Jey123456

  • Content Count

    12
  • Joined

  • Last visited

Community Reputation

3 Neutral

About Jey123456

  • Rank
    Junior Member
...

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Enable
  1. thats on purpose (the door that is). its used combined with timers and multiple path to control the hamsters actions (they cant leave this area to go eat or whatever outside of the allocated time). The issue started happening well before i added those. I actually added those doors to reduce it since currently my hamster waste a LOT of their time walking to the power. Even on a new game with a simple wheel and nothing in the way you can see the bug, its just much harder to notice due to how fast it happen, but if you stare at a dupe as it run to the wheel, youll see its task "going to generate power" flash every now and then. Its that same flash that cause the short burst of movements followed by running without moving for a few seconds while it recalculate the path to the generator, over and over again.
  2. if the pressure reach 100% its too late. the machine broke and need to be deconstructed. The dupe must release the pressure before this happen (which is why you can set it to release pressure at a lower %)
  3. Whenever my dupe head toward generating power, it move a for a sec, then stop for a few seconds, only to move another second. Usually when stopped its still doing the running animation. If i were to take a guess, it would be that for some reasons, the dupe are constantly recalculating the path to the power generator, but due to the size of the base the path takes too long to calculate. Its as if they walk a bit, forget that they were going to a generator, rethink about what to do, pick a generator again and resume. It is not apparent on a small base or new save due to how fast they determine new goal, but on this base at cycle 3500+ it becomes really apparent. It does not seem to happen to any other actions, only when they are running to a manual generator. this is an old gif of the issue but it still happen as of version R1-262109 Loading the save attached to this post should reproduce it right away. jeypre.sav
  4. quick update, this bug is still happening in the latest release version. Slowing the game speed down also has no impact on it that i can tell. The "going to generate power" message in the dupe status keeps on vanishing and showing back up everytime it stops so it looks like its constantly forgetting its going to generate power and look for something else only to end up back on the power task over and over again.
  5. very likely same bug as The duplicant sets its mind on some fridge (or maybe even food) it cannot access and refuse anything else even if there are clearly accessible food options available. If you empty the fridge on the ground, chances are very high your dupe will wake up and grab one of those.
  6. Heres a blurry gif of the problem, you can see the targeted dupe alongside a few others, are all running with weird pauses, all of those are currently running toward a manual generator, you can see the other dupes around move much better, only those headed to the manual generator exhibit this bug.
  7. Whenever my dupe head toward generating power, it move a for a sec, then stop for a few seconds, only to move another second. Usually when stopped its still doing the running animation. If i were to take a guess, it would be that for some reasons, the dupe are constantly recalculating the path to the power generator, but due to the size of the base the path takes too long to calculate. It does not seem to happen to any other actions, only when they are running to a manual generator. Intergalactic Crashpad.sav edit: This is still happening in version R1-262109, can be reproduced directly on load using this save jeypre.savjeypre.sav
  8. after doing some more tests, it seem to have to do with some food not being accessible to specific dupe, they appear to pick a random fridge when they look for food, and if that fridge happen to not be reachable, they complain they cant reach food even tho theres a fridge next to them with food in it. emptying a fridge on the ground seem to reset that process and since it add a ton of individual food on the ground makes it much more likely that theyll end up picking one they can access to.
  9. This started with one of the updates between now and early december. I had stopped playing due to lag on that base, but felt like i should give it another run with the recent update. Performance improvement are excellent btw, its playable again. Except that for some reasons many of my dupes refuse to eat, claiming no access to food, when there's fridges filled with food they are allowed to eat right next to them. Emptying said fridge on the ground made all the starving dupes rush to it to eat so they definitely have access to it. I tried manually moving the starving dupe on the fridge containing food they move to it just fine but then just go back to whatever they were doing while claiming no access to food. Here's the save hopefully you can reproduce it. Intergalactic Crashpad.sav
  10. This generator setup has worked to use manual generator on my main power line (the heavi-watt wire) for a little over 1500 cycles and recently decided to give up and constantly switch between batteries sufficiently full and normal multiple times per seconds even tho the capacitor remain at a steady 0. I assume it may be related to lag, some timeout in an operation somewhere is throwing the whole map in chaos, reducing the number of running gases in pipes did help relieve the issue a bit (thank god for automation clock !). edit: Forgot to mention, adding a tiny battery on the circuit those "fix" the issue, but then the whole system is non functional due to wire overload once the battery is charged and discharge. It is most definitly lag related, after reducing interactions (mostly shutting down pumps all around) and getting the fps back in the 10-15 the generators are back to normal. While the problem was happening other weird issues could be seen like dupes standing stills for long period of time after a task or moving back and forth really fast. The save where the issue is occurring is attached, you can see it in both the ones in the screenshot and the hamster isolation section in the top of the base (an attempt at reducing lag from dupes by locking them in a isolated part where they can only run on wheels XD). Intergalactic Crashpad.sav