to restart the machine - again, it worked for a couple of seconds before stopping once more. I've asked people on the ONI discord for help, and was told that 300g of CO2 is needed to generate a packet of PH2O liquid - and I observed the following: Whenever rebuilt the machine / restarted the automation, the skimmer would fill its inventory with CO2 - the CO2 is then consumed normally, and new CO2 is drawn into its inventory (but slower than it is consumed), and PH2O packets are emitted. However, as soon as the CO2 contents of the skimmer are below 300g, it stops dead, and won't consume any more CO2, nor emit PH2O. The save file is attached in a .zip, just in case. Cheers!
  6. I believe it's only related to that boss in specific, but when I was dragging my attack card over his markers, they (aswell as the boss name itself) would flicker on/off each frame or so. The screenshot caught a moment where that info was currently invisible. (1080p, fullscreen, two monitors)
  7. As seen in the screenshot, the tooltip states " your draw pile". This seems a bit weird, especially, since it was an effect applied by an ally to an enemy. It made me scratch my head how an ally would debuff my character... especially, since the attack didn't even target her in the first place. Maybe reword it to something like "adds injury cards to the target" ?
  8. During negotiations, when having a certain number of arguments, the one at the top center will not display enemy attack numbers correctly, due to the indicator being too far above the displayed area of the screen (1080p fullscreen) Edit: it seems to happen, when the player character is additionally(!) hit by something... it also fixes itself when tabbing out of the fullscreen and then back in. I'll make sure to add a screenshot, when I notice this problem again...
  9. 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.
  10. 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.
  11. Yeah, I concur. I always expected it to work like that aswell.
  12. As of the Ranching Update Mark 1, this still applies.
  13. Can only second this. It also happens in R1-260847.
  14. I second this. It seems to even affect all of the other critters, too, not just hatches...