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Everything posted by llunak

  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. Good. Ok, so where's the mod that removes the annoying fixed output temperature from the water sieve?
  7. 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
  8. 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?
  9. 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).
  10. I have tried building a new one and it doesn't change anything.
  11. 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.
  12. - 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.
  13. 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.
  14. 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.
  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, 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]
  16. 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.
  17. That's presumably a reference to Gulliver's Travels (https://en.wikipedia.org/wiki/Endianness#Etymology). I actually find it pretty amusing.
  18. Sometimes a rancher gets stuck calling a critter for grooming. If you watch Ruby (who's actually a rancher) in the attached save, he'll soon get stuck in this situation. If the relevant critter will be a hatch, it'll be stuck in a loop of jumping in a place. will not groom.sav
  19. I doubt the devs will do anything unless you have a better idea how to do this. Ultimately the sensor can always just have two values for the output signal, so it needs to map "nothing" to something. No matter how you do it, it'll never be perfect. Besides, what is your actual problem? If you release only water when the sensor shows it's cold enough, then when there's the cold nothing, then you "release" only nothing.
  20. Even a game should make sense, at least within its own rules. All I did in the bugreport was that I pointed out that few elements were inconsistent with the rest, I pointed out the problems it causes and then asked if there was a reason for that. Besides, if you can post random unfounded personal opinion (which is what it looks like so far, unless you can finally back it up with something instead of dodging), then so can I.
  21. [citation needed] Since, normally, the intended use of water sieves is to clean water again for reuse.
  22. Everybody says that and nobody can quote it. I'm starting to think this is just an urban myth that everybody repeats. If it's really so deliberate, why does it affect a base device where it will ruin bases of new players, instead of being at least somewhat apparent like with the AETN? Funny that, mine doesn't. 500 cycles in. And the water sieve adds heat for me, not remove it.
  23. EDIT: Ok, I was curious and dug up a bit more (I'm a software developer with electrotechnical education, so I have a little clue, but I'm not an expert). And apparently this heat stuff is way too complicated for the way ONI works (https://www.khanacademy.org/science/chemistry/states-of-matter-and-intermolecular-forces/states-of-matter/v/specific-heat-heat-of-fusion-and-vaporization was very educational and I doubt ONI implements that). So let's just reduce this whole thing to "I think the heat capacity of polluter water should be the same as water, otherwise it heat/cools surroundings way too much" and "water sieve shouldn't have fixed temperature output, because it complicates life for beginners and experienced players will find a way anyway if wanted (e.g. pincha peppernuts, it turns out, are actually a massive heat sink)". It has come up during the discussion in the topic below that some in-game elements have broken heat capacity. The specific example there is (clean) water vs polluted water, where water has about 4 J/g/K while polluted water has about 6 J/g/K. This means that water sieve with its fixed temperature output actually cools things down, even if the input temperature is lower - with these values, the input should be polluted ice for the output to be 40C for energy conservation to take place, and 30C polluted water should make water sieve output steam. This also means that since showers and sinks only convert clean water to polluted water, they technically add huge amounts of heat. I checked using some sources as such https://www.engineeringtoolbox.com/specific-heat-capacity-d_391.html and it seems many elements are correct (or reasonably close), so it seems like you've actually tried to make the game use the correct values. Therefore, I find it strange that polluted water have such a strange value. It doesn't make sense technically, if polluted water is water+dirt (heating up polluted water in-game makes steam+dirt) or is water+CO2 (carbon scrubber pollutes water), then it doesn't make sense that adding something with lower heat capacity would make polluted water have higher heat capacity. It also doesn't seem to make much sense for the game, having so significantly different heat capacity of clean and polluted water just complicates matters, when it should be just about the same. I mean, the game tries to simulate thermodynamics to quite some degree and even advertises this as one of the main features on the Steam page. But having heat of such a base element broken should make everything related to heat a complicated mess, where trying to fix anything related to heat would mean just fixing broken things by adding more broken things on top. The other elements I've found that have their values way too off are hydrogen (see the link above) and steam (should be about 2, see e.g. http://www2.ucdsb.on.ca/tiss/stretton/database/specific_heat_capacity_table.html). Is there a specific reason why these elements should have their heat capacity so significantly different? As far as I can tell, the current situation with polluted water just breaks the game for everybody. New players will cook their crops when trying to reuse their water (that certainly happened to me and even nowadays it's a problem for me when I try to play without exploiting things). Experienced players, instead of handling problems properly, can just get polluted water somehow, use it for extensive cooling and then get rid of the heat with the water sieve.
  24. See the pictures: - the same picture is shown for all eggs of the same creature, regardless of the subtype (i.e. smooth and sage hatch eggs also show as the base hatch egg) - all shinebug eggs are some kind of a box - pacu eggs are a flower pot (??) - the (normal) drecklet egg shows as a plastic drecklet egg Basically the same problem can be also seen with the sandbox spawner tool.
  25. See the attached picture. When a shinebug is being groomed, it is rendered on the floor instead on the grooming station. shinebug grooming too low.sav