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      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.
       

clickrush

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Everything posted by clickrush

  1. Currently the Robo Miner will not mine through open Mechanized Airlocks. In contrary Auto Sweepers will sweep through them if openend. Allthough this is consistent with the range indication when building the Miner it is inconsistent with the rest of the game mechanics.
  2. [Game Update] - 291278

    This only means there is even more room for improvement, which is a great thing!
  3. [Game Update] - 291278

    Do they create a full grid for every tile? If so, then that is very likely fixeable. If I understand correctly then the pathing is divided into two parts, the traverseable subgraph is updated every time the map changes and the pathing on that graph happens every time a dupe is finished with a task. I've noticed that when the game progresses the subgraph pathing itself isn't actually slowing down the game as much as the building of the graph. If you have a laggy game, then try to observe this as well: There might be stutters happening when duplicants finish building a tile/ladder or dig something up. But if you just let them do other stuff the game is smoother, at least for me. So what I wonder is the following: Does the subgraph update or do they recreate it every time the map changes? If the second is true then there might be ways of drastically increasing the performance by actually updating the subgraph by narrowing down the checks that have to be made. If this is the case then jetpacks wouldn't decrease the performance as much in comparison. Another thought is that a full grid might not be necessairy at all. I've read about people complaining about performance when they use jetpacks in space, which is an indication for a full grid graph. The thing is: Does the duplicant actually need to be able to visit every point in the grid? Alot of them have no interaction possible because the dupes can't reach anthing from there and should only be used to account for edges on the graph. Those are just some random thoughts, bottom line is that I assume Klei will fix this stuff sooner or later because right now it seems like some of this is still a bit barebones/brute force at first glance.
  4. [Game Update] - 291278

    Here we go @Saturnus
  5. Smart Batteries stop draining / infinite power

    After a while I decostructed the hydrogen generators in my powerplant and reconstructed them. That seemed to resolve the issue.
  6. My Smart Batteries don't get drained anymore. My circuit seems to have an infinite power supply. The Space Cantaloupe.sav
  7. Smart Batteries stop draining / infinite power

    I even get infinite power when disconnecting the batteries from the power grid.
  8. [Game Update] - 284053

    I agree with this. The helicona map was my favorite for a while because the huge starting biome makes the early game super fast since it lets you expand very quickly. If it had a space biome it would be theoretically possible to gather every essential ressource/critter I assume.
  9. [Game Update] - 274778

    You guys seem to have your hands full atm
  10. Pretty sure the meteor events don't happen if you don't explore the area. Similar to open geysers/vents etc.
  11. This is a weird display error with red font. Just check the picture and look at the mouseover tooltip:
  12. [Game Update] - 253949

    In games the alpha test version is usually still very technical. The game engine is not yet completely done or other technical components such as networking have to be figured out / tuned, also there are major features missing. A beta test is usually something that already works as a game. The engine is done, so the general underlying game rules are pretty much set in stone, typically in a beta you add minor features (in a technical sense) that are more game design oriented than technical oriented. The game balance might be off and "content" stuff is not completely done yet. Even if it wasn't communicated by the devs that the alpha is over, it would be pretty clear that ONI is in a beta stage and certainly not in an alpha stage. The updates are mostly small fixes, content additions, graphical changes, balance changes and stuff like that. You don't expect Klei to do an update that completely changes how gases move around or something along those lines.
  13. [Game Update] - 253949

    Stats are leveling but the previous update is a rebalance. They seem to level up much slower.
  14. [Game Update] - 253894

    I can confirm that it works indeed just like the old system. Jobs have now no effect besides perks and hats. This is a huge bummer! I really liked the way jobs and the 1-5* made organising tasks much more efficient and fun. The last update with the softpriorities in 1-9 was a downgrade to that but at least it meant that micromanaging the task matrix wasn't necessary (besides the "all" column). The 1-5* not only made organising tasks more efficient but also easier. Another thing that bothers me is that duplicants don't seem to opt out of sweeping when deselecting the Tidy task. I don't want my whole colony to sweep, I just want it to get done eventually. Now I have to micromanage the priorities and tasks much more again.
  15. [Game Update] - 253894

    It means that the priorities work exactly like the used to before the preview is my guess. Which is a huge bummer. The 1-5* system was vastly superiour to this and I don't think people complained about it as soon as they understood how it works.
  16. Gas pumps in mixed gases can produce >500g packets.
  17. [Game Update] - 253600

    I assumed that, but nontheless I thought it would be useful to share.
  18. [Game Update] - 253600

    I have terrible lag spikes during the preview, specifically while building liquid pipes (might as well occur with gas pipes idk). Otherwise the game is very smooth and fast. It is my first longer playthrough with 100+ cycles in the preview, so far I focussed on the early game and restarted a whole bunch to figure out different job configurations and build orders, so these spikes never occured. Also in the live version the game runs smooth. Here is the save: Committee.sav
  19. [Game Update] - 253538

    The whole point of the EA is to complain. We are nerds. We care so much about games that we do this. It isn't rooted in negativity. Some of us are technicians/engineers/hackers so we automatically want to break the thing and find things that can be improved, we can't help it, it is in our nature.
  20. [Game Update] - 253538

    It's basicly the same as the 1-5* priority system just that the soft priorities only have 1 priority level. The end result is very similar, but simpler, in a sense it is best of both worlds. I liked the 1-5* better but the simplicity of this patch might win out. The big change here is not the priority levels though. The job mastery and duplicant progression changes seem to address all the major concerns about this update, which have been discussed here. This is really, really good and fast.
  21. [Game Update] - 253063

    I fully agree. This requires more micromanagement on our part, which is true since this upgrade in terms of digging anyways. Before the update the duplicants would prioritize building over digging on the same priority. This made digging up large areas stress and micromanagement free, since you could build ladders and paint dig tasks over them. The duplicants would always first build the ladders. Now with the miner specialization your dupes will get stuck if you do it this way.
  22. Confirming this bug. I get the same overheat temperatures as @Kabrute.
  23. Research Task Error

    After trying to research Meal Preparation. Formely the novice research of the item would be done by the duplicant until the Super Computer is active so the advanced part can be done too. This error message came up (picture). The duplicant started the novice research part after that however. After switching the researcher back and forth the error message dissapeared and then suddenly came up again. The message then dissapeared again after the Super Computer was built.
  24. I don't think so, they are insanely fast. Can I use this upgrade in a old world?
  25. [Game Update] - 246040

    You can definitely automate them in a way so the dupes use them by combining them with doors and checkpoints.