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Everything posted by Crono141
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Petroleum generator will only take one comb. Liquid at a time
Crono141 commented on Crono141's bug in Oxygen Not Included
Yep, this is the exact issue. With no way to empty it you have to destroy and rebuild the building every time you change fuels. Personally, I'd rather the building take the combined fuel mass in storage when it checks to see if it can produce energy, and then it deducts the mass first from the smallest amount in storage. This would allow the building to run on a combined ethanol/petrol line without issue. -
Petroleum generator will only take one comb. Liquid at a time
Crono141 commented on Crono141's bug in Oxygen Not Included
Log is zipped, because I kept getting an error (-200) when I tried to upload unzip. Change extension from txt to zip to extract. Log file also has numerous hundreds of duplicate lines removed to get it under the 2mb limit, which turned out to be in vain since I wasn't able to upload it without zipping. I was unable to upload the save file, as it violates the 2mb limit. -
Problem exists on 4K monitors as well. I submitted a similar bug.
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I don't see where I stated it was a blocking issue. I was simply trying to make the devs aware that an issue existed. I even included steps to work around the problem until fixed, so its clear that I don't see it as a blocking issue. So not sure why you brought that up.
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When playing in 4K resolution, the tech tree/research screen is super zoomed in/large, even at farthest zoom out level. UI scale may play a role in this as well, since at 4K I run the UI at 160% size to be visible from the couch. See attached screenshot, it is zoomed all the way out. Switching to 1080P resolution and 115% UI scale works around the problem.
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Not sure if this has been addressed yet, but its been a bug since at least QOL1. At 4K resolution, when you go to create a new colony, the avatars for game type selection are huge, and overlap the text. See screenshot