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About Ayka

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  1. Game Summary crashes for me starting yesterday, there are still a lot of times where a building (in my case Doors) will just stop allowing duplicants through despite what the permissions say (seems to happen when locking and unlocking doors), which then means I have to deconstruct the door and re-construct it. I've seen it as a listed bug already. Also, there are a lot of times where a building simply no longer generates tasks, this happens to me with Grills and Ovens fairly frequently; and I either need to restart the game (which fixes it for a little while) or delete the grill and re-add it. This seems to happen when a destructive dupe goes on a rampage, but it isn't limited to that. It just seems to me like a lot of times errands get dropped. I'm sure we'll see post-release bug fixes.
  2. There was recently a change where "None" was added to filters, in theory I like this change (I can just set it to None instead of some crazy element that would never ever be seen to effectively disable the filter on the line, and until last night I was okay. Then I had an early-game Filter made from Iron start to overheat, no issue; just replace it with Steel; and this is where the problem began. I deconstructed the original filter, not thinking about it since hey, this has always worked.. and put the new filter in its place. Now, because of the new None, it starts pouring Polluted Water into my Water Lines, and I'm still not sure I've gotten it out of all the Farm Tiles, repaired all the Electrolyzers and where the Polluted water will pop back up. Klei Team, please make it so on initial building of a Filter, that the filter is either Disabled, or does not pass any material until we actually select a Filter (even if its none). With the way the new Pipe-Mechanics work its just way way too easy to put unwanted materials in pipes.Filters used to be great because they were damn near guaranteed to filter what you wanted (unlike the Automation-based equivalents) for the price of power. Or at least for the rest of you, PSA: New Filters replacing old filters, either delete the Power Line, the Input or the output; and don't replace filters in line.
  3. Congrats Dev Team, looking forward to it!
  4. The GUI Scale Slider adjusts the GUI while sliding the scale, making it incredibly difficult to actually adjust the scaling.
  5. When a Gas or Liquid Bridge has a split on the Exit end (green), and one side can accept only a portion of the incoming packet (say in a farm where one branch can accept 800g/s of liquid) the liquid still pauses instead of pushing the 800g down that path and putting the 9.2kg down the other branch, which is expected. This causes a loss of throughput on the remainder of the line as if you were not using bridges in the first place.
  6. This is EXACTLY whats happening.
  7. Well, it used to be (in the old system) that when gasses or liquids flow through a piping system, that it took a bunch of resources (and on larger systems you'd see noticeable lag when you placed new piping as it updated the flow charts). The new system is meant to streamline that process, so that the game will run better in much later cycles, and on some of the weaker PCs. Unfortunately it has some growing pains, I was able to get the system to break pretty bad tonight, deleting Hundreds of Kilograms of Gasses, and Duplicating others. Overall fun in terms of bugs but obviously not great for balance to have your systems randomly* do whatever they want. (* Disclaimer: Not Random, we found some patterns so we could manipulate the fluids (Liquid or Gas) to do whatever we wanted, but it was ALWAYS deleting mass so it was a Net-Loss every time.)
  8. Gas Bridges now overwrite and duplicate gasses that enter the bridge with an awaiting packet. I have a Electrolyzer setup that just produced over 750kg of Hydrogen in about 2 Minutes; and no Oxygen. I'm actually not sure what was so bad about the old fluid dynamics that needed this update https://clips.twitch.tv/TenderArtisticHippoLitty
  9. [Game Update] - 348553

    I am seeing the same, 80 Degrees in, 40 Degrees out. Business as usual.
  10. [Game Update] - 348553

    I used to have a water filter for my Pool, which worked with sand. Exactly as the Water Sieve does here; and that did not add heat to my pool. It isn't as "Simple" as you'd lead others to believe. Its a balance change, and I'm curious why on top of Wheezewart Nerfs and other things that this was a nerf and not a fix.
  11. [Game Update] - 348553

    I'm not understanding why the fix for the fixed output devices was a simple one way nerf instead of an actual fix. Why does the device only add heat? Why not make the fixed output temp 0 (since most of these devices are dealing with water anyway) and then have it so that Temp In = Temp Out?
  12. Duplicants get stuck with the consuming food Buff, making it so their kCal never decrease. This means they effectively eat 0 Food; however it also means they cannot gain morale from food or eating in a Dining Room. The result is duplicants that can never get morale bonuses at later tiers. This does not seem limited to Binge Eaters, and persists after a full reboot of the game. Seems to be more common with Binge Eaters. I can post a Clip (Twitch) or a Screenshot if needed. Attaching the save game, Bubbles is currently experiencing the bug. Hearty Dump.sav
  13. Im on [hamletbeta], but I have a feeling perhaps this is something that is going to be to do with my Steam Install. I've been getting a lot of weird Glitchy things since I downloaded Steam VR. I've uninstalled the game, moved the Game Install to a different hard drive; and we're booting now. I guess it may be time to replace that Drive.
  14. Even with the DLC Installed, the game boots into Shipwrecked Mode, and I see no options or anything that would indicate any Hamlet Content.