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About llunak

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  1. A better way would be to show the notification only if it matters. In other words, if the dupe didn't have any skill point to spend and now it has. In that case, I want to know (and IMO the notification even should be the kind that has to be dismissed). But if the dupe still has 4 unspent skill points, a notification about one more is useless and thus just annoying, and that's what was wrong about it.
  2. I've uploaded my save and all the timelapse images to http://ge.tt/2P0ZfZx2 (since the saving was originally broken, that's really all of them). The first 2 also have smaller dimensions, before I raised the resolution to the maximum. But besides that, there are several problems that can be noticed: Same of them have broken colors (e.g. cycle 520). See e.g. the empty rooms below the base that are filled with CO2, they are almost black. The scale changes (i.e. how much of the map is visible). See e.g. cycles 508 and 510 which show less than cycle 500. The stepping is irregular. E.g. 490, 492, 497, 500, 508. This means that when playing the images in a sequence, the pace of the progress will be irregular as well. I usually play only for one hour, so it's possible that all those saves that do not end in 0 came from loading or saving. This all means that when I play the timelapse in "Colony Summary", it looks rather bad and confusing.
  3. If I try to play e.g. the "Tutorial: Duplicant movement" video, I get only the video title on a black background, but there's no actual video. The sound of the video can be heard though. I've tried to strace the program and it appears it doesn't use any system video libraries, so I don't know what more info I can provide. The OS is openSUSE 15.1 x86_64.
  4. In a game, hit Esc to open the game menu. Click 'Save' (and possibly confirm overwrite). Click 'Quit to Desktop'. There will be a confirmation dialog warning that any unsaved game progress may be lost. That warning dialog is pointless in this case. The game clearly has been just saved, and the menu pauses the game, so there can't be any unsaved progress. So a player can either learn to always mentally check that yes, the game has been saved, or worse, can learn to always automatically dismiss the dialog, which besides pointless makes it also dangerous in case the game actually has not been saved. This could be easily saved by having 'bool saved' that's set on every save and reset on every tick. Or least least the menu can remember that save has been invoked and suppress the extra dialog in that case.
  5. Aaawww. And I was hoping this would be fixed by making toxic stuff actually dangerous. It's a bit silly that dupes can run in caves full of poisonous chlorine and all it does is that it makes them hold breath.
  6. Even if a conveyor loader is disabled by automatic, autosweeper will still load it. The only thing that automation controls is whether the item will be transported or not, but it seems broken to load a loader that will not transport. Steps to reproduce: - load the attached save - make sure to set the critter sensor limit to 10, so that it's disabled (that's another bug actually, the sensor does not save its setting) - set the loader to accept critter eggs - the autosweeper will load them Test.sav
  7. So why haven't you posted your working solution, instead of a (presumably) sandbox mockup? I've already written it twice. A sweeper first picks up several eggs and only afterwards it delivers them. So, again, what you suggest doesn't work. See, bad manners go both ways. I can easily take it from your replies that you don't actually want to help but just want to feel smug and superior. How did you possibly want to help if you're not even willing to acknowledge what I say?
  8. It'd be nice if (auto)saving was on the list of cases to consider, to avoid the delay at the start of each cycle. I expect it could be reasonably easy to do as well (the whole world model should be frozen during saving, so threads should be simple with read-only data, if the save format can benefit from creating its parts independently). Also, I'm curious, which systems of the game would inherently multithread poorly? E.g. most of the physics stuff seems to interact with cells only in a limited range, so I'd naively expect that having separate threads work on gases/liquids/heat/etc. in cell regions far enough from each other would in practice mean independent data (I have experience working with a spreadsheet application and in a nutshell that's a way how to get almost lock-less multithreading in such large datasets).
  9. I have tried building a new one and it doesn't change anything.
  10. How you even already tried the bloody thing? No, it doesn't. How is an egg picked up by a sweeper or transported away on a conveyor rail a potential critter? And even if it would magically hatch somehow in the room, it's still a much less likely case than the plain "use critter sensor for transporting away all surplus eggs". Even if the suggested workarounds would work somehow (I doubt it), this update is called Quality of Life, and so the simple stuff should be simple and if somebody wants it overcomplicated they can have it that way. Do tell. None of the things described here are simple, most wouldn't even work. Read again what I wrote, Not all additional, _all_ eggs get picked up. Too bad the egg will last only until another critter lays another egg, which will make both eggs get transported away.
  11. - Build something from a refined metal, e.g. iron. Build so much of it that you run out of this material. - The game will switch to steel as building material, even if other refined metals are available. - To make it even worse, it switches the material for all buildings, not just the one being built. This means that one can build from the precious steel even when not intended. This has happened to me several times and it's very annoying. The game should switch to other refined metals before switching to steel.
  12. Yes, and also this way the maximum number could be higher. Sometimes infinite amount is way too much but just 5 food items is too little.
  13. And some items are missing (Barbeque and Pepper Bread at least, beware if you have a late-game save). > Increased Automation: Critter Sensor outputs a signal based on the number of critters and eggs in a room It counts even eggs in any kind of storage, including sweepers and conveyor buildings. That means it's actually not usable for any kind of automation, since as soon as some critters die, they'll never be replaced. The moment there will be more eggs than needed for the maximum limits, sweepers controlled by the critter sensors will first collect _all_ eggs and only afterwards the sensor will turn off => no egg will last long enough to hatch. IMO the sensor should count only eggs in the actual room, not in any kind of a container.
  14. Holding left Shift to make sure ladders etc. are built straight works, but right Shift does not work anymore. I'm pretty sure it used to work before, first somewhen around the Ranching Update, and then after I had reported it at [1] it got fixed, but now it's back again. As I use the mouse with my left hand, this is actually a rather annoying regression. [1]
  15. Holding left Shift to make sure ladders etc. are built straight works, but right Shift does not work anymore. I'm pretty sure it used to work before, somewhen around the Ranching Update, when I last played. As I use the mouse with my left hand, this is actually a rather annoying regression.